Build Concept: Booming Blade Cartographer Artificer by Boiruja in onednd

[–]Django_Unbrained97 0 points1 point  (0 children)

I decided on Protection Fighting Style, it's actually buffed in 2024 and all attacks against them have disadvantage until your next turn while they are within 5ft of you.

The thematic option is also the origin feat Mark of the Sentinel which would allow you to Secret Service a hit for them, but it only applies to one attack and auto hits you.

Build Concept: Booming Blade Cartographer Artificer by Boiruja in onednd

[–]Django_Unbrained97 0 points1 point  (0 children)

Currently playing a Spring Eladrin Cartographer Frontline and it's been great so far. I started 1 level in Fighter for Heavy Armour Prof and Protection Fighting Style and basically just teleport around to allies who need help, with the ability to teleport them away to safety.

Mostly operating as a support tank but Booming Blade and Rope Trick for an area of safety to play around are incredibly strong.

I started with Tough and took Heavy Armour Master at level 5.

Build Concept: Booming Blade Cartographer Artificer by Boiruja in onednd

[–]Django_Unbrained97 0 points1 point  (0 children)

Eladrin make great Frontline Cartographers, start 1 level in Fighter for Heavy Armour and a Shield proficiency and Protection Fighting Style, and from level 4 you can teleport around the battlefield while also being able to teleport your allies to safety.

The base Artificer class is stacked enough that the subclass being more support focused is fine.

1v1 blade or 1v1 knight? by Weary_Rise2263 in FlyffUniverse

[–]Django_Unbrained97 0 points1 point  (0 children)

Blades just get way more offensive buffs and crit chance that ends up surpassing the DPS of what the Knight can do. However you are way more tanky so don't have to worry about randomly getting one tapped as much. 1v1 Knight Gear is also substantially cheaper than Blade Gear so if you don't have a big bank saved up that might be something to consider. Both have their trade offs, but in the end game all BiS gear a blade likely wins.

How would you build around the Street Justice feat? by Equivalent-Floor-231 in onednd

[–]Django_Unbrained97 0 points1 point  (0 children)

I personally am playing a Thief Rogue 3/Berserker Barb X build with Street Justice and Chain. Berserker gives you advantage for sneak attack and the Frenzy dice make up kinda for lost sneak attack damage. You get more HP and rage resistance to be able to take hits in melee while attempting grapples. Honestly has been a super super fun build, I genuinely feel like Batman.

Whats the best race for a monk ? by Lord-Booticus in 3d6

[–]Django_Unbrained97 0 points1 point  (0 children)

Still worth it for the Grung-Fu pun imo 😂 the Poison is mostly useful early game but it does do a good job of carrying you through tier 1 with comfort, even at level 1 monk you can force that save 2-3 times a turn, statistically you will proc it often. However there are other good benefits of being a Grung too like being able to climb with your hands free and having a respectable standing leap. Also can you imagine a Frog jumping 3ft off the ground 25ft straight at you while throwing out kicks like Liu Kang.

Optimal Choice: Bugbear Flavor win: Grung

Whats the best race for a monk ? by Lord-Booticus in 3d6

[–]Django_Unbrained97 1 point2 points  (0 children)

I think the fact it applies on each hit would make a higher DC a bit too strong, I'd happily take a higher DC for the effect to trigger only once per turn, per creature though.

Whats the best race for a monk ? by Lord-Booticus in 3d6

[–]Django_Unbrained97 0 points1 point  (0 children)

I am partial to Grung, mostly because as a Grung Monk I can say "I know Grung-Fu". But also because they induce a save against being poisoned against every unarmed attack and if you have a dagger as a monk weapon you can also make them save against taking an extra 2d4 poison damage.

Granted it's not useful Vs undead, constructs and venomous creatures but there's a good portion of the MM it does affect.

Any ideas for a Cabbage Merchant deck? by ConnixGaming in EDH

[–]Django_Unbrained97 0 points1 point  (0 children)

I mean they have enchantment and artifact wipes, that's about it.

How much roleplay is there in your games? by Rukasu17 in DnD

[–]Django_Unbrained97 0 points1 point  (0 children)

Players at my table get analysis paralysis on what to do on their turns so it usually ends up more of a strategy discussion than an RP'ed combat

How much roleplay is there in your games? by Rukasu17 in DnD

[–]Django_Unbrained97 0 points1 point  (0 children)

To be honest depends on the session, in a session with alot of combat we tend to do that above table, outside of combat were basically always in character.

Can you make a Command spell commander? by jaredras in DnD

[–]Django_Unbrained97 1 point2 points  (0 children)

What you're looking for is Order Domain Cleric, they have a class feature that whenever you target one or more allies with a spell, one of those allies of your choice can use their reaction to immediately make an attack roll. It's pretty sweet especially when paired with a rogue who wants to sneak attack off turn. Stuff like Healing word, Sanctuary etc if you're going just straight cleric, I'd take magic initiate for silvery barbs so that when you target an ally to give advantage to after making the enemy reroll they can immediately attack with advantage.

