Flea is a level five gnome psychic (Divination Wizard)
By accident, she discovered that if she catapulted (Catapult, level 1 spell form XGTE), a piece of poisoned ammunition, it was ruled that the damage dice rolled should be the 3D8 bludgeoning for the Catapult spell, + The 3D6 damage dice from the piece of poisoned ammunition she had prepared before hand. (Blowgun dart which was poisoned, with a rock tied to it to get it to 1 pound required weight.)
It made me wonder that if she prepared ammunition, such as a Clay pot filled with acid. Or a 1 pound mini spear that had been poisoned. Or some kind of flaming projectile. What kind of damage dice, or addition could be/should be added to that Catapult spell? It feels very not defined in RAW, and kind of something that should be judged by the situation/ammo used.
The rules for Alchemist's Fire (flask), Acid (vial), Holy Water (flask), Tangler Grenade, and poisons like Poison, Basic (vial) all seem well designed and balanced for an additional impact applied on top of the damage of Catapult. I would steer clear of having a catapulted weapon do its weapon damage in addition to the spell's, the spell's dice already represent the force of being struck.
I would argue that something like alchemist fire that shatters on impact is just going to do the fire damage. If you attached it to something more durable like a rock I'd let it do damage from both
Catapult does what it does, whether it's thowing 1lb of rocks, or 1 lb of pillows, or whatever. Its damage is justified by the fact that you're spending a Spell Slot on it. And the extra damage from the consumeable is justified by the fact that you've spent money and expended a non-renewable resource. Other than saving on action economy, this isn't a particularly overpowered combo.
Flea is a level five gnome psychic (Divination Wizard)
By accident, she discovered that if she catapulted (Catapult, level 1 spell form XGTE), a piece of poisoned ammunition, it was ruled that the damage dice rolled should be the 3D8 bludgeoning for the Catapult spell, + The 3D6 damage dice from the piece of poisoned ammunition she had prepared before hand. (Blowgun dart which was poisoned, with a rock tied to it to get it to 1 pound required weight.)
It made me wonder that if she prepared ammunition, such as a Clay pot filled with acid. Or a 1 pound mini spear that had been poisoned. Or some kind of flaming projectile. What kind of damage dice, or addition could be/should be added to that Catapult spell? It feels very not defined in RAW, and kind of something that should be judged by the situation/ammo used.
Thoughts?
There are plenty of Injury based poisons that would be effective or at least give you some inspiration:
https://www.dndbeyond.com/sources/dmg/running-the-game#Poisons
The rules for Alchemist's Fire (flask), Acid (vial), Holy Water (flask), Tangler Grenade, and poisons like Poison, Basic (vial) all seem well designed and balanced for an additional impact applied on top of the damage of Catapult. I would steer clear of having a catapulted weapon do its weapon damage in addition to the spell's, the spell's dice already represent the force of being struck.
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I'm going to make this way harder than it needs to be.
I would argue that something like alchemist fire that shatters on impact is just going to do the fire damage. If you attached it to something more durable like a rock I'd let it do damage from both
Catapult does what it does, whether it's thowing 1lb of rocks, or 1 lb of pillows, or whatever. Its damage is justified by the fact that you're spending a Spell Slot on it. And the extra damage from the consumeable is justified by the fact that you've spent money and expended a non-renewable resource. Other than saving on action economy, this isn't a particularly overpowered combo.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.