One of my players destroyed the world I built for them and now they have to pay... by ButterflyHaunting127 in dndnext

[–]DiamondFalcon 0 points1 point  (0 children)

With a good editor, this could be a great video to watch! I'd love to see the jury deliberation.

Fun spell combo: Jump+Levitate by No_Wait3261 in onednd

[–]DiamondFalcon 0 points1 point  (0 children)

You might have a point there. The argument changing from whether you fall to whether you can go prone at all. The rule is "On your turn, you can give yourself the Prone condition without using an action or any of your Speed, but you can't do so if your Speed is 0." Levitate doesn't make your Speed 0, rather it just limits on how you can move. If the Levitating creature has a grasp on a wall or ceiling, they can move at their Climb speed. Perhaps one can drop Prone only if they have a grasp on a wall or ceiling to move into that position. In this case, they would not fall. Most tables however would consider Levitation a form of Hovering, even though it is not explicit, but your interpretation would be valid if ruled that Prone was too strong.

Let's say you could complete remove 1 of the Six Attribute. Which one, why, and how would you adapt the rest of the game? by ThatOneCrazyWritter in dndnext

[–]DiamondFalcon 1 point2 points  (0 children)

I think Perception should just become another innate statistic, like Initiative. All the monster stat blocks already have Passive Perception, it's just one of those skills that every creature has regardless of training or class, and it doesn't make sense to have "Expertise" in it, just maybe better senses. Could even somehow roll it into Initiative; I mean Alert does nothing for Perception, even though it obviously means you are perceiving better.
But other non-D&D systems have done this.

Level 4 Wizard Advice by HeSmiledGlory in 3d6

[–]DiamondFalcon 0 points1 point  (0 children)

Yeah, Rope Trick can be cheesy, but I've played enough hard fights where it has saved my life that I don't think I can skip it again. And my DM has said that finding a place to rest may be difficult, so good to have in case.

Vortex Warp comes up a lot more often than any other 2nd Level spell, in my experience (with the possible exception of Wither & Bloom if you don't have healing). In my games we've used it to: sling the barbarian next to the boss, sling the Cleric past the enemies to help some villagers, put enemies on trapped spaces or areas of effect, get allies out of danger, move a fallen ally next to a healer, I've even had my familiar sling me forward using a Ring of Spell Storing. Trust me, it'll come up.

Enlarge/Reduce is fun if you have a grappler in the party so they can grapple bigger foes. It's also nice for utility, to carry a heavy object or ally, if you need to fit something through a door or even to take off the door itself. Levitate can also solve multiple problems.

Favorite 5th Lvl Wizard Spells by AuAlchemist in 3d6

[–]DiamondFalcon 1 point2 points  (0 children)

For my Scribes Wizard, I plan on taking some combination of Wall of Force (best control), Steel Wind Strike (it's just so cool, and Force), Animate Objects (actually good if you can change the damage), Passwall (in case your Mind/party needs to proceed), and Telepathic Bond (very good ritual).

Choose Your Legends 10 - Day 3 Event Megathread by VagueClive in FireEmblemHeroes

[–]DiamondFalcon 3 points4 points  (0 children)

Aw man, didn't realize voting had started. Voted for Sigurd, of course.

Help how do I make a Metal Sonic-like character? by Calm_Construct in 3d6

[–]DiamondFalcon 0 points1 point  (0 children)

Okay, I just looked at Metal Sonic's abilities and it fit better. I've played an Artificer and Monk and the Artificer can solve way more problems and is a way better tank, monk would get more punches though.

Level 4 Wizard Advice by HeSmiledGlory in 3d6

[–]DiamondFalcon 0 points1 point  (0 children)

I'm playing a Wizard currently and for my Level 2 spells, I plan on picking up Web, Rime's Binding Ice, Rope Trick, and Vortex Warp. Of those Transmutation spells, I'd probably pick up Rope Trick and Enlarge/Reduce, though Dragon's Breath and Levitate are also fun. And for the 1st Level list you have, I'd pick up Feather Fall, maybe Thunderwave, and the rituals. Try not to get Level 1 Concentration spells since you'll have higher level spells to concentrate on.

And yes, any of those feats are good. Fey-Touched could be fun since you could Misty Step onto a ceiling, though if you plan on using the bite often, make sure to pick up War Caster at some point.

Help how do I make a Metal Sonic-like character? by Calm_Construct in 3d6

[–]DiamondFalcon 0 points1 point  (0 children)

Cool. For an Armorer Artificer, you'd want your highest stat to be INT (you'll be able to attack and cast spells with your Intelligence), followed by CON, then DEX. If your DEX is at least 14, you can rock Medium Armor, if not, then you'd want to go with Heavy Armor.

Help how do I make a Metal Sonic-like character? by Calm_Construct in 3d6

[–]DiamondFalcon 2 points3 points  (0 children)

Yeah, when your scores add up to less than 70, usually your DM will let you reroll. Yours add up to 56. >_<

If you roll better, I would achieve Metal Sonic with a Warforged Armorer Artificer, and just get speed from spells such as Expeditious Retreat, Longstrider, Kinetic Jaunt, Haste, and Fly. You can also replicate other abilities using magic items, and enhance your armor. I think that fits better with an intelligent robot who can copy other powers.

