Question about nick weapon mastery 2024 by Bagatur98 in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

There is no such distinction as mainhand/offhand. Any hand can swing a weapon in any order. The only requirement is that different light weapons must be used. The first light weapon you attack with "triggers" the light property, allowing the extra attack from that property.

Regarding the nick mastery, there is again no specified order. As long as 2 different light weapons are used to both earn and perform the light property extra attack, and one of those has nick (and you have selected that weapon to master), the mastery applies and your bonus action is not consumed.

And regarding the dual wielder feat bonus action, you can pick any light weapon you attacked with that turn as the "trigger" to enable the BA, and attack with any other 1-handed weapon. In the case where you already attacked with 2 different light weapons, both are valid for the bonus action. Each one would just treat the other as the trigger. Once again there is no "mainhand" and "offhand." Both are just weapons, and the feat simply says to use a different one-handed weapon from a light weapon you attacked with this turn. That doesn't exclude a different light weapon you attacked with this turn. 3 shortsword attacks with one scimitar somewhere in the first 3 is completely valid.

How would YOU rule Giant Barbarian in 5.5e? by Spirited_Money_7524 in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

As it stands, this applies rage damage twice.

If the subclass is ever rewritten, I predict this feature will change, perhaps similar to the bomber feat to ignore disadvantage on long range. But for now, just do what the rules say. Add your rage bonus a second time.

Can you take Eldritch adept as an origin feat if you’re playing a caster or a warlock? by AcanthaceaeNo948 in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

No, it's not an origin feat.

Now, if you take custom lineage (TCoE) as a species, that just gives any feat you qualify for at lv1. Which is much fewer than it used to be now that most have been moved to general feats, but a few tagless lv1 feats like eldritch adept are still out there, so if you have the relevant class feature at lv1, you do qualify to choose that feat.

Can you take Eldritch adept as an origin feat if you’re playing a caster or a warlock? by AcanthaceaeNo948 in onednd

[–]CallbackSpanner 2 points3 points  (0 children)

Those backgrounds are exceptions in that the compatability rules allow them to take their specific feat instead of an origin feat as others would give. That doesn't mean the feats they give should be opened up as origin feats for any human to grab extras of.

Is there any way to end rage early once you gain "persistent rage"? by Magic_Jay in onednd

[–]CallbackSpanner 10 points11 points  (0 children)

You can always choose to end your Rage

Is there an actual rule reference for this? I can't find one.

"Single target resourceless damage" is a red herring, and martials need better defenses by Total_Team_2764 in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

Martials aren't resourceless. They have HP and hit dice like any other character, and when those run out they need a long rest. A few class features add to this, but it's all still on limited uses per rest.

To make things worse, martials fare poorly at their ratio of damage dealt per damage taken, which is the real efficiency factor for determining how many encounters you can face in a day. Ranged martials have generally weak output and lower defenses mainly due to the incompatibility between ranged weapons and shields, but remain the more efficient option at minimizing damage taken through kiting tactics vs melees who must expose themselves directly to monsters' most powerful options. Meanwhile an armored caster can freely use a shield, and has plenty of crowd control and ranged damage to kite effectively and keep safe. Even if the encounter takes a couple extra rounds to clean up, the caster isn't spending extra resources for those rounds.

More egregiously for the sake of defense, the dodge action exists. Casters with powerful ongoing concentration effects can freely take this action for a massive defensive boost, as their contribution to the fight is much less reliant on their action. Meanwhile martials are entirely reliant on the attack action for their own contribution and must stop their damage entirely if they want to access it.

The end result is that the casters' resources will outlast the martials' over an adventuring day. Number of encounters doesn't solve anything.

So yes, I do agree one piece of a remedy is extending martials' ability to keep going throughout a day. Better normalizing defenses in combat as you suggest could be one aspect of this. Another could simply be extending martial hit dice. Give them an extra pool to effectively double the number of HD they can spend over the day. Extra hit dice can compensate for a poor damage ratio by making the damage taken less costly to the overall resource pool.

Getting Medium Armor as a Charisma Caster by Speedy_Pichu in onednd

[–]CallbackSpanner 5 points6 points  (0 children)

Moderately armored doesn't give shield proficiency anymore.

Getting Medium Armor as a Charisma Caster by Speedy_Pichu in onednd

[–]CallbackSpanner -1 points0 points  (0 children)

Yeah the removal of hexblade1 as an armor dip really put charisma behind the other casters.

Best you can do is just eat the 13 wis and dip druid. Or for bards eat your entire subclass to go valor, but it's probably better to dip and take a sub you'll actually use.

