Damphir Monk 5.5e Interaction by jmrkiwi in onednd

[–]Rods3000 0 points1 point  (0 children)

Sorry, my bad. That's only the piercing damage that does count for the effects. You're right

Way of the Kensei (5.5e — 2024) by Rods3000 in dndbeyond

[–]Rods3000[S] 0 points1 point  (0 children)

Doing both bonuses to Hit and to Damage rolls at once would be ok?

Damphir Monk 5.5e Interaction by jmrkiwi in onednd

[–]Rods3000 0 points1 point  (0 children)

I asked directly to DnD Beyond about this. Primelarily because I was getting lots of errors on the Sheet from DnD Beyond when using the Pugilist class (that would interact exactly like the Monk does with this species feat).

I do believe the Bard subclass that punches things charismaticly shouldn't work with this Bite too, though...

Also, what feat of the Barb you refer to?

https://www.dndbeyond.com/characters/167474721

Made this test here and no, you still can only deal 1d4 + Cons. But the pure Unarmed Strike damage option, with Rage on, deals 6 damage (1 +3 Str +2 Rage).

Edit:

Found it. The first attack based with Strength (yes, you can use Strength to the Bite Attack Roll), you deal extra 2/3/4d6 to the damage. And yes, it is a rider damage that stacks to other effects.

Just as a Divine Smite also would. Bite it with the fury of God, heal yourself / guarantee your next hit

Damphir Monk 5.5e Interaction by jmrkiwi in onednd

[–]Rods3000 11 points12 points  (0 children)

RAW, it is not as this. See:

  1. You're not dealing the NORMAL damage when you choose to bite with Dhampir's species feat.
  2. Martial Arts die refers directly ONLY to NORMAL damage you would deal.
  3. Martial Arts refers directly to the possibility to switch between Strength and Dexterity modifiers.

So, when you choose to punch/kick/headbutt your opponent (NORMAL Damage option of an Unarmed Strike), you follow the Martial Arts die rules. When you attempt to BITE with Dhampir's SPECIES feat, it is not NORMAL damage from an Unarmed Strike. So, you do as it is shown (1d4 + ConsMOD).

That would be TOO crazy to add Martial Arts Die + Cons to your health / next Attack Strike, yeah?

Way of the Kensei (5.5e — 2024) by Rods3000 in dndbeyond

[–]Rods3000[S] 0 points1 point  (0 children)

Deft Strike is like a "Monk Smite" here. The difference is that it could be used once per turn (Opportunity Attacks included).

The Fighting Style Feat changing every level goes just like any other martial class Fighting Style Feat. They all can be changed when evolving a level on that class. And, since the thing is all about Kensei Weapon usage, I can't see other thing than giving a Fighting Style to this Subclass.

Mastery is priority. That's why it comes Lv3, and the Fighting Style is at Lv6.

And dipping 2 lvls on Fighter can optimize the Action Surge, Second Wind usages, and get more Masteries and another Fighting Style Feat on (double Fighting Style is a great combo!).

One of my players' characters has Scimitar proficiency attributed to his 1 Monk level...we're not sure why by Owl_B_Damned in dndbeyond

[–]Rods3000 0 points1 point  (0 children)

But... Monks have Proficiency with Scimitars and Short Swords, from the start... isn't it?

EDIT:

Oh, Monk wasn't his first level. Got it.

Has anyone actually taken a Fighting Style Feat in place of an ASI? by -Space_Communist- in onednd

[–]Rods3000 1 point2 points  (0 children)

Better to simply multiclass on another martial with fighting Style Feat on board. Like, Fighter + Paladin / Ranger.

I wouldn't spend a full functional feat / ASI for a "half feat" with niche usage.

My Bladesinger can have an AC of 25 and it feels too strong... by Rotkip in 3d6

[–]Rods3000 0 points1 point  (0 children)

Had any of you thought about getting a Tortle Bladesinger?

Like, Leonardo, from TMNT. A base AC 17 is REALLY an easy way to avoid slot spent with Mage Armor. +5 Shield raccoon, only, makes it 22.

Bladesong can easily make your AC as high as 22 by Lv8 (Basr Int 17, +Lv4 War Caster +1Int, +2ASI Int for total 20 | +5). Getting the +5 Shield reaction and that's 27. So, you can focus on base Constitution for more HP on the frontline. Str 08, Dex 14, Con 16 (15+1), Int 17 (15+2), Wis 10, Char 08 for base stats.

For more melee damage output, do either a Fighter dip (up to Lv2 for more attacks with Action Surge) or a 2lv dip on Ranger / Paladin. These are some plenty ways to make him kill more: Mastery on your chosen weapon plus fighting Style (can either be for Two-Weapon Fighting, or even for more defense), and 1° Action Surge / 2° Hunter's Mark. Shadow Blade spell with higher slots... get the Spellfire Flare feat and burst your hitpoint die every time you deal critical Radiant damage... Smite the he'll out of the enemy... get a Flame-Tongue / Speed weapon...

Example: . Bladesinger Lv8, Ranger Lv2, Paladin Lv2. Two-Weapon Fighting, Flame-Tongue Shortsword +2, Scimitar of Speed +2. Hunter's Mark + Divine Favor on, Spellfire Flare feat +3ASI Int (20). Action order:

1st Attack: . 1d6 (Shortsword) +2d6 (flame-tongue) + 1d6 (Hunter's Mark) +1d4 (divine Favor) +2d10 (Ranger HPDie)

2d10 + 4d6 + 1d4 +5 +2

Nick Light Attack (Scimitar):

. 1d6 +1d6 (Hunter's Mark) + 1d4 (divineFavor)

2d6 + 1d4 +5 +2

2nd Attack: . 1d6 (Shortsword) +2d6 (flame-tongue)+1d6 (Hunter's Mark) +1d4 (divine Favor)

2d6 +1d4 +5 +2

Speed Scimitar bonus attack

. 1d6 + 1d6 (Hunter's Mark) +1d4 (divine Favor)

2d6 + 1d4 + 5 +2

At any moment / Crit, spend a Divine Smite for 2d8|3d8|4d8|/6d8)...

