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slydingdoor
Oct 26, 2010

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^^^^
Shoving and grappling both say "If you’re able to make multiple attacks with the Attack action, this attack replaces one of them."

Charger is a good feat. Makes anyone as mobile as a melee rogue and lets you one shot things a lot easier in the early levels. If you're a druid or rogue it's +5 damage in melee most of the time.

Savage Attacker is fine for melee rogues and moon druids with charge forms: characters with single attacks with lots of dice. Especially the latter because stat boosts aren't as important when you just use monster stats anyway.

Skulker is pretty much just for solo scout Assassins, because it makes running away and getting a "reset" surprise round after a botched alpha strike possible.

Tavern Brawler is for rich adventurers who want to throw oil pots, alchemists fire, holy water, and acid all the time for sick damage. Improvised thrown weapons deal 1d4+dex, and on top of that oil increase future fire damage by 5, alchemists fire deals 1d4 fire per round until doused, and the other two deal 2d6 typed damage on top of that. The bonus action grapple can synergize with the Grappler feat, too.

Grappler isn't a trap feat. Advantage and immobilizing something is great. The last thing it does is weird, though. Nowhere else it is mentioned that a grappled target larger than the grappler normally automatically succeeds at grapple escapes. The pinning is going to be a sideways move most of the time. It's not super bad defensively, because since releasing a grapple is not an action you can just let go if something targets you while you're restrained and you don't want to give it advantage on the attack or have DA on a save or whatever. That a sideways move costs an action and takes a check is pretty lame, especially since if want that advantage that the feat gave you on attacks back (it's canceled out by your DA on attacks from being restrained yourself) you have to let go and grab the thing again, which is more actions down the drain.

"Why not just shove things prone if you want advantage" is valid mostly, but more things are immune (Swarms and oozes) or resistant (quadripeds) to prone than grapple. You can grapple a swarm. You can also grapple when poo poo is really going bad and you're blind or something and don't want it to just stand up and walk away.

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slydingdoor
Oct 26, 2010

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Generic Octopus posted:

There's a difference between "Weapon's damage dice" and "attack's damage dice" as seen for things like critical hits. It rerolls the 1dX on your weapon, not the whole sneak attack or divine smite or whatever extra damage.

Looks like another feat that's only decent for later game moon druids, who can have 4d10 weapons. If you can use it while polymorphed into a Trex with a 4d10 weapon it might be decent too.

slydingdoor
Oct 26, 2010

Are you in or are you out?
As a monk, throw Javelins or daggers, if you can afford/carry them instead of darts. The problem with darts (and shortbows) is they are simple ranged weapons, and don't count as monk weapons. Javs and daggers do, so their damage matches unarmed strike, and if something's in melee range you can throw with Attack and extra attack if you have it, and still qualify for the one bonus action UAS attack from Martial Arts. If you're throwing daggers, you can use two weapon fighting to throw another for that last bit of damage in a pinch, too.

The lower range of these thrown weapons vs the shortbow should be compensated by the increased speed of the monk. One sort of trick is if you have 40ft speed, you can walk up 20ft, throw two javs, then go back to where you started, or find some cover. Of course, if you're that fast you can probably just close the distance and punch everything, maybe with the bonus action dash from Step of the Wind.

If the monk's level 3 and has deflect missiles they should probably put themselves out there and try to be the tank against the ranged weapon attackers.

Cantrips wise, don't take Spare the Dying ever, that's wasting a feat/spell slot for something a 5gp healer's kit can do.

Magic Initiate: Druid for Shillelagh lets you get away with weird ability score arrays with no str or dex, just wis and con. And, hey, secret magic longsword. Grabbing 1/day Goodberry is 10hp of healing and/or can let you feed 10 creatures for free. Allies, yourself, warhorses, mastiffs, elephants, whatever.

Sentinel is a funny feat for stickiness, because it incentivizes things to do smart stuff like focus fire on one guy and to fight to the death instead of running away. If the team is low on healing it can qualify as a trap choice.

slydingdoor
Oct 26, 2010

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Getting Potions of Growth from level 1 slots is really good. Using a level 3 slot for a +1 weapon seems less so.

However, you could grab Tavern Brawler at 4 and then use a piece of magic ammunition as an improvised weapon if you wanted to hurt people in melee. This way doesn't use up your badass 3rd level slots, just less impressive 2nd level slots, and lets you be able to grapple as a bonus action after regular attacking the guy you want to hold inside the Cloud of Daggers. Then of course you could also give the 19 other +1 arrows or whatever to someone else in the party.

All you'd lose is 1 str or 1 con and a little damage on opportunity attacks if you get any.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Do note that dipping Cleric 1 for the Life domain gets you heavy armor, shields, and 5 more healing per round on AoV, 50 more hp over the whole channel. 20-120 avg 70 becomes 70-170 avg 120. That helps with the variance. That 27 damage per round monster gets pretty much outhealed if it doesn't hit every round consecutively, or if you have a Heavy Armor Master, or a Rogue with Uncanny Dodge, or a raging barbarian.

