Any method that forces a creature to move of their own accord will work. Besides DW as quindraco said - Fear and some (not all) other Frightened effects work. Command: Flee is also good. Things like that.
Dissonant Whispers is good because it makes them do it now - whereas Fear or Command makes them do it on their turn. All depends on what your need is and position of the group.
Edit: Some charm effects could work too - like the Dominate spells for example.
Any method that forces a creature to move of their own accord will work. Besides DW as quindraco said - Fear and some (not all) other Frightened effects work. Command: Flee is also good. Things like that.
Does anyone else rule that someone hit by Command: Flee can disengage before running away? Seems like OAs violate the "directly harmful" clause and there's nothing that says they need to Dash, just that they have to use the "fastest available means" which is vague and unhelpful.
Just seems too good on top of how flexible and powerful the spell already is.
It says "the target spends it's turn moving away from you". That seems to imply that that is the only thing it can do. Regardless of whether it uses a dash* - I don't think they can do anything other than move.
*Using dash is the only way to go "fastest". If it just used move then it wouldn't be as fast (speed = distance / time and all that).
Sentinel feat. You can spend your reaction making an attack against a creature which is making an attack against a creature other than you, which doesn't technically count as an opportunity attack, but is the same in practice. You also make creatures which you hit with a legitimate opportunity attack drop to 0 speed.
The target of Booming Blade was changed to Self, it can no longer be used with War Caster.
It was changed to Self (5 feet), which means it still qualifies for War Caster.
War Caster: "The spell must have a casting time of 1 action and must target only that creature."
Spell Casting (Range, Ch 10 PHB/Basic Rules): "Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect” later in the this chapter)."
Booming Bladeoriginates from self, but targets 1 creature, fulfilling the requirements from War Caster.
In 5E, they are called Opportunity Attacks (OA), not Attacks of Opportunity... and I'm pretty sure they were in 4E too. Its funny how driven into everyone's subconscious AoO is that we're still using it 13 years later :p
In 5E, they are called Opportunity Attacks (OA), not Attacks of Opportunity... and I'm pretty sure they were in 4E too. Its funny how driven into everyone's subconscious AoO is that we're still using it 13 years later :p
Yes. LOL! You are 100% correct. And I almost used the correct terminology for this post but consciously did not. Mostly because of the AoO abbreviation so many (myself included) of us use. Silly thing. I hear the kids are using DND now instead.
Create bonfire cantrip, Flaming sphere spell or any other that causes damage if they stay in or next to it. Depends on placing so as not to damage allies. But with some creativity spells like this could get them to move if the placement worked out
Any method that forces a creature to move of their own accord will work. Besides DW as quindraco said - Fear and some (not all) other Frightened effects work. Command: Flee is also good. Things like that.
Does anyone else rule that someone hit by Command: Flee can disengage before running away? Seems like OAs violate the "directly harmful" clause and there's nothing that says they need to Dash, just that they have to use the "fastest available means" which is vague and unhelpful.
Just seems too good on top of how flexible and powerful the spell already is.
The wording given in the Command spell for "Flee" is "The target spends its turn moving away from you by the fastest available means." To me, that would include using their Action and potentially Bonus Action(i.e. if they were a Rogue) to Dash away from you, precluding the use of Disengage.
Hello, everyone!
Do any of you have any strategies and/or tactics for increasing the number of triggered attacks of opportunity in combat?
I'd love to hear them! Please share!
Dissonant Whispers is the most popular way I know of.
Any method that forces a creature to move of their own accord will work. Besides DW as quindraco said - Fear and some (not all) other Frightened effects work. Command: Flee is also good. Things like that.
Dissonant Whispers is good because it makes them do it now - whereas Fear or Command makes them do it on their turn. All depends on what your need is and position of the group.
Edit:
Some charm effects could work too - like the Dominate spells for example.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
You can take the feat Polearm Master to get another trigger for AoO.