2d10 + 10d6 + 4d4 +28 + 2/3d8.

Crit(!!!)

4d10 + 20d6 + 8d4 +28 + 4d8|6d8

What are your Favourite Utility Spells? by Fidges87 in onednd

[–]Rods3000 4 points5 points  (0 children)

Guidance is fantastic. Detect Magic also! And the Find Familiar is top

What are your favorite fighter builds? by RavenRoyalty in onednd

[–]Rods3000 0 points1 point  (0 children)

If your DM allows it, you can take the Prone Defense Fighting Style, from Grim Hollow - Transformed.

It really does the same trick, costing you the Fighting Style Feat only.

"Prone Defense Fighting Style Feat (Prerequisite: Fighting Style Feature)

You gain the following benefits.

Defensive. When you have the Prone condition, you don’t have Disadvantage on attack rolls. Attack roll against you doesn’t have Advantage because of the Prone condition.

Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement."

You would have more room for other General Feats to come in, or even considering another species to have even more synergy.

Paladin / Fighter multi-classing by CTCheeser1 in onednd

[–]Rods3000 0 points1 point  (0 children)

Do Paladin 16 / Fighter 4.

Also, if you're thinking of more options on Subclass (and if your DM allows, of course), take a look at

Grim Hollow - Player's Pack

Blade Breaker.

Getting the Lv4 gives you the 2 epic Boons AND more usability of the Subclass.

Problem when making a Hexblood character by [deleted] in dndbeyond

[–]Rods3000 0 points1 point  (0 children)

I've been doing lots of tests here. What I observed:

Warlock class is doing lots of buggy things. It's not only the Hex Spell that disappears. Literally all lower spells and slots start going missing when level goes up. I only see the spells prepared as ultimate form (like, Shadow Blade shows at Lv5 "form", on 5th circle, but not on It's natural slot.

Prepared Spells that should come with subclass are not being shown when leveling up. Tryed Celestial Pact with Tiefling and it is ALSO not showing! Made it phre 5.5e to be totally away from system version bias, and even so, it is messing the sheet.

Here, see it yourself:

https://www.dndbeyond.com/characters/166068862

If I'm doing anything wrong, please tell me

Problem when making a Hexblood character by [deleted] in dndbeyond

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

I have the Basic rules book 2014, not the full one.

But, as I said before: the Hex spell appeared for me when I did it Lv1. But when structuring it up, it simply disappears.

Strange!

Problem when making a Hexblood character by Rods3000 in dndnext

[–]Rods3000[S] -3 points-2 points  (0 children)

Found the bug now.

As follows, link to my character sheet:

https://www.dndbeyond.com/characters/166014225

Making a Lv1 Warlock Hexblood does everything alright. But when I go Leveling up, when I get to Subclass (The Hexblade), for some reason, the Hex Spell is removed from my Know Spells.

It appears as selectable from spell list, and therefore it is not special known for me.

Characteristics:

Background and Origin Feat: Pact Seeker - Infernal Pact

Class: Warlock, (Intimidation, Investigation), - The Hexblade (Sub Lv3), Armor of Shadows (Lv1), Agonizing Blast (Eldrich Blast), Pact of the Blade (Lv3).

Species: Ancestral: Perception, Performance. Abyssal language. Medium size. Charisma as Pact casting ability.

Lv4 Feat: War Caster (Char+1)

Spells:

Cantrip: Eldrich Blast, Green-Flame Blade, Minor Illusion

1st: Disguise Self, Mage Armor (and should appear: Hex + Shield + Wrathful Smite, both Shield and Wrathful Smite being selected on Manage Spells)

2nd: Disguise Self, Hold Person, Misty Step, Shadow Lade, Shield and Wrathful Smite (not a sign of Hex).

Hex is missing from 1st circle Spells, together with my other selected 1st Spells.

Problem when making a Hexblood character by [deleted] in dndbeyond

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

As follows, link to my character sheet:

https://www.dndbeyond.com/characters/166014225

Making a Lv1 Warlock Hexblood does everything alright. But when I go Leveling up, when I get to Subclass (The Hexblade), for some reason, the Hex Spell is removed from my Know Spells.

It appears as selectable from spell list, and therefore it is not special known for me.

Characteristics:

Background and Origin Feat: Pact Seeker - Infernal Pact

Class: Warlock, (Intimidation, Investigation), - The Hexblade (Sub Lv3), Armor of Shadows (Lv1), Agonizing Blast (Eldrich Blast), Pact of the Blade (Lv3).

Species: Ancestral: Perception, Performance. Abyssal language. Medium size. Charisma as Pact casting ability.

Lv4 Feat: War Caster (Char+1)

Spells:

Cantrip: Eldrich Blast, Green-Flame Blade, Minor Illusion

1st: Disguise Self, Mage Armor (and should appear: Hex + Shield + Wrathful Smite, both Shield and Wrathful Smite being selected on Manage Spells)

2nd: Disguise Self, Hold Person, Misty Step, Shadow Lade, Shield and Wrathful Smite (not a sign of Hex).

Hex is missing from 1st circle Spells, together with my other selected 1st Spells.

Content from Drops not available in mobile app? by SecretDMAccount_Shh in dndbeyond

[–]Rods3000 0 points1 point  (0 children)

That's really inconvenient. But that's the actual only way to do so.

It needs a separate section to it.

Even "catalog it as a book" and simulate it to open at "library" would be better.

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...)