The thing is, you can't assume that the person that is the diviner will have these numbers, or will know what they are before the game starts, so you can't make assumptions around that.
Each game will be different.
I guess what I'm saying is, don't plan on having your portents be certain numbers.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
The thing is, you can't assume that the person that is the diviner will have these numbers, or will know what they are before the game starts, so you can't make assumptions around that.
Each game will be different.
I guess what I'm saying is, don't plan on having your portents be certain numbers.
As this discussion has most likely come to an end the winner is the... . Wizard. (No one saw that coming).
The Wizard wins due to the large amount of auto win spells (+wide variety) that if the Wizard cast a single one of them he wins along with his ability to gain a high initiative and Ac (Divination/Chronurgist and Mage armor/Shield). The Wizard wins against the fighter because for the fighter to win he must go first (Hard-Impossible/ Divination-Chronurgist) and drop (Very Unlikly) or fully incapacitate (Also Unlikely) the Wizard to win but if the Wizard is a Chronurgist he can choose to automatically go first via Convergent Future. The Champion is The Wizard!
As this discussion has most likely come to an end the winner is the... . Wizard. (No one saw that coming).
The Wizard wins due to the large amount of auto win spells (+wide variety) that if the Wizard cast a single one of them he wins along with his ability to gain a high initiative and Ac (Divination/Chronurgist and Mage armor/Shield). The Wizard wins against the fighter because for the fighter to win he must go first (Hard-Impossible/ Divination-Chronurgist) and drop (Very Unlikly) or fully incapacitate (Also Unlikely) the Wizard to win but if the Wizard is a Chronurgist he can choose to automatically go first via Convergent Future. The Champion is The Wizard!
Cool, took a few tries, but got it to work. It didn't like me cut and pasting.
Just wanted to try as well. Giving the fighter a init of 6 would probably make it not go first.
I too think the wizard would win, mageslayer would only come into effect if the fighter can get into melee and that is doubtful. Misty step could get out of grapple. I just think there are too many options for a wizard.
Mephista I would like to give rules to grappling spellcasters: (For the full thing check bottom titled Grappling Spellcasters)
When you are grappling a creature you can attempt to as an action hold an appendage limiting it what it can do. When you do so each creature must make a contested strength (Athletics) check. On a success the creature is unable to use that appendage for any purposes other than escaping the grapple. Escaping the grapple ends the hold.
“for any purposes other than escaping the grapple” Means:
While in the hold the appendage is unable to use somatic components, or use objects when grappled this way.
———
Final note: Gagging a Wizard:
To gag a creature I think you would have to have them already grappled and still have a free hand to cover their mouth but tbh if you stifle the sound with your it still means they are saying the words but it can’t be heard by you or him perfectly.
If I put it into a rule like the grappling spell-casters above:
When you are grappling a creature and have a free hand you can attempt to as an action cover their mouth. When you do so each creature must make a contested strength (Athletics) or dexterity (Acrobatics) check. On a success the creature is unable to speak including verbal components. Escaping the grapple ends the hold on their mouth.
Now all of the above homebrew rules made put into this:
Grappling Spellcasters:
When you are grappling a creature you can attempt to as an action hold an appendage limiting it what it can do. When you do so each creature must make a contested strength (Athletics) check. On a success the creature is unable to use that appendage for any purposes other than escaping the grapple. Escaping the grapple ends the hold.
Additionally, when you are grappling a creature and have a free hand you can attempt to as an action cover their mouth. When you do so each creature must make a contested strength (Athletics) or dexterity (Acrobatics) check. On a success the creature is unable to speak including verbal components. Escaping the grapple ends the hold on their mouth.
Now, something to remember is that those are homebrew rules, so not legal in basically every game, so that doesn't help if you just do RAW Fighter 20/Wizard 20
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Now, something to remember is that those are homebrew rules, so not legal in basically every game, so that doesn't help if you just do RAW Fighter 20/Wizard 20
The reason I made these is because Mephista said grapple to stop a Spellcaster and so I took an hour to form some grapple rules for the fighter and tried my best to balance them because if I did not balance it the fighter could stop a lich from casting that why I made it you can ether cover their mouth (One hand grapple target other hand cover mouth) or grapple an appendage (Grapple one arm with one hand and then grapple the other hand with the other hand). I tried to balance them and make them look official.
And just saying yes normally grapple and restrained don’t stop spellcasting but since Mephista said that a dm would allow me it and that Jeremy Crawford said that yes a grapple could hinder spellcasting.
Also the only thing you can assume is an average like 10.
I do believe you that you rolled those, but I prefer rolling in the thread:
10
10
12
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The thing is, you can't assume that the person that is the diviner will have these numbers, or will know what they are before the game starts, so you can't make assumptions around that.
Each game will be different.
I guess what I'm saying is, don't plan on having your portents be certain numbers.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Me - ”Is it possible to learn this power”
Levi - “Not from a Jedi”
——————
With this i get but you can always assume all are 10’s.
I have learned this power:
[roll]1d20[roll]
or not
[roll]d20[roll]
[roll]6d6[roll]
I guess I can’t. :(
1
LeviRocks show me thy power: Of rolling
Anyways the Chronurgist has a auto-save/fail feature called Convergent Future.
There should be a dice button.
If you're using mobile, turn the device sideways.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
20
oh well I forgot the slash
it showed me the way.
But yeah Wizard wins.
Yeah, 99/100 times, Wizard wins in a fair fight.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
True. And Thx LeviRocks.
As this discussion has most likely come to an end the winner is the... . Wizard. (No one saw that coming).
The Wizard wins due to the large amount of auto win spells (+wide variety) that if the Wizard cast a single one of them he wins along with his ability to gain a high initiative and Ac (Divination/Chronurgist and Mage armor/Shield). The Wizard wins against the fighter because for the fighter to win he must go first (Hard-Impossible/ Divination-Chronurgist) and drop (Very Unlikly) or fully incapacitate (Also Unlikely) the Wizard to win but if the Wizard is a Chronurgist he can choose to automatically go first via Convergent Future. The Champion is The Wizard!
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
3
4
11
Cool, took a few tries, but got it to work. It didn't like me cut and pasting.
Just wanted to try as well. Giving the fighter a init of 6 would probably make it not go first.
I too think the wizard would win, mageslayer would only come into effect if the fighter can get into melee and that is doubtful. Misty step could get out of grapple. I just think there are too many options for a wizard.
Yeah, the wizard has too many options, and too many ways to execute all of them if the situation allows it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Mephista I would like to give rules to grappling spellcasters: (For the full thing check bottom titled Grappling Spellcasters)
When you are grappling a creature you can attempt to as an action hold an appendage limiting it what it can do. When you do so each creature must make a contested strength (Athletics) check. On a success the creature is unable to use that appendage for any purposes other than escaping the grapple. Escaping the grapple ends the hold.
“for any purposes other than escaping the grapple” Means:
While in the hold the appendage is unable to use somatic components, or use objects when grappled this way.
———
Final note: Gagging a Wizard:
To gag a creature I think you would have to have them already grappled and still have a free hand to cover their mouth but tbh if you stifle the sound with your it still means they are saying the words but it can’t be heard by you or him perfectly.
If I put it into a rule like the grappling spell-casters above:
When you are grappling a creature and have a free hand you can attempt to as an action cover their mouth. When you do so each creature must make a contested strength (Athletics) or dexterity (Acrobatics) check. On a success the creature is unable to speak including verbal components. Escaping the grapple ends the hold on their mouth.
Now all of the above homebrew rules made put into this:
Grappling Spellcasters:
When you are grappling a creature you can attempt to as an action hold an appendage limiting it what it can do. When you do so each creature must make a contested strength (Athletics) check. On a success the creature is unable to use that appendage for any purposes other than escaping the grapple. Escaping the grapple ends the hold.
Additionally, when you are grappling a creature and have a free hand you can attempt to as an action cover their mouth. When you do so each creature must make a contested strength (Athletics) or dexterity (Acrobatics) check. On a success the creature is unable to speak including verbal components. Escaping the grapple ends the hold on their mouth.
Now, something to remember is that those are homebrew rules, so not legal in basically every game, so that doesn't help if you just do RAW Fighter 20/Wizard 20
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The reason I made these is because Mephista said grapple to stop a Spellcaster and so I took an hour to form some grapple rules for the fighter and tried my best to balance them because if I did not balance it the fighter could stop a lich from casting that why I made it you can ether cover their mouth (One hand grapple target other hand cover mouth) or grapple an appendage (Grapple one arm with one hand and then grapple the other hand with the other hand). I tried to balance them and make them look official.
And just saying yes normally grapple and restrained don’t stop spellcasting but since Mephista said that a dm would allow me it and that Jeremy Crawford said that yes a grapple could hinder spellcasting.