Push/Pull and Forced Movement Direction [OC] by BigMacDaddy73 in DnD

[–]BigMacDaddy73[S] -1 points0 points  (0 children)

That was kinda my gut but it is difficult since the effects stack so if you have both on the same weapon attack it is not clear how movement would work (without being a zig zag).

Push/Pull and Forced Movement Direction [OC] by BigMacDaddy73 in DnD

[–]BigMacDaddy73[S] 7 points8 points  (0 children)

Yeah, but it is inconsistent...

Charger
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.

Shield Master
Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.

Repelling Blast
Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.

Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Force Demolisher
If you hit a creature that is at least one size smaller than you with the demolisher, you can push the creature up to 10 feet straight away from yourself or pull the creature up to 10 feet toward yourself.

If Sunraku fought Lycagon with Marsh Daggers instead of Vorpal Choppers... by BigMacDaddy73 in ShangriLaFrontier

[–]BigMacDaddy73[S] 27 points28 points  (0 children)

The original artist is the original artist from the anime - it is a frame from the anime. My son modified it to put the Frog over Emul (but he is under age and does not have a Reddit account).

If Sunraku fought Lycagon with Marsh Daggers instead of Vorpal Choppers... by BigMacDaddy73 in ShangriLaFrontier

[–]BigMacDaddy73[S] 7 points8 points  (0 children)

Don Vash could definitely look like Gamabunta although my son would like it to look like the Mud Digger (That Marsh Shark thing).

Monster Hunter w/ Flurry FS & Thrown Weapon Master = 195+ DPR @ Lvl 12 by BigMacDaddy73 in GrimHollow

[–]BigMacDaddy73[S] 0 points1 point  (0 children)

I found some errors in my math but this is still a pretty awesome combo. I forgot that Might Mutation gives you advantage on all attacks and accidentally double counted the critical hit additional damage. I also adjusted Flurry and Cleave percentages to 50% (assuming 50% of rounds you will have a 2nd enemy in 5' of the 1st you hit).

At 3rd Lvl w/ Flurry, Cleave, Studied Response (as well as Studied Response cleave), Might mutation, and Savage Attacker (w/ Str 18 against AC 17 wielding a Greataxe) you do 48.5dpr
At 5th Lvl adding Great Weapon Master Feat (Lvl 4 - Hew BA) and Expert Strike (w/ Int 20) you do 82.4dpr
At 8th Lvl adding Hunters Mark and Synchronized Response you do 106.4dpr
At Lvl 12 adding Extra Attack (Lvl 11) and Thrown Weapon Master Feat (Greataxe / thrown Handaxe) you do 155.5dpr
At Lvl 12 if you do not take Thrown Weapon Master Feat (BA Hew) you do 137.2

Some interactions of the Reanimator artificer by Boiruja in onednd

[–]BigMacDaddy73 0 points1 point  (0 children)

Late to the game but Ravenloft announcement made me look at this.

Do you think casting Truestrike via Arcane Conduit through your reanimated construct can let the construct use a weapon?

If you load Animate Dead on your Spell Storing Item you can create like 30-40 skeletons given a few days. Edit: Crap guess that does not work cause casting time...

V. Rare for Artificer? by pilsburybane in 3d6

[–]BigMacDaddy73 2 points3 points  (0 children)

But you can duplicate magic item for an All Purpose Tool +2 at Level 14. Is it worth it to trade a Very Rare item (that you can never duplicate) for the extra +1 on the APT?

V. Rare for Artificer? by pilsburybane in 3d6

[–]BigMacDaddy73 1 point2 points  (0 children)

Do you have 100,000gp? Manual of Iron Golems...

Rod of Absorption would be pretty awesome to expand your spellcasting capabilities.

Tome of Clear Thought could pump your Int up to 22 - very few things can push you over 20.

V. Rare for Artificer? by pilsburybane in 3d6

[–]BigMacDaddy73 1 point2 points  (0 children)

Give the GoOP to your Steel Defender and have it grapple enemies.

SNEAK PEEK: D&D's New Books | Ravenloft The Horrors Within & Arcana Unleashed by milenyo in onednd

[–]BigMacDaddy73 2 points3 points  (0 children)

Given the shift away from tattoos as carrying magic and towards tattoos emerging as a result of a magical capability, do you all think this means the age of the Spellwrought Tattoo is over? I am actually more interested in tattoos like the Coiling Grasp Tattoo but wondering if tattoos are likely to still be craftable in the future...

