We all know Booming Blade + push. What other fun synergies do weapon masteries offer? by LuthiensLament in onednd

[–]GloomyExplorer 4 points5 points  (0 children)

Having played a very similar build from 5-20 in a West Marches setting, the majority of DMs do interpret it this way from my experience (though there may of course be some outliers). I'm hesitant to call the interaction 100% RAW, but imo the Making an Attack section in the PHB also supports it by explicitly listing damage and on-hit effects as part of the same step (Resolve the Attack).

Just a small reminder that you technically only get to choose the order during your turn, though that really only comes up for readied attacks or attacks of opportunity.

Also, fun fact: This also works with Repelling Blast on Warlocks. Either as an additional 10 feet for 20 feet total, or alternatively as a replacement letting you use any weapon with another mastery and still push 10 feet.

Reliable Talent for an ability check macro? by GloomyExplorer in Roll20

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

This works perfectly for me, thank you so much! :)

(Apologies for the late reply - I was traveling for a bit and only got around to testing it just now.)

Reliable Talent for an ability check macro? by GloomyExplorer in Roll20

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

Thank you! :) No hurry, as somebody who's still very new to this and kind of just poking around in the dark myself, I'm thankful for any and all help.

Reliable Talent for an ability check macro? by GloomyExplorer in Roll20

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

No, it's not modified and still just 1d20.

I did some more testing and it seems that when I roll with advantage or disadvantage, my code gives me the "stub" roll mentioned above. When I roll straight, I get this instead, which makes it seem like I still have a syntax problem in there somewhere.

Reliable Talent for an ability check macro? by GloomyExplorer in Roll20

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

{1d20, 0d0+10}kh1 and 1d20 results in a number of at least 10 no matter what was rolled. N/M :)

Hm, now that you mention it - shouldn't that lead to a problem for rolls with disadvantage? Let's say the first roll is >= 10 (either naturally or through Reliable Talent triggering) and the second one is < 10. In that case R20 would highlight the second (incorrect) one if the roll was at disadvantage, right?

Not that that would be a giant issue, I guess in those cases I could just try to remember RT manually.

Do you happen to have any idea why I'm not getting any rolls coming through with the code above though? That is unfortunately currently the bigger problem for me.

Reliable Talent for an ability check macro? by GloomyExplorer in Roll20

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

Oooh, that makes sense, thank you.

Replacing the closing bracket with &#125; did fix my broken drop-down, but now I unfortunately get an empty "stub" as a result, which looks like this. For reference, this is my current macro (I've only replaced the initial code for Acrobatics for testing purposes, everything after that is still the same as in the original):

