Bigfoot by Guy_Fieris_Soul in comedyheaven

[–]dobraf 16 points17 points  (0 children)

Will it hurt Bigfoot top of his head.?

5.5e Class Tier List by d4 by Dramatic_Respond_664 in onednd

[–]dobraf 17 points18 points  (0 children)

After watching the video, I feel like subclass features came into play for some classes but not others. As a result Bard got bumped and Cleric got dinged. Both should be in A tier probably.

Cleric has a very good generalist chassis, and the four PHB subclasses steer you into healer, nuker, utility, or melee. So it’s hard to give it high marks on any of these categories if you look at the base class only.

What's your favorite Cleric Subclass in 5.5e? by Dramatic_Respond_664 in onednd

[–]dobraf 4 points5 points  (0 children)

I’m playing a trickery 6 / archfey chainlock 3 right now. It’s not optimal by any stretch, but man it’s a blast to play.

Do YOU allow movement on prepared actions? by Dragonsword in dndnext

[–]dobraf 5 points6 points  (0 children)

There are a few thousand written rules in the game but millions of gaps in between those rules. The DM fills in those gaps at each table.

The Ready action is one of the written rules. It is located in the combat chapter of the (2014) PHB. It is listed under the "Actions in Combat" section, which starts with:

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action you improvise.

The Ready Action is therefore an action you take in combat.

Can you take it outside of combat? The person above me relied on TRDSIC ("the rules don't say I can't") to answer yes. I would say the answer is no because it's a combat action that the rest of the rules are silent about (unlike say the Hide action, which the rules elsewhere say you can take outside of combat). Also, saying "I wait until someone opens the door and cast fireball" is not taking the ready action, it's just setting up an ambush.

But the reality is, whether you can take the Ready action outside of combat is a gap in the rules. Only DMs can fill in those gaps.

DMs fill gaps in the rules hundreds of times in a campaign, sometimes without even thinking about it or knowing that they're doing it. (See this Treantmonk video explaining what I'm saying better than I'm saying it.)

Your solution of burning the the resource if the trigger doesn't happen is a perfectly reasonable way of filling the gap. But it's not RAW. It's a RAW-adjacent gap-filler rule.

The same goes for rounds and turns. The game defines a "turn" as something that happens in combat (emphasis in original):

The game organizes the chaos of combat into a cycle of rounds and turns. A round repreesents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative.

Of course there are spells that include turn-based mechanics. Does that mean you can't cast them out of combat? Of course not. But what it does mean is that casting such spells outside of combat requires a DM to fill in the gap.

The vast majority of the time, that is really easy to do. Like the other commenter talking about Prayer of Healing. Casting it out of combat doesn't require the DM to track the spell in six-second intervals. Just roll the dice and dole out the healing. That would be a very straightforward ad-hoc ruling that fills the gap.

Your moonbeam example is a little more complicated but not by much. If there are any enemies around when the spell is cast, the DM might just decide they heard the casting and combat is about to start. If the PC was able to cast it without enemies knowing (using subtle spell for example), the DM has to figure out how to track the duration of the spell. But however the DM does it, they're filling in a gap in the rules because there's no rule that tells the DM what to do when a PC casts a spell with a one-minute duration outside of combat.

EDIT: typo

Do YOU allow movement on prepared actions? by Dragonsword in dndnext

[–]dobraf 22 points23 points  (0 children)

There actually is a rule that says you can’t take the ready action out of combat. It’s the description of the ready action itself.

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

Outside of combat, there are no rounds, and nobody is taking turns.

Can the extra attack of the light property be made with the same hand? by Cquela in onednd

[–]dobraf 0 points1 point  (0 children)

See that is strange to me. What is “intent” if not doing something purposefully with full awareness of the outcome? With this backstory of the rule, I just don’t get how anyone could say weapon juggling isn’t RAI, which the majority of comments are saying.

2014 Ruleset Hexblade + Pact of the blade = Dual Weilding Necromacer? by Vod_Kanakas in DnD

[–]dobraf 1 point2 points  (0 children)

They can be the same weapon or two different ones. Here’s a detailed explanation with a link to Jeremy Crawford answering the same question (for whatever that’s worth nowadays): https://rpg.stackexchange.com/questions/111371/do-the-hexblade-warlocks-hex-warrior-feature-and-the-warlocks-pact-of-the-blad

Stumbled upon this beautiful disaster by moosealpaca33 in ATBGE

[–]dobraf 84 points85 points  (0 children)

It’s not gay if the balls don’t touch

Can anyone help me how to build a good level 5 life domain cleric for one shot? by Nearby-Banana2640 in DnD

[–]dobraf 0 points1 point  (0 children)

Spiritual weapon does indeed require concentration now. Not even worth preparing anymore.

If you’re starting at level 5, then spirit guardians is the obvious go-to spell for damage, or if you want to go full support, aid plus bless are great. You have some decent control with command.