More Interesting Lock Picking Rules
Does anyone else rule that someone hit by Command: Flee can disengage before running away? Seems like OAs violate the "directly harmful" clause and there's nothing that says they need to Dash, just that they have to use the "fastest available means" which is vague and unhelpful.
Just seems too good on top of how flexible and powerful the spell already is.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
It says "the target spends it's turn moving away from you". That seems to imply that that is the only thing it can do. Regardless of whether it uses a dash* - I don't think they can do anything other than move.
*Using dash is the only way to go "fastest". If it just used move then it wouldn't be as fast (speed = distance / time and all that).
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Sentinel feat. You can spend your reaction making an attack against a creature which is making an attack against a creature other than you, which doesn't technically count as an opportunity attack, but is the same in practice. You also make creatures which you hit with a legitimate opportunity attack drop to 0 speed.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Also shoves work well. shield master and telekenetic feats spring to mind.
Shoves do not provoke attacks of opportunity because they are forced movement.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
The target of Booming Blade was changed to Self, it can no longer be used with War Caster.
It was changed to Self (5 feet), which means it still qualifies for War Caster.
War Caster: "The spell must have a casting time of 1 action and must target only that creature."
Spell Casting (Range, Ch 10 PHB/Basic Rules): "Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect” later in the this chapter)."
Booming Blade originates from self, but targets 1 creature, fulfilling the requirements from War Caster.
More Interesting Lock Picking Rules
Not t actually opportunity attacks, but there are a number of features in the game that grant reaction attacks.
commanders strike for battle maneuver
voice of authority for order domain cleric. Spell doesn’t have to actually heal or be a buff either.
sentinel feat was mentioned as giving a reaction attack that isn’t an attack of opportunity. But it also augments attacks of opportunity.
the mage slayer feat can be used to hassle enemy creatures that cast spells, so long as that spell isn’t a teleport.
the monster slayer ranger gets a very powerful reaction attack as a high level subclass feature that dramatically increases their defenses bs saves.
there’s a dragonborn subcrace that grants a short rest dependent reaction attack.
the echo knight can potentially tease out opportunity attacks with clever placement of its echo.
the cavalier has features that augments it’s opportunity attacks.
vengence paladin can augment its attacks of opportunity with movement
polearm master grants opportunity attacks against creatures entering your reach.
warcaster can replace an opportunity attack by casting a spell in that attacks place.
there are probably many more options, didn’t go into casting options at all since that seemed to be covered well enough.
Gah!
Thanks for the correction. -time to rethink my next feat, then
In 5E, they are called Opportunity Attacks (OA), not Attacks of Opportunity... and I'm pretty sure they were in 4E too. Its funny how driven into everyone's subconscious AoO is that we're still using it 13 years later :p
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Yes. LOL! You are 100% correct. And I almost used the correct terminology for this post but consciously did not. Mostly because of the AoO abbreviation so many (myself included) of us use. Silly thing. I hear the kids are using DND now instead.
Create bonfire cantrip, Flaming sphere spell or any other that causes damage if they stay in or next to it. Depends on placing so as not to damage allies. But with some creativity spells like this could get them to move if the placement worked out
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Nice.
Note, to truly make full use of AoOs, you need multiple Reactions per round. Best way I know of to do that requires 17 levels of Rogue (Thief).
That gives you Thieves Reflexes, allowing two full turns in the first round of combat. Technically that allows for 3 reaction during the first round:
1) One before your initiative
2) One after your first turn/intiiative, but before your second.
3) One after your 2nd turn/initiative during that same round. (Every time you take a turn, your reaction resets).
The wording given in the Command spell for "Flee" is "The target spends its turn moving away from you by the fastest available means." To me, that would include using their Action and potentially Bonus Action(i.e. if they were a Rogue) to Dash away from you, precluding the use of Disengage.
While that's very strong because of the potential for 5 sneak attacks in a single round, the award for most OAs goes to cavalier.