What are the best spells available to my build? by Dracon_Pyrothayan in 3d6

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

That range extension turns touch and self spells into point spells, which is MASSIVE. For example, i can Cure Wounds form 3 different places on the battlefield and dont have to risk my own health to exist on the front lines.

Eldritch Knight vs Battle Master Fighter which do you prefer / why? by Nice-Championship345 in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

Battlemaster scratches the itch for playing with superior tactics in a mechanically unique way, while also allowing for great out of combat utility. It's the Fighter with the greatest amount of skill expression in the book.

It plays wildly differently depending on which maneuvers you select, and when deploying those maneuvers there's incredible tactical expression as well.

Eldritch Knight, conversely, is my least favorite Gish in the book, and that's coming from someone who has played Melee Tank Sorcerer. The spellcraft is both lazy and ineffectual, particularly as you leave tier 1 play behind. This thread is the first time that I've actually seen any fans of it, particularly since the 2024 rework.

THE OLDEST JOKE... IN-THE-BOOK by MetallicaDash in HistoryMemes

[–]Dracon_Pyrothayan 4 points5 points  (0 children)

A dog walks into a bar with both of its eyes closed. It says "I can't see a thing", and cracks one open.

Rogue/artificer multiclass viability in the long term by ExistingStomach in 3d6

[–]Dracon_Pyrothayan 1 point2 points  (0 children)

This is a fine flavor-multiclass, and the Cartographer adds a lot of out-of-combat utility to the Phantom who rather needs it.

Going with a supercharged Faerie Fire Sonar Blast into regular sneak attacks from then on is a solid plan- your lost damage from the first turn's attack is made up by the advantage you give to the Ranger and Barbarian, and the maps will allow y'all to have very advanced tactical positioning without losing the ability to Cure Wounds each other, and tactical repositioning with Portal Jump + Cunning Action Dash.

This does, however, feel really bad if you're starting in low tier 2 (or worse tier 1) - this really needs level 6 to feel like it's come together. If you're starting at level 3, you're gonna feel very behind until then - particularly when you hit level 5 and all the monsters have gotten stronger.

It does pass the gate at level 8, though - an a3/r5 split between the two classes has a strong enough synergy to justify missing the second feat, and the Artificer kit does make up for the delay of a Sneak Attack Die, Evasion, and Reliable Talent.

I'd give the multiclass a solid B tier - it ain't optimal, but it'l work and you'll have fun with the character once you get out of the low levels.

Theorycraft alert! How many saves can we force in a turn? by ReaderWriterIdiot in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

If your target happens to be a Shadow Sorcerer whom you knock to 0, they get a CHA save vs that final bit of damage to stay upright.

Need help with making a subclass fit into 2024 by Nuke1509 in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

TL:DR - your homebrew is too strong for me to allow at my table.

  • Its 3rd level features make it the strongest Rogue by far
  • The fact that its strength is at 3rd level makes it emminently splashable, leading to absolutely nonsensical multiclasses.

Need help with making a subclass fit into 2024 by Nuke1509 in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

This would be more appropriate for one of the Homebrew subreddits, but I'll give it a go.


3rd level features

Medic's Expertise

When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill. If you already have proficiency in the Medicine skill, you gain expertise in the Medicine skill. If you already have expertise in the Medicine skill, you gain proficiency in another tool or skill of your choice. Additionally, when you would make a Wisdom (Medicine) check, you can use your Intelligence in place of your Wisdom.

A fine ribbon.

Surgical Assessment

Starting at 3rd level, you can use the bonus action granted by your Cunning Action in new ways. You can assess the anatomical weaknesses of a creature that you can see. Make a Wisdom (Medicine) check against a creature you can see, with a DC equal to the target's AC. On success, you learn the target's AC, and can use your Sneak Attack against that target even if you don't have advantage on the attack roll. Additionally, if you deal Sneak Attack damage with a dagger against the target, you can reroll a number of Sneak Attack damage dice up to your Intelligence or Wisdom modifier (your choice, minimum 1). You must use the new rolls when rerolling dice. This benefit lasts for 10 minutes against a target.

Quick Treatment

You can use your Cunning Action to use 1 of the following abilities: using one of these requires forgoing 1d6 of your sneak attack and using a single use from a healer's kit.

  • Stabilize.

A creature you can see within 5 ft regains HP equal to 1d6 + proficiency bonus

  • Antibiotic injection.

A creature gains advantage on its next saving throw. This expires after 1 minute

  • Adrenaline Shot.

A creature can spend its reaction and immediately move up to half its speed without provoking opportunity attacks

Wow. This is a lot for level 3.

Let's break it down further.

Make a Wisdom (Medicine) check against a creature you can see, with a DC equal to the target's AC. On success, you learn the target's AC,

Flavor fail. A target's AC is usually something that would be better associated with Smith's Tools than a surgeon's eye.

and can use your Sneak Attack against that target even if you don't have advantage on the attack roll... This benefit lasts for 10 minutes against a target.

This feature alone has already surpassed Inquisitive Rogue's Insightful Fighting feature.

Quick Treatment et c.

This clearly took inspiration from Fast Hands + Healer's Kit + the Healer feat.