If you want to run a "buff the barbarian" strat, this spell owns, because they lose their Rage buff if they get KO'd, and their buff is really good at letting them fight through focus fire (resistance) and disadvantage granting status effects (advantage cancels it out).

If you want another idea for a fun spell to take with Lore, take a look at Conjure Animals and the stats of the Constrictor Snake, Draft Horse, Elk, Flying Snake, Giant Poisonous Snake, maybe the plain Wolf. Imagine having 8 of those guys, mix and match if you want. 4 Warhorses ain't bad either against a low AC prone target. They suck against nonmagical resistant enemies though and a lot of things ignore poison damage. In that case, an 8 segment wall of meat spamming Shoves or Helps or readying dashes or disengages to bodyblock enemies is pretty funny.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Hut is very gamebreaking, but not in that particular way. It just blocks line of sight or effect for spells, just like terrain. If you wander out of it where an enemy is that tags you with Suggestion, going back in doesn't end the spell prematurely. After all, there's no 'tether' or line or anything to break at that point. The spell already hit and changed you, and you are still free to move in and out of the hut freely. If on the other hand you got hit with some AOE spell that followed you around, like a tether or an aura or something, then the hut would block that just like any other terrain, so no benefiting from auras unless everyone's in the hut or everyone's out. If blocking the spell like that ends the duration, like with Witch Bolt, then running into the hut would work like you think.

Fun fact. You can shoot (not cast) through the hut at things outside from within as long as the ammo was inside it when the spell was cast, and things that weren't can't be shot into it. However, the same ammo can be shot back inside the hut. Since it's invisible, if you can kite enemies back to it they are hosed. Also it's non-concentration. Also it's a ritual, so if you have 11 minutes to cast it it doesn't use up a slot. Also it doesn't end when recast.

So... you could leapfrog a line of huts all over the whole dungeon if you wanted/had time with nearly zero risk, depending on whether the dome includes a bottom, if the enemies have launchers capable of firing the ammunition you're using. Though if you use grenades (oil pots, alch fire, acid, holy water) they can't be thrown back after they splash.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Yeah, I forgot to mention the invulnerability line only works with two wizards/bards.

With only one they can start casting Hut while inside a Hut, then only move out of it, ending the spell, right at the end of the cast time, finishing the spell farther into the dungeon. The party'd only be vulnerable briefly while leapfrogging.

slydingdoor
Oct 26, 2010

Are you in or are you out?

areas of effect posted:

A spell’s effect expands in straight lines from the point
of origin. If no unblocked straight line extends from the
point of origin to a location within the area of effect, that
location isn’t included in the spell’s area. To block one of
these imaginary lines, an obstruction must provide total
cover, as explained in chapter 9.

isndl posted:

What if you cast Tiny Hut while inside a Tiny Hut? The second Hut can't cross the boundary of the first Hut, so where does the force field of the second Hut end up? Or if you cast the second Hut outside but near the first Hut, do you end up with an oddly shaped Hut?
Don't do either of these, especially the first. You'll just make basically a half a hut that relies on the former hut to form an enclosure. The latter one at least gives you a sorta useful curved wall as long as there are no flanking routes.

quote:

What happens if you cast Tiny Hut inside an area smaller than 10' radius? If it creates the force field anyways, can you use it to slowly create a tunnel by slicing chunks of rock with force fields?
You get a holey, swiss cheese hut that relies on terrain to form an enclosure. It doesn't change or cut the terrain.

quote:

Does casting Tiny Hut while on a raft on a river result in a makeshift dam?
No. It should probably pin the raft. If the DM's a dick the raft might ditch you while the hemisphere floats, stationary, above the river. If the DM's a dick and a hemisphere doesn't include a floor, then the raft might not only ditch you but also dump you in the water.

odinson posted:

e*
It includes a bottom and is opaque, not invis.
"A 10-foot-radius immobile dome of force springs into existence around and above you." Depends on the definition of 'around' and whether specifying 'above' is redundant.

"The dome is opaque from the outside, of any color you choose, but it is transparent from the inside." For the purposes of shooting from the inside, it's see-through. For the purposes of enemies shooting your arrows back at you, you're all invisible.

slydingdoor
Oct 26, 2010

Are you in or are you out?
It's no big deal: you can make up for a +2 to hit as a level 1 fighter with Archery style. As long as you don't roll 2 or lower on damage (use the highest damage dice weapon you can) you'll still oneshot kobolds.

slydingdoor
Oct 26, 2010

Are you in or are you out?
They only matter for a few types of monsters and objects (can't cut a rope with a lance or a maul, can't batter down a door with a longsword). Skeletons in particular don't have weapon resistances, but are vulnerable to bludgeoning.

