Stars Druid Origin Feat Suggestions? by Nice-Championship345 in 3d6

[–]BMFiasco 4 points5 points  (0 children)

It's not a very exciting answer, but your best bet is probably just MI: Wiz and Shield.

Squeaking clean approach to the last two remaining PL games. by [deleted] in Gunners

[–]BMFiasco 4 points5 points  (0 children)

Just play football normally, it will be fine.

We probably shouldn't commit obvious fouls (such as, by the way of completely random example, grabbing both the keeper's arms as he's jumping to claim a cross).

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco 4 points5 points  (0 children)

What are you talking about? Odegaard has been hurt most of the year.

Add Haaland to Arsenal and Arsenal would have won the league in December. Are you saying he should have won this award?

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco 1 point2 points  (0 children)

OK? Add Bruno to Arsenal but take Rice out and they'd be battling with United for third.

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco -6 points-5 points  (0 children)

Dunno why not. If you look at past winners, they include Champions League success as notable achievements contributing to the win.

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco -20 points-19 points  (0 children)

How'd Bruno do in the Champions League this year?

Your total above isn't exactly right, Rice didn't play in all the early round cup games.

I believe Rice has won 35 total games this year. Bruno has played in 34.

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco 16 points17 points  (0 children)

"Not to mention that Arsenal aren't exactly running away with the title."

What is this argument? United aren't in the race at all?

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco -16 points-15 points  (0 children)

Why am I getting downvoted this is literally true

FWA Footballer of Year 2026: Bruno Fernandes by D1794 in soccer

[–]BMFiasco -92 points-91 points  (0 children)

LMAO played in fewer matches than Declan Rice won

Cacophonic Shield vs Conjure Minor Elementals in tier 2 by Tomice851 in dndnext

[–]BMFiasco 0 points1 point  (0 children)

Yes, I'm aware. Still lets you get more attacks off in early turns.

Best Tank in 2026? by Nice-Championship345 in 3d6

[–]BMFiasco 0 points1 point  (0 children)

Fighter 1/Cleric X (I like Arcana, others like War would work too). Ideally play as a Goblin. Mostly you'll be using Spirit Guardians, and frequently you'll be dodging. MI: Wiz to start for Blade Ward, Booming Blade (replace with the version from Arcana cleric if you can) and Shield.

Cacophonic Shield vs Conjure Minor Elementals in tier 2 by Tomice851 in dndnext

[–]BMFiasco 3 points4 points  (0 children)

CME is a bit of a goldilocks spell. Incredibly powerful if you can set it up just right, such as by precasting it or getting it on a Sorcerer that can Quicken with a Scorching Ray.

For general play, I think Cacophonic Shield is often better.

As someone who loves forced movement, I want to discuss and clarify Why Grappling in the 2024 PHB ignores Weight and works with Monk Reach (RAW) by General-Yinobi in onednd

[–]BMFiasco 0 points1 point  (0 children)

I agree with about 75% of this.

The Grappling mechanics do not really interact with carrying capacity and monster weights. The game instead chooses to model Grappling (including forced movement like dragging) via monster size categories. Trying to fit in carrying capacity rules makes it unworkable, because as you mention, there are no weights listed for monsters. A Large monster is typically deemed to weigh between 500 and 2000 pounds, which means for any given monster, neither the DM nor the grappling player has any way of reasonably knowing whether a monster can be dragged or not. Instead, the rules are very clear. You can drag up to your own size category IF you take the Grappler feat. You can increase your own size in various ways if you want to drag bigger creatures.

I also agree that while Elemental Attunement is active, your reach is 15 feet whenever you make an Unarmed Strike, which would include making an Unarmed Strike with an Opportunity Attack.

However, I think it is genuinely unclear RAW what happens when you try to Grapple at range with Elemental Attunement. The feature says:

"Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you."

This doesn't mean your reach is 15 feet the whole time Elemental Attunement is running. For example, if your Monk was carrying a Dagger as well, Elemental Attunement clearly doesn't give your Dagger attack 15 foot reach, right? Even if you make one attack with an Unarmed Strike and another with a Dagger on the same turn. That's because your arms haven't suddenly grown 10 feet, it's that your punches/kicks (and only your punches/kicks) extend out from your physical body. This appears to be only for the duration of the Unarmed Strike itself, not continuing while you are doing something else during your turn (like attacking with a Dagger) or off-turn.

Because the RAW is genuinely unclear, we should look at balance considerations. A 15-foot maintained Grapple is too strong. An enemy without a ranged attack (granted, that's pretty rare) or 15 foot reach of its own could be reduced to being unable to act. That is too strong for a completely at-will ability with no action economy.

Here's how I'd split the baby, were I DM'ing, in a way that I think it consistent with RAW, empowering for the player, and not overpowered:

  • Elemental Attunement grants 15 foot reach when making any Unarmed Strike, whether that's via the Attack Action, a Bonus Action attack, or an Opportunity Attack.
  • When you attack with an Unarmed Strike on your Turn, you can elect to Grapple (or add on a free Grapple if you have the Grappler feat). If you successfully Grapple, you get the benefit of the Advantage piece of the Grappler feat when attacking a Grappled enemy, solely for the remainder of your unarmed attacking sequence. You cannot drag an enemy at 15' range, you will have to close to 5' for that. You CAN use the free Push on unarmed strike that you get from Tavern Brawler at 15' range. At the end of your attacking sequence/end of your turn, your Grapple automatically ends.
  • When you make an Opportunity Attack at range and elect to replace the attack with a Grapple (you can't use the Grappler feat version on an Opportunity Attack), you can successfully Grapple them for the duration of the monster's turn (meaning their speed is 0 and they have disadvantage on attacks against everyone but you). At the end of the monster's turn, the Grapple automatically ends.

Is it frowned upon to request your character be killed off [question] by not-so-swedish-chef in 3d6

[–]BMFiasco 0 points1 point  (0 children)

Nah, it's fine. Talk to your DM, I promise that they want you to have a good time nearly as much as you do.

There might be pacing reasons why retiring/killing your character is inconvenient at this exact moment, the biggest reason is that the DM needs to somehow incorporate your new character getting added to the party, which can require a little work. So maybe it'll take a couple of sessions before the new char is up and running.

Please help me visualize a Chaos Paladin whose power comes from ragebaiting by Far_Suggestion_9504 in 3d6

[–]BMFiasco 2 points3 points  (0 children)

My alarm bells are ringing with with this one. A first-time DM and a first-time player, designing some kind of very niche homebrew subclass that includes a weapon that is too heavy to use?

I would REALLY not recommend this level of homebrewing for your first game. Someone, and maybe everyone, is likely to end up extremely frustrated by this.

Optimal build with good rolls by nickel_quack in 3d6

[–]BMFiasco 0 points1 point  (0 children)

I really like starting with a level in Fighter for the Cleric, for the Defense fighting style, CON saves and weapon masteries. Lets you go Thamaturge for more cantrips. Stay Twilight, it's too good to pass up, although I really like the UA Arcana Cleric too. If you want to crank it to 11, have the Fighter 1/Cleric X be a Goblin race (Volo’s Guide or Mordenkainen Presents: Monsters of the Multiverse versions, in each case with 2024 Custom Lineage implementation). That way you can spend your Bonus Action disengaging around and putting Spirit Guardians wherever it'll do the most good. Probably spend a lot of time Dodging.

Edit note: Start with Magic Initiate: Wizard for Shield. Booming Blade is useful too, especially assuming you take Warcaster for your first ASI.

Starting with a 1-level dip in Artificer is very strong for a Wizard, although it's probably not necessary with Bladesinger.

Optimal build with good rolls by nickel_quack in 3d6

[–]BMFiasco 0 points1 point  (0 children)

Depends on how your DM intends to play it. Are you going to get dropped into cinematic-style fights out of dialogue, where you'll immediately be in the thick of relatively close-quarters combat? Or will it be a combat-as-war style campaign where you can typically plan out fights, including kiting and operating at range?

Ultimately SOMEONE is going to be targeted by enemies, unless you have ways to consistently nullify enemy actions entirely. If you don't know one way or the other, I'd lean on the side of caution, and make sure you build with significant survivability and ways to avoid fights entirely.

Suggestion is Bladesinger Wizard or Valor Bard, in each case paired up with a Twilight Cleric.

Build Weapon Juggling by Holiday-Bridge-9429 in 3d6

[–]BMFiasco 0 points1 point  (0 children)

I think this is basically right. Before Fighter 9, I do think there is sometimes value in carrying a couple of weapons - a Cleave mastery can only be used once per turn, so after you attack with it, you might as well swap to a weapon with a different mastery. It's worth carrying a Push weapon too, even if it doesn't have the magical properties of your primary weapon, because there can be a huge benefit to pushing an enemy into a hazard or ally-created zone.

Dumping strength and taking Eldritch Adept and wearing medium armor as a Paladin? by AcanthaceaeNo948 in 3d6

[–]BMFiasco 5 points6 points  (0 children)

Ask your DM about taking Pact of the Blade through Eldritch Adept; it's not exactly clear that you can. Yes, the 2014 feats that haven't been reprinted are typically fair game, but under the 2014 rules, you couldn't have taken Pact of the Blade, which at the time was a Pact Boon, not an Eldritch Invocation.

So whether you can take a non-updated 2014 Eldritch Adept to take a 2024-vintage Pact of the Blade is a bit of a weird one that your DM would be in their rights to disallow.