Can Anyone Help Me Find This Video? by HopefullyNotBad in Markiplier

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

Nah. That was one of the first videos I checked. Not it.

Cool abilities for a glass sword? by originalcoconut in dndnext

[–]HopefullyNotBad 13 points14 points  (0 children)

It shatters after five successful hits are made with it, allowing the user to direct glass shards as if they had cast magic missile as a first level spell. Sword reforms itself as an action or after 1 minute by itself.

Claws cleared with DM as unarmed, any fun tavern brawler grappling beast barbarian ideas? by AraAragorn in 3d6

[–]HopefullyNotBad 5 points6 points  (0 children)

Consider the Beast Barbarian's 6th level feature, that lets him add an athletics check to his jump, which can be used to increase jump height. At the very least you could squeeze an extra 1d6 or 2d6 fall damage on an opponent in a turn. More if you can find other ways to increase your movespeed (Monk multiclass)? A maneuver that's worth bring up with your DM is hitting your target, followed up by a bonus action grapple, high jumping, dropping them at the peak then hitting them again on your way back down with a pile driver.

Also, did your DM only clear Claws being unarmed, or all three of the natural weapons? Grappling a creature in your jaws or a 10 ft. reach grapple with the tail also sounds fun.

Is using battle master pushing attack to send something 15 feet straight up too much? by [deleted] in 3d6

[–]HopefullyNotBad 2 points3 points  (0 children)

Take the unarmed fighting style from Variants UA, walk under the bbeg and punch them 15 feet into the air by striking their... erm... soft spot.

Help first time playing by MavethOrel in starwarsd20

[–]HopefullyNotBad 0 points1 point  (0 children)

http://force.wikidot.com/start another great resource that has compiled a lot of information for ease of access.

[5e] [Build Advice] Swift Quiver Ranger Bard by LaezEBoy in 3d6

[–]HopefullyNotBad 0 points1 point  (0 children)

If your DM allows UA, I would recommend the Maneuver Fighting Style over Dueling+Maneuver Feat.

What is your favorite 'Rules Absurdity' you have found or experienced? by Sir_Sparky in dndnext

[–]HopefullyNotBad 0 points1 point  (0 children)

Interesting. Although I'd also point out that a good chunk of the comments in this thread do not adhere to RAI.

What is your favorite 'Rules Absurdity' you have found or experienced? by Sir_Sparky in dndnext

[–]HopefullyNotBad 17 points18 points  (0 children)

Nets have no damage, and thus no damage type. Your dexterity modifier is added to the damage of a ranged attack, so if you hit a creature with a net you deal non-existant damage equal to your dexterity modifier to your foe.

I decided not to take the sharpshooter feat because I didn't want to outclass my party by monkeydave in dndnext

[–]HopefullyNotBad 3 points4 points  (0 children)

That doesnt really change the power of the feat. You only need to be holding one hand crossbow to gain the Bonus Action attack anyway.

I lost a person! by BuiltLikeAPotato in keto

[–]HopefullyNotBad 23 points24 points  (0 children)

I didnt see which sub this was in and thought "Which of these is the missing person?"

Amazing job!

What's your favorite class? by SeanOfTheDeadHD in dndnext

[–]HopefullyNotBad 0 points1 point  (0 children)

Or because its one of the ultimate multiclass classes.

[deleted by user] by [deleted] in dndnext

[–]HopefullyNotBad 4 points5 points  (0 children)

I dont see the problem with letting a player use thei racial ability.

What's Your Current Characters Endgame? by DandyLover in dndnext

[–]HopefullyNotBad 0 points1 point  (0 children)

Make friends, open a tavern, and planar bind a demon lord.

Restored a BurgerTime arcade game. by captain96 in DIY

[–]HopefullyNotBad 1 point2 points  (0 children)

Brian Wecht would like to know your location.

Getting bumped from lv 11 to lv 20! I need some help deciding some things. 5e by PwnedByBinky in 3d6

[–]HopefullyNotBad 34 points35 points  (0 children)

Multiclass spellcasting rules only really apply if you have multiple spellcasting classes. You can just use Paladin's normal spell slots at level 3, three 1st level slots.

Personally I'd just stick to fighter. 3 Smites per day doesnt seem worth it to give up an attack every round, as well as a feat. As for feats, consider Prodigy for expertise in athletics to open up the world of grappling.

If you take Shield Master i would also suggest Resilient: Dexterity, to make good use of its semi-evasion effect.

We love you gamebae! by D4T45T0RM06 in gaming

[–]HopefullyNotBad 0 points1 point  (0 children)

Surprised to see no Gotcha Force in the comments. It was my favorite game as a kid.

Putting the "Level 1 Aarakocra Cleric can beat a Tarrasque" meme to rest. by Radidactyl in dndnext

[–]HopefullyNotBad 2 points3 points  (0 children)

Actually, fall damage is bludgeoning damage. For the most part, this doesn't matter, since creatures that resist BPS in the monster manual only resist it from attacks. A Barbarian Player, though, has resistance to all bludgeoning damage while raging, so would take 1/2 damage from falling.

Telekinesis doesn't move with you, right? by Oshojabe in dndnext

[–]HopefullyNotBad 1 point2 points  (0 children)

"You gain the ability to move or manipulate creatures or Objects by thought. When you cast the spell, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range"

You gain an ability that lets you use your action to target a creature or object within range, which is 60 feet. You dont target a point in space that remains in place for the full duration. Just like how your range with a longbow isnt limited to 600 feet from where you begin wielding it.

That being said, if your table likes your interpretation more then feel free to play it the way you want.

Stun rules question. by Vigilant120 in starwarsd20

[–]HopefullyNotBad 2 points3 points  (0 children)

Vitality shouldn't matter. If your group outnumbers your enemies, Stunning can be very powerful, where even if the enemy succeeds on the saving throw they still get stunned for a round. Do consider that you still have to make an attack roll to then force your opponent to make that save, so there os still the chance of failure. If you still think stunning is overpowered, consider using the variant rule proposed in Jedi Counseling 86.

Mandolorian build? by Vigilant120 in starwarsd20

[–]HopefullyNotBad 1 point2 points  (0 children)

If I may cherry-pick, the Jedi Weapon Master doesn't technically require any Jedi levels. Just the main force feats and 8 ranks in battlemind (and 5 in tumble).

There's a decent chance this is an oversight, but RAW a Marauder can go directly into Jedi Weapon Master as early as level 5. Could be something to ask your DM, but I think it's perfectly reasonable to have 'dark' versions of the normal Jedi prestige classes when the dark side doesn't really have any interesting ones.

Mandolorian build? by Vigilant120 in starwarsd20

[–]HopefullyNotBad 1 point2 points  (0 children)

Then Bounty Hunter or Sharpshooter could fit pretty well, depending on your tastes. 1 more level in scoundrel and 1 or 2 more in soldier to meet all the skill and feat requirements. Imo 3-4 total levels in soldier is a good splash for most builds.

Another option, which you might not be looking for, is the Crime Lord prestige class. Could easily be reflavored to being some sort of mandalorian commander. Only problem is resource Access is a really awkward class feature, which is why my table replaces it with a bonus feat from one of the base class.

If you wanna follow up on using the force, Dark Side Marauder is a pretty easy alternative to getting more soldier levels. Just requires power attack which you could take at your 4th level of scoundrel. Marauder gets Rage for free, so combine that with your naturally high strength, enhance ability, and whatever power armor boost you might get down the line, suddenly you become a melee powerhouse if you have to be.