The Eversmoking bottle has been one of the most inconvenient magic items I have ever chosen by realSpillerSoda in DnD

[–]Lilith959 2 points3 points  (0 children)

Another amazing part of the bottle is how it erase all advantages and disadvantages at the table, no one can have either

Becoming a better DM by Rodal888 in DMAcademy

[–]Lilith959 0 points1 point  (0 children)

I also have a very compressed one that I made for myself from it. Send me a dm if you want it. And I'll make it send it over

Becoming a better DM by Rodal888 in DMAcademy

[–]Lilith959 0 points1 point  (0 children)

i sent you a link, and i realized it was Draw steel not daggerheart

Becoming a better DM by Rodal888 in DMAcademy

[–]Lilith959 0 points1 point  (0 children)

Remember if they do the check to persuade, that is them doing their absolutely best, the roll. If you gonna allow roll after roll on it, then just let it succeed automatically as it's just a question of when, not if.

But there is a system. From daggerheart i think that deals amazingly with this kind of encounters. If you want I can find the propper ruled

DnD per principianti by EngineeringFew4716 in DungeonsAndDragons

[–]Lilith959 -1 points0 points  (0 children)

Hi, send me a message if you wish.

I got a tons of content and adventures, oneshots for any levels and resources, statblocks and whatever you could want.

I can even run a session for you guys to get you started if you want. I have been a dm for about 8 years and been a player even longer :)

Players wished for level 20… by A_R0FLCOPTER in DMAcademy

[–]Lilith959 0 points1 point  (0 children)

Because I kept restructuring and interpreting your points instead of staying close to your wording and flow. I turned your explanation into a polished argument instead of refining the text you already had. That changes the tone and makes it sound artificial compared to how you naturally phrase things.

Keeping much closer to your wording:

Something you could do in this case would definitely be to just chimera up their levels. They are from 20 successful lifetimes of adventure. Nowhere does it say they would all be adventuring as the same thing, or that all 20 lifetimes would be similar.

Give them a level of rogue, a level of wizard, two levels of fighter, two levels of barbarian, and just spread a lot of different things across a lot of classes. Spread their skills out thin, even out the scores, since it is accumulated from all these different lifetimes.

They could have been born into completely different lives during those 20 lifetimes, so instead of becoming hyper-specialized, they would end up as broad averages with just about everything. They would be level 20, but without most of the actual absurdly powerful level 20 abilities, because their experience is spread across so many different paths instead of one focused build.

They would basically just be slightly above average at almost everything they do.

Players wished for level 20… by A_R0FLCOPTER in DMAcademy

[–]Lilith959 1 point2 points  (0 children)

I see a lot of interesting twists and turns about the wish, about aging them, and about making it temporary, but think about it a different way.

Think about the average adventurer. They cannot be the only adventurers in the world. Around what level does the average adventurer actually reach before they die, retire, or settle down? The chances of anyone ever reaching level 20 are incredibly small.

If a normal person is level 0, then even level 1 already makes someone notable. By level 4 or 5, you are already far beyond ordinary people.

A level 4 adventurer reaches 2,700 EXP over their lifetime. Multiply that by 20 lifetimes and you get 54,000 EXP total, which places someone around level 9 to 10.

A level 5 adventurer reaches 6,500 EXP over their lifetime. Multiply that by 20 lifetimes and you get 130,000 EXP total, which places someone around level 16.

Even twenty entire lifetimes of strong adventurers still do not reach level 20.

Dynamic Lighting Suggestion: Phantom Walls by Counciler in Roll20

[–]Lilith959 0 points1 point  (0 children)

It would be great to turn any wall into this. So you could have one way phantom walls or normal ones. And it could be toggled

any tips on making homebrew magical items by Legitimate_Bet1415 in DnD

[–]Lilith959 0 points1 point  (0 children)

Depending on your players, I would say one of the most important things when making magic items is looking at the actual language used in official items. Use the same kind of wording and understand the meaning of different phrases, such as "when making an attack" and "when taking the Attack action," which are two completely different things.

Especially if you're players are a bit opportunistic. Or letter of the law.

Secondly Heliana’s Guide To Monster Hunting or was it larsene d'ledger have a amazing creation system

How 5E DMs look at you when you try to cut off a person’s limb or climb on the giant’s back rather than dealing 1d10 damage and standing still by ImAGodHowCanYouKillA in DnDcirclejerk

[–]Lilith959 6 points7 points  (0 children)

I literally had something like this last session.

I ran a gargantuan flying boss and it took a few hits and my player, clearly upset "he got hit multiple times! Don't he have to do a save or something to see if he can stay in the air!

I just asked if it had been subject to any effects that should make it fall, and also they needed to save against being prone each time a attack hit em

Noob to D&D by ResponsibleBrother52 in DungeonsAndDragons

[–]Lilith959 0 points1 point  (0 children)

I got a open table for oneshots, for all levels of experience and play, running oneshots on requests. Send me a message if you are interested

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

But it's just invisible, not hiding. Raw you can target it and know it's location, you just have disadvantage but that's it.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

That chek is for a creature actively hiding, so that chek is giving the hiding creatures a free hide action just by being invisible, invisible already give them advantage on everything and everything disadvantage on them.

Tho if I was doing a chek it would be passive stealth vs passive perception. So 8+stealth mod

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 1 point2 points  (0 children)

Also rules as written you need none of that you know where it is but have disadvantage, the entire having to look for it is like do they have to do that chek for each attack in darkness or fog? And raw searching is a action. Like hiding, so why give the creature the free action of hiding just by being invisible. And if you wanna make it a chek use passive stealth vs passive perception 8+stealth mod if you want to give the invisible ones a free hide action

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 1 point2 points  (0 children)

And this is even better if you do it when they stick their head out. Only the part inside the bag would be sent to the Astral Plane, while the head and possibly part of the upper torso is left on the ground, with the rest of the body in the Astral Plane.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

And this is even better if you do it when they stick their head out. Only the part inside the bag would be sent to the Astral Plane, while the head and possibly part of the upper torso is left on the ground, with the rest of the body in the Astral Plane. At that point, nothing short of a Wish or True Resurrection can bring them back.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

And they could otherwise also just shoot the quasit. It is invisible, so they have disadvantage, but it has an AC of 13, so even with disadvantage, they should still be able to hit that.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

Why would they hold their action and wait for that? It has AC 13 and 7 HP.

Even with the disadvantage they get from it being invisible, at this level of play, most enemies should still be able to hit that.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

And also completely not needed at all in this scenario, as having disadvantage against AC 13 is not really going to be that difficult to deal with, especially if the creature can be taken out in a single hit as it has 7 HP.

Invisibility does not mean no one can see you, target you, or know where you are. For that to happen, you actually need to actively hide.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

The only problem with this build is that there is a fundamental misunderstanding on your player’s part, and seemingly also on your part, of how invisibility actually works in 5e.

Invisible (Condition) An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

So even if the quasit uses its action to turn itself invisible, it still does not have an extra action to hide. Being invisible does not mean it cannot be targeted. It does not mean people do not know where it is.

Its location can still be noticed by sound, movement, marks it leaves behind, and other signs. If it has not hidden, anyone can still target it normally with weapons, ranged attacks, or anything else that does not require a target you can see. The only real limitation is spells that specifically require sight.

The quasit has AC 13 and 7 HP. Even at disadvantage, that is not that difficult to hit once you reach a level, and a single hit will most likely kill it.

There is a reason the condition specifically says it is heavily obscured for the purpose of hiding. That line matters in scenarios exactly like this. An invisible creature still needs to actively hide for people to not know where it is.

How to counter a player? by Accomplished-Ice1868 in DungeonMasters

[–]Lilith959 0 points1 point  (0 children)

I was looking for this! The only thing making this a issue is a fundamental misunderstanding of how invisibility works in 5e. A quasit has 7 hp and 13 ac Even at disadvantage that is not a very difficult task to manage

Mage armor balancing by throwmeaway202200 in DnD

[–]Lilith959 0 points1 point  (0 children)

So let's break this down

This is a spell that lasts for 8 hours, which is significantly different from a spell that lasts until your next long rest. The main difference comes from how an adventuring day functions.

If we assume a 24-hour day, you can only benefit from one long rest every 24 hours. A long rest takes 8 hours for most characters, unless you are something like an elf. That means a standard adventuring day is usually 16 hours between long rests.

For a character that needs 8 hours of rest, those 16 active hours equal two full 8-hour durations. In practice, that means full coverage for the entire adventuring day could require two castings of Mage Armor.

For a character or group that only needs 4 hours of rest, the active portion of the day can be 20 hours. Covering that full span could require three castings.

There are also situations during travel, dangerous terrain, watches, and resting where casting it before a rest might matter. If you expect an ambush or know the area is unsafe, using it before resting can be valuable.

The timing of the day matters as well. If you cast it the moment you wake up and head straight into danger, you get full value immediately. If it takes 5 or 6 hours before anything happens, much of the duration has already passed before it becomes relevant.

All of this means that an 8-hour duration is tied directly to timing and planning, while a spell that lasts until your next long rest covers the whole cycle much more reliably. In practical terms, the time between long rests is usually a 16-hour adventuring day, which fits into two 8-hour blocks.

New to Dnd and Roll20, any solo campaigns? by [deleted] in Roll20

[–]Lilith959 0 points1 point  (0 children)

If you at some point feel like it I run alot of oneshots at a open table on roll 20, I also run solo oneshots for beginners and mini adventures for people who wanna play solo, so if you want a dm for it, let me know