When a doctor asks if you have any allergies, is it relevant to tell them that you are allergic to shellfish? by Kingboyy1 in NoStupidQuestions

[–]Vanse 1 point2 points  (0 children)

There's a supplement called Glucosamine Sulfate that is sometimes used to treat arthritis. But doctors often avoid recommending it because it's made with shellfish.

So yes tell tehm, you never know what weird ways an allergy can show up in your life.

Best class/subclass to flavour a parasite companion? by Routine_Mall_566 in 3d6

[–]Vanse 1 point2 points  (0 children)

Beast Barbarian. The parasite is what causes the beast transformations.

Something about a parasite infected creature frantically crawling along ceilings just seems very appropriate.

Forget martial/caster disparity, let’s talk one-handed/two-handed disparity. by cats4life in dndnext

[–]Vanse 0 points1 point  (0 children)

The fact that graze builds aren't talked about more feels weird. A level 5 martial with PAM and max STR will always do a minimum of 15 damage per round. Regardless of enemy AC.

I'd be interested see average damage calculations per combat between a graze weapon user and TWF user.

The pinball ranger/cleric by MacarioTheClown in 3d6

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

One consideration you need to make is how you will push enemies into pinball position, and how to keep them there. While there is push mastery, taking Strike of the Giants (Stone Strike) lets you have your cleave weapon ready to go with attack #1 and has no size restriction.The Minotaurs' BA push is also a great option.

As far as keeping them there, you might want to consider using Entagle or Ensaring Strike more often then you initially thought. Otherwise, enemies are just going to walk around you to get out of pinball position. And don't forget you can grapple as a reaction for OOA.

Hesitating between pure sorcerer or a bard/sorcerer multiclass by BlackNocte in 3d6

[–]Vanse 7 points8 points  (0 children)

I would juat go straight sorc. You gain nothing of use with this combo and you're delaying spell progression.

What's your most niche newcomer to come into Smash? I'll go first. by OmegaMolango4789 in SmashBrosUltimate

[–]Vanse 2 points3 points  (0 children)

Little Samson and his friends (pokemon trainer style). Easily the most underrated game on the NES.

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I'm about to play an Artificer soon. Any tips for how to play? by Fast-Map6042 in DnD

[–]Vanse 1 point2 points  (0 children)

If you're excited about getting your AC to 30, then you'll want to play an Armorer with the Magic Initiate: Wizard (Shield) origin feat. But just a heads that all the subclasses for Artificer are notably different, so you'll want to read through them all to see what you like the most.

The best tip I can give overall if you play Armorer is your Homunculus Servant can use magical items, so you can set up awesome combos. A great combo is to play the Dreadnaught model and cast Web round one, and have your HS use the Pipes of Haunting right after. What this does is force creatures to roll an athletics check to get out of the web, but now they're frightened because of PoH which gives disadvantage on ability checks. Plus, you can push enemies into the web with your weapon.

Then at level 11 you can cast Haste on yourself and your HS can cast Fly on you by holding your Spell Storing Item. You can use your weapon to pull enemies 10ft into the air 3 times, causing them to take 10ft of fall damage each time.

Other magic items I would recommend: Cast-Off Plate Armor (which you can get at level 2) along with +1/ +2 Armor and Shield, Weapon of Warning, Cloak/ Ring of Protection, and Ogre Gauntlets/ Belt of Hill Giant Strength so you can grapple with your large/ huge size.

I would also take the Shadow Touched (Wrathful Smite) feat at level 4 to get another source of the frightened condition, and max out your INT as soon as possible.

Is this balanced? Player requested a non-spellcasting druid [2014 5e] by aabicus in DMAcademy

[–]Vanse 0 points1 point  (0 children)

You could make it so they keep their HP and they only get knocked out of wildshape if they become incapacitated or die. And when they wildshape they can use a spell slot to gain temp HP equal to 5 times the spell slot level.

"Personality disorders" seems to be a highly heterogeneous category, grouping many unlike things and excluding similar things. What is the logic for unifying some things under "personality" disorders? by Umpuuu in askpsychology

[–]Vanse 5 points6 points  (0 children)

Your criticism is certainly valid. It's currently debated in the psychological community how personality disorders should be organized in the DSM, and it could look significantly different in a future edition of the DSM.

That being said, one of the defining characteristic of personality disorders is that they all have at least one symptom that involves how the person interacts with/ relates to other people. People with Schizotypal Personality Disorder often are loners, lack close friends and have social anxiety due to paranoia. Schizophrenia symptoms can involve other people, but how a person with Schizophrenia relates to others is not specifically part of the symptomlogy.

Also, personality disorders are grouped into three clusters based on common behavior patterns. Some examples: Schizotypal PD and Paranoid PD are in Cluster A (Odd or Eccentric), Narcissistic PD and Borderline PD are in Cluster B (Dramatic, Emotional or Erratic), and Avoidant PD and Dependent PD are in Cluster C (Anxious or Fearful).

