I do not see why the spell should set the caster on fire
It's a deep philosophical question. Can you ever be more than 5 feet away from yourself, maaaaaaaan?
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I do not see why the spell should set the caster on fire
"When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat."
Provided you move (depending on your DM, there may be a variety of ways you can move without counting as moving, so let's say it's something incredibly common and standard like taking a walk), you will always move within 5 feet of yourself, and so you will always damage yourself. But you'll only take 1d6 damage per turn.
Any pile of objects will take 1d6 damage per constituent object. If you want to kill yourself and everyone around you in a single turn, have this spell up and walk by the door of a flour silo (the firestarting ignores total cover).
It depends on what you want to move for. For example, if you want to move as a support, a good option is Peace Cleric, which as an action allows you to move to the maximum of your movement without causing opportunity attacks. Additionally, you can heal any creature you pass within 5 feet. That means you could move between your front row allies, heal them, use your bonus action for something (a healing words, for example, if you need more healing), and then move away with your normal move.
If what you want is to melee, attack, and leave, you have been given very good options before. The Swashbuckler, or the Drunken Master seem to me the most suitable to do what you want. If not the mobile feat always works for that. Or any rogue.
Another option that seems to have gone unnoticed is to increase your AC as much as possible (or give the attacker disadvantage). You don't prevent the opportunity attack, but you do make it harder for it to hit you.
Another option that seems to have gone unnoticed is to increase your AC as much as possible (or give the attacker disadvantage). You don't prevent the opportunity attack, but you do make it harder for it to hit you.
This one is fun. Sometimes, when I'm reasonably sure enemies won't land a hit (usually as an AC tank, but I've also done it as a calculated risk with my 14 AC warlock before), I like to move around the battlefield specifically to provoke opportunity attacks. That way it eats up the enemies' reactions and prevents them from taking opportunity attacks at other party members, or using reactions for defensive measures.
Barbarian totem warrior's path of the eagle gives you the dash as a bonus action as well as disadvantage to opportunity attacks against you. Combine that with Barbarians unarmed defense and as long as you've got good dex and con you should get exactly want you want. Bonus points if you go tabaxi and run all around the map with your potential 160 feet of movement.
Barbarian totem warrior's path of the eagle gives you the dash as a bonus action as well as disadvantage to opportunity attacks against you. Combine that with Barbarians unarmed defense and as long as you've got good dex and con you should get exactly want you want. Bonus points if you go tabaxi and run all around the map with your potential 160 feet of movement.
I hadn't considered Barb as a potential choice. This is a nice option!
Barbarian totem warrior's path of the eagle gives you the dash as a bonus action as well as disadvantage to opportunity attacks against you. Combine that with Barbarians unarmed defense and as long as you've got good dex and con you should get exactly want you want. Bonus points if you go tabaxi and run all around the map with your potential 160 feet of movement.
I hadn't considered Barb as a potential choice. This is a nice option!
Barbarians are ideal even without preventing opportunity attacks since they could draw opportunity attacks that other characters would no longer have to consider. Barbarians can reach sufficient levels of AC (with or without a shield) that can prevent several hits from landing and can shrug others off with rage damage resistance. They get 10 ft extra movement at barbarian 5 anyway.
Coupled with mobile feat, they can move even further and choose to avoid the opportunity attack of particularly dangerous foes by attacking them while running past others. Or a 3 level dip into rogue could open swashbuckler along with a mini sneak attack to help offset the damage loss of going sword and board while using a rapier. Other options can present other effective variations.
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It's a deep philosophical question. Can you ever be more than 5 feet away from yourself, maaaaaaaan?
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
"When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat."
Provided you move (depending on your DM, there may be a variety of ways you can move without counting as moving, so let's say it's something incredibly common and standard like taking a walk), you will always move within 5 feet of yourself, and so you will always damage yourself. But you'll only take 1d6 damage per turn.
Any pile of objects will take 1d6 damage per constituent object. If you want to kill yourself and everyone around you in a single turn, have this spell up and walk by the door of a flour silo (the firestarting ignores total cover).
It depends on what you want to move for. For example, if you want to move as a support, a good option is Peace Cleric, which as an action allows you to move to the maximum of your movement without causing opportunity attacks. Additionally, you can heal any creature you pass within 5 feet. That means you could move between your front row allies, heal them, use your bonus action for something (a healing words, for example, if you need more healing), and then move away with your normal move.
If what you want is to melee, attack, and leave, you have been given very good options before. The Swashbuckler, or the Drunken Master seem to me the most suitable to do what you want. If not the mobile feat always works for that. Or any rogue.
Another option that seems to have gone unnoticed is to increase your AC as much as possible (or give the attacker disadvantage). You don't prevent the opportunity attack, but you do make it harder for it to hit you.
This one is fun. Sometimes, when I'm reasonably sure enemies won't land a hit (usually as an AC tank, but I've also done it as a calculated risk with my 14 AC warlock before), I like to move around the battlefield specifically to provoke opportunity attacks. That way it eats up the enemies' reactions and prevents them from taking opportunity attacks at other party members, or using reactions for defensive measures.
Barbarian totem warrior's path of the eagle gives you the dash as a bonus action as well as disadvantage to opportunity attacks against you. Combine that with Barbarians unarmed defense and as long as you've got good dex and con you should get exactly want you want. Bonus points if you go tabaxi and run all around the map with your potential 160 feet of movement.
I hadn't considered Barb as a potential choice. This is a nice option!
Barbarians are ideal even without preventing opportunity attacks since they could draw opportunity attacks that other characters would no longer have to consider. Barbarians can reach sufficient levels of AC (with or without a shield) that can prevent several hits from landing and can shrug others off with rage damage resistance. They get 10 ft extra movement at barbarian 5 anyway.
Coupled with mobile feat, they can move even further and choose to avoid the opportunity attack of particularly dangerous foes by attacking them while running past others. Or a 3 level dip into rogue could open swashbuckler along with a mini sneak attack to help offset the damage loss of going sword and board while using a rapier. Other options can present other effective variations.