Spoiler guide to the whole Monster Manual in terms of weapon resistance/vulnerability: Get a bludgeon to exploit skeleton vulnerability and bypass some resistances. Magic it and silver it for certain other monsters. Get a slashing weapon for plant monsters. Magic and adamantine for certain other monsters and breaking objects. Piercing, meh. If you fight a lot of Rakshasas and are Good aligned get a magic Lance or something to exploit their weird vulnerability to that specific combination. Swarms always resist weapon damage, but they mostly aren't that dangerous other than piranha and snake versions.

slydingdoor
Oct 26, 2010

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Yeah holy crap who'd think that on a weaponmaster class that's starts with 2-5 weapons you might need to upgrade a whole 3 of them.

slydingdoor
Oct 26, 2010

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It's fine. Just strongly suggest someone else gets a Weapon of Warning and don't stray 30' from them.

slydingdoor
Oct 26, 2010

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You kinda do get spontaneous conversion of all the spells you prepare in any given day. Just because you prepare a spell doesn't mean you need to spend a slot casting that spell that day, and just because you spend a slot casting a spell doesn't mean you forget it for the rest of the day.

If you're afraid of running out of spell slots, take Healer. It lets you pick people back up from dying w/o spending a spell, and lets you double heal someone from dying with Healing Word + Healing kit. The extra hp can mean the difference between their getting oneshot right after you pick them up and wasting more of your time or not.

slydingdoor fucked around with this message at 20:35 on Apr 21, 2015

slydingdoor
Oct 26, 2010

Are you in or are you out?
Starting cleric for the hp, med armor and shields multiclassing into Wizard starting at level 2 for futurelichery is legit. Also the domain lets you be the party nerd, which can be useful. Alternatively as a Waukeenar you can start with the Trickery domain, I'm sure your rogue would appreciate that.

slydingdoor
Oct 26, 2010

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It's basically "all the twf feats and class features from every class in one." Which is overpowered, and not how ACFs work anymore. Take a look at the Swashbuckler rogue, which basically exists to get rid of rules restrictions on cool stuff, like TWF with a character who has really good bonus actions already. The barbarian has the same problem where they can't use the Charge feat or TWF on their big first turn, which is emphasized for them because of their initiative buffing features, because they have to blow their bonus action on entering rage. That's the core of the reason for this ACF, so just solve that.

An easy way would be make it so they can trade shield proficiency and the ability to wear a shield and benefit from Unarmored Defense for something like: once per turn when they hit with a weapon attack they can add their offhand damage dice if that weapon can reach the target. At level 5, twice per turn.

That way you have a barb that can TWF and enter rage, or use their bonus action dash, or whatever on the same turn. Also they'll have a better off turn attack if they pick up Riposte or Sentinel or something.

Then leave the rest alone. Don't give them a bunch of Dex synergy, and the good defensive moves from rogue, and an AC bonus from a feat for free. If someone really wants that stuff, they can buy the feats and multiclass.

slydingdoor
Oct 26, 2010

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Polymorph doesn't break concentration, but they'll have a new Con save that might suck and can't use feats anymore.

slydingdoor
Oct 26, 2010

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http://www.sageadvice.eu/2014/10/22/polymorph-concentration/ There are no stupid questions only stupid overpowered legacy spells. I guess casting the spell is one thing and concentrating on it afterwards is another. Once its cast it doesn't matter how smart or wise or charismatic you are anymore, just how well you can take a punch.

e; Adventure hook: poisoned sickly wizard polymoprhs self into some high Con healing factor monster to stave off death, becomes too stupid to want to let the spell end when the illness/poison have passed. Turns into the incredible hulk. Only the Mage Slayer martial guy has a chance in hell of knocking some sense into them.

slydingdoor fucked around with this message at 06:28 on Sep 16, 2015

slydingdoor
Oct 26, 2010

Are you in or are you out?
Yeah, it seems that a rogue really need to be able to turn invisible, have darkvision, and probably teleport to even do rogue stuff--leverage those skills--at many points. The invisible mage hand is ok for exploration (still have to summon it with a verbal component which alerts everyone every minute), but having a ton more spell slots is probably more useful in the end unless you have a lot of other supporting mages on your team already that don't mind using their resources to help you out.

All in all I'd say it depends on what your priorities are. If you want to be a swordfighter with just a hint of magic, go full Rogue and take Magic Initiate for like Booming Blade, some other cantrip, and Shield. Find a way to get invisibility and darkvision through other means, like potions or fantasy Lasik. If you want to be a sneaky spellcaster who can passably swordfight, go Bard (skill expertise), Warlock (at will Silent Image and Disguise Self, an invisible flying imp familiar), or maybe Sorcerer with Subtle spell.