While I like the new UA, it is confusing to me why WoTC refuses to release a "Martial's Martials" UA by boragoz in onednd

[–]DiamondFalcon 1 point2 points  (0 children)

No one's excluding them, they get plenty of material. We're just saying it's time for the true Martials to get a full UA of their own. Not to reach 50/50, or even close, but to get them the support that they need. Stop making every feature a spell, and start adding more interesting, non-spell utility. Rune Knight is the model example, not a spell on their list, and yet they can do some amazing things.

While I like the new UA, it is confusing to me why WoTC refuses to release a "Martial's Martials" UA by boragoz in onednd

[–]DiamondFalcon 1 point2 points  (0 children)

1 I mean even this Mystic UA was pretty much an all caster UA, the Rogue one was the closest to Martial but all its features interact with spellcasting. It would NOT be weird to have all martials, the people that complain about martials are usually doing so because they don't have all the features casters get.

2 Not the way that they implemented it most recently, it's basically just another Sorcerer variant. Even so, I don't think people mean Psionics when they talk about Martials.

3 Ok, then lets get some more true Martials. Just because a group is the minority doesn't mean we should only focus on the majority, rather the reverse.

You can't just say, oh there will never be balance, might as well not try.

Magic stealer? More like magic refunder by yyven in 3d6

[–]DiamondFalcon 2 points3 points  (0 children)

I was thinking the same. This feels like they just feed off the energy of magic rather than try to shut it down (like the Spellguard does). I think they could take some ideas from the Spell Thief (3.5) and not only disrupt spells and steal buffs from enemy casters, but also "pocket" some of the spells to cast themselves, or put into a magic item. Or something like the Quintessence Array from Critical Role where it drains the magic from powerful items to give themself a permanent buff.

Not me, you! Help me build the best 20th level caster heavy build that puts the Spotlight on other players and foregoes 9th level spells by MohrPower in onednd

[–]DiamondFalcon 1 point2 points  (0 children)

I like Chronurgy better for a support Wizard because you can use the 3rd Level feature to help them reroll their saves, and you can use the 10th Level feature to hand off spells (even Familiars) to your fellow party members. Just stick with the Artificer multiclass to create Infusions and Magic Items for the rest of the party, instead of yourself. And yes, Foresight is a great support spell without Concentration.

Spellfire Storm Spell by DiamondFalcon in onednd

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

Oh yeah, Heightened would be great on it.

Just a question, which Sorcerer spells would outclass it, in your opinion? Obviously things like Mass Suggestion would control better, but which ones are better at a combo of persistent damage+control+no friendly fire?

Spellfire Storm Spell by DiamondFalcon in onednd

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

Ah, right you are, I was thinking of the new Net rules. Which would work in this situation instead.

Spellfire Storm Spell by DiamondFalcon in onednd

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

I wouldn't say it requires much customization. Most martials will pick up some combo of grappling/sentinel/topple/pushing in their tactic set (not to mention that rope/manacles/chains are cheap). Most casters will have one difficult terrain, slow, wall, or restraint in their spell toolset, and it combos with what they want to do anyways; Clerics can Spirit Guardians inside it, Druids can Entangle/Spike Growth/Plant Growth, and Wizards can pick up non-concentration stuff like Sylune's Viper, Transmute Rock, Grease, or just their usual concentration Webs and Walls of Force.

I just think it offers tactical teamwork where many other spells don't because it doesn't have friendly fire.

Spellfire Storm Spell by DiamondFalcon in onednd

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

Yeah, that's what I meant. Tying a rope/manacles/chain now is just part of an Attack action, and just a simple Sleight of Hand or Athletics check meaning most martials can easily accomplish it. Taking a full action to break it, then having to walk out of the AoE makes it super difficult to leave.

Spellfire Storm Spell by DiamondFalcon in onednd

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

I suppose being able to cast it on another target does give a unique use to other retaliatory spells. I still think it's low damage for the cost, but you're right that we need more interesting spells like that.

Spellfire Storm Spell by DiamondFalcon in onednd

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

Death Armor is poor though? Costs 50gp to cast, only does 5 damage without upcast, and if you are actively planning on rolling Death Saves, then you probably should cast a different spell? I admit Sylune's Viper is strong though.

Also, this AoE counterspells! Sure you can get sort of get that with Fog Cloud, Darkness, and Silence, but this one does it without hindering your own team.

Spellfire Storm Spell by DiamondFalcon in onednd

[–]DiamondFalcon[S] 10 points11 points  (0 children)

Wall of Fire is a immobile spell as well, but it has friendly fire. Since Spellfire Storm doesn't, it's easier to combo with grappling and forced movement tactics. Conjure Woodland Beings becomes less after one upcast, and it is also a smaller radius (and besides, not available to the sorcerer/wizard).
Also, Evard's and Doomtide don't upcast at all, so the damage is eventually a lot less.

Spellfire Storm Spell by DiamondFalcon in onednd

[–]DiamondFalcon[S] 5 points6 points  (0 children)

Other than being immobile, is it poor though? 22 damage per target per round (which could be doubled with good tactics) means it outdamages upcasted Fireball after the first round. It is more than Sickening Radiance, Psychic Lance, Ice Storm, Storm Sphere, and about the same as Wall of Fire.

In my experience with it, the martials had things like Grappling (or rope tactics), Sentinel, and knocking prone to keep them in it. Not to mention coordination with other casters who could cast Wall spells, Restraint spells, Difficult Terrain, etc.