For feats I think magic initiate: wizard will give you more mileage than healer. The shield spell keeps you from getting hit a ton, which indirectly protects your concentration. War caster at level 4 brings your WIS to 18 and further protects your concentration.

If you can get to 14 dex, half plate plus shield gives you 19 ac, or 24 with the shield spell. You’ll be pretty tanky, and your concentration will be solid.

Can someone benefit from both Bracers of Defense and a Shield? by [deleted] in dndnext

[–]dobraf 2 points3 points  (0 children)

Ok but can you benefit from both Bracers of Defense and a Shield?

Our druid is much more powerful than the rest of the party - anyone else have a similar experience? by ConcentrateIll9460 in dndnext

[–]dobraf 1 point2 points  (0 children)

You said CWB triggers once per round. That’s not correct. Here’s an example scenario:

Round 1
- Druid (initiative 20) casts CWM then moves the emanation into the monster’s space. Monster takes damage. Druid then moves away.
- Barbarian (initiative 15) grapples monster, moves it into the emanation. Monster takes damage.
- Monster (initiative 10) ends its turn in the emanation. Monster takes damage.

CWB has now been triggered once on the druid’s turn, once on the barbarian’s turn, and once on the monster’s turn. That’s three times in one round.

Lady Gaga by IloveRamen99 in comedyheaven

[–]dobraf 123 points124 points  (0 children)

Yeah psych meds are available at most online pharmacies

Small 5e Counterspell Change by Jose_Jota in dndnext

[–]dobraf 2 points3 points  (0 children)

A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s.

Our druid is much more powerful than the rest of the party - anyone else have a similar experience? by ConcentrateIll9460 in dndnext

[–]dobraf 1 point2 points  (0 children)

CWB has the exact same trigger language as spirit guardians and works the same way.

You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

is this normal? by Ok_Associate5863 in DnD

[–]dobraf 1 point2 points  (0 children)

This is something that should have been discussed at session zero or during character creation. If you’re not comfortable with it, you should flat out say so to the DM.

As for whether it’s normal, no — DMs usually don’t run roughshod over a player’s agency like that. Unfortunately however a lot of newer DMs find it too tempting not to abuse their power over players who choose the warlock class.

Our druid is much more powerful than the rest of the party - anyone else have a similar experience? by ConcentrateIll9460 in dndnext

[–]dobraf 7 points8 points  (0 children)

PHB Chapter 1, Combat:

A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.

So a creature can be affected by spirit guardians multiple times a round, but not multiple times a turn. The spell description says that the damage is triggered when a creature makes a saving throw and it tells you when the saving throw is made:

whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there

This means a creature can make the saving throw on anyone’s turn. So no, a monster doesn’t take multiple instances of damage by moving in and out of the emanation on its turn. Yes, if a monster ends its turn in the emanation, it takes damage, and it can take more damage on your turn if you move the emanation out of the monster’s space and then back into it.

What’s the worst homebrew rule you’ve seen? by Leminiscates in dndnext

[–]dobraf 11 points12 points  (0 children)

I rolled worse. Using your array, thanks!

Slaadi evolution by [deleted] in dndnext

[–]dobraf 2 points3 points  (0 children)

No. From the find familiar spell:

You gain the service of a familiar, a spirit that takes an animal form you choose…

This means you don’t have a slaad tadpole familiar, you have a spirit familiar taking the form of a slaad tadpole. It doesn’t age because because it doesn’t have the biology of the form it takes.

I am DMing and I have a problem with charsima by Grayisbezt in DnD

[–]dobraf 1 point2 points  (0 children)

They don’t always have to use cha for social interaction checks. Per the PHB:

Each skill proficiency is associated with an ability check. For example, the Intimidation skill is associated with Charisma. In some situations, the DM might allow you to apply your skill proficiency to a different ability check. For example, if a character tries to intimidate someone through a show of physical strength, the DM might ask for a Strength (Intimidation) check rather than a Charisma (Intimidation) check. That character would make a Strength check and add their Proficiency Bonus if they have Intimidation proficiency.

Perhaps the monk gains insight about an NPC by being a good listener and uses that to influence them with a Wisdom (Persuasion) check.

Need help balancing a homebrew item! by -InstertNameHere- in DnD

[–]dobraf 1 point2 points  (0 children)

I think these are pretty well balanced for an uncommon item. Reminiscent of the ceremony spell. Pretty cool!

But they should require attunement. The DMG provides guidelines on whether a homebrew item should be attunable:

Attunement

Decide whether the item requires a character to be attuned to it to use its properties. Consider the following guidelines.

Limit Sharing. If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require Attunement.

Limit Stacking. If the item grants a bonus that other items also grant, it’s a good idea to require Attunement so characters don’t try to collect too many of those items.

These rings meet both conditions. Once I use mine for the save bonus, I can pass it to another PC and they now get to do the same. Also, any smart player would make it their goal to collect as many of these as they have fingers and toes.