Just came across a combination that might allow PC's to become up to huge in size. I wanted to check the veracity of this combo and get opinions of what would be allowed at the table.
Giant's Might - The 3rd level Rune Knight feature introduced in TCoE states:
"You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest."
Combined with the Enlarge/Reduce spell, which reads:
"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit."
If this combo is allowed to work then that would mean a Rune Knight can use Giant's Might to grow from Medium to Large and then another party member with Enlarge/Reduce could cast the spell and target the Rune Knight to promote them from Large to Huge.
Neither Giant's Might nor Enlarge/Reduce state that the target creature cannot be enlarged if it is already being affected by a spell or other ability that has increased its size so the main question is: Is this combination allowed as per RAW?
A second question would be: Does the extra damage granted to the target's attacks with its enlarged weapons or unarmed strikes (1d6 from Giant's Might and 1d4 from Enlarge/Reduce) stack, or does the fact that Enlarge/Reduce was the most recently activated effect mean that the target only benefits from the 1d4?
Assuming the combination is allowed, let's throw in some metamagic into Enlarge/Reduce and ask what happens if Extend Spell is added to the mix. Extend Spell states:
"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours."
So the third question: Assuming we extend Enlarge/Reduce to a two minute duration; How would Extend Spell interact with the combination of Giant's Might and Enlarge/Reduce?
Would Giant's Might end after one minute causing the enlarged player to reduce back to large in size? (since Enlarge/Reduce continues for another minute and the reference size is back to medium).
Or would the player remain Huge in size for another minute until the effects of Enlarge/Reduce end? (this would imply that Enlarge/Reduce only takes into account the targets reference size at the point of casting and assumes that fact until the spell is finished).
I'd love to hear thoughts about whether this is even allowed RAW and where the line would be with what DM's would/wouldn't accept at their tables. Any further discussion of how far this can be taken would be cool to!
I'll answer this, because it is fun, but please note that I am not an expert on the rules, so take what I'm saying with a grain of salt.
Yes, the combination of Giant's Might and Enlarge/Reduce does work, however it must be in that order (GM first, then E/R). As Giant's Might makes you large, if you cast E/R first (as a medium creature) to become large, GM will have then have no effect. But yes, this combination works and does not violate the Combining Game Effects rules, which are:
Combining Game Effects When two or more game features have the same name, only the effects of one of them — the most potent one — apply while the durations of the effects overlap. [...] See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Giant's Might sets your character size. Enlarge/Reduce alters your character size. So yes, these do stack.
The extra damage would also stack, as they are from two different sources. Note that the 1d6 from GM can only be used once per turn, while the 1d4 from E/R is applied consistently. But yes, from my interpretation one one weapon attack will have an added 1d6 and 1d4 damage.
As for using metamagic to extend the duration of E/R, here is how I would rule it: E/R increases your size category, while GM sets your size category. When GM fades after 1 minute, your size category is again Medium. Because E/R increases your size based on your set character size, I would rule that you would shrink from Huge to Large. Then after the second minute you would shrink back to medium.
- The combination is allowed, but order matters ("If you are smaller than Large, you become Large") - The extra damage should stack since it comes from different features or sources. Note: the one from Giant's Might is once per turn. - For the third question, I'd rule that, after one minute, the character returns to Large because Giant's Might ended but Enlarge/Reduce continues.
Just came across a combination that might allow PC's to become up to huge in size. I wanted to check the veracity of this combo and get opinions of what would be allowed at the table.
Giant's Might - The 3rd level Rune Knight feature introduced in TCoE states:
"You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest."
Combined with the Enlarge/Reduce spell, which reads:
"For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit."
If this combo is allowed to work then that would mean a Rune Knight can use Giant's Might to grow from Medium to Large and then another party member with Enlarge/Reduce could cast the spell and target the Rune Knight to promote them from Large to Huge.
Neither Giant's Might nor Enlarge/Reduce state that the target creature cannot be enlarged if it is already being affected by a spell or other ability that has increased its size so the main question is: Is this combination allowed as per RAW?
A second question would be: Does the extra damage granted to the target's attacks with its enlarged weapons or unarmed strikes (1d6 from Giant's Might and 1d4 from Enlarge/Reduce) stack, or does the fact that Enlarge/Reduce was the most recently activated effect mean that the target only benefits from the 1d4?
Assuming the combination is allowed, let's throw in some metamagic into Enlarge/Reduce and ask what happens if Extend Spell is added to the mix. Extend Spell states:
"When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours."
So the third question: Assuming we extend Enlarge/Reduce to a two minute duration; How would Extend Spell interact with the combination of Giant's Might and Enlarge/Reduce?
Would Giant's Might end after one minute causing the enlarged player to reduce back to large in size? (since Enlarge/Reduce continues for another minute and the reference size is back to medium).
Or would the player remain Huge in size for another minute until the effects of Enlarge/Reduce end? (this would imply that Enlarge/Reduce only takes into account the targets reference size at the point of casting and assumes that fact until the spell is finished).
I'd love to hear thoughts about whether this is even allowed RAW and where the line would be with what DM's would/wouldn't accept at their tables. Any further discussion of how far this can be taken would be cool to!
My interpretation is raw and rai, that each thing increases the size 1 level from their wording.
