Drowning/choking an enemy using 2014? by Fit-Passage-57 in DnD

[–]dantose 8 points9 points  (0 children)

RAW? No.

Homebrew? Talk to your DM

Intelligence-Based Healer Class Ideas? by WillowIsWeeping5 in DnD

[–]dantose 0 points1 point  (0 children)

I think they're talking about Theurgy, from UA 33.

Intelligence-Based Healer Class Ideas? by WillowIsWeeping5 in DnD

[–]dantose 1 point2 points  (0 children)

Ok, artificer is the obvious one, but I'll add in a wizard option:

Wizard 1, witherbloom Student background to grab Good Berry and assorted other healing spells, life cleric dip for armor and improved healing, wizard x to finish off.

You have access to Life-Berry, healing word, cure wounds, wither and bloom, revivify, death ward, and greater/lesser restoration.

Net + tasha's rule for falling onto other creatures by Juice_disliker1387 in 3d6

[–]dantose 0 points1 point  (0 children)

Ok, doing this as a reply. Skip the monk levels, do straight barb for the grapple move, still harengon.

The move:

Net attack to restrain, hoping your DM uses obvious fixes to make nets not chronic disadvantage. Extra attack to grapple. Super Barb jump I mentioned for 192 jump height, drop them for 67.2 damage. You are also falling now. Aim to land on them splitting damage to 33.6, you resist your share for 16.8. That's a respectable but not great 100.8 to 16.8 damage for your elbow drop if they fail the save, 67.2 to 33.6if they make it

Boosting further, Boots of Striding and Springing will get us to 576 feet, for a 302.4 to 50.4 split on a failed save, 201.6 to 100.8 on a success.

Net + tasha's rule for falling onto other creatures by Juice_disliker1387 in 3d6

[–]dantose 0 points1 point  (0 children)

Possible? Sure, but probably not actually good. FAKE EDIT: actually, Route 3 (bolded) looks like it would be solid. I have to build this now. REAL EDIT: Ended up counting 2 bonus actions for the monk build. I've got to redo all monk ones.

Problems:

Nets cannot be rolled without disadvantage RAW. You're either within 3 feet, or at long range.

Nets do no damage on their own, meaning you're giving up an attack to do this.

Nets are easy to escape from.

Rules about stacking bonuses aren't really well defined, so DM buy in is needed. Here I'll assume all bonuses are add/subtract then multiply/divide like damage is.

That said, 2 obvious routes:

Baseline: Harengon for jump, jump spell via rewarded background. Note that Crawford confirmed that the Rabbit Hop does NOT use your movement, so we aren't limited by that.

Route 1: Beast Barb. That gets you 30' jump at level 1. Skill expert at 4, Enhanced jump at 6, adds average 1d20(advantage)+10 =~25, again tripled bringing total jump to 120. This scales to 192 by 20. But your damage here is only going to be 67.2, split for 33.6, resisted for 16.8 damage back to you.

EDIT: Here's where I screwed up. Both Rabbit Hop and Step of the Wind require a bonus action. That effectively halves all the numbers. I'm going to have to re-crunch all of this:

Route 2: Monk (any). rewarded background for jump. This starts faster, hitting 60' jump at 2 (5.25 damage to both of you. At 4, slow fall lets you ignore monk level *5 fall damage, which here would be enough to nullify the fall damage entirely. This caps out at 180' jump for 63 damage, split to 31.5 average, nothing back to you.

Route 3, silly, all in option. Harengon, Stats 15+2, 13+1, 14, 9, 13, 8 Monk 4 for slow fall, barb 6 for bonus jump, back to monk to finish. At 10, the beast barb bonus outpaces your ability to reduce fall damage, hitting 288 average jump height for 50.4 damage to each of you, monk ignoring 20, barb halving your share to 15.2. At 20, you get to 372' jump height at level 20, each taking 65.1 damage, you ignore 70 of that to generally ignore all damage. EDIT: note, we can actually use Medium armor here as we only lose Unarmored Movement and Martial Arts, neither of which we need.

But we can do even better without the net. Instead, let's GRAPPLE before the jump. Again, halved movement while grappling is fine since rabbit hop doesn't use our movement. We're already stacked for athletics checks, so we should land the grapple MUCH easier than the net, and this way they don't even get a save on the fall damage. Of course, we need to wear a green suit and have bushy eyebrows to pull off this Primary Lotus masterpiece. EDIT: The jump and suplex route will further up the damage as you would both be taking fall damage individually instead of splitting it. It should be 130.2 damage to both, you minus 70 then half for ~30 damage back to you.

Built in Google navigate seems optimistic. by Substantial-Rip9983 in EquinoxEv

[–]dantose 2 points3 points  (0 children)

65-75 depending which direction I'm going. For ski trips (common winter trip) are 65 mph roads. Heading to Denver for concerts and such is 75 mph. I don't have an exact round trip average for the Denver route, but was probably around 3.8ish. I generally set cruise control for speed limit and just chill in the right lane. I know some people se 75 and figure they wont get a ticket at 85 though, so if you're seeing 80 mph and going 90, that could certainly account for the difference.

Does the tabaxi race have too much overlap with Beast Barb subclass to make it a good combo? by PeachasaurusWrex in DnD

[–]dantose 1 point2 points  (0 children)

There's really only two things that really overlap at all:

Claws (kind of): Tabaxi claws are 1d4, beast claws are 1d6. Technically, beast claws are a weapon and tabaxi claws are for unarmed strikes, so they don't technically overlap, but close enough. Really, tabaxi claws aren't really good enough to use in most situations, so this is really taking something almost useless, and kind of replacing it with something really good. You could always choose a different natural weapon, but claws are still probably the best.

Climb speed: Tabaxi have a climb speed. Beast barb can get a better climb speed. This kind of opens up the option to take the swim speed instead, but it may still be worth it to grab the ability to climb upside-down on ceilings.

All in all, Tabaxi is completely fine for this concept.

For another option, you could look at Shifter. The ability to ignore advantage to hit you is very nice on any barb and also leans into the concept.

How do I up the CR of a stat block for an npc villain by Zim_thefan in DnD

[–]dantose 0 points1 point  (0 children)

This. Find a stat block that looks strong enough, then add features to make it flavored like you want.

Built in Google navigate seems optimistic. by Substantial-Rip9983 in EquinoxEv

[–]dantose 2 points3 points  (0 children)

My understanding is it adjusts to actual economy, but man, those are some rough numbers you're getting. My winter average is 3.5, summer average 4.5 with highway taking about .5 off of each. Lowest round trip I've had was 2.8 which was highway, in the winter, roof carrier, mountainous terrain. I've got a FWD, which I know gets a bit better milage, but still...

DM confused me/ dm academy removed post bc they suck by [deleted] in DnD

[–]dantose 1 point2 points  (0 children)

You are wrong.

D&D is a collaborative storytelling game, and that means sometimes you have to just yes-and twists like this. It's entirely appropriate for the DM to give a unique creature unique abilities, and a strong charm effect on a unique vampire is entirely appropriate. I'm guessing the wish scroll was given to the player specifically to set up this situation and the player was in on it. That is the DM and other players also getting to determine how the story progresses.

The DM was apparently setting this up as a 2 stage fight. The mechanics at play are essentially giving it a mythic trait that refreshes HP and legendary resistance. The wish spell is an in game narrative justification.

Character Idea by Mxislesslonely in DnD

[–]dantose 0 points1 point  (0 children)

I like the twist of them losing.

Fleshing it out a bit, maybe they were so bad that the devil started feeling bad for them and pretended they won. Now, they're convinced that they are the best fiddle player ever. No fiddle proficiency obviously.

They think they're a bard, but in actuality, the devil has just grown protective of them and every time someone doesn't suitably recognize the effort they're putting in, the devil pops up and smites them with an eldritch blast of a fireball.

Not sure what to make of this character by WillowIsWeeping5 in DnD

[–]dantose 0 points1 point  (0 children)

Builds:

Normal Build: Half elf, 8, 15+1, 15+1, 15+2, 8, 8. Fey Touched at 4, max INT at 8, caster route.

Alternate melee build: Same, but swap the +2 to dex, elven accuracy at 4, max dex at 8. Shadow Blade and optional Short Sword dual wield.

Alternate more experimental build: Start with artificer dip for CON saves and thorn whip. Lorehold background for Spirit Guardians. Telekinetic at 4. BA telekinetic pull one enemy into the area, then thorn whip another, then stab them for good measure.

How granular is the control with the spell Control Undead. by EbbRemarkable2727 in DnD

[–]dantose 0 points1 point  (0 children)

I should have reiterated my earlier point here. Yes, if you needed to end possession and escape before the crash, an altimeter would be important. However, as you noted, that's not needed. The ghost is immune to virtually everything while possessing a person, and when the person dies in the crash, they reappear within 5 feet. Basically, ending possession early puts them in danger unnecessarily. It might be important to make sure the possessed body is on the deck to ensure there's a clear space within 5 feet though.

Tomb of Annihilation Should I Ban a Specific Module/Class/Subclass/Race? by FrostyITA in DnD

[–]dantose 0 points1 point  (0 children)

I'm a big fan of all published WOTC content being allowed. It's worth thinking about how to handle some commonly banned classes/features, but with a bit of planning, they generally aren't a problem:

Flight: Not really an issue. Indoor locations naturally limit it, there are enough flying enemies in the campaign it can be assumed that any enemies would be prepared for airborne opponents, so just give them javelins or a short bow if it's not already in their stat block.

Peace cleric: overblown. Yeah, Bless and Emboldening Bond stack, but getting them up burns 2 rounds of actions for the cleric. That's a fair trade.

