Wand of Magic Missile doesn't add much for me, given I have Eldritch blast, but I guess does guarantee a hit and you could use 6 charges to make it a one-a-day powerful strike.
Does this work with Hex?
Hex description stated that the extra damage applies when "you hit it with an attack". A spell is not an attack, so my understanding would be that Hex and Magic Missile or other spells do not work together.
Spells and attacks are both actions, but different. Same reason you can use multiclass Multi-Attack to cast multiple spells
DM always right of course. Doesn't that make it quite overpowered though? Say with Eldritch Blast which can have up to 4 simultaneous beams each with its own hit roll. So 1d10+1d6+cha modifier xN (where N is 1-4 depending on level). Especially at lower levels, that's a lot
”Shall we double back and check the watery passage, or continue along this way?” asks Randall, though his body language makes it clear he wishes to investigate the unknown passage behind them before risking too much further this way.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
((Not sure Bow has any use for the wands as he will use his handbow as long as he can. Not really a problem if I don't get an item though, as none are of to much interest to him.))
Bow doesn't really care about the water passage, but as he has travelled for some time now with Brother Randall he will agree with him to check it out.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor doesn't mind which way, and is happy to follow Brother Randall if he wants to go back to the watery passage, but he points out that he can't hold his breath for longer that 2 minutes, and is not a fast swimmer.
(OOC: 15ft swimming, 2 min / 20 rounds until drowning, so that makes 300ft max distance assuming nothing attacks/grapples/entangles Z)
”I was just expecting to watch as Tempe transformed into his aquatic form and explored,” remarks Randall, “Though my spell is still active and I can move through the water unhindered myself.”
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe once they get to the water changes his bat into an octopus and it goes into the water to have a look around. He enters Sinkmoors senses as it does.
Once Sinkmoor returns, Tempe dismisses him "It is beautiful, under the sea, much life. The passage leads so. I think we could of seen more But Sinkmoor was distracted by his hunting instincts. As Randle says lets go upwards, We need not proceed that way." he points towards the water with the last said and follows the group
Tempe adds "Maybe we should take a trophy, A tentacle to show the natives. It may intimidate a parley."
Good idea, but perhaps we should just take a whole head, as it may be more recognisable than just a tentacle. (Assuming it's a reasonable size to carry)
Once the trophy is properly situated, Randall holds his mace up high to light the way and starts moving forward, though as before he allows the stealthier ones to move ahead in the dark should they wish.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"So what do you think is gonna happen with the natives? And how far along will the camp be when we get back?"
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
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Hex description stated that the extra damage applies when "you hit it with an attack". A spell is not an attack, so my understanding would be that Hex and Magic Missile or other spells do not work together.
Spells and attacks are both actions, but different. Same reason you can use multiclass Multi-Attack to cast multiple spells
DM always right of course. Doesn't that make it quite overpowered though? Say with Eldritch Blast which can have up to 4 simultaneous beams each with its own hit roll. So 1d10+1d6+cha modifier xN (where N is 1-4 depending on level). Especially at lower levels, that's a lot
OOC. Very interesting. But have we decided on the item allocation yet?
Zenodor considers the items and the skills of the party and makes the following suggestions:
Bow - Wand of Entangle, to keep enemy at range
Brother Randall - Bag of Holding, as per your preference
Ignis - Wand of Magic Missiles - additional ranged option
Petcan - Helmet of telepathy as suggested
Zenodor - Longsword of alertness as no one else wants it
OOC: Works for me…
”Shall we double back and check the watery passage, or continue along this way?” asks Randall, though his body language makes it clear he wishes to investigate the unknown passage behind them before risking too much further this way.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe looks around bat hanging from one of his horns "So where did the other chests go?" He looks for signs of movement 23 his bat helping him.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
((Not sure Bow has any use for the wands as he will use his handbow as long as he can. Not really a problem if I don't get an item though, as none are of to much interest to him.))
Bow doesn't really care about the water passage, but as he has travelled for some time now with Brother Randall he will agree with him to check it out.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor doesn't mind which way, and is happy to follow Brother Randall if he wants to go back to the watery passage, but he points out that he can't hold his breath for longer that 2 minutes, and is not a fast swimmer.
(OOC: 15ft swimming, 2 min / 20 rounds until drowning, so that makes 300ft max distance assuming nothing attacks/grapples/entangles Z)
Randall:
”I was just expecting to watch as Tempe transformed into his aquatic form and explored,” remarks Randall, “Though my spell is still active and I can move through the water unhindered myself.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Tempe once they get to the water changes his bat into an octopus and it goes into the water to have a look around. He enters Sinkmoors senses as it does.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Sinkmoor looks around as far as he can "So this is what it's like" Tempe says perception: 12 then Sinkmoor retreats back to Tempe.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
ooc Figures
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Randall:
Waiting until Tempe is satisfied, Randall says, "If our backtrail is clear, let's proceed upwards in the other passage."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Once Sinkmoor returns, Tempe dismisses him "It is beautiful, under the sea, much life. The passage leads so. I think we could of seen more But Sinkmoor was distracted by his hunting instincts. As Randle says lets go upwards, We need not proceed that way." he points towards the water with the last said and follows the group
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Tempe adds "Maybe we should take a trophy, A tentacle to show the natives. It may intimidate a parley."
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Good idea, but perhaps we should just take a whole head, as it may be more recognisable than just a tentacle. (Assuming it's a reasonable size to carry)
Randall:
"If you can wrap it up well enough so it doesn't leak, I'll put it in the magic bag," offers Randall.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Let us take the head of the biggest of these creatures in the Bag of Holding. That should be a nice surprise when we pull it out to show the natives"
Once they're done "Lets go" Tempe says not wanting to interrupt the tempo and follows
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Randall:
Once the trophy is properly situated, Randall holds his mace up high to light the way and starts moving forward, though as before he allows the stealthier ones to move ahead in the dark should they wish.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bow walks next to Randall
"So what do you think is gonna happen with the natives? And how far along will the camp be when we get back?"
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus