The way this feat reads it's focused combat since it talks about rounds/reactions/turns. It does make sense to me that there would have some use outside of combat too. But it seems a bit OP if a player could use the ability every 6 seconds. Not that social encounters and exploration are on a round clock. But, theoretically, it would be incredibly unlikely for the party to ever roll a 1 on a skill check.
Has anyone else (DMs especially) dealt with this in their games? Are there other rules I'm missing that come up here?
My current inclination is to treat it, outside of combat, like a minimized version of "lucky". i.e., 1 shareable luck point per long rest. Open to thoughts and opinions.
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
It doesn't mention combat, it just assumes that if an ally does something that you can affect, you can decide to do so. It doesn't seem like anything needs to be altered to me.
Why does it seem OP outside of combat to you? Most groups will be rolling round after round of combat where you could potentially use this ability much more often than you would on out of combat rolls.
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
It doesn't mention combat, it just assumes that if an ally does something that you can affect, you can decide to do so. It doesn't seem like anything needs to be altered to me.
Why does it seem OP outside of combat to you? Most groups will be rolling round after round of combat where you could potentially use this ability much more often than you would on out of combat rolls.
I'm confused. It specifically states attack rolls and saving throws. No mention of skill or ability checks. This has minimal effect outside of combat, and only if you are making a saving throw out of combat since i you are making an attack roll then you are in combat.
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
It doesn't mention combat, it just assumes that if an ally does something that you can affect, you can decide to do so. It doesn't seem like anything needs to be altered to me.
Why does it seem OP outside of combat to you? Most groups will be rolling round after round of combat where you could potentially use this ability much more often than you would on out of combat rolls.
I'm confused. It specifically states attack rolls and saving throws. No mention of skill or ability checks. This has minimal effect outside of combat, and only if you are making a saving throw out of combat since i you are making an attack roll then you are in combat.
No, that is not correct, Wtfdndad quoted the feat correctly.
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Seems fine to me. Fumbles aren't that common and rerolling does not guarantee that the PC won't still fail the check.
Reactions can matter outside of combat because you can still be suffering from effects that prevent your Reaction outside of combat, like being incapacitated.
Seems fine to me. Fumbles aren't that common and rerolling does not guarantee that the PC won't still fail the check.
Reactions can matter outside of combat because you can still be suffering from effects that prevent your Reaction outside of combat, like being incapacitated.
And there are things that can trigger a Reaction outside of combat, like setting off a trap: depending on the nature of the trap, you may end up using Shield Master or casting Absorb Elements or Shield to protect yourself.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Seems fine to me. Fumbles aren't that common and rerolling does not guarantee that the PC won't still fail the check.
That's a fair point. I guess the likliihood of the party rolling multiple 1's across several skill checks is pretty rare. Probably just being paranoid. :-)
I agree with you. Inside combat where time in turn based it makes sense but not for day to day things. If it applies to any ability dice roll eg the dice roll for successful navigation at sea. How does the halfling know when to wander within 30 ft as the dice are rolled? It feels meta.
The way this feat reads it's focused combat since it talks about rounds/reactions/turns. It does make sense to me that there would have some use outside of combat too. But it seems a bit OP if a player could use the ability every 6 seconds. Not that social encounters and exploration are on a round clock. But, theoretically, it would be incredibly unlikely for the party to ever roll a 1 on a skill check.
Has anyone else (DMs especially) dealt with this in their games? Are there other rules I'm missing that come up here?
My current inclination is to treat it, outside of combat, like a minimized version of "lucky". i.e., 1 shareable luck point per long rest. Open to thoughts and opinions.
The feat says:
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
It doesn't mention combat, it just assumes that if an ally does something that you can affect, you can decide to do so. It doesn't seem like anything needs to be altered to me.
Why does it seem OP outside of combat to you? Most groups will be rolling round after round of combat where you could potentially use this ability much more often than you would on out of combat rolls.
I'm confused. It specifically states attack rolls and saving throws. No mention of skill or ability checks. This has minimal effect outside of combat, and only if you are making a saving throw out of combat since i you are making an attack roll then you are in combat.
No, that is not correct, Wtfdndad quoted the feat correctly.
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Read it more slowly, ability check is in there, I promise. ; P
oops, speed reading while working from home. Nat 1 on a comprehension check.
Seems fine to me. Fumbles aren't that common and rerolling does not guarantee that the PC won't still fail the check.
Reactions can matter outside of combat because you can still be suffering from effects that prevent your Reaction outside of combat, like being incapacitated.
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
And there are things that can trigger a Reaction outside of combat, like setting off a trap: depending on the nature of the trap, you may end up using Shield Master or casting Absorb Elements or Shield to protect yourself.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
That's a fair point. I guess the likliihood of the party rolling multiple 1's across several skill checks is pretty rare. Probably just being paranoid. :-)
I agree with you. Inside combat where time in turn based it makes sense but not for day to day things. If it applies to any ability dice roll eg the dice roll for successful navigation at sea. How does the halfling know when to wander within 30 ft as the dice are rolled? It feels meta.
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