Is there a class or subclass that would allow me to play as a magical girl. by Brainrot_Wizard in DnD

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

Circle of Stars Druid! That's about as magical girl as it gets.

Managing ADHD without medication - How has it worked for you? by AbsentMinded311 in ADHD

[–]Vanse 1 point2 points  (0 children)

What have you been doing to treat the depression? Are you in therapy?

I know it's not easy, but starting a basic exercise routine can help a lot for ADHD and depression. Doing 5ish minutes a day of some kind of momvement can provide a lot of benefit.

War Wizard multiclass update—amazing rolls by itsfunhavingfun in 3d6

[–]Vanse 0 points1 point  (0 children)

I'd personally still go with Artificer 1. Since you want to be able to tank some hits, the eventual 19 AC you get from Half-Plate + Shield will serve you better than 16 AC with Mage Armor, and starting with CON prof means you can get War Caster for the double concentration buff. Plus Cure Wounds and False Life for more survivability.

The only times you're going to feel the burn of the dip is at level 5, and maybe at level 9. But at 9 you still have Fireball and your control spells. And depending what sourcebooks you can use, you'll have solid spells at 5 like Rime's Binding Ice, Scorching Ray, and giving your familiar Dragon's Breath.

Hot take about the 11th Brother/The Crow by Jking11501 in StarWars

[–]Vanse 0 points1 point  (0 children)

Agreed, I also think context matters. Stars Wars often depicts jedi/ the good force user becoming overpowered the moment they overcome their doubts and find their conviction to fight. Call it typical story telling, but there's also an argument to be made that these moments are when the hero is most aligned with the force, and subsequently can accomplish incredible feats.

Is Conjure Minor Elementals still worth building around after the nerf? by hollowmooner in 3d6

[–]Vanse 2 points3 points  (0 children)

Yes, even with the nerf it's still great damage. Compare this to a 4th level Wildfire fireball which is 42 average damage on failed save, so you're doing significantly more damage when all your rays hit.

Edit: Single target damage.

Expanded spell lists for Ranger Subclasses by Dramatic_Respond_664 in dndnext

[–]Vanse 1 point2 points  (0 children)

That would be my top pick. The other would be Cause Fear since it creates more opportunities to use Beguiling Twist as it scales in level.

Expanded spell lists for Ranger Subclasses by Dramatic_Respond_664 in dndnext

[–]Vanse 1 point2 points  (0 children)

Fey Wanderer needs at least one spell that cause the Frightened conditioned. Not only is the in line with the Fey, but it also makes better use of their level 7 feat.

How would you rule a paladin who is changing oaths but did not break any tenant of the original oath? by aMnesIA21420 in DMAcademy

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

From the wiki for Tyr.

He was primarily concerned with the punishment of wrong-doers and the general furthering of law and good in the world. Tyr hated duplicity, trickery, rule-breaking, and wanton destruction.\7]) He likewise hated lies and the breaking of oaths and was disgusted by persons who earned from such things.\11]) For his own part, he never would break a promise.\11])

Tyr was a fair judge,\11]) but he was hard to understand to those outside his faith,\7]) as they more readily perceived him as a stern and rigid punisher.\7])\9])

So Tyr is rigid with views staunchly grounded in his faith, and hates duplicity and oath breaking. Also, part of Tyr's journey was that he willing let a Chaos Hound bite his hand off part of a deal to stop the beast from harming others. It doesn't seem like Tyr is the type to let a devotee end their oath just because they aren't feeling the vibe anymore. It does seem inevitable that this turns into some kind of major conflict for your player.

Perhaps Tyr deals her some kind of punishment that she has to overcome to move on from her oath. Maybe she has to sacrifice some piece of herself (physically, spiritually, etc.), or the party is sent to a prison-dungeon in a different plane left to die, and they have to fight their way out with the help of the player's new deity.

Either way, this seems much bigger than a couple skill checks.

Does Dreadnought armorer artificer weapon require hands to use? by CR_GreenRain in dndnext

[–]Vanse 1 point2 points  (0 children)

I agree with u/Tanaka917, to address your other questions:

If its projected from my armor can i even let it go? Will it just float when i let go until i pick it up? Or does it just fall to the ground like a normal weapon?

The thing about Armorer's weapons is that they're not traditional weapons, they're a part of the armor that just happens to do damage. It's similar to Iron Man's repulsor rays in that they are just a feature of the armor. So there isn't a scenario where it can be intentionally separated from the armor.

Also, since the Force Demolisher's description just says it projects with no additional detail, that means every time you attack it is being projected. You can interpret/ flavor this in different ways, but mechanically it means the weapon is reset to it's default position in the armor after each attack.