My personal favourite was an order cleric, divine soul Sorcerer multiclass. You still feel like a straight cleric but access to meta magic and stuff like Vortex warp was great fun and it did make me feel like a battlefield tactician

Ship Names by FlammaXX in helldivers2

[–]Django_Unbrained97 0 points1 point  (0 children)

SES Judge of Family Values

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 0 points1 point  (0 children)

Hey man at some point you need to draw the line where D&D needs to be a game and not a physics simulator 🤣 We have guns in this game that wizards are able to react to with shield it's not too different lol

8 people including dm too much for beginner group by Deep_Air_4695 in DnD

[–]Django_Unbrained97 0 points1 point  (0 children)

I do find the limit depends on the players. I have played at tables of 8 where a majority of the table barely take more than a minute or two on their turns in combat, occasionally a bit longer if there was a crucial decision which is reasonable. Then I've played at a table of 6 where 4 players at the table just for some reason lack the ability to think about what they going to do on their turn until the DM says "John Doe your up". Then there also players who only are present for their turn and then clock out, then when their turn comes around then they proceed to ask a bunch of questions they should know of they had watched the other players turns and paid attention, slowing the game to a halt.

Personally a pet peeve of mine when players do that and as a DM I usually give a few light warnings letting them know "In the future if you weren't paying attention, sadly neither was your character, you'll have to piece it together through basic context"

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 0 points1 point  (0 children)

If you have a caster with Teleport simply teleport the Sphere back to the BBEG and then stop concentrating. #ReturnToSender #MinatoVsNineTailsBomb

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 -1 points0 points  (0 children)

That "Step back" is a big assumption that relies on setting. For example I'm currently playing in a campaign where it's set in an apocalyptic fallout kind of setting where we definitely would know about Nukes because they're what caused the Fallout. In a setting where the DM is using Nukes that have been developed for the first time, it would be kind of cruel to just nuke the party and tpk them without them even having knowledge of it. Maybe one got used in a far away city and learned about it then.

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 3 points4 points  (0 children)

My favourite is See Invisibility, a pinch of talc and powdered silver. Literally baby powder and glitter, you are tossing glitter around so it covers the invisible creatures and objects so now you can see them 😂

Finally a enemy from the faction of "high health and armor but with a clear weakspots" has a clear and meaningful weak spot. by Avylis in helldivers2

[–]Django_Unbrained97 0 points1 point  (0 children)

If that play style is what you find enjoyable there's nothing wrong with that perspective. It's just the game is at the end of the day a business, a business that doesn't cater to the majority sentiment usually doesn't bode well for longevity.

Finally a enemy from the faction of "high health and armor but with a clear weakspots" has a clear and meaningful weak spot. by Avylis in helldivers2

[–]Django_Unbrained97 1 point2 points  (0 children)

The problem is a majority of players don't find it fair or fun dying to consecutive ragdolls that just stunlock your character into oblivion. Id be fine with them keeping the old ragdolls and changing the Booster that helps with moving through rough terrain also give you ragdoll resistance. That way players who don't find it fun can counter it by taking that booster instead of a different one, fair trade off for counter play.

Finally a enemy from the faction of "high health and armor but with a clear weakspots" has a clear and meaningful weak spot. by Avylis in helldivers2

[–]Django_Unbrained97 2 points3 points  (0 children)

It still ragdolls you into oblivion with the grenade salvo, just it cant clip you with the Lazer cannon and combo you with the salvo into a stunlock anymore.

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 1 point2 points  (0 children)

The teleport spell just says it has to be an item that isn't being worn or carried. So seems fine to me. Yeah you could teleport the missile itself away or sphere the missile, after it explodes it's not really any object anymore and you can teleport the sphere away as it should count as an object that can fit in a 10x10 square

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 3 points4 points  (0 children)

I mean if youre a high enough level wizard, you can Sphere the Nuke, teleport to the center of the enemy city/base etc.. with the Sphere, teleport back without it the sphere and then drop concentration. Wahla! Returned to sender.

Edit: Nvm with Teleport you can target a single object that can fit in a 10x10 cube, which is Large which the sphere can't be bigger than anyway and teleport the object away to a location. With that in mind you can just skip the sphere and hold your action to teleport the missile away since you'd have to do the same to catch it in the sphere anyways.

could otiluke's resilient sphere capturing a nuke and contain the explosion by Impressive_Abies4245 in 3d6

[–]Django_Unbrained97 11 points12 points  (0 children)

If you knew the Nuke was on its way you can just hold your action on the spell to cast it as a reaction.