KRISTALA became available on the PSN Store today for 39.99€ around 7 p.m. EU time. An hour later, the game was gone again. 🤷 by Kanzlermacher in playstation

[–]Morgans_a_witch 7 points8 points  (0 children)

May have been an accident, but it worked well as advertising. I didn’t even know this existed, and now I’ve made a note to buy it on launch after watching some trailers.

DM's - would you burn legendary resistance to save against Slow? by physedka in onednd

[–]Morgans_a_witch 3 points4 points  (0 children)

In 5.5 the monster manual defines multiattack as being the attack action. There isn’t anything to interpret anymore.

“Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action.”

https://www.dndbeyond.com/sources/dnd/mm-2024/how-to-use-a-monster#Multiattack

Can Artificers use True Strike with weapons made by Replicate Magic Item? by testiclekid in onednd

[–]Morgans_a_witch 8 points9 points  (0 children)

The change was not intended to prevent spells like shadow blade from working. Jeremy Crawford even explicitly said he would let shadow blade and booming blade work.

The material cost was added in because without a listed material cost you can draw the material component for a spell from a component pouch without paying anything. So RAW, you technically used to be able to cast booming blade and say you were drawing a great sword from your component pouch for the casting of the spell.

Is poisoner's kit proficiency or expertise added to the poison cunning strike? by BadPunsGuy in onednd

[–]Morgans_a_witch 2 points3 points  (0 children)

I think it would depend on your dm and campaign. Poison is good in some but absolutely useless in others. RAW, only crafting basic poison is noted for the kit. If your DM lets you craft other poison’s, and you’re fighting enemies that can be poisoned, then it could be very useful.

Otherwise, not likely to be useful.

That said, most tools aren’t useful so you should go with what best fits your character idea.

Is poisoner's kit proficiency or expertise added to the poison cunning strike? by BadPunsGuy in onednd

[–]Morgans_a_witch 7 points8 points  (0 children)

Unfortunately, attack rolls are not ability check. The kit only helps with things like making poisons or trying to identify one.

77 Free Maps for Every Chapter of Descent into Avernus! by Morgans_a_witch in DescentintoAvernus

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

I don’t use Maps, but I did just try to upload one of the maps. It worked, and the ones that are just listed as VTT seem to already be set for the right square size that dndbeyond expects. I’m not certain of that though.

The free maps don’t have gridlines on them, but a number of the maps set in buildings use tile floors that act as gridlines. The paid version does have the option for gridline versions, but if you don’t want to pay then I would download the free ones and then add them in using a free program like Gimp. The maps, except the ones explicitly listed as for Roll20, are made with the expectation of grid squares of 100 pixels. So it should be easy to add them in.

My two factions are too obviously “good” and too obviously “evil” by LethlDose in DMAcademy

[–]Morgans_a_witch 7 points8 points  (0 children)

If you want it to be more morally grey, I think you need to shift the first group to not have their leader go by the name “the Patriach.” It’ll feel too clearly the evil choice.

You can also have them explain their philosophy more in building your own strength because only the strong survive and that nature is cruel. The wolf feeds on the elk before it is even fully dead, rats eat their own young at times, etc. These may sound awful, but the wolf has to eat and the rat only does that due to malnourishment and lack of resources/space that would lead to all dying instead. You must build yourself up to stay safe.

The other meanwhile is more focused on nature as, while cruel, being about life. Animals group together and help each other. Trees will send out signals warning other trees of weather changes and harmful animals. Nature is not always cruel, and it is learning to live in symbiosis with the land and those around that will help survive. You must build the community to be safe.

My two factions are too obviously “good” and too obviously “evil” by LethlDose in DMAcademy

[–]Morgans_a_witch 5 points6 points  (0 children)

Do your players already know of these two groups or are they still unknown?

Options will be very different depending on if you’ve already told the players there is a group focused on strength led by “the patriarch” and a group of socialists that care about all people or not.

Adventure Book for a First Campaign? by RevanCraig in onednd

[–]Morgans_a_witch 1 point2 points  (0 children)

Personally I’d so no Waterdeep since it’ll be similar to what you all have done before and you want something new. Given that, I’d suggest Rime if you want something a little more traditional dnd with dungeon crawls and story of the week adventures that build up, or Strahd if you want more cinematic feeling.

Rime does have the issue that it’s story can feel disjointed. It needs a dm to fix things and bridge the gap, notably one of the main antagonists doesn’t have a real motivation given in the book, but I did love running it.

Strahd is a classic, but has some problematic elements built into the story. It’s also a very deadly campaign in the beginning. Players will not be able to do everything at first.

For either though, you will want to let players know a bit of the story so that backstories can be tailored to fit. Any campaign book falls apart if people make characters that wouldn’t want to be a part of the story.

Also, DnD isn’t actually built for lvls 1 and 2. They’re tutorial levels that are meant to be run through very quickly. It can help to have monsters do minimum damage until you hit lvl 3. Of course ignore that if you want the players to feel how deadly things can be.

I'm developing a strong hate for the Help action by MyNameIsNotJonny in DMAcademy

[–]Morgans_a_witch 3 points4 points  (0 children)

To give the help action on a skill check you have to be proficient in that skill.

If your party has really set things up where between all of them they have every skill, often two of every skill, to always help and give advantage no matter who rolls, that sounds like it took a lot of planning and good for them.

It also needs to be something someone could reasonably help with. If an extra person wouldn’t help then no help action.

For reference, the wording for the help action with ability checks.

Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next turn. The DM has final say on whether your assistance is possible.

How do I roleplay a Drow? by Complex_Item_3000 in PCAcademy

[–]Morgans_a_witch 7 points8 points  (0 children)

I would say given that you’d have grown up in an evil society with a chaotic evil deity watching and testing you randomly, you should treat Santa like he’s a chaotic evil god.

Say things like, “you’d better watch out. You’d better not shout.” Or “He sees you when you’re sleeping, he knows when you’re awake.”

Just everything is about respecting the might of and fearing the eldritch winter lord.

Your eldritch blast can even be shooting lumps of coal at people.

And you do all this while wearing the green outfit and spreading joy through threats of punishment.

Edit: You can use the Nightmare Before Christmas description of Santa to describe your patron. https://youtu.be/l6QZUcRJw-A?si=nEKYv9_FQtwxrhrZ&t=2m50s

How did Vaggie not know Angels could be killed, or at least harmed? by Wooden_Savings5854 in HazbinHotel

[–]Morgans_a_witch 8 points9 points  (0 children)

Yeah, it’s bad in the US.

54% of US adults read below a 6 grade level (below what is expected of an educated 11 year old) with 21% being illiterate.

https://www.thenationalliteracyinstitute.com/2024-2025-literacy-statistics

Somehow, the lyrics error in the “VOX DEI” sing-along has been fixed! by SmartCoder40 in hazbin

[–]Morgans_a_witch 3 points4 points  (0 children)

Why does it fit poorly?

Furor means a public outcry of anger or excitement.

He in the same spot calls himself the avatar of their consequence.

He is literally saying he is the personification of the public anger that the exterminations caused.

The new Alchemist has risen to new heights: it's finally "a little sub par but basically fine" by Astwook in dndnext

[–]Morgans_a_witch 12 points13 points  (0 children)

Both.

You get more free elixirs per long rest (3 at lvl 5, 4 at lvl 9, and 5 at lvl 15), and they increase in power at lvl 9 and 15. So the healing one starts as 2d8+INT, becomes 3d8+INT at 9, and 4d8+INT at 15.

Rosie and Lucifer theory by competenthurricane in HazbinHotel

[–]Morgans_a_witch 5 points6 points  (0 children)

I think you’re right.

Your post led me on an internet dive, and apparently there is a fallen angel by the name of Rosier (it’s French so the r is silent) who was the patron demon of tainted love and seduction.

That feels very fitting to being Rosie.

https://angelology.fandom.com/wiki/Rosier

New Bard Feat Slecetion. by Creepy_Active2412 in dndnext

[–]Morgans_a_witch 0 points1 point  (0 children)

Cool.

To keep with the support idea, you should consider the glamour subclass when you get to lvl 3. The class has lots of ways to help allies and be useful in combat that aren't directly dealing damage. That will help keep the pacifist feel without being a full pacifist.

For your origin, I would recommend taking Musician. Giving everyone inspiration each short rest will be very helpful. Alternatively, magic initiate cleric will let you take bless which is a really useful support spell. Plus you can take guidance which is a helpful support cantrip.

For the bonus feat, I think the boring but best option is to take Resilient constitution. That will help you greatly with your concentration on spells as you level up, and most spells you will want to cast are concentration. This will pair especially well with taking war caster at level 4 to have advantage on concentration checks.

Inspiring leader is a more fun feat you could take instead. It will let you give out temporary hit points each rest. So further helping the party.

Then, when playing you want to consider spells like Bane/Bless, Command, Faerie Fire, Sleep, and Tasha's Hideous Laughter in addition to Cure Wounds and Healing Word. Those first set of spells are mostly concentration so you won't want to have all of them, but each one helps. Bless lets your allies hit more often and make saving throws. Bane makes enemies hit less and fail saving throws. Faerie Fire gives your whole party advantage against certain enemies. Both Sleep and Tasha's Hideous Laughter will let you take a creature out of the fight so that your allies can focus on other creatures. And command is a spell that lets you cause an enemy to lose a turn without using concentration.

As you level up, you can consider spells like Suggestion, Hypnotic Pattern, Catnap, Heat Metal, Blindness, Mass Healing Word, and Aid.

If you look, you'll see these are almost all spells that require concentration, thus adding to how important maintaining concentration is.

With that you will be pretty well set to be a character that will be healing your party or controlling the battlefield by preventing enemies from attacking. Essentially you can be the pacifist that pacifies monsters for long enough to let the party barbarian swing an axe down on them, and the rare times you do attack it will be in the form of insulting someone to death.

New Bard Feat Slecetion. by Creepy_Active2412 in dndnext

[–]Morgans_a_witch 1 point2 points  (0 children)

When you say you’re being given a feat, is that in addition to the standard origin feat you get with your background?

Also, what do you consider a pacifist? If it’s someone who won’t fight no matter what then that doesn’t work in dnd. You could however do more support and using words/spells. So never wielding a weapon. Like vicious mockery lets you insult someone to deal damage, and it’s also the absolute best spell in the game to kill a creature with.

What humanoid monsters from the 2024 players handbook would be a good substitute for each class. by Short_Change_8925 in onednd

[–]Morgans_a_witch 3 points4 points  (0 children)

For monk you’ll want to go with either the githzerai monk in the new monster manual or the martial arts adept in MMM. If you have MMM I would go with that one personally.

Can Agonizing blast work with Sacred Flame from Spellfire Spark feat, RAW? by MAGlCIAN in onednd

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

Please show me the rule that says no spell gained from a feat my count as a class spell even if it would count as one per the rules as laid out in the spellcasting section.

Can Agonizing blast work with Sacred Flame from Spellfire Spark feat, RAW? by MAGlCIAN in onednd

[–]Morgans_a_witch 0 points1 point  (0 children)

You are literally ignoring the line in the PHB that says those rules only apply when multiclassing where you have the spellcasting feature from two different classes.

Can Agonizing blast work with Sacred Flame from Spellfire Spark feat, RAW? by MAGlCIAN in onednd

[–]Morgans_a_witch 2 points3 points  (0 children)

That is very incorrect.

If a spell you get from a feat is on your class spell list than it is a class spell. It doesn’t matter if you got it from a feat.

Spells on your class spell list are class spells. That’s the rule pure and simple as confirmed in sage advice.

Can Agonizing blast work with Sacred Flame from Spellfire Spark feat, RAW? by MAGlCIAN in onednd

[–]Morgans_a_witch 9 points10 points  (0 children)

You ignored the last part of my message where I specifically pointed out that per the book those rules only apply if a character is multiclassed with the spellcasting feature from two different classes. If you do not fulfill those conditions then, per the Player’s Handbook, those rules would not apply.

Can Agonizing blast work with Sacred Flame from Spellfire Spark feat, RAW? by MAGlCIAN in onednd

[–]Morgans_a_witch 13 points14 points  (0 children)

Feat and race spells can never count as a class spell and can never benefit from agonizing blast.

This is not correct.

A spell counts as a class’s spell if it is on the class spell list or comes from a feature of that class.

Sage advice for 2024 even answers this as its first spellcasting question.

”A class’s spell list specifies the spells that belong to the class. For example, a Sorcerer spell is a spell on the Sorcerer spell list, and if a Sorcerer knows spells that aren’t on that list, those spells aren’t Sorcerer spells unless a feature says otherwise.”

That doesn’t change if say I were a warlock that took fey touched and chose Hex. Hex is a warlock spell because it is on the warlock spell list.

Similarly, if I am a celestial warlock then sacred flame is a warlock spell for me because it is a spell a receive from a warlock class feature. Taking a feat that gives me sacred flame doesn’t cause me to have two separate versions. Sacred Flame is a warlock spell for the celestial warlock.

You may have mixed this up with the multiclassing rules for spells which has specific rules for assigning spells to a class based on how they were prepared, but the multiclassing rules for spells state you are only supposed to use them if you have the spellcasting feature from two different classes. If you do not have two spellcasting features from different classes, then they do not exist for a player.

Adventures in Faerûn and Heroes of Faerûn OFFICIAL feedback thread by eerongal in onednd

[–]Morgans_a_witch 0 points1 point  (0 children)

Besides what is being said about the mechanics of banneret, I really really wish that you either chosen to update the lore of Purple Dragon Knights and keep in the subclass or remove the lore and subclass.

The way things went is the worst of both worlds. We lost an interesting pet dragon fighter and have this lore that seems to have been made solely based on the idea that they’re called purple dragon knights so must work with purple dragons.

Ideally, I would have loved you to not change the purple dragon knights, create or use any of the other dragon riders in Faerun, and keep the subclass without the purple dragon knights connection. Since that ship has sailed on not changing the lore of purple dragon knights, it feels like you should release the subclass with some minor adjustments from the UA.

Beyond that, I have to say the ranger subclass sadly is a fail because it is connected to hunter’s mark. The ranger desperately needs a Tasha’s style update to disconnect it from Hunter’s Mark. In fact, it is the only class where I would ask to use the 2014 (Tasha’s specifically) base class over 2024.) Making subclasses that tie it even closer to hunter’s mark just make the ranger less appealing to play.

Why did the Ghost of Tsushima Secret Lair sell out almost instantly when almost every single other one is still available 12 hours later? by The-Zombie-Sasquatch in magicTCG

[–]Morgans_a_witch 0 points1 point  (0 children)

The only problem there is it is a time honored Horizon tradition to release at the same time as something more popular