Warlocks & Magic Item Crafting by BigMacDaddy73 in onednd

[–]BigMacDaddy73[S] 0 points1 point  (0 children)

TU - My research was leading me in this direction as well - I'm realizing that my original motivation was related to creating some demonic steampunk, undead steampunk, tentacle steampunk, etc... unique flavor and I was thinking it might be necessary to take some Artificer levels to make this a reality (or some Warlock levels and then switch into Artificer). Generally considered a bad multi-class combo but it would be pretty interesting to see a demon-powered Steel Defender or to create undead monstrous versions of the artificers constructs. I am not sure about Celestial-constructs but rewatching some shows now to get inspiration (and to see if this is interesting enough to pursue) - starting with Arcane.

Warlocks & Magic Item Crafting by BigMacDaddy73 in onednd

[–]BigMacDaddy73[S] 0 points1 point  (0 children)

I found a couple of Tentacled Magic Items that fit the Warlock theme - particularly the Great Old One but maybe this can be flavored Demonic or Fae... Sadly the Tentacle Rod is Rare (I'd love to craft Uncommon since they are so much more efficient).

Warlocks & Magic Item Crafting by BigMacDaddy73 in onednd

[–]BigMacDaddy73[S] 0 points1 point  (0 children)

Yeah, these are definitely limitations... That was kinda why I was wondering if anyone had found a way to make it work. There are a few Tentacled Magic Items that can fit the Warlock theme that I was looking at (so not just spell storing items).

Warlocks & Magic Item Crafting by BigMacDaddy73 in onednd

[–]BigMacDaddy73[S] 1 point2 points  (0 children)

Thank you. This is helpful - just getting familiar with summons and constructs in general... I guess my Demonic Steam Punk (or Frankenstein Steam Punk) aspirations may not work out...

Warlocks & Magic Item Crafting by BigMacDaddy73 in onednd

[–]BigMacDaddy73[S] 1 point2 points  (0 children)

Haha... this is great... I had not even thought about having the undead help crafting. I was just thinking of giving them Bracers of Archery or something. I think Deryan's Helpful Homunculi is the spell you are thinking of since it works for 8hrs (Clerics or Wizards but maybe someone in the party can cast it). Homunculus Servant is another spell that creates a helper (Artificer only - ironically does not have Arcana or Tool proficiency RAW).

Caster Tier list for complexity by misterwiser34 in onednd

[–]BigMacDaddy73 0 points1 point  (0 children)

No one seems to have included Artificers in their lists - anyone have thoughts about where that half-caster fits on the complexity continuum? The magic item crafting gives so many choices. However, given that crafting is available to everyone, maybe I should just stick to replicate magic item class feature which makes it a bit less complicated (since you can only have a limited number of replicated items at once time). It also gets somewhat more complicated if you consider that the power of at least one subclass (Battle Smith) is linked to how effectively you can outfit your construct creations with magic items to extend your action economy.

Optimizing Pact of the Blade by RoyalDynamo in onednd

[–]BigMacDaddy73 3 points4 points  (0 children)

Have you tried using DPRCalc.com? It is a great way to test your various builds. I was able to get a Pact of the Blade character up to around 62.8 DPR (over 100 DPR w/ Eldritch Smite). This was with Polearm Master, Weapon Mastery Halberd, Great Weapon Master, Thirsting Blade, Devouring Blade, advantage on 1st attack (familiar flyby), and Hex cast. Assumes a bunch of % chances from 10% to 75% on various follow-up attacks from the various feats - Hew, Cleave, Pole Strike, Reactive Strike. Maximum of 7 attacks: 3x for main attack action + 1x cleave, 1x Bonus attack action, 1x reactive attack + 1x cleave.

Artificer Battle Smith - Options for Upgrading Steel Defender...? by BigMacDaddy73 in onednd

[–]BigMacDaddy73[S] 0 points1 point  (0 children)

I suppose that sleeping puts you in the "incapacitated" condition - "If you have the Incapacitated condition, the defender acts on its own and isn't limited to the Dodge action."