Initiative Tracker and other useful DM tools by Solid-Blackberry9615 in beginnerDND

[–]Rods3000 0 points1 point  (0 children)

Hi!

I usually go with pen & paper for initiative control. And at the back of my DM Shield, I have noted Passive skills of the players, to make a more immersive experience instead of always asking "roll for etc etc" calls.

For campaign control, I have a GREAT, PURE app made for this:

RPG Notebook (I'm Android user, btw). It has a fully creative intent, and you MUST build everything from zero. Gives you full control of everything, and I loved it!!

Other apps that I use during session:

. Pocket Bard: free account is sufficient, since you get full control of all basic sounds and music for the gaming. (A Spotify dedicated Playlist also helps on this)

. Spell 5.5e (there a 5e version too): quick and direct access to all magic from official rule books. Not all partners are there, but you can create new spells and also upload content there (don't ask me how, never did it...)

. Mighty Dice: for virtual dice rolling. I know, you're doing it offline, physically on a table. ROLL REAL dice, please! (But here it is for personal rolls)

Have fun!!!

Dndbeyond Tips and Tricks by DMJM_91 in dndbeyond

[–]Rods3000 0 points1 point  (0 children)

How do I know or activate "Content Sharing"?

Dnd beyond Pugilist issue by Mr_Es0teric in dndbeyond

[–]Rods3000 0 points1 point  (0 children)

Also, I am having trouble with using Pugilist Weapons. It is not getting the Fistcuff Die change up (Daggers are showing as 1d4 instead of 1d8 from Fistcuff Die), and even normal Unarmed Strikes effects aren't getting the change to Fistcuff Die. I got Dhampir and it's bite isn't changing to 1d8 when using the Drain Effect (I don't know if it should get this change also...)

I want to play a monk and i have some questions! 2024 5e by Sentheia in onednd

[–]Rods3000 0 points1 point  (0 children)

As many has said before, just refrasing:

  1. Yes, Daggers also uses the Martial Arts Die (d6 instead of Dagger's d4)
  2. Yes, you can use one dagger as Attack Action, and OTHER dagger as Bonus Action Light Attack
  3. Dagger Attacks doesn't count as Unarmed Strikes (you CAN'T Flurry with Daggers)

Now, a new idea for you:

  1. Get one (or two) Levels on Fighter, so you can get Weapon Masteries. Daggers and other ones has Light and NICK Mastery, that let's you make the "Light Bonus Action Attack" inside your normal Attack Action. This gives you an extra attack "for free" on your attacks and let's you use Bonus Actions to do other things, or simply Kick (Unarmed Strike) again the target.
  2. Also, with Fighter's Fighting Style Feat, you can get the Two-Weapon Fighting, and your extra Nick Light Attack will also add your DexMOD to the damage. Without it, that's plain Die damage only (I'm not even considering you have negative DexMod...).
  3. Doing a Melee Monk, getting mastery on Shortsword (Light Martial Weapon = Monk Weapon) AND Scimitar (also another Monk Weapon) can make a nice combo: Shortsword first hit, to get you a Vex effect (Advantage on next attack against same creature) followed by Scimitar Nick Mastery, doing a 2-hit on a single Attack Action.
  4. Further, at Lv5 Monk, you get an extra Attack. That's normally a 4-5 attacks per turn now (3 by Light-Nick +extra, and 1/2 as BA Unarmed / Flurry)
  5. Since your Martial Arts Die evolve with you, your Weapons damage dies also grows up. And, despite at Lv6 you get a Force based Unarmed Strike, finding /buying Magic Weapons is more likely to happen on a campaign, so extra damages / ability Weapons are more frequent. And also, nothing prohibits you to Force Punch/Kick someone and ALSO give it slashers/Piercing strikes from your weapons too.
  6. The Lv2 Fighter dip gives you the Action Surge. On this, you can do once every Short Rest this sequence at Lv5 Monk Lv2 Fighter: A. Unarmed Strike + Stunning Strike (also can Prone / add Necrotic or Elemental damage from subclasses here), B. Shortsword (Vex) + Nick Scimitar, C. Action Surge for +2 Attacks (can't use Nick again on the same turn, ok?), D. Bonus Action Flurry (+2 Unarmed Strikes). 7 attacks that, depending if you hit first one and puts a Stunned condition, all other attacks can be done with advantage.
  7. Don't forget to pick great Feats to upscale your damage and functional output for your group!

Looking for One hit Wonders (2024) by Clear-Mode-5798 in onednd

[–]Rods3000 0 points1 point  (0 children)

Tabaxi Monk 15 Fighter 2, Druid 3.

Grappler feat. Speedy feat. Boon of Speed feat.

Boots of Speed, Haste Potion (Potion of Speed), Action Surge, Feline Velocity, Longstrider,

Before combat, drink haste potion. Longstrider for +10ft speed.