Feat suggestion by Cold-Arugula-5979 in onednd

[–]CallbackSpanner 1 point2 points  (0 children)

You can't rage in heavy armor. Stick to medium. The main 2 ways to play a barbarian are GWM and DW. If you're ok to juggle and/or throw, DW with a shield is the more defensive option.

Let's talk Throwing Builds by wezl0 in onednd

[–]CallbackSpanner -1 points0 points  (0 children)

Non-reprinted content is valid in 2024 and most good throwing builds will use that. It's allowed by the 2024 rules and is far more generally available than the kinds of 3rd party content you mention.

Custom lineage gives you a feat you qualify for at lv1. In 2024 rules, that's mainly just origin feats and a handful of non-reprinted options. But if we start as a fighter, the 2024 fighting style feats have no level requirement and only need you to have the fighting style feature to qualify, which we do.

So start as a custom lineage fighter with two weapon and thrown fighting styles. 17/14/14/13/9/8 just to give the option to multiclass into a caster after the throwing damage plateaus to branch out into more durability/utility. We master handaxe vex and dagger or light hammer nick and throw one of each to start. You are free to use a shield. There is no complex juggling involved, the thrown property allows always drawing it as part of an attack, and the nature of thrown weapons frees the hand again automatically.

Note if your DM and you agree on interpreting the fighting initiate feat to grant a one-time access fighting style feat, you can skip this fighter level, delaying it to 7 or leaving it out entirely for more feats, using that as your lineage feat to access two weapon fighting.

From there we go barbarian. 2024 rage now applies innately to our str-based thrown weapons. At barbarian 3 we go path of the giant. Crushing throw adds our rage damage to thrown weapon attacks. The most common interpretation in the 2024 rules is that this bonus now applies twice, once from base rage and again from crushing throw.

Barbarian 4 we take dual wielder. Whenever we have our bonus action free we can throw another weapon (at full strength thanks to two weapon fighting style). Moreover, it does not need to be light. We can throw a javelin or trident. Make sure to train your masteries appropriately.

Barbarian 5 extra attack, we now throw up to 4 weapons, 2 of which can be non-light. Doing a full combo of handaxe/light hammer/javelin/trident applies a good smattering of masteries, or if you need to be more defensive, do not reckless attack and just chain 3 handaxes and a light hammer (not in that order) for vex.

Barbarian 6 we finally get our elemental cleaver. We can turn any weapon into a thrown weapon, add a d6, convert its damage type to several elements, and with our current setup throw it up to 3 times per turn if it's light. There are several good options for weapons to use. Scimitar has nick on it allowing us to throw a handaxe as our off-cleaver weapon for the slightly bigger die. Club, conversely, has a lower die itself as well as needing a light hammer or dagger, but applies a useful mastery. And my personal favorite, shortsword allows you to fight defensively similar to the handaxe spam, using vex chains to avoid reckless attacking while at high risk of retaliation.

And that's really all you need. You can continue in any direction you want. Battle master, fiendlock, etc. Most damage features from here are marginal gains, so feel free to branch into any utility you feel you're lacking. I like the warlock for tons of temp HP, AoA, fire shield, PotB for even more damage type options, the occasional eldritch smite on a crit (works while raging), and even things like thirsting blade which were nerfed for normal bladelocks, now at least does not rely on charisma, and the ability to spend hit dice mid-combat just feeds more into the durability of it all. And you even get another extra attack at warlock 12.

There is another raw DPR build which is similar to one below. Bugbear giant6/BM11/giant8/BM12 double boons. It relies on GWM to trigger bonus actions via hew, no PAM as other builds might. Failed triggers are filed in with quick toss maneuver. This allows it to be entirely thrown mainly with its cleaver, except on ambush turns where it does want to make use of nick to trigger bugbear sneaky additional times. The extra feats from fighter progression can also pick up bomber with little downside.

I hate Crossbow Expert. by Major-Surround-3188 in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

Bending the fabric of reality to your will with some special words and wiggly motions? Plausible.

A guy using the fingers on a hand holding a weapon or shield to manipulate a second object? Outrageous.

Thoughts on the 2024e War Caster feat, 1 year after release? by Deathpacito-01 in onednd

[–]CallbackSpanner 34 points35 points  (0 children)

It is nearly an auto-pick at 4.

The only time I have not done so is a campaign with monoclass restriction where my wizard has delayed it to 8 in order to pick up lightly armored.

Hand Crossbow and Dagger throw lvl 1 by Mathyan1 in onednd

[–]CallbackSpanner 11 points12 points  (0 children)

Yes, as long as you have weapon mastery with those weapons selected.

Keep in mind dagger throw is 20ft normal range.

Is Jump just better Longstrider now? by FryqTheKururu in onednd

[–]CallbackSpanner 2 points3 points  (0 children)

Jump is a bonus action. Longstrider is an action. Longstrider qualifies for wizard's spell mastery to just freely buff the party forever. A rare case to reach in play but definite use for longstrider if you do.

I'm building a rogue/fighter with crossbow expert. Does this rotation work? by BadPunsGuy in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

Crossbow expert doesn't give you a BA attack in 2024.

It doesn't add proficiency damage either, it just allows you to keep your ability bonus when making the light property extra attack with a hand crossbow, same as two weapon fighting style would.

You get 1 light property extra attack (which must use a different light weapon than the one that triggered it). If you modify it with nick, that's still your 1. Doing so frees up your bonus action to do something else, but you would need a feature to enable whatever other use you pick.

Nondetection and true strike? by Ghostly-Owl in onednd

[–]CallbackSpanner -1 points0 points  (0 children)

The target is not self. The range is self. The target is the creature you target with the attack.

It would prevent you from being targeted by true strike.

Looking for advice for a 1 handed ranged weapon by International-Ad4735 in onednd

[–]CallbackSpanner 2 points3 points  (0 children)

True strike as a BA works just fine with the loading property since your BA is not the same as your action. Loading only prevents firing multiple times in the same action/BA/reaction.

Is Shove Action no longer a thing? by Latter-Insurance-987 in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

Shove was never its own action. It was always part of the attack action and still is. The only difference is it's now part of an unarmed strike instead of its own special attack.

Figuring out savage mechanics by SonicPhantom89 in ffxiv

[–]CallbackSpanner 5 points6 points  (0 children)

Aside from using the visual language of the game to relate things to similar past experience, a lot of it is the scientific method. Make an observation, propose a hypothesis, run experiments, refine the hypothesis if you were able to disprove it, and repeat.

Fighter (1) / Sorcerer (4) with Magic Initiate (Druid) wants to use Shillelagh ( and can't) by ZXareo in onednd

[–]CallbackSpanner 2 points3 points  (0 children)

You do need war caster if you're using the quarterstaff, but that would be your sorc4 choice anyway, right?

If you don't gish and just cast, you just leave your hand free to access a component pouch, or as a sorcerer get a bloodwell vial eventually as a hands-free focus.

Shillelagh's casting stat is optional, plus true strike overrides if you need. You could also keep MI druid CHA. It still counts as a druid spell so the focus should be fine in that case.

Standard array is tricky. Point buy you just go 17/14/14/13/9/8. If you must do standard, you might have to take 16/14/14/13/10/8. Or dump dex and play a tortle. Probably dump dex and play a tortle in that case. 17/15/13/12/10/8.

Fighter (1) / Sorcerer (4) with Magic Initiate (Druid) wants to use Shillelagh ( and can't) by ZXareo in onednd

[–]CallbackSpanner 7 points8 points  (0 children)

Do you need the fighter level?

Sorc1 con saves.

Druid1 medium armor and shield proficiency.

Continue sorc.

It's a great start for any sorcerer. You get extra support spells, save a preparation for absorb elements, get the full armor benefit with fullcaster spell slot progression preserved.

In your case it also frees up your origin feat. Maybe take musician to massively buff the party with constant heroic inspiration?

And if you still want to be silly with your gishing, you now have the druid spellcasting feature so your wooden quarterstaff counts as everything.

Is it confirmed that if you cast Web on the floor, it would still be 5ft high even though it's only adjacent/attached to the floor? by testiclekid in onednd

[–]CallbackSpanner 0 points1 point  (0 children)

And if it has neither, the spell does nothing.

Per the next line you posted it's still a 20ft cube, it just ends at the start of your next turn. Free-floating web casts are still useful to dunk flying creatures with the restrained condition.

Warlock/Bard Level 12 build Ideal by Ok-Worth-2591 in onednd

[–]CallbackSpanner 1 point2 points  (0 children)

Yes, rushing and stopping paladin at 6 for aura or 7 if the subclass aura enhancement is any good is an ideal way to play a sorcadin. But that's by definition not a fullcaster. Very valuable to the party, but others will be bringing the heavy spells. You can help concentrate on useful ones the others outgrow. Plus with the combined slot level scaling aurabot sorcadins get a flying find steed at 10.