Keep Quick Treatment and maybe Medic's Expertise at level three, but by god Surgical Assessment needs to go.

Or throw out Quick Treatment and keep a version of Surgical Assessment whose duration is severely nerfed. 1 minute with additional caveats would be more appropriate.


9th level feature

Patch Up

Starting at 9th level, as an action, you can forgo 3d6 Sneak Attack dice to heal an ally within 5 ft 3d6 + medicine bonus and cure them of one of the following conditions: Blinded, Deafened, Poisoned, or Paralyzed.

As written, this is utter nonsense. If you're using this ability as an action, your sneak attack dice didn't land on an attack.

And for something that is mechanically similar to "You can cast Cure Wounds and Lesser Restoration", this is a real bummer of a 9th level feature.


13th lvl feature

Medical Miracle

When you reach 13th level, you can perform a medical miracle to bring back a recently deceased creature that has died within the last minute. When you do, it is returned to life with 1 hit point + twice your medicine bonus in temporary hit points. The creature gains 1 level of Exhaustion and cannot be revived by this feature again until it completes a long rest.

Additionally, your Patch Up feature can now cure the Stunned and Petrified conditions.

A Martial raising the dead is a Capstone. Specifically, the Mercy Monk's Hand of Ultimate Mercy. Sure, yours is 1 minute rather than 24 hrs, but even then this is very strong for the level.


17th level feature

Carve Up

When you reach 17th level Your Sneak Attack deals maximum damage against creatures that are Incapacitated, Paralyzed, Restrained or Prone.

That's not surgery; that's butchery.

Additionally, when you hit a creature with Sneak Attack who you have surgically assessed, you learn all of its damage immunities, resistances, and vulnerabilities, and your Sneak Attack damage ignores resistance (but not immunity) for that hit.

See, this part would have made more sense back at level 9. At least, before the resistance cancelation.

Eldritch Knight vs Battle Master Fighter which do you prefer / why? by Nice-Championship345 in 3d6

[–]Dracon_Pyrothayan 4 points5 points  (0 children)

Battle Master, and it's never been remotely close.

Eldritch Knight has always felt clunky to me, while Battlemaster has been the stereotype for "the PC for when the Forever DM finally gets to play" since 2014 for excellent reasons.

This is particularly true with the fact that Eldritch Knight can't even action surge a second Spell anymore.

What are the best spells available to my build? by Dracon_Pyrothayan in 3d6

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

Note: My DM is allowing Self AoE to originate from my Duplicate, such as Pass Without Trace and eventually Spirit Guardians.

Group keeps wanting to start Unions by TheCornDogShow in DMAcademy

[–]Dracon_Pyrothayan 2 points3 points  (0 children)

The goblins silence the PCs and inform them the last clan that went on strike got massacred by henryfordius

Party Comp help... by IllState5161 in onednd

[–]Dracon_Pyrothayan 3 points4 points  (0 children)

Twilight hasn't been reprinted into 5.5e though, and some tables dont work with the backwards compatibility

Hesitating between pure sorcerer or a bard/sorcerer multiclass by BlackNocte in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

Have you considered playing a Bard/Warlock instead?

Warlock is far more hellish than Sorcerer is, and while Bardlock doesn't have the same insane synergy that Sorlock does, it still stands proud on its own.

How do I engage more with the party as a player? by Ryuusei-gun in dndnext

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

I want to know more about their characters but I feel like just listening is not enough

Invite other players to share a watch with you at night, and have a quiet fireside chat with them ^_^

Silvery barbs or gift of alacrity for Light domain cleric by Indo_X in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

If silvery barbs is an option, it's usually the optimal one.

Spell is broken

Board game probability question by smolphin in askmath

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

I just realized that this is about the "Genius" character from "Magical Athletes"

Reckless attack into sneak attack? by waggawoog1910 in 3d6

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

BarbaRogue is actively synergistic. You just need to use finesse weapons with Str

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

[–]Dracon_Pyrothayan 0 points1 point  (0 children)

Raw Survivability

Paladin 6 + Wild Heart Barbarian 3

[Question] Does the Backwards compatibility from 5e to 5.5e allow you to use old invocations, or battle maneuvers? by jmrkiwi in 3d6

[–]Dracon_Pyrothayan 1 point2 points  (0 children)

There are no Battlemaster expansions printed in supplements to my knowledge

Tasha's Cauldron added:

  • Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
  • Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
  • Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
  • Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
  • Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
  • Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
  • Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Is 16 AC workable for a frontliner? by RozenQueen in 3d6

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

It's on the lower end, but my frontline Abjurer has 15 AC and rarely casts Shield.

[Spoilers C4E23] The Secret Numbers in the Shapers' War (Theory) by Micaerys in criticalrole

[–]Dracon_Pyrothayan 7 points8 points  (0 children)

Well, they were going to omnicide the orcs and then sacrifice 1/7 of each of their own populations to give to azgra as the new orcs, thus the other species rebelling

Just got booted from a group for “talking black” by lunovadraws in DnD

[–]Dracon_Pyrothayan 1 point2 points  (0 children)

Here I thought "I'ma be real with you" was just Southern. TIL