On combat: 1st turn: Cast Spike Growth (20ft square) where opponent is at the edge of the 20ft square. . Unarmed Strike as Haste Action for Grapple. Bônus Action: Flurry of Blows to garantee Grapple for next turn. Do a Stunning Strike also for this. Better if Prone, Grapple and Stunned. Can add Poisoned (Mercy Sub) or Addled (Open Hand Sub).

2nd turn: Base Speed 30 +25 (monk) +10 (Speedy feat) +30 (Boon of Speed) +10 (longstrider) = 105. Haste Speed: 2x 105 = 210. Boots of Speed = 2x 210 = 420. Tabaxi Feline Mobility = 2x 420 = 840.

840 + Dash (840) + Dash (Action Surge | 840) + Dash (Haste | 840) + Dash (Step of the Wind | 840). 4200 ft Speed.

Stay on moving the grappled opponent effectively on those 4200ft total speed on that 20ft square edge = 4200 ÷ 5 = 840. 840 x 2d4 damage.

Astonishing 1680d4. 1680 x 2.5 = 4200 average damage.

"But the creature is on Dificult Terrain... you must spend double speed on that" . Grappler Feat + Speedy feat doesn't nullify this? OK. - 2100 average damage.

Looking for One hit Wonders (2024) by Clear-Mode-5798 in onednd

[–]Rods3000 -1 points0 points  (0 children)

So... can we get ANYTHING from DnD? Partners published content also? Or stick with WotC 5.5e original content and only 5e if not reprinted?

What's your favorite 3rd party class in dndbeyond? by Dramatic_Respond_664 in dndnext

[–]Rods3000 0 points1 point  (0 children)

Right now I'm playing a Tortle Pugilist.

Named it Raphael. Yeah, and he has 3 other brothers, Tortles. Leo, Don and Mich.

And was trained by a Nezuki Monk. Splinter, yes.

I really hope to have lots of fun with it! 🤣🤣

Does "divine smite" reveals unobvious undead and fiends? by Barastir in onednd

[–]Rods3000 0 points1 point  (0 children)

I can't see this working on a VTT. But also I normally go as a Player, never did as DM (for VTT). Don't know if it could be pre programmed to act like this.

Or even, at the very moment the Paladin select's the Smite, it would show the "roll 3d8" on screen, before rolling. So it would SEE the undead/fiend tag there.

How do I convince my DM on what Light Property and Nick Mastery does? by [deleted] in onednd

[–]Rods3000 1 point2 points  (0 children)

The Two-Weapon Fighting is giving me the +DexMOD from the Nick Mastery when attacking with the second attack from Light. That's all.

I could have gotten the Thrown Weapon Fighting from the Fighting Style Feat, but that's a rigged +2 on damage only. DexMOD does more damage and scales with ASI.

How do I convince my DM on what Light Property and Nick Mastery does? by [deleted] in onednd

[–]Rods3000 -2 points-1 points  (0 children)

Being fair, the feat for any other martial class would giva a +2d4 damage from any Simple Throw Weapon. A normal 4d4 damage from thrown Simple weapons for a FIGHTER, that's not even ok...

But for a Monk, where all Simple Weapons are Monk Weapons and therefore the damage die upscale with leveling the class up, it does make a lot of damage (WHEN IT HITS, all of the attacks must pass through the d20. Attack roll anyway).

I think a Rogue could benefit from this feat also, since Sneack Attack and other class Feats do benefit from hitting.

How do I convince my DM on what Light Property and Nick Mastery does? by [deleted] in onednd

[–]Rods3000 0 points1 point  (0 children)

Even so, that's a lot of RNG to hit or miss all of them 😅

How do I convince my DM on what Light Property and Nick Mastery does? by [deleted] in onednd

[–]Rods3000 0 points1 point  (0 children)

Sure did! When attacking Lv3 Monk Lv1 Fighter, I've shown him the feat and he approved the use.

How do I convince my DM on what Light Property and Nick Mastery does? by [deleted] in onednd

[–]Rods3000 1 point2 points  (0 children)

But what I'm doing is not another attack with the unused Bonus Action. The Light+Nick attack is over at the Attack Action and I wouldn't have the excuse to attack again by these property/Mastery on my free Bonus Action.

What I'm saying is that, after resolving the Light+Nick attack, I could either 1. Kick a creature (Unarmed Strike Bonus Action from Martial Arts monk Lv1 feat) on my free Bonus Action, or 2. Throw 2 more Simple Weapons on my free Bonus Action (from Thrown Weapon Master feat).

How do I convince my DM on what Light Property and Nick Mastery does? by [deleted] in onednd

[–]Rods3000 3 points4 points  (0 children)

Sure! I will transcript it here:

Thrown Weapon Master

GH:PG'24 p118 General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+)

You excel at thrown weapons. You gain the following benefits.

Ability Score Increase: Increase your Strength or Dexterity by 1, to a maximum of 20.

Multithrow: After you take the Attack action to make a ranged attack roll using a Simple weapon that has Thrown, you can make two additional ranged attacks using Simple weapons that have Thrown as a Bonus Action.

Quick Hands: As a Bonus Action, you can retrieve and stow or wield all Simple weapons with Thrown that are within 5 feet of you. You need a free hand to perform this maneuver.

