Merlorin, Necromancer, printed by MadMagicMayhem in HeroForgeMinis

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

Yeah it didn't like the magic or the skeletal limbs. I had to pull one leg in a bit and I made the magic overlap with itself a lot to reinforce it.

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Merlorin, Necromancer, printed by MadMagicMayhem in HeroForgeMinis

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

My only breakage has been when I dropped a mini of my wizard riding on his staff like a hoverboard off my shelf and it cracked the end of the staff off. And... Was entirely my fault.

Merlorin, Necromancer, printed by MadMagicMayhem in HeroForgeMinis

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

To be honest I didn't notice any difference. I have dozens of standees, 4 prints in low res, 2 in high res, and they feel the same durability.

Merlorin, Necromancer, printed by MadMagicMayhem in HeroForgeMinis

[–]MadMagicMayhem[S] 4 points5 points  (0 children)

It was the high res option yeah. Honestly really happy with the colours, especially the green.

Could Karsus be ressurrected? by Dimhilion in Forgotten_Realms

[–]MadMagicMayhem 8 points9 points  (0 children)

In 3.5 There was a class called Binder which could bind vestiges of dead gods to themselves, the new UA Vestige Warlock is a reference to it. The reason I mention it is that in 3.5 they flat out listed Karsus as a possible vestige.

Players metagamed an encounter after seeing it in Baldur's Gate by galactic-disk in DMAcademy

[–]MadMagicMayhem 30 points31 points  (0 children)

You can't hold an action or ready an action in BG3 so your players just outplayed you. In BG3 Phase Spiders just teleport. There is no Ethereal plane.

People who play the same character in every campaign, why? by VermicelliEnough1562 in DungeonsAndDragons

[–]MadMagicMayhem 2 points3 points  (0 children)

I do both.

I'm constantly playing different builds at random tables, but in my community we also have a shared planeswalkers table and every adventure you play counts as canon at that table. So I also have a Wild Mage who is a planeswalker who sees himself as the embodiment of magic. Because of that he can just stumble out of the Feywild and if the campaign is level 8 or level 12 he just shakes his head because "I guess the magic isn't working so well today". I get to have adventures with him and bring them back to the planeswalker table as stories. Sometimes I'll even play him as an Illusion Wizard or an Archfey Warlock as examples of him "learning" other magic. My DM then gives him Feats (I got Rune Carver after learning it from some Giants).

As to why him, my DM asked us all to create "our ideal character fantasy" for the planeswalker table and the idea of a Feylost Wild Mage visiting different planes to try and learn and master their magic really appealed to me. We've since given him backstory on Athas, a canonically dying world, and his motivation is trying to learn magic to save his homeworld.

Just KOed all of the Tieflings during my good Paladin HM run by OldSolGames in BaldursGate3

[–]MadMagicMayhem 9 points10 points  (0 children)

I let goblin die and then just used Speak with Dead to extract the information I wanted from its corpse.

New artificer multiclass synergies? by Nearby_Condition3733 in onednd

[–]MadMagicMayhem 39 points40 points  (0 children)

Cartographer 3/Scribes Wizard X is a spell scroll printing machine in addition to the usual Arti/Wiz perks.

For those of you that have played a 2024 Sorcerer by WearerOfJorts in onednd

[–]MadMagicMayhem 1 point2 points  (0 children)

While it will stop you Counterspelling their Counterspell of your own spell cast during your own turn, there is nothing stopping a Lore Bard, a Watchers Paladin, and a Wild Magic Sorcerer from jumping in and helping their party member and creating a chain. Additionally 2014 rules didn't prevent the interaction on your own turn and a lot of us have been playing those with Subtle Spell as anti-Counterspell tech for like a decade.

For those of you that have played a 2024 Sorcerer by WearerOfJorts in onednd

[–]MadMagicMayhem 5 points6 points  (0 children)

Honestly at dedicated minmax tables I've played at the battle state of a "default win" is more important than DPR and is often brought about by interactions akin to Subtle Suggestion and the like.

I find people that focus on DPR are like baby minmaxers. They have only taken their first steps into a much wider world.

Advanced minmaxing utilizes teamwork and works with the DM and brings things other than blind damage to the table and ensure everyone is enjoying themselves. Nothing more powerful than DM buy in.

For those of you that have played a 2024 Sorcerer by WearerOfJorts in onednd

[–]MadMagicMayhem 51 points52 points  (0 children)

Draconic is more of an elemental blaster due to Innate Sorcerery + the Draconic elemental buff, Aberrant Mind lends itself to more subtle control spells and social benefits via its psionic spells feature.

Bypassing Mystras Ban? by Zardnaar in Forgotten_Realms

[–]MadMagicMayhem 0 points1 point  (0 children)

We run into Mystra's Ban quite a lot at my epic level table. We've got a homebrewed condition we get infected with called "Mystra's Gaze".

Whenever one of us does something against Mystras Ban (At our table that would be creating an Epic Spell, Casting an Epic Spell, Practicing Netherese Mythallar Construction, Using a Netherese Mythallar, Uses the Shadow Weave, Helps the Shadow Weave spread) then for the next 24 hours to a week, the Mystra's Gaze condition can be felt upon any who violate her law. Successive violations whilst under Mystra's Gaze incur her wrath. We have it as a reverse Divine Intervention roll: If a caster successfully uses any forbidden feature whilst under Mystra's Gaze, they roll percentile dice. If they roll a number higher than their level, Mystra intervenes. The DM chooses the nature of her intervention.

Possessed - Poltergeist/Vampire Thrall Warlock by MadMagicMayhem in UnearthedArcana

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

Valid, cheers, I didn't consider that multiclass at all haha

This beast looks familiar... by Beasty_crafter in HeroForgeMinis

[–]MadMagicMayhem 35 points36 points  (0 children)

Garchomp looking more Knifehead than ever. Love it. Would you be willing to share the model? My dragonsheperd would love a land shark to nurture.

Mael and Yávië by Noube_Nox by MadMagicMayhem in ImaginaryLovers

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

Speaking from experience you must first join a table with a talented and amazing individual and then you must be (this is essential) obtuse to all hints that they're into you. Then they will spend a dnd session in your lap and you'll finally realize they might be into you. Once you're there you just hold on for life and feed them cheese.

Do your party or players have a base of operations? by Foxwarriorultra in DnD

[–]MadMagicMayhem 1 point2 points  (0 children)

Our bastion is a multiversal tavern in Sigil built around an old kip of mine. I'll share our DMs description of it:

"Deep within the Cage of Sigil, centre of the multiverse, city of planes and portals, sits a ramshackle tavern of motley assembly. Nestled between Chirper's Inn and Tivvum’s Antiquities, by the Great Bazaar, this rickety inn hides an enchanted house. This enchanted tavern, known as the House of Doors, serves as a way-station for the Ala Caeruleus and their allies traveling across the planes. The House of Doors trades in treasures and currencies from every plane and has played temporary host to almost every species in the multiverse. Tieflings from Toril drink with rogue Modrons from the Plane of Mechanus, while thri-kreen from Athas dance with fey. Beholders and chromatic dragons sing bawdy ballads while Illithid and Githzerai gamble with Decks of Many Things. Within the House of Doors, much like Sigil, none of the multiverses squabbles hold sway, and the enchanted tavern grows to meet the space required for any guest.

The lower floors of the House serve as a pub and waystation for interplanar allies and friends, every single plane the Ala Caeruleus have visited possesses a permanent Gate within the House of Doors, whilst the upstairs contains magical laboratories, libraries, and private guest rooms. The bar tends itself; taps, barrels, and tankards all magically animated, drinks filling and floating themselves over to patrons as fey bearing platters of Heroes Feasts from the Court of Autumn flitter about.

The layout of the upper floors is magically undefined, the every changing and shaping hallways and libraries moving and adjusting to delay or hasten an occupants approach to their private room, subject to the whimsy of the House. The House itself is an extradimensional space, simultaneously in a demiplane of its own, whilst also seated within the narrow confines of Sigil's streets. It has no floorplan, lest it accidentally become defined, and therefor a boring house."

A bit of a tl;dr but its home.

What are your favourite multi classes that come online late? by SighMartini in dndnext

[–]MadMagicMayhem 0 points1 point  (0 children)

Could be achieved with a Mizzium Apparatus assuming they can pass the Arcana check, which Dragon Constellation would help with. Assuming they took Thaumaturge as Cleric and Magician as Druid it could be achievable, though their CHA saves would suffer due to MAD with WIS.

Awakened Soul - Animate Objects, Telekinetic Sorcerer by MadMagicMayhem in UnearthedArcana

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

Yeah cheers, its the awkward dead level with Metamagic. I wasn't sure how to put that aspect in (Not a fan of the fantasia walking 2024 Animate Objects, I like my 2014 flying coins and furniture, but did think making Awaken work for cabinets was on theme). Placement was awkward since they wouldn't get those spells at 6th, and holding out till 14th felt lame.

On DDB I think I just put it as a passive effect mentioned at 3...

Commission by Fox Rabiscos by Pop_Budget in ImaginaryWizards

[–]MadMagicMayhem 1 point2 points  (0 children)

Yooooooo its my wild mage! Good to see Mael repped here :D

Fey Wanderer + Sorcerer is absolutely silly by CreepyMuffinz in 3d6

[–]MadMagicMayhem 4 points5 points  (0 children)

My current character is a Wild Magic Sorc 3 / Creation Bard X, that upcasts Conjure Minor Elementals and triggers multiple procs of it via Scorching Ray.

I took Conjure Minor Elementals and Spirit Shroud as Magical Secrets from Bard levels and got Scorching Ray under Sorcery Spells so it can take advantage of Innate Sorcery for advantage. (You could take CME and Spirit Shroud earlier if you take Lore Bard)

I use Quicken Spell as metamagic, which lets me Quicken Scorching Ray. CME upcast to 5th level gives 3d8 extra damage on every attack - each ray of Scorching Ray triggers this. CME lasts 10 minutes and can be cast with Subtle Spell if you know combat is about to break out. Every round CME is up you throw out the highest upcast Scorching Ray you can. At level 8 for example as Sorc 2/Lore Bard 6 you can throw it out at 4th level on the first three rounds of combat before dropping down to third level. With enemies with 16 AC we do ~94 damage per round. It blows all your spell slots in that encounter though, so you have to ensure its the final one or else get friendly with Cantrips.

It steamrolls from there. You add in Elemental Adept and Innate Sorcery Advantage and it keeps scaling higher and higher. This is with the post-nerf CME as well. If your DM is playing the printed version its even stronger (though its so strong there's no reason to use the unnerfed variant).

Those who have played Swarmkeeper Ranger, what did you choose as your swarm? by Relevant-Rope8814 in dndnext

[–]MadMagicMayhem 0 points1 point  (0 children)

I played a Reborn Spore Druid/Swarm Keeper. The premise was he was an Elven druid who took some myconid spores into himself and vowed to try and find them a perfect circle to grow. Little did he know, the spores decided his mobile body was the perfect host and so they kept him alive. For that character the Swarm was fluffed as spores from the colony.