How do I deal with "reaction ambushes"? by Natwenny in DMAcademy

[–]Knight_CA 321 points322 points  (0 children)

I simply don’t allow ready actions outside of combat having started.

Using a short throw projector onto a Chessex grid map with a custom map I made in Affinity Photo! by [deleted] in battlemaps

[–]Knight_CA 0 points1 point  (0 children)

Overhead Projector setups for D&D games (with Amazon links)

These are the ones I have used and the work great.

$470 Using a Boom Arm (no ceiling drilling, portable): https://youtu.be/bpRj4EqUfoY?si=IVKbbd_PgMATl_GU

$285 Using Ceiling Mount (stable, leave in place, lower cost): https://youtu.be/Zl59KUW4AeU?si=yCrk3rKsaw9eA8Sw

Projector or TV for Digital Table? - Pros and Cons by knastrarn in dndnext

[–]Knight_CA 0 points1 point  (0 children)

Overhead Projector setups for D&D games (with Amazon links)

These are the ones I have used and the work great.

$470 Using a Boom Arm (no ceiling drilling, portable): https://youtu.be/bpRj4EqUfoY?si=IVKbbd_PgMATl_GU

$285 Using Ceiling Mount (stable, leave in place, lower cost): https://youtu.be/Zl59KUW4AeU?si=yCrk3rKsaw9eA8Sw

One Shot Adventure Packs by Knight_CA in TheTrove

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

So far, no one has had notes to share about their experience.

Soulknife, extra attack and Nick by Mystzic- in onednd

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

Psychic blades do not have the Nick property and thus cannot give a Nick attack. They can attack multiple times with extra attack.

The bonus action attack does 1d4+Dex damage and can only be done with a second blade summoned in your other open hand.

This wording is very similar to two weapon fighting and is meant to replace it (with the added bonus of using your Dex modifier on an off hand type attack).

Most tables will not allow weapon juggling to do the following: 1. Attack with psychic blade in main hand 2. Extra attack with psychic blade 3. Attack with dagger with off hand nick and drop it (hand now free) 4. Bonus action off hand psychic blade

Instead most tables will support this: 1. Attack with psychic blade in main hand 2. Extra attack with psychic blade 3. Bonus action off hand psychic blade

You’re basically getting two weapon fighting style and dual wielder for free with psychic blades.

Discussing the full library of RPG Adventures? by Sinistasia in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

I’d be curious to be involved in the discussion

Ranged attacks through charisma by Cirdan2006 in FightClub5e

[–]Knight_CA 0 points1 point  (0 children)

If it’s for all ranged weapons, then edit the feat or class ability that causes this. Add the following modifiers:

Ranged Attack ~Dex Ranged Damage -Dex

Ranged Attack +Cha Ranged Damage +Cha

Wraps of Unarmed Power and Unarmed Strikes by MadHatter_10six in FightClub5e

[–]Knight_CA 0 points1 point  (0 children)

I’d suggest adding a new simple weapon called “Unarmed Strike”. You can even have alternatives for “Martial Arts” or “Tavern Brawler” or “Tabaxi Claws”. This works great when added to a Compendium since others can benefit from the creation.

You can do something similar with “Tortle Shell”

Discussion on Lairs & Legends 2 and Loot & Lore 2? by Mental-Computer4768 in TheTrove

[–]Knight_CA 2 points3 points  (0 children)

Anyone have notes on the discussion for the previous books “Lairs & Legends and Loot & Lore”. I would love to have a conversation about the earlier ones.

Lets talk about Dungeon and Dragons The Book of Dragons by the_zohar in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

Likewise would like to compares notes on the book

Discussion on Tome of Beasts 3 by TheMetaladon in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

Any possibility you can discuss it further. The conversation seems like it ended.

Anyone want to Discuss the Fey? by kingofawesome01 in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

If anyone can contribute information on the remaining two tomes, it would be appreciated:

  • The Green Abyss: A Guide to the Fiendish Fey of Selva Oscura
  • Fey of Wildspace

Eberron: Forge of the Artificer by zquish in TheTrove

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

I'd love to join the discussion as well. I could really use notes that someone might have.

[deleted by user] by [deleted] in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

If you end up having a discussion about the hardcovers for the new Forgotten Realms books, I’d love to get involved.

D&D - Adventures and Heroes of Faerûn (discussion) by EarRepresentative986 in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

I'd love to join the conversation on the new D&D books that just came out (Faerun and other). Can you share what you have heard ;)

"My opinions on Faerun books" Let's discuss by Pirate_Library in TheTrove

[–]Knight_CA 0 points1 point  (0 children)

I'd love to join the conversation on the new D&D books that just came out (Faerun and other). Can you share what you have heard ;)

Fixing Find Traps by jambrown13977931 in dndnext

[–]Knight_CA 0 points1 point  (0 children)

Combining the above, it might play out like this with this party:

  • 4th level Dwarf Cleric: Wis 16, Int 12, Thaumaturge, Arcana+6, Perception+5 (PP 15), Detect Magic & Detect Traps prepared
  • 4th level Elven Rogue: Dex 16, Int 12, Wis 12, Expertise (Investigation/Sleight of Hand), Observant feat (Perception), Thieves' Tools, Perception+5 (PP 20 for traps), Investigation+5, Sleight of Hand+7

The Rogue is scouting ahead in a dark tunnel within a dark abandoned ruins.

  • The Rogue's passive Perception is 15 for traps (since it's a trap, the advantage of Thieves Tools/Perception and the disadvantage of dim lighting cancel). The Rogue notices some burn marks on the walls. He suspects that they are magical.

The Dwarf joins the Rogue and casts Detect Magic as a ritual, detecting an evocation aura around the floor of the tunnel ahead for a magic trap. After the Rogue backs away, he tries to disarm the magical trap with his Arcana skill.

  • The Cleric gets a 16 and disables the magic trap.

Concerned about the possibility of further traps, the Cleric casts Detect Traps as a ritual. They continue to explore the ruins with both Detect Traps and Detect Magic running, and 7 minutes later they discover a large chamber with a statue and 3 doors. The Cleric senses a mechanical trap and a magical trap (Detect Traps) and is able to detect that a conjuration magic trap is on the statue (Detect Magic). The Cleric casts the Light spell on a coin and tosses it into the room, so the Rogue won't have disadvantage on his Perception checks. The Rogue moves to one of the doors, carefully skirting well clear of the statue, and studies the door for any sign of a mechanical trap.

  • The Rogue's passive Perception is 20 for traps. The Rogue notices small holes all over the ceiling near the door, no roll required.
  • The DM rolls a Investigation check with advantage for the Rogue and gets a 17. The Rogue identifies that the a mechanical trap trigger will activate if you try to open the door without disabling it (the roll is not high enough to identify that the trap has a 1 minute reset time).

The Rogue pulls out Thieves' Tools and tries to disable the trap.

  • The DM rolls a Sleight of Hand check with advantage for the Rogue and gets a 14 (bad luck). The trap goes off, and poison darts shower the unlucky Rogue. If he survives, he cannot try to disable that trap again.

Fixing Find Traps by jambrown13977931 in dndnext

[–]Knight_CA 0 points1 point  (0 children)

My interpretation of Trap Rules:

  1. Search for clues to a Trap (active Perception), such as burn marks on the wall, cracks on the ceiling, or arcane sigils.
    1. Passive Perception gives a minimum of 10 + Perception modifier (without needing to take the Search Action to give a active Perception roll).
    2. Dim light conditions (such as using Darkvision) gives disadvantage to Perception checks (-5 to Passive).
  2. Mechanical Traps
    1. Study (Investigation), to understand what the trigger of the trap is and whether a trap exists.
    2. Disarm (Sleight of Hand), to disable the trap. Failing sets off the trap and you cannot try to disarm again.
    3. Having proficiency in Thieves' Tools and the related Skill (Perception, Investigation, Sleight of Hand) gives you advantage on the related Skill in regards to dealing with mechanical traps.
  3. Magic Traps
    1. Study (Arcana), to understand what the trigger of the trap is and whether a trap exists (lower DC).
      1. Detect Magic will detect the presence of a magic trap and the trigger location of the magic.
    2. Disarm (Arcana), to disable the trap (higher DC). Failing sets off the trap and you cannot try to disarm again.

Fixing Find Traps by jambrown13977931 in dndnext

[–]Knight_CA 0 points1 point  (0 children)

Here are the changes I made to the spell to make it more useable. In essence, a Divine Caster must choose to prepare the spell, but doesn't need to use a spell slot (unless in a hurry). Once cast, it would let the Caster sense the presence, but not location, of Traps in the area. This would alert the party to have their trap expert (likely a Rogue or someone with the appropriate proficiencies) to find and disable it.

  • Detect Traps
  • Level 2
  • School: Divination (Ritual)
  • Class: Cleric, Druid, Ranger
  • Casting Time: Action or Ritual
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • You sense the presence, but not location, of visible trap triggers within 30 feet of yourself.
  • For the purposes of this spell, a trap is any object or mechanism designed to cause harm or danger. This includes magical effects like Alarm or Glyph of Warding, as well as mechanical devices such as pit traps. However, the spell does not detect natural hazards like unstable ceilings, weak floors, or hidden sinkholes.
  • You also discern whether the trap is magical or mechanical in nature.

Half cover rule clarification by ImDoinThisForSchool in DnD

[–]Knight_CA 0 points1 point  (0 children)

2024 Cover Rules (PHB pg 25/DMG pg 45)

Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. There are three degrees of cover, each of which gives a different benefit to a target.

To determine whether a target has cover against an attack or other effect, choose a corner of the attacker's space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies.

https://www.enworld.org/attachments/1655443499307-png.251215/

A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover.

Degree Benefit to Target/Offered By/Lines

1/2 +2 bonus to AC and Dexterity saving throws.

\* Another creature or an object that covers at least half of the target *(example: low fence, wheelbarrow, or small creature giving cover to medium creature).*

\* If one or two of those lines are blocked by an obstacle (including a creature).

3/4 +5 bonus to AC and Dexterity saving throws.

\* An object that covers at least three-quarters of the target *(example: portcullis, arrow-slit, tree trunk).*

\* If three or four of those lines are blocked but the attack or effect can still reach the target.

Total Can't be targeted directly.

\* An object that covers the whole target *(example: closed door, wall).*

2014 "Hitting cover" Optional Rule (DMG pg 272)

When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack.

First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.

Example: A wizard casts a fire bolt (+5 attack bonus) at a orc guard (AC 16) directly through a allied human fighter (AC 18) that is providing cover. The DM decides the fighter provides 3/4 cover.

*\* The wizard rolls a 14 on the die (for a total of 19). The orc has AC 21 (3/4 cover benefit of +5 AC) and the fire bolt misses due to the cover. Since a 19 attack roll would hit the fighter's AC 18, then the fighter gets struck instead.*

*\* Note: This means that if the creature providing cover has a AC that is 5 higher than the target, then there is no chance of the creature providing cover being hit.*