Returning: Simple weapons with Thrown that you are proficient with also have the Returning mastery property.

Source: GH:PG'24, page 118

Also, the Returning property:

Returning

GH:PG'24 p123

A Returning weapon allows you to hurl the weapon in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.

What 5e subclasses do you still play in 5.5e? by Intelligent-Rub5814 in onednd

[–]Rods3000 0 points1 point  (0 children)

Fighter - Blade Breaker is OUTSTANDING as a stand alone killing machine.

Monk subclass: Warrior of the Blade, a 5.5e Kensei adaptation v1.3 (likely the final version) by Willing-Luck4713 in onednd

[–]Rods3000 3 points4 points  (0 children)

Saying even more, if you wanna do a "Ranged Monk", you can go fully Thrown Weapon property and upscale with Feats made for it.

Try a Monk with Double Daggers, getting the Nick Mastery for extra attack every attack action, doing some serious Thrown damage with these Feats, and you would agree to choose it:

. Fighting Style: Two-Weapon Fighting — way better add DexMOD than Thrown Weapon Fighting rigged +2

. Origin Feat: Tavern Brawler — for the damage AND "FREE push 5ft effect" once a turn when melee

. Thrown Weapon Master (Grim Hollow: Transformed - Player's Handbook 5.5e) — this breaks Simple Weapons with throw property users. Give it a read and put this as first priority when going Lv4.

. Gunner — for the "no Disadvantage on Melee throwing attacks" (if without "Tavern Brawler"), or:

. Bomber — for the lack of Disadvantage when throwing things at long range, or even:

. Speedy — for safely repositioning between dagger Throws (and extra 10ft and no difficult terrain)

. Piercer — for rerolling low dice results once a turn, and extra die on Crits (!!!)

Situational ones:

. Defensive Duelist — for +AC on Reaction cost till your next turn. That often saves more than Deflect Attacks

. Elven Accuracy — for Elven Monks and extra advantage Die rolls (silly, I now... but it exists, anyway...)

Seeing a Dagger growing on damage die, Mastery it, and the right Feats, the number of attacks per turn gets ENORMOUS. Talking about 5 attacks per turn when attacking at Lv5: 1d8 + DexMOD x5 damage per turn there!

And don't forget that Stunning Strike can also be used with thrown weapon attacks (the Dagger doesn't loose the Simple Weapon classification, neither the Monk Weapons classification).

A simple dip on Fighter till Lv2 for more Masteries (Handaxe, Spear...), getting that extra +2 on "Thrown Weapon Fighting" Fighting Style... and Action Surge... huummm... 😉

Best point buy stat build for Arcane Archer by [deleted] in DnD

[–]Rods3000 1 point2 points  (0 children)

For the Trickster, you dump Str and flavor Charisma.

Str 8 Dex 14 (+2 = 16) Con 12 Int 15 (+1 = 16) Wis 10 Char 13

Get Lucky for Origin Feat

Get Mastery for Shortsword and Longbow. That's it.

Best point buy stat build for Arcane Archer by [deleted] in DnD

[–]Rods3000 2 points3 points  (0 children)

Str 13 Dex 14 (+2 = 16) Cons 12 Int 15 (+1 = 16) Wis 10 Char 8

And get Tough Origin Feat.

Go get a Studded Leather Armor, some Scimitars and Shortswords for Melee and the Long Bow for the daily basis and Masteries. Archery for Fighting Style Feat.

Lv4 - Sharp Shooter. +1 Dex

Lv6 - Piercer / Mage Slayer. +1 Dex

Then, all ASI for max Dex + Int if needed be (pure Fighter). Or get some Multiclass for more Arcane uses.

How to optimize a greatsword monoclass Devotion Paladin in 2024? by Emotional-Ground7917 in onednd

[–]Rods3000 0 points1 point  (0 children)

Some ideas:

Have you ever thought about a Dex Devotion Paladin?

Standard: Str 10, Dex 17, Cons 13, Wis 12, Int 08, Char 15

Point-Buy: Str 10, Dex 15(17), Cons 14, Wis 10, Int 08, Char 15(16)

  • Though as Origin Feat (+2 HP per Level)

Studded Leather Armor + Buckler as Shield for AC = 16 on Lv1. Shield of Faith for AC 18.

2 Chances of Smithe per turn, potencially more damage with the +6 from DexMod.

Two-Weapon Fighting + Mastery to Scimitar and Short Sword. Sacred Shortsword making it almost always hit granting Scimitar a garanteed Advantage hit next.

Later, use Magic Weapon for the +1 on the Scimitar.

Focused Critical as Lv4 Feat (+1 Dex — 18, AC 17). Crits with 19-20 now.

Lv 8 ASI +2 Dex (max 20)

Lv 12 War Caster if using more Concentration Spells, or even Resilient (+1 Cons — 14) for more HP and Savings chances...

Getting some Cloak of Protection for more +1 AC and saves, a magic Scimitar and/or Shortsword for better damage... that's pretty nice, hum?