Now, from the glory to the giants book. The pathing the giant barbarian can become huge just from raging. What happens when you enlarge a huge barbarian? Does he become a Kaiju?
My interpretation is raw and rai, that each thing increases the size 1 level from their wording.
Now, from the glory to the giants book. The pathing the giant barbarian can become huge just from raging. What happens when you enlarge a huge barbarian? Does he become a Kaiju?
I believe if you were to use Enlarge on a Barbarian who became huge through this feature, it would then become Gargantuan.
I was wondering if there was a way to achieve Gargantuan status here. I suppose throwing a Potion of Growth in the middle of the original combo (GM+PG+E/R) would also achieve this.
I was wondering if there was a way to achieve Gargantuan status here. I suppose throwing a Potion of Growth in the middle of the original combo (GM+PG+E/R) would also achieve this.
I think technically because the potion says you "gain the "enlarge" effect of the Enlarge/Reduce spell" it would not be able to stack with a casting of the Enlarge/Reduce spell.
"Combining Game Effects When two or more game features have the same name, only the effects of one of them — the most potent one — apply while the durations of the effects overlap. [...] See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook."
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Just came across a combination that might allow PC's to become up to huge in size. I wanted to check the veracity of this combo and get opinions of what would be allowed at the table.
Giant's Might - The 3rd level Rune Knight feature introduced in TCoE states:
Combined with the Enlarge/Reduce spell, which reads:
If this combo is allowed to work then that would mean a Rune Knight can use Giant's Might to grow from Medium to Large and then another party member with Enlarge/Reduce could cast the spell and target the Rune Knight to promote them from Large to Huge.
Neither Giant's Might nor Enlarge/Reduce state that the target creature cannot be enlarged if it is already being affected by a spell or other ability that has increased its size so the main question is: Is this combination allowed as per RAW?
A second question would be: Does the extra damage granted to the target's attacks with its enlarged weapons or unarmed strikes (1d6 from Giant's Might and 1d4 from Enlarge/Reduce) stack, or does the fact that Enlarge/Reduce was the most recently activated effect mean that the target only benefits from the 1d4?
Assuming the combination is allowed, let's throw in some metamagic into Enlarge/Reduce and ask what happens if Extend Spell is added to the mix. Extend Spell states:
So the third question: Assuming we extend Enlarge/Reduce to a two minute duration; How would Extend Spell interact with the combination of Giant's Might and Enlarge/Reduce?
Would Giant's Might end after one minute causing the enlarged player to reduce back to large in size? (since Enlarge/Reduce continues for another minute and the reference size is back to medium).
Or would the player remain Huge in size for another minute until the effects of Enlarge/Reduce end? (this would imply that Enlarge/Reduce only takes into account the targets reference size at the point of casting and assumes that fact until the spell is finished).
I'd love to hear thoughts about whether this is even allowed RAW and where the line would be with what DM's would/wouldn't accept at their tables. Any further discussion of how far this can be taken would be cool to!
I'll answer this, because it is fun, but please note that I am not an expert on the rules, so take what I'm saying with a grain of salt.
Yes, the combination of Giant's Might and Enlarge/Reduce does work, however it must be in that order (GM first, then E/R). As Giant's Might makes you large, if you cast E/R first (as a medium creature) to become large, GM will have then have no effect. But yes, this combination works and does not violate the Combining Game Effects rules, which are:
Combining Game Effects When two or more game features have the same name, only the effects of one of them — the most potent one — apply while the durations of the effects overlap. [...] See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Giant's Might sets your character size. Enlarge/Reduce alters your character size. So yes, these do stack.
The extra damage would also stack, as they are from two different sources. Note that the 1d6 from GM can only be used once per turn, while the 1d4 from E/R is applied consistently. But yes, from my interpretation one one weapon attack will have an added 1d6 and 1d4 damage.
As for using metamagic to extend the duration of E/R, here is how I would rule it: E/R increases your size category, while GM sets your size category. When GM fades after 1 minute, your size category is again Medium. Because E/R increases your size based on your set character size, I would rule that you would shrink from Huge to Large. Then after the second minute you would shrink back to medium.
The way I understand the interaction:
- The combination is allowed, but order matters ("If you are smaller than Large, you become Large")
- The extra damage should stack since it comes from different features or sources. Note: the one from Giant's Might is once per turn.
- For the third question, I'd rule that, after one minute, the character returns to Large because Giant's Might ended but Enlarge/Reduce continues.
EDIT: ninja'd by @MaximusArael020 :)
My interpretation is raw and rai, that each thing increases the size 1 level from their wording.
Now, from the glory to the giants book. The pathing the giant barbarian can become huge just from raging. What happens when you enlarge a huge barbarian? Does he become a Kaiju?
I believe if you were to use Enlarge on a Barbarian who became huge through this feature, it would then become Gargantuan.
I was wondering if there was a way to achieve Gargantuan status here. I suppose throwing a Potion of Growth in the middle of the original combo (GM+PG+E/R) would also achieve this.
I think technically because the potion says you "gain the "enlarge" effect of the Enlarge/Reduce spell" it would not be able to stack with a casting of the Enlarge/Reduce spell.
"Combining Game Effects When two or more game features have the same name, only the effects of one of them — the most potent one — apply while the durations of the effects overlap. [...] See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook."