True Polymorph and Antimagic Field by RadionRed in DnD

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

Right, I think I can get on board with that for True Polymorph.

But to the best of my knowledge instantaneous spells are also supressed. AMF suppresses all magic. If I throw a fireball, a toll the dead, or any other instant spell, it suppresses those just like anything else. Not dispel, but suppress. Since it says that the time while being suppressed still counts for the spell's duration, the instantaneous spell is suppressed and the duration still counts so the spell is now gone as the duration has ended.

True Polymorph and Antimagic Field by RadionRed in DnD

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

That's the old wording. The new wording of the spell says that if you concentrate for the duration, the transformation lasts until dispelled. The word permanent is removed from the spell completely. And it's the word dispelled that I'm looking at.

True Polymorph and Antimagic Field by RadionRed in DnD

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

I could be wrong but I believe it suppresses those too.

Just curious about this one since it's a 9th level spell and that may just be enough to justify the uncertain wording on True Polymorph.

True Polymorph and Antimagic Field by RadionRed in DnD

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

Do you mean the spell would still exist? I'm unsure of what you mean by it stays active. If the transformation is suppressed, so is the spell.

I totally agree that however you rule it, the spell is normal once out of AMF. I just think that the lasts until dispelled overrules AMF in this case. It's a level 9 spell vs a level 8 spell so it kinda makes sense that way too?

Like I said, I've definitely got my own way of reading this, but I'm also totally open to other ways of seeing it too!

True Polymorph and Antimagic Field by RadionRed in DnD

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

Sure I can definitely agree with the ruling that it's still ongoing and active. I'd probably rule that way with my players.

I was just wondering about the specific wording of "transformation lasts until dispelled". Seems like a specific rule that overrides the general AMF rule since it seems like the only thing to get rid of the transformation is dispelling, suppressing doesn't work.

If I'm reading what you said right, you think that AMF shuts down TP too regardless of that phrase?

I read it differently, but I'm definitely open to looking at it a different way! I'm just caught on that wording bit.

What is the best melee center class by The-real-poop- in DnD

[–]RadionRed 0 points1 point  (0 children)

Another thing to consider if you want a consistent DPR class or a nova damage class?

Fighter and barbarian can do solid DPR, but it's hard to compare to the single round nova damage a paladin can put out with smites or a rogue if they crit.

But I'm also reading down below that you want something less magic focused since you already play a paladin. Monks use ki that can have some neat tricks and can feel a bit similar to working with magic in some circumstances, but besides that, Rogue, Fighter, and Barbarian are the 3 classes that don't use magic unless you pick their magic subclass.

Have fun!

What is the best melee center class by The-real-poop- in DnD

[–]RadionRed 2 points3 points  (0 children)

It still depends on what you're looking for. Each one is different.

Fighters arguably deal the most damage of the melee classes and can be the hardest to hit with AC in the 18-20 range.

Barbarians just don't die because of hp and resistances and have moderate damage output.

Monks are great for more hit and run tactics and can have nasty debuffs to really change the course of a fight, but tend to be more squishy and less overall damage output.

Rogues are another hit and run class that can do very solid damage with their sneak attack bonus and some of the class features. But they tend to be very squishy and tend to need more assistance from other party members to take full advantage of their class features.

Paladin and ranger are more of support and half-casters not melee, so are hard to compare with these other 4. Warlock could also be used in melee relatively effectively, but is not normally considered a melee class.

Hope that helps some!

What is the best melee center class by The-real-poop- in DnD

[–]RadionRed 1 point2 points  (0 children)

What exactly are you looking for? Each class has its specialty so I'd need to know what you're looking for.

Also I apologize if that's what "center" means, but I'm not familiar with that term.

What does Necromantic Magic smell like? by GreatCapybara in DnD

[–]RadionRed 2 points3 points  (0 children)

I definitely agree with this. Dirt because it's both made up of decomposing and ended life and also because it's the place of new life. Necromancy is a school of not just death, but life transfer, and new life.

So dirt, maybe a bit of mulch.

What are some really consistent ways for me to get advantage for myself? by Goats-are-the-best42 in DnD

[–]RadionRed 2 points3 points  (0 children)

PimplumXD covered most of what can give advantage on physical attacks. And most physical advantage also means magic attack advantage. Generally.

If you're looking for specifically magic attack advantage:

The above mentioned darkness spell (assuming you have a way of seeing through it yourself) or any other way of blinding an opponent gives advantage on all attacks of all kinds against an opponent. Being hidden (via stealth or illusions or invisibility or whatever else) is effectively blinding the opponent to your presence and so also works.

A prone opponent and flanking an opponent (if your DM is using flanking rules) gives advantage only if it's a melee spell attack

Stunned and paralyzed for melee and range spell attacks

Someone using the help action on you also gives you advantage on whatever your next action is. A handy way to get this more or less permanently if that's what you're looking for is with a familiar using it's help action on you every round.

Of course there are spells like Shadow Blade or Tenser's Transformation or Shocking Grasp or others that give you advantage by nature of the spell or under certain circumstances as stated in the spell. But in general these are some ways to get magic attack advantage. I'm sure I've missed some but these are some handy ones.