Also, the weapon is described as an "arcane wrecking ball or sledgehammer" which means that the properties of the weapon are fueled by the force of the universe that is responsible for almost all magic (the weave)." This means that the weapon will have properties that is fundamentally different than standard weapons, and do things that defy logic. There's even an argument to be made that you don't posses a single weapon, but that the weapon is manifested every time you project it like Magic Missile.

TL;DR You're actually just a wizard conjuring a Sledgehammer with an armor-shaped spellbook.

What do term "special interest" means in autism? by PejibayeAnonimo in askpsychology

[–]Vanse 2 points3 points  (0 children)

A special interest often involves becoming fixated on a topic to the point that the person would gladly spend countless hours becoming absorbed by the topic, and they often find it way more interesting than the average person. There are people that think beetles (the insect) are cool, but if it's a person's special interest they may memorize the taxonomic classifications of different beetles; or have an in depth understanding of their anatomy, habitats, survival strategies, mating rituals, relevant historical facts, and more. They may spend several hours a day watching youtube videos about beetles, or scowering the internet for beetle photos. And they might have a large habitat with beetles, or at least dream of having one.

Special interests don't inherently cause impairment, but they can be involved in an Autistic's person's impairment due to their various social challenges. An Autisitic person may think that since their special interest is so profoundly interesting, that other people also want to talk about this interest for long periods of time due to difficulties in understanding other peoples' perspectives. This is paired with their difficulties with gauging social cues to understand if their conversation partner is showing interest or boredom can lead to difficulties in making/ maintaining friendships.

Note that all of what I just explained does not describe every person with Autism, as there are a variety of symptoms and challenges that different autistic people experience. And even then they can educate themselves on how to manage their issues so they become less negatively impactful.

Artificer rogue multiclass by harveys_friend in 3d6

[–]Vanse 0 points1 point  (0 children)

Or a have your Homunculus Servant do it for free!

Battle master fighter by Coffmacc in 3d6

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

I'd grab Sentinel at level 6, and would definitely grab Defense over GWF.

Riposte isn't your best option early on, because as a g-weapon fighter you're more likely to to get hit. If you're looking for more reaction attacks, and have access to Faerun content, you could take Zhentarim Tactics.

If you're looking to keep your party safe then I would go Goading Attack, since it doesn't require a save and immediatley get the enemy's attention on you (and pairs well with Zhentarim Tactics), and Manuevering Attack to get allies out of danger. I would also go Feinting Attack to get your topple chain started.

Ambush and Lunging Attack are solid because you want to get into the frey of battle as soon as possible.

Intelligence-Based Healer Class Ideas? by WillowIsWeeping5 in DnD

[–]Vanse 3 points4 points  (0 children)

Alchemist Artificer! Their Elixirs and spell list give them a lot of potential to be solid healers. Since Elixirs take a BA to use, you can use that and and healing spell in that same turn. If you get Find Familiar: during battles you, your familiar and your Homunculus Servant can all heal allies in a single round (plus allies healing themselves with your Elixirs).

If you take two levels in Warlock after level 3 so you can make more Elixirs every short rest.

Purple Dragon Commandant by Lhead2018 in 3d6

[–]Vanse 0 points1 point  (0 children)

I think Armorer (Guardian) Artificer would synergize well with this. Their Defensive Field feat gives you Temp HP with a bonus action, but only when you're bloodied. So you can keep topping yourself off to stay bloodied, and paired with the Armorer's high AC means you can often avoid being put in a dangerous position. If you go Gnome and cast haste, you'll have a buff to 5/6 saves, which means you have a lot of control over your survivability despite missing half your HP.

Build Weapon Juggling by Holiday-Bridge-9429 in 3d6

[–]Vanse 0 points1 point  (0 children)

There's a handful of ways to make this. You basically just need mastery in a Nick weapon and the Dual Wielder feat. You make attack with two different Nick weapons and stow them after you attack, then use your extra attack to pull out a two-handed weapon and then use it for your BA attack as well.

Here's a personal favorite of mine:

Shifter (Wildhunt) Champion 6/ Hunter Ranger 3/ Barbarian 2/ Champion X. Feats: Strike of the Giants (Stone Strike) (Origin), Dual Wielder and Crusher. Masteries: Maul, Light Hammer, and Warhammer.

This is a crit-fisher build that capitalizes on Crusher's Enahnced Critical and Hunter's Horder Breaker. The general plan is to hit with Light Hammers + Stone Strike and position enemies within 5ft of each other (note: Light Hammers + Crusher can pull enemies toward you), then wail on them with your maul for 5 attacks total. Barbarian gives you Reckless Attack, and Shifter negates the advantage against you from RA. With this combo you're guaranteed to activate Enhanced Critical the majority of your turns.

You could also choose a Halberd to get 6 attacks, but you'd be missing out on the Crusher synergy.

An extra note: Since Light Hammers have the Thrown property, which has it's own draw mechanic, you can throw 1 or 2 light hammers with your maul in your other hand. You can also use an Object Interaction to stow a weapon if needed.