AT is the undisputed champions of stealing poo poo from enemies during fights though. If you want to make it a game about stealing all the enemy's potions and backup weapons and keys and poo poo then running away from them AT is optimal. Just spend every 30 ft plus half your speed away from the thing you want, move half your speed closer to it, summon the hand, cunning action handsteal and move back to you, then move the other half of your speed. It's super dirty until the DM makes whatever macguffins you need weigh more than 10lbs.

slydingdoor
Oct 26, 2010

Are you in or are you out?
I'd dip into wizard 3 for double the spell slots and level 2 spells. Pretty much all of them help out a lot with thief/assassin stuff.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Not really.

quote:

detect magic, magic missile
magic weapon, Nystul's magic aura
dispel magic, magic circle
arcane eye, Leomund's secret chest
planar binding, teleportation circle

slydingdoor
Oct 26, 2010

Are you in or are you out?

NovaLion posted:

What's the best way to get a character going that teleports around and slings damage from ranged?
Class: Take Sorcerer to at least level 5 before dipping Warlock 2 (any subtype from either), spam Misty Step with Eldritch Blasts. Maybe take Spell Sniper if your DM is being rough about cover bonuses and you're always fighting high AC enemies.

Race: Be a half elf and beg the DM to let you trade Skill Versatility for the Eladrin subrace's 1/rest Misty Step.

Nothing else does ranged, damage, and teleports. Conjurer Wizards don't do damage, they control. Rangers can't teleport. Paladins can't ranged well. Warlocks can't really teleport and damage more than once a fight.

slydingdoor fucked around with this message at 02:06 on Nov 11, 2015

slydingdoor
Oct 26, 2010

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NovaLion posted:

Why Sorcerer to 5?

What I was looking at was something like Sorc 1 for the Con save, Lock 1 for Hex/Eldritch blast, Lock 2 for Agonizing Blast. Maybe Lock 3 for the Chain/Familiar? Then Sorc levels again, using Lock spells to restory Sorc points before rests with Quickened/Twinned spell for Agonizing EB. If I can get the Eladrin part of Half-Elf going, would that work?
Because you said you wanted to teleport around and sling damage at range. Sorc 5 gets you Fireball and enough spell slots and metamagic points to do some fancy stuff. Also Warlock 2 or 3 are mostly there to get Hex for your multiattack spells like Scorching Ray (level 2) and later level Eldritch Blast (sucks until level 5). If you go into Warlock early you won't really be teleporting or "slinging damage at range," having traded that earlier access to the tricky at-will Warlock stuff that's more fun to leverage when you have spells anyway.

Covok posted:

So, for whatever reason, I'm kind of interested in trying out the rules for long distance travel, if it happens in my game. Exhaustion and stuff like that. Is this a bad idea? I've never really run D&D before or any game that worries about such things so I don't know if these kinds of mechanics are good or not.
They're somewhat realistic at least.

slydingdoor
Oct 26, 2010

Are you in or are you out?
If any of the players are Rangers or Druids or Outlanders or Urchins you should be ready to give them a chance to take advantage of their speed mechanics by putting difficult terrain in front of shortcuts that they can bypass. Have time sensitive adventure hooks that get more urgent and difficult to resolve with time and make the character choose which ones to do, and how much money or political capital to spend on renting horses or vehicles and stuff to offload the exhaustion on so they can quest faster. If you can make it part of what people are invested in rather than a menu-driven minigame, it's good.

Sometimes though when pacing demands it as DM you gotta just fast forward to the dungeon entrance or whatnot. But if you handwave everything into a fast travel teleportation system before spellcasters get Teleportation Circle (out of combat only Town Portal) at level 9 and the potentially suicidal Teleport at level 13, you lose a lot of the ability to force some choices on the players and add some uncertainty into the mix. Mostly sapping their spells (slots and prepared) and carrying capacity, maybe choosing who goes hungry or thirsty and has to deal with disadvantage on all skills (don't let the party scouts/faces get this) or halved speed (if you have some less exhausted combat mounts you can get away with this one) or disadvantage on attack rolls and saves (spellcasters who force saves or just buff during combat can deal). Make the enemies get exhausted too if the PCs are running night raids during their sleep shifts or whatnot.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Without knowing your character or the rest of the party at all and in order of probably usefulness: Resilient (Con), Alert, Lucky, War Caster, Ritual Caster (free spells known), and maybe Magic Initiate after the Sage ruling or whatever that lets you treat the level 1 spell as a spell known if you picked from your own class's list, or for Hex and Eldritch Blast if you're some weird nuke bard.

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slydingdoor
Oct 26, 2010

Are you in or are you out?
Yeah, since they clarified that Lucky basically turns disadvantage on your roll into advantage (or vice versa on attacks against you) it became even more obviously the best way to stay alive when everything has gone to hell.

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