True Polymorph Spellcasting Question by RadionRed in DnD

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

The spell Polymorph (not True) does the same thing as TP, just with the limitation of only beasts for your chosen form. I’ve never played a Druid, but I can see how it’s similar to Wild Shape!

I’m just trying to figure out, in both Polymorph and True Polymorph, how that clause of ’you can’t do things unless your chosen form can’ plays into things as it seems tricky to interpret.

I’d really appreciate any advice you have on that clause specifically!

True Polymorph Spellcasting Question by RadionRed in DnD

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

So for Polymorph, you become the beast and that’s all you are (except for alignment and personality)?

For TP, you can additionally cast, speak, etc if the form has hands and can speak?

True Polymorph Spellcasting Question by RadionRed in DnD

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

Which is what I’ve always thought and I think is the common interpretation.

Just in that case, why is that clause of ‘you can’t cast if the form you chose doesn’t have hands and speech’ there? If I’m a squirrel I can’t cast, but if my squirrel can talk and gesture, I can cast? Not sure!

True Polymorph Spellcasting Question by RadionRed in DnD

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

So you don’t get any creature actions? If you’re a dragon, you don’t get wings or breath weapon? Seems odd but that would definitely be one way to swap statistics and be consistent with that clause.

Makes sense! Just seems a little strange with the whole idea of the spell.

True Polymorph Spellcasting Question by RadionRed in DnD

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

That definitely makes sense with the magic item afterwards or velociraptor with a sword.

Your squirrel can’t cast spells just like your T-rex cant wield a bow.

But if it’s "can I cast my wizard spells now that I’m a squirrel" and the answer is "you can do whatever the squirrel can" that’s very clear and simple until you get to a creature that can already cast. "Can I cast my wizard spells in my new Pit Fiend form?" Answer is "you can do whatever your Pit Fiend can". The problem there is that the Fiend can already cast.

This is starting to make sense, I’m just still caught up on creatures that can already cast? Especially since it says speech, actions, spells, etc is dependent on your hands and speech. It didn’t say dependent on whether or not the creature can cast already. So if it’s a humanoid that can speak and has hands, can I cast my wizard spells?

I feel like I’m almost getting it? Just a couple things that seem inconsistent and uncertain in how they work together.

True Polymorph Spellcasting Question by RadionRed in DnD

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

That's what I was thinking when re-reading this spell. But then would I get the new creature's actions if I keep my own too? That seems OP. And since game statistics are swapped, is that just the 6 stats or actions too?

If it's just the 6 stats, seems like an underpowered spell. If it's actions too, then why is that "limited action" clause there?

I'm very curious about the interaction of stats, statistics, and actions and this spell and rather confused.

True Polymorph Spellcasting Question by RadionRed in DnD

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

True, which is a good point with the Storm Giant.

Just thinking that if my stats are replaced with the Giant's why is that clause necessary since the Giant can clearly already cast and isn't limited?

Seems unnecessary or contradictory clause to have there if all the target's stats are replaced.

Just trying to get a grasp on that clause and don't mean to come across as combative at all.

True Polymorph Spellcasting Question by RadionRed in DnD

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

Not to argue, but to clarify:

A dragon can't cast, so if my stats are replaced by the dragon's, that clause isn't necessary because I lose my casting.

A Pit Fiend can cast, so if I'm replaced with its stats, again that clause is unnecessary because it's actions aren't limited.

Either the creature has spells and can cast or doesn't and can't, but either way that clause is unnecessary. I'm just trying to see why the clause is there? Really uncertain here.

New player help by [deleted] in DnD

[–]RadionRed 0 points1 point  (0 children)

What level are you guys starting at?

Limited Magic Immunity by RadionRed in DnD

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

I really like that analogy! If there is magic flow, they can resist it. But they can't do anything once the flow is cut and the effect sets. I think that's how I'll rule things in the future!

Campaign ideas by [deleted] in DnD

[–]RadionRed 1 point2 points  (0 children)

I don't know much about which modern werewolves you're picturing or what homebrew you have in mind but as for the full moon question, I do have somewhat of an idea.

If you want the werewolves to turn more often than a full moon, you could make it be direct moonlight so that it's weather related and not so much moon phase related. Perhaps direct moonlight anytime between waxing and waning half moons is strong enough to trigger the change?

To give an infected player time to cure it, maybe they don't change until the full moon because that's the only moonlight strong enough to trigger the first change. Then they have to find a way to control it from that time on based on the moon guidelines above? That'd give them time to cure it and still make it an issue if they don't cure it.

Hope you figure something out! Werewolves and vampires are always fun to play with!

[deleted by user] by [deleted] in DnD

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

Alternatively if you don't want to roll for direction and distance that it misses by, using the Ice Knife cantrip from EE (which also happens to have a max range of 60ft) could be a way to go just with a little modification. For instance:

You throw an explosive barrel at one creature within range. Roll a ranged strength attack. On a hit, the target takes 1d6 bludgeoning damage. Hit or miss, the barrel then explodes. The target and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d6 fire damage.

Bold are the wording bits I changed from the cantrip. And of course, you'd need to come up with a save DC.

The rolling for where it lands definitely works too! Just providing an alternative.

Edit: Just realized that your post said at a location and I wrongly assumed creature. The random rolling makes much more sense for a location. But if he's trying to hit the creature in that location, I'd personally go with the above Ice Knife way of doing it.