• 0

    posted a message on Pirate Captain Advice

    Have you considered Mastermind from XGtE? It's much closer to your concept than Fighter, Bard, or Swashbuckler.

    Posted in: Tips & Tactics
  • 0

    posted a message on Using a Whip

    The main problem with whips (beyond the low damage die) is that they don't get to benefit from the Polearm Master feat like other reach weapons, which then chains into the Sentinel feat combo. Same goes for Great Weapon Master.

    But they're good for DEX Paladins since they're melee weapons (so you can still smite with them, without being right next to someone), or for Rangers for stacking Hunter's Mark and subclass damage dice (maybe with the Dual Wielder feat). They can still be good for DEX Fighters, though, and you can use them with the Defensive Duelist feat, as well as Elven Accuracy.

    Posted in: Tips & Tactics
  • 1

    posted a message on Polymorph and Personality

    Polymorph is a very powerful buff and debuff spell all in one, so it can sometimes take some reining in - like making sure players are roleplaying the mental characteristics properly. I would never make a player an NPC unless an effect explicitly said so (like with the curse of lycanthropy). Player agency is a big deal and they should feel like their characters are their own (even if they have to play them differently based on circumstances), and that's part of the alignment and personality thing. And low INT does not mean the character has a lump of mush for a brain - even animals can discriminate packmates from aggressors.

    Posted in: Rules & Game Mechanics
  • 0

    posted a message on The charm condition
    Quote from filcat >>

    Right you are. In common, there is the charmed condition, but the degree of influence of the charmer on the target depends on the spell or magical effect. For example, Charm person, Dominate person, Geas, each one of them works differently.

     And then you have spells like Hypnotic Pattern for which the charmed condition is really just there to determine what types of creatures it can affect.

    Posted in: Rules & Game Mechanics
  • 2

    posted a message on Duel Wielding Battlemaster

    You might want to stay away from the cantrips - RAW, the bonus action for two-weapon fighting is only available after the Attack action, which is not the same as casting Booming Blade or Green Flame Blade. Likewise, you might want to avoid Feinting Attack and Rally as your maneuvers, since your bonus actions will usually be dedicated to your offhand attack. Other than that, have fun with it! Dual-wielding isn't the most optimal fighting style, but it can still definitely work and be a lot of fun. Be as garish as possible.

    Posted in: Tips & Tactics
  • 0

    posted a message on What's the deal with Handy Haversack?

    This is a common question, and the answer hinges on the way the Bag of Holding once worked: that is, it used to take a substantial amount of time to retrieve an item from the bag, because it was essentially an unorganized mess inside. Thus, the Handy Haversack was smaller but, well, handier.

    In the current form, the Haversack is strictly worse than the Bag and the rarities should probably be swapped accordingly if a house rule were to be applied.

    Posted in: Rules & Game Mechanics
  • 0

    posted a message on Minor Conjuration

    You can, as long as it's less than 3' on a side. Sadly, it will disappear as soon as you hit something with it, as per the clause at the end of the ability. Perhaps worthwhile to give your unarmed Rogue something to do on his turn?

    Posted in: Rules & Game Mechanics
  • 1

    posted a message on Guiding Bolt vs Invisible Enemy?

    If the spell's description doesn't use the words "target" or "that you can see", then you don't need to be able to see the creature to hit it.

    Posted in: Rules & Game Mechanics
  • 0

    posted a message on Tempest Domain gods

    Though priests/priestesses of Talos and Umberlee tend to be CE, they don't have to be in this edition. You might be someone who worships them to intercede on the behalf of those less fortunate. Even nice sailors need to placate Umberlee.

    Posted in: Cleric
  • 0

    posted a message on Dex things in-game

    Use sleight of hand to steal the enemy wizard's component pouch.

    Posted in: Rules & Game Mechanics
  • 0

    posted a message on Bard college of whispers multiclass options?!

    The best multiclass is almost always no multiclass.

    Posted in: Tips & Tactics
  • 1

    posted a message on monks and pits

    I'd give the Monk advantage on any saving throws for the spikes, or give them a saving throw against the damage if there normally isn't one. Give them a chance to straddle climactically overtop of the spikes.

    Slow Fall doesn't come up much, so I don't see the harm in giving them an out in this kind of situation. But I wouldn't add Deflect Missiles into the mix, since that has a pretty specific usage.

    Posted in: Rules & Game Mechanics
  • 0

    posted a message on Is Paragon gone for 5e?

    Are you referring to 4th edition? If so, wasn't that in the teens, rather than 20+ content?

    If so, that's just Tier 3 (Levels 11-16). See Tiers of Play: https://www.dndbeyond.com/compendium/rules/dmg/a-world-of-your-own#TiersofPlay

    As noted above, if you're talking about Epic, there are no rules for gaining epic levels, but there are "epic boons" for rewarding Level 20 play.

    Posted in: Rules & Game Mechanics
  • 4

    posted a message on Find Familiar 100ft range makes no sense for Hawk, Raven

    They can still move beyond that range, you just can't communicate with them until they circle back.

    Posted in: Rules & Game Mechanics
  • 1

    posted a message on Life Domain Cleric & Prepared Spells

    You don't have 35 spells, you have 35 you can prepare from. You have to click "prepare" next to spells on your add list to prep any spells not on your Life domain list.

    Posted in: Cleric
  • To post a comment, please or register a new account.