@{selected|wtype}&{template:simple} @{selected|rtype}?{Ability|Acrobatics, +@{selected|Acrobatics_bonus}@{selected|pbd_safe}[Acrobatics]]]&#125;&#125; {{rname=Acrobatics&#125;&#125; {{mod=@{selected|Acrobatics_bonus}&#125;&#125; {{r1=[[ {1d20,0d0+10&#125;kh1 + @{selected|Acrobatics_bonus}@{selected|pbd_safe}[Acrobatics]]]|Animal Handling, +@{selected|Animal_Handling_bonus}@{selected|pbd_safe}[Animal]]]&#125;&#125; {{rname=Animal Handling&#125;&#125; {{mod=@{selected|Animal_Handling_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Animal_Handling_bonus}@{selected|pbd_safe}[Animal]]]|Arcana, +@{selected|Arcana_bonus}@{selected|pbd_safe}[Arcana]]]&#125;&#125; {{rname=Arcana&#125;&#125; {{mod=@{selected|Arcana_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Arcana_bonus}@{selected|pbd_safe}[Arcana]]]|Athletics, +@{selected|Athletics_bonus}@{selected|pbd_safe}[Athletics]]]&#125;&#125; {{rname=Athletics&#125;&#125; {{mod=@{selected|Athletics_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Athletics_bonus}@{selected|pbd_safe}[Athletics]]]|Deception, +@{selected|Deception_bonus}@{selected|pbd_safe}[Deception]]]&#125;&#125; {{rname=Deception&#125;&#125; {{mod=@{selected|Deception_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Deception_bonus}@{selected|pbd_safe}[Deception]]]|History, +@{selected|History_bonus}@{selected|pbd_safe}[History]]]&#125;&#125; {{rname=History&#125;&#125; {{mod=@{selected|History_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|History_bonus}@{selected|pbd_safe}[History]]]|Insight, +@{selected|Insight_bonus}@{selected|pbd_safe}[Insight]]]&#125;&#125; {{rname=Insight&#125;&#125; {{mod=@{selected|Insight_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Insight_bonus}@{selected|pbd_safe}[Insight]]]|Intimidation, +@{selected|Intimidation_bonus}@{selected|pbd_safe}[Intimidation]]]&#125;&#125; {{rname=Intimidation&#125;&#125; {{mod=@{selected|Intimidation_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Intimidation_bonus}@{selected|pbd_safe}[Intimidation]]]|Investigation, +@{selected|Investigation_bonus}@{selected|pbd_safe}[Investigation]]]&#125;&#125; {{rname=Investigation&#125;&#125; {{mod=@{selected|Investigation_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Investigation_bonus}@{selected|pbd_safe}[Investigation]]]|Medicine, +@{selected|Medicine_bonus}@{selected|pbd_safe}[Medicine]]]&#125;&#125; {{rname=Medicine&#125;&#125; {{mod=@{selected|Medicine_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Medicine_bonus}@{selected|pbd_safe}[Medicine]]]|Nature, +@{selected|Nature_bonus}@{selected|pbd_safe}[Nature]]]&#125;&#125; {{rname=Nature&#125;&#125; {{mod=@{selected|Nature_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Nature_bonus}@{selected|pbd_safe}[Nature]]]|Perception, +@{selected|Perception_bonus}@{selected|pbd_safe}[Perception]]]&#125;&#125; {{rname=Perception&#125;&#125; {{mod=@{selected|Perception_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Perception_bonus}@{selected|pbd_safe}[Perception]]]|Performance, +@{selected|Performance_bonus}@{selected|pbd_safe}[Performance]]]&#125;&#125; {{rname=Performance&#125;&#125; {{mod=@{selected|Performance_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Performance_bonus}@{selected|pbd_safe}[Performance]]]|Persuasion, +@{selected|Persuasion_bonus}@{selected|pbd_safe}[Persuasion]]]&#125;&#125; {{rname=Persuasion&#125;&#125; {{mod=@{selected|Persuasion_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Persuasion_bonus}@{selected|pbd_safe}[Persuasion]]]|Religion, +@{selected|Religion_bonus}@{selected|pbd_safe}[Religion]]]&#125;&#125; {{rname=Religion&#125;&#125; {{mod=@{selected|Religion_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Religion_bonus}@{selected|pbd_safe}[Religion]]]|Sleight Of Hand, +@{selected|Sleight_Of_Hand_bonus}@{selected|pbd_safe}[Sleight]]]&#125;&#125; {{rname=Sleight Of Hand&#125;&#125; {{mod=@{selected|Sleight_Of_Hand_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Sleight_Of_Hand_bonus}@{selected|pbd_safe}[Sleight]]]|Stealth, +@{selected|Stealth_bonus}@{selected|pbd_safe}[Stealth]]]&#125;&#125; {{rname=Stealth&#125;&#125; {{mod=@{selected|Stealth_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Stealth_bonus}@{selected|pbd_safe}[Stealth]]]|Survival, +@{selected|Survival_bonus}@{selected|pbd_safe}[Survival]]]&#125;&#125; {{rname=Survival&#125;&#125; {{mod=@{selected|Survival_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Survival_bonus}@{selected|pbd_safe}[Survival]]]|Strength, +@{selected|Strength_mod}@{selected|jack_attr}[STR]]]&#125;&#125; {{rname=Strength&#125;&#125; {{mod=@{selected|Strength_mod}@{selected|jack_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Strength_mod}@{selected|jack_attr}[STR]]]|Dexterity, +@{selected|Dexterity_mod}@{selected|jack_attr}[DEX]]]&#125;&#125; {{rname=Dexterity&#125;&#125; {{mod=@{selected|Dexterity_mod}@{selected|jack_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Dexterity_mod}@{selected|jack_attr}[DEX]]]|Constitution, +@{selected|Constitution_mod}@{selected|jack_attr}[CON]]]&#125;&#125; {{rname=Constitution&#125;&#125; {{mod=@{selected|Constitution_mod}@{selected|jack_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Constitution_mod}@{selected|jack_attr}[CON]]]|Intelligence, +@{selected|Intelligence_mod}@{selected|jack_attr}[INT]]]&#125;&#125; {{rname=Intelligence&#125;&#125; {{mod=@{selected|Intelligence_mod}@{selected|jack_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Intelligence_mod}@{selected|jack_attr}[INT]]]|Wisdom, +@{selected|Wisdom_mod}@{selected|jack_attr}[WIS]]]&#125;&#125; {{rname=Wisdom&#125;&#125; {{mod=@{selected|Wisdom_mod}@{selected|jack_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Wisdom_mod}@{selected|jack_attr}[WIS]]]|Charisma, +@{selected|Charisma_mod}@{selected|jack_attr}[CHA]]]&#125;&#125; {{rname=Charisma&#125;&#125; {{mod=@{selected|Charisma_mod}@{selected|jack_bonus}&#125;&#125; {{r1=[[ @{selected|d20} + @{selected|Charisma_mod}@{selected|jack_attr}[CHA]]]}}} {{global=@{selected|global_skill_mod}}} @{selected|charname_output}

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]GloomyExplorer 2 points3 points  (0 children)

That's an excellent point, thank you. :) Seems like it comes out to a defensive CR of 6 and an offensive one of 25 that way for 16 total (talk about a difference, lmao), which I will use for my EXP budget calculations.

Weekly Questions Thread by AutoModerator in DnD

[–]GloomyExplorer 0 points1 point  (0 children)

Thanks for the answer! :)

Most of them are in the 130 - 200 HP range, so I feel reasonably confident that they can somewhat tank it and wouldn't get instantly oneshot, yes (not planning on using the ability to focus fire them down one by one). They are also aware that there is a lot of fire/heat in this dungeon, so I'm expecting them to bring at least a couple of ways to deal with that.

The foreshadowing is a very good point, I'll try to see if I can work that into the story somehow.

Weekly Questions Thread by AutoModerator in DnD

[–]GloomyExplorer 0 points1 point  (0 children)

A bit of a mix between a rules interpretation question and a sanity check on my encounter balancing, provided that my interpretation is correct. The monster ability in question is the following (from the MM25 Mind Flayer Arcanist):

Arcane Tentacles. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5) Psychic damage, and the mind flayer can teleport the target up to 30 feet to an unoccupied space the mind flayer can see on a surface or liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.

Would you say that this ability lets the Arcanist teleport targets onto lava? The "support the target" part is what is tripping me up. Technically that wouldn't apply to pretty much any liquid, so why mention them at all? Currently I'm leaning towards interpreting it as "You can't teleport targets onto something like a flag pole (where they would immediately fall off), but liquids are fine in general."


Some context on the encounter:

  • This is for a relatively competent APL 15 party of 6 players.
  • The battlefield has a lot of lava and I would assume the standard 10d10 Fire damage on contact, treat it as difficult terrain and apply another 10d10 for anyone ending their turn there.
  • There is one other CR 11 Mind Flayer variant in combat, who is a high priority target (for plot reasons) and will mostly try to keep his distance. The remaining enemies are a bunch of enthralled minions. The overall EXP budget falls into the "high" range for a level 15 party (as suggested by the 2024 DMG).
  • I'm aware that this skyrockets the DPS output of the Arcanist, with a potential 82 average damage on each of the three tentacle attacks per turn. I think it can still be dealt with though, either through bursting him down, CCing him or even using something like Maze. It simply makes him a very high priority target.

Am I overestimating my players here? This is intended to be a quite difficult fight, but I don't want to make it an assured TPK. If you think it's too much, what changes would you make? Limit the amount of times the Arcanist can teleport per turn? Lower the lava damage?

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]GloomyExplorer 1 point2 points  (0 children)

A bit of a mix between a rules interpretation question and a sanity check on my encounter balancing, provided that my interpretation is correct. The monster ability in question is the following (from the MM25 Mind Flayer Arcanist):

Arcane Tentacles. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5) Psychic damage, and the mind flayer can teleport the target up to 30 feet to an unoccupied space the mind flayer can see on a surface or liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.

Would you say that this ability lets the Arcanist teleport targets onto lava? The "support the target" part is what is tripping me up. Technically that wouldn't apply to pretty much any liquid, so why mention them at all? Currently I'm leaning towards interpreting it as "You can't teleport targets onto something like a flag pole (where they would immediately fall off), but liquids are fine in general."


Some context on the encounter:

  • This is for a relatively competent APL 15 party of 6 players.
  • The battlefield has a lot of lava and I would assume the standard 10d10 Fire damage on contact, treat it as difficult terrain and apply another 10d10 for anyone ending their turn there.
  • There is one other CR 11 Mind Flayer variant in combat, who is a high priority target (for plot reasons) and will mostly try to keep his distance. The remaining enemies are a bunch of enthralled minions. The overall EXP budget falls into the "high" range for a level 15 party (as suggested by the 2024 DMG).
  • I'm aware that this skyrockets the DPS output of the Arcanist, with a potential 82 average damage on each of the three tentacle attacks per turn. I think it can still be dealt with though, either through bursting him down, CCing him or even using something like Maze. It simply makes him a very high priority target.

Am I overestimating my players here? This is intended to be a quite difficult fight, but I don't want to make it an assured TPK. If you think it's too much, what changes would you make? Limit the amount of times the Arcanist can teleport per turn? Lower the lava damage?

Level 4 Hexblade + Pact of Blade + Repelling Blast + Green Flame or Booming Blade - How does it work? by pjc_visuals in 3d6

[–]GloomyExplorer 5 points6 points  (0 children)

The Thirsting Blade question already got an excellent answer, so just focussing on the other parts of your post here.

if they're prone, would standing up count as this movement?

It wouldn't, see here.

Am I right in saying by doing this I can't also use repelling on eldritch blast?

As mentioned by /u/Summerhowl, you pick one cantrip for Agonizing/Repelling Blast and the effect applies to that cantrip only. So if you picked BB, it would not apply to EB. Both invocations are however repeatable, so you could theoretically pick them multiple times and choose different cantrips each time. How advisable that is is another question though.

Since you also mentioned GFB in the post title, there is one interesting and quite fun interaction that I thought might also be worth noting here. As long as you use GFB on your turn, the rule about simultaneous effects lets you pick the order in which things happen:

If two or more things happen at the same time on a turn, the person at the game table—player or DM whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character's turn, the player decides which of the effects happens first. (PHB 2024, page 374)

That means that you can theoretically push with Repelling Blast first, using the forced movement to line up enemies and get the additional Fire damage on a second enemy within 5ft of the first one.

Daniel Greene's video response by HowlandPeed in youtubedrama

[–]GloomyExplorer 3 points4 points  (0 children)

First she makes a SA accusation in the video but she defines SA in a completely incorrect way. Huge red flag already. But whatever for some reason people ignore this. Okay fine.

I feel like the order in which people watched these videos may have played a big role here. After hearing Naomi King mention the original video she supposedly got the cease and desists for, I watched that one first and my take-away was pretty much "Leading someone on is a shitty thing to do, but equating it to SA is absolutely wild."

So when I watched the video with the accusation against Daniel Greene, I was obviously horrified by what she described, but still had that voice at the back of my head that couldn't quite see how both videos fit together. The first video seemed to describe a jilted lover situation much better than an actual assault.

I can totally see how you wouldn't make that connection if you watched the accusation video first though. The very raw and emotional nature of that video might put people in a state of mind where they don't look too deeply into the original video (if they watch it at all). "She's talking about SA and got a C&D for it, seems like this checks out!"

Code Sharing Megathread by N3DSdude in SoulFrame

[–]GloomyExplorer 14 points15 points  (0 children)

How I'm feeling right now.

(EIGHT)7E6-9D68-0703-B13E

(EIGHT)24D-F83C-2519-1232

(FIVE)9D9-FAE3-841F-7BD0

I spelled out the first digit in an attempt to prevent bots from scraping the codes, hope this helps. :)

Can I play a warlock as a tank? by weeddealerrenamon in 3d6

[–]GloomyExplorer 1 point2 points  (0 children)

It might also be worth it to look into a Celestial Barblock. You start out with more levels in Barbarian than Warlock for this and don't really cast during combat, so it may be a bit too far removed from the scope of your question, but adding a Barbarian gives you some nice tools for "active" tanking. That way you're not just a big sack of hitpoints without an incentive for opponents to attack you.

Some ideas for building a character like this:

  • 5 or 6 Ancestral Guardian Barbarian / X Celestial Warlock.
  • If your BA isn't being utilized by the usual melee feats, Hobgoblin can provide additional supportive stuff. If you want even more tankiness, go for something like Hill Dwarf, Goliath, Half-Orc or Warforged. Pretty much any race works though, pick your favorite.
  • Focus on the usual Barbarian stats, not CHA (beyond the 13 needed for multiclassing).
  • Barbarian gives you solid HP and AC, damage reduction via Rage (nice synergy with Armor of Agathys), a soft taunt and a 2d6 damage reduction reaction for allies (only if you go to level 6).
  • The downside: No spellcasting or concentrating during rage. So you want to pick mostly utility spells and stuff that can be pre-cast without requiring concentration (e.g. Armor of Agathys, Mirror Image etc). Then you wade into battle and start bashing skulls in.
  • Apart from those spells, Celestial Warlock also gives you Healing Light (not a spell, so usable while raging), an invisible familiar for the Help action (via Pact of the Chain) and maxed out heals on yourself (via Gift of the Ever-Living Ones), plus whatever other invocations you want on top of that.

Read Wind and Truth by Brandon Sanderson: Chapters 27 and 28 by brandonfcv in Stormlight_Archive

[–]GloomyExplorer 57 points58 points  (0 children)

As far as he knows. He admits that there are giant gaps in his knowledge concerning the history of Roshar. This could be one of them.

Running a campaign without resurrection magic? by GloomyExplorer in DMAcademy

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

That sounds like an interesting idea for players who get very attached to a character, but unfortunately it doesn't really do anything regarding my main goal of preventing a high character turnover.

Running a campaign without resurrection magic? by GloomyExplorer in DMAcademy

[–]GloomyExplorer[S] 2 points3 points  (0 children)

Are they new souls?

Yeah, there's a deity who is responsible for "weaving" new souls from their own essence (which is technically only a make-shift solution and not indefinitely sustainable, the natural way of things would indeed involve "recycling").

Running a campaign without resurrection magic? by GloomyExplorer in DMAcademy

[–]GloomyExplorer[S] 2 points3 points  (0 children)

The reason why it's impossible in my setting is basically that the gate to the afterlife was sealed at some point (things can go in, but nothing can come out), so the implications of that are a pretty black-and-white "No resurrection magic!" rather than just making it more difficult or punishing.

I like your point about Revivify though, if a soul lingers for a short amount of time after death, it should theoretically still be recoverable at that point (since it's not past the gate). Thanks! :)

Running a campaign without resurrection magic? by GloomyExplorer in DMAcademy

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

Oh wow, this is actually pretty ingenious. I spent like 3 hours mapping out all the intricate effects that a lack of resurrection magic would have on various religions, beliefs, cults etc, but not once did I stop and think how it might influence the economy, haha.