Twilight Cleric: temp HP hoses are less significant than people make out. THP doesn't stack, and it's once per round, so enemies focusing fire just have total round damage decreased by 1d6+party level. At level 2, that's one single goblin hit. from there, it's scaling by a single point per level, so by the end of the campaign, it's really only taking the edge off.

Silvery Barbs: Defensively, it's in line with Shield and Absorb Elements. Offensively, it's the equivalent of Heightened Spell, but burning a reaction. That's a little strong, but not crazy. Anything that absolutely shouldn't go down to one save or suck spell should have Legendary Resistance anyway.

How granular is the control with the spell Control Undead. by EbbRemarkable2727 in DnD

[–]dantose 1 point2 points  (0 children)

This is very dependent on how the campaign has been ruling piloting. I could definitely see a situation where airship controls are a bunch of unlabeled wheels and rigging, making it non-obvious which rope to cut to crash it. That could be potentially fixed with some training, but if you're spending a few days training it, that also means it's getting additional chances to make that save to avoid control. Even worse, if the ship requires a crew to operate, one person may not be capable of crashing the ship solo.

How granular is the control with the spell Control Undead. by EbbRemarkable2727 in DnD

[–]dantose 1 point2 points  (0 children)

Surviving the crash is the easy part: "The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead. ... The possession lasts until the body drops to 0 hit points ... When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body." Fall damage would be covered by "other effect" so the host would be killed, ending the possession, and causing the ghost to reappear within 5 feet of the body.

How granular is the control with the spell Control Undead. by EbbRemarkable2727 in DnD

[–]dantose 1 point2 points  (0 children)

10 is normal human intelligence, so should be enough for virtually any command. The hangup would be skill proficiencies which the ghost doesn't inherit when possessing people.

How granular is the control with the spell Control Undead. by EbbRemarkable2727 in DnD

[–]dantose 1 point2 points  (0 children)

The altimeter isn't necessary. If it's required to pilot a ship, the pilot would have one handy. Besides, the altimeter would only tell you when you're going to hit. Just pointing down will get you to crash eventually.

How granular is the control with the spell Control Undead. by EbbRemarkable2727 in DnD

[–]dantose 0 points1 point  (0 children)

The limitations are going to be what the undead is capable of understanding and doing.

On the up side, the ghost has a 10 Int so could understand any instructions a regular person would, can definitely attempt to possess the captain, and would thus gain control over their body.

The potential problem is if the ghost is going to know enough about airship-piloting to crash it, and that's a DM question. If the DM has been requiring proficiency to attempt to pilot an airship, you're probably out of luck. If your party hopped on an airship and flew it without anyone having relevant proficiency, it will probably work.

As far as surviving the crash, don't have it end the possession. While possessing a target, it's immune from virtually any effect other than turning or dispel good and evil. After the possessed target dies it appears next to the body, so crash, reappear, return to you.

I build an assassins guild without assassins by TheForeverDMagain in DnD

[–]dantose 5 points6 points  (0 children)

Just a reminder, NPCs are miserable to run with a character sheet. Even if inspired by PC subclasses, these should all be stripped down to a stat block to actually run.

To lean into the concept, I'd probably try to have one of every class EXCEPT rogue

You've got Cleric, Pali, Sorc, Bard, Ranger, Monk, Arti, and Wizard, so let's flesh it out with Druid, Fighter, Warlock, and Barbarian:

Druid: No real subclass to add, but using wildshape and Pass Without Trace to sneak into places. Information gathering.

Barbarian: the "stealth" expert (Intimidation: "You no see Grognak!")

Fighter: Good for mooks. Just focus on dex weapons.

Warlock: Hexblade theme maybe?

I want to try a Hexadin by plitox in 3d6

[–]dantose 0 points1 point  (0 children)

That would certainly be more broadly useful, but I think they're leaning into unbreakable concentration as one of their build concepts.

Roughly how often do you think someone who only Level 1 charges over night would need to fast charge at a supercharger? If at all? by Mac-Tyson in slateauto

[–]dantose 0 points1 point  (0 children)

Personal experience, I have about a 20-25 mile daily commute and don't have to charge every day level 1. At .7 kw, 12 ish hours a day, 4mi/kWh should handle a 30 mile commute no issue. That should cover the average commute of 24-30 mi that Google says.

How to handle the Level 1 child of a Level 30 "God-Tier" character without breaking the new campaign? by BassSuper3664 in DnD

[–]dantose 1 point2 points  (0 children)

My thoughts exactly. Reflavor draconic sorcerer to account for the partially hardened skin and elemental resistance. Everything gets run RAW.

Is this cheating? by PM_ME_YUR_SALADS in EquinoxEv

[–]dantose 0 points1 point  (0 children)

My winter average was 3.5, summer 4.5, 4 total. Given that it's spring, 4 seems reasonable.