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    posted a message on Filter by spells by range

    I'd love to be able to see what spells are a range of 'self' or 'touch,' and as a side I'd also like to be able to sort aoe 

    Posted in: D&D Beyond Feedback
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    posted a message on Boomerangs Don't have the "thrown" property?

    Darts and nets are both ranged weapons and have the thrown property and are not melee weapons, so they have disadvantage to hit within 5 ft. Anyway, I think my question has been sufficiently answered.

    Posted in: Rules & Game Mechanics
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    posted a message on Boomerangs Don't have the "thrown" property?

    For reference, I was looking up weapons and came across this text in the PHB:

    For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.

    When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

    • For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
    • For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.

     

    I started looking for ranged weapons with the thrown property to see what strength-based characters could do with ranged weapons, and I noticed the boomerang is considered a ranged weapon but does not have the thrown property. Does anyone know why? Was I mistaken? Is there a typo on D&D Beyond's page for the boomerang?

    Posted in: Rules & Game Mechanics
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    posted a message on Homebrew Spells Showing Up When Homebrew Content Is Off

    I have the same problem. Is there any word on fixes being done? It's causing a major headache. I may just remove all the homebrew spells I have if it isn't fixed.

    Posted in: Bugs & Support
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    posted a message on Swarms
    Quote from Baalgorgon >>

    Yeah I too had questions about creating swarms of a creature type.  Are there rules on creating swarms from various monsters listed in the Monster Manual?  They have examples, but what if I want to create a swarm of crabs?  How do I alter the original creatures stat block to create a swarm?  A single crab has an attack bonus of +0 and does 1 bludgeoning damage.  How do I adjust this if it's a swarm of crabs?  A single bat is (much like a crab) +0 attack bonus and 1 damage, but a swarm has +3 attack bonus and does 2d4 piercing damage.  How did they get that number?  If a bat (or a crab) is a 0 CR creature, how does that change if it's a swarm of 1/4 CR creatures?  1 CR?  etc.  I can't find any info on how those numbers were determined (as in the AB of a swarm vs. the single creature, or the damage dice of a swarm vs. a single creature).  Anyone?

     I feel like this has yet to be answered, and I was wondering the same thing. Is there a guideline for converting a single creature to a swarm? A template? (I don't know how to delete my previous post which was supposed to be a quote like this one.)

    Posted in: Rules & Game Mechanics
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    posted a message on Swarms

    I feel like this has yet to be answered, and I was wondering the same thing. Is there a guideline for converting a single creature to a swarm? A template?

    Posted in: Rules & Game Mechanics
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    posted a message on Is there a way to stop sharing players homebrew content in a campaign?

    I'm having a similar problem. I'd like to be able to just share content without sharing homebrew as well. (There are options to share content from specific books only, but I didn't see one to shut off sharing homebrew.)

    Posted in: D&D Beyond Feedback
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    posted a message on SCAG options unusable in character sheet

    I'm trying to make a Tree Ghost Totem barbarian, but I see no way of changing the Spirit Seeker feature as described in the Sword Coast Adventurer's Guide. Is there a way to do this without making a homebrew?

    Posted in: Bugs & Support
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    posted a message on Homebrew Subclass Ideas

    Extra infusions would be a nice ability. I always feel like having all the infusions and using them is tough to do because of the limited number of uses. So that's a good idea.

    Posted in: Artificer
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    posted a message on Homebrew Subclass Ideas
    Quote from Wragged >>

    The Cartogramancer: they get proficiency with cartographer's tools and specialize in both finding and getting to things.

    The Couturier or Tailor: they get proficiency with weaver's tools and specialize in making sure that their party is outfitted with exactly the right clothes or spells for a situation.

    The Engineer: they get proficiency with mason's or carpenter's tools and specialize in changing the environment and or battlefield.

    The Muralist: they get proficiency with painter's supplies and specialize in altering other's perception and/or reality.

    The Ring Smith: they get proficiency with jeweler's tools, can craft jewelry (not necessarily a ring) of power and specialize in buffing and/or using their allies.

     

     I know it's been a while, but I was looking at this thread to see if anyone else had thought of something or if someone had already homebrewed what I was thinking about, and the Ring Smith is pretty close. I was thinking of making a Gem Cutter subclass, but  I couldn't think of what kinds of abilities it could have that would make it unique enough. (The gemcutter was more broad than just rings, as gems can be inlaid on any weapon, armor or jewelry.) I like the buff idea, but I'd love to know what people think might be a unique and appropriate set of buffs that this subclass could perform.

     

    Also, I was reading through the rest of the thread and thought of another one: The Trap Setter (working title). Think every kobold ever or Kevin Malone from Home Alone. I think it could work if they have some traps that they take time making, but it's an action or a bonus action to set/ set off.

    Posted in: Artificer
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    posted a message on Bard instruments. The weirder the better.

    I've had a mute bard mime who played theramin.

    Posted in: Bard
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    posted a message on Slang for an Urban Campaigb

    I'm working on building a city, and I want the theives and urchins to have a common slang that's easy for my PCs to pick up on and to understand. Any helpful hints or ideas?

    Posted in: General Discussion
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    posted a message on Warlock Patrons

    I was thinking a rock gnome tinker.

    Posted in: Story & Lore
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    posted a message on Warlock Patrons

    I thought about using Santa Clause as a patron. That would be fun.

    Posted in: Story & Lore
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    posted a message on Stars in D&D

    I'm working on my own world here, so I'm able to get away with bending some of the official lore, but I wanted to know what you all think. I have a cult that's trying to unleash the stars on the world. (In my world the stars are like Titans in Greek mythology, predating the gods, but not really doing much for the world aside from basic chaotic creation/destruction.) I'm using some homebrew classes that I found online for Warlock (Constellation), Bard (Herald), Cleric (Stars/Void Domain that I altered a bit), Monk (Way of the Zodiac), and Druid (Circle of Stars) but I have an Evocation Wizard and an Assassin Rogue. (N.B. I do not own any of those homebrew classes and give good credit to their various creators. Look them up and their other stuff too.) I wanted to know what Plane you would think the Stars would be trapped in. I am trying to decide between Limbo and the Astral Plane.

    The cult is getting help from Githyanki who are working to fulfil their pact with Tiamat to get the oldest ancient red dragon out of limbo through the astral plane and into the material plane. He will emerge as an ancient void dragon (thanks to Kobold Press for that whom I give credit).

    A combination of githzeri and mondrones who are working with Primus oriented monks and clerics and Celestine oriented Clerics are beginning to catch on to the villainous plot. They will be keying my PCs into the plan. (The PCs are being manipulated by fear and curiosity to join/aid the villains who have been spying on and distracting the heroes with red herring quests.)

     

    Posted in: Homebrew & House Rules
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