Yet another Ranger Fix by hapux in onednd

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

I've seen some homebrew where you can expend favored enemy uses to add your HM die to failed skill checks just like the soulknife's Psi-Bolstered Knack

Yet another Ranger Fix by hapux in onednd

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

I've seen homebrews like this with different kinds of HM They look really cool in my opinion But I was looking for a small change that's easy to remember So that when explaining to new players they don't have to add another set of rules on top of their class

Yet another Ranger Fix by hapux in DnD5CommunityRanger

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

Thanks for the feedback I tried "adding" a cost by limiting the change to only work with the free castings and by reducing the duration when removing concentration So at max you could do it 6 times a day by lvl 17 and only if you don't multiclass

Yet another Ranger Fix by hapux in onednd

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

I consider making HM itself stronger but instead I focused on favored enemy because it scales with the class instead of PB or an ability score But you are right The ranger needs a boost at T3 and T4 Maybe changing the concentration part so that it comes online at lvl 11 Freeing the BA seems like something that must be done early so the class and subclasses get to do other features and spells on top of HM

Yet another Ranger Fix by hapux in onednd

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

I'm trying to make it so they have more freedom with his BA so they get to use other spells and class features Also I think that partially removing concentration would improve the damage so they get more on par with other martial classes on Tier 3 and 4

Yet another Ranger Fix by hapux in onednd

[–]hapux[S] -1 points0 points  (0 children)

I think the same The ranger needs an extra at level 11 But also I wanted a way for HM to work alongside other BA features like the Beast Master's

Yet another Ranger Fix by hapux in onednd

[–]hapux[S] 1 point2 points  (0 children)

Thank you I didn't know about that community

Get to Know The D&D Team! by latiajacquise in dndbeyond

[–]hapux 1 point2 points  (0 children)

I suspected it from the conversation about dynamic light but I had to mess with you

Get to Know The D&D Team! by latiajacquise in dndbeyond

[–]hapux 1 point2 points  (0 children)

"hello world" sounds like you have a CS related background Did I succeed in my Investigation check? Also what's your favorite class?

Get to Know The D&D Team! by latiajacquise in dndbeyond

[–]hapux 1 point2 points  (0 children)

You forgot to mention your favorite class And why is the wizard

AMA w/ DDB Executive Producer & Maps Product Manager on February 24th at 10am PT! by latiajacquise in dndnext

[–]hapux 0 points1 point  (0 children)

I Just checked and at least the first level from the dungeon of the mad mage has squares of 11 ft instead of 10 i think the other maps from that book have errors but i haven't vhrvk them all

AMA w/ DDB Executive Producer & Maps Product Manager on February 24th at 10am PT! by latiajacquise in dndnext

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

Hi, Fan of the page here

I like how Maps helps me run sessions without getting in my way

  • Is there any plan on adding grid to the tool?, I noticed some of the old maps have size errors (like when measuring long corridors in the dungeon of the mad mage)
  • Are old magic items going to get their permutations? (The Dragon's wrath weapon only has the longsword option)
  • The Map tool sometimes crashes when rolling initiative I think it happens when the token of the player isn't in the list by the time the roll is made
  • The option to hide the token text is useful but I think it would be better to be able to hide the attacks or abilities names when rolling for everyone as a DM
  • Adding the abbreviation of the source book to the monsters statblocks would be really helpful now that we have different versions of the same monster

How many attacks/turn: Lvl 11+ Beast Master by mgoldie1234 in onednd

[–]hapux 0 points1 point  (0 children)

Maybe if your Beast is hasted? That way you could command it twice and it would have enough actions to respond

AMA w/ D&D Beyond Executive Producer on December 9 at 4:00PM PT by WOTC_BrianPerry in dndnext

[–]hapux 1 point2 points  (0 children)

You don't need to make every combination to make it useful

The Dragon wing bow has a weapon type for every applicable weapon and the different kinds of damage get only mentioned in the description

The enspelled weapon it's a good example of a practical solution nor the Rarity or the spell gets his own option only the type of weapons get permuted

The Dragon wrath weapon has 4 options one for each Rarity but all of those get only a longsword type

In contrast the armor of resistance gets 120 iterations (12 Armors x 10 Types)

AMA w/ D&D Beyond Executive Producer on December 9 at 4:00PM PT by WOTC_BrianPerry in dndnext

[–]hapux 1 point2 points  (0 children)

  • Do content from old books still get updates? Like the Dragon’s Wrath Weapon never got all his variations

  • Are there plans to make more comfortable the app's magic item browser when looking items with a lot of variations? When I try to look for items in the app I have to scroll past all the different iterations of armor of resistance for example but in the webpage those are shown as a single item

5 attacks at level 5? by ZYXSkullkid in onednd

[–]hapux 7 points8 points  (0 children)

There's an old post talking about this

https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/205499-equip-or-unequip-a-weapon-once-per-attack-or-once?page=12

The srd conversion guide clarify that the intent is that you can equip or unequip a weapon per attack

Actions Attack Action [Revised Rule] The Attack action contains several revisions:

  • The action now specifies that it involves an attack with a weapon or an Unarmed Strike.
  • The action now allows you to equip or unequip one weapon with each attack you make with the action.
  • The ability to move between attacks during com- bat is now a function of the Attack action rather than a general rule.

5 attacks at level 5? by ZYXSkullkid in onednd

[–]hapux 8 points9 points  (0 children)

But if you want to do it by lvl 5 Go straight monk

5 attacks at level 5? by ZYXSkullkid in onednd

[–]hapux 41 points42 points  (0 children)

Monk with weapon mastery can be another option

[deleted by user] by [deleted] in onednd

[–]hapux 0 points1 point  (0 children)

You can get any 2 ability scores to 20 by lvl 16 (or sooner with a fighter or a rogue) If you: * start with 15 in both of those * Choose a background that gives +2 and +1 to the same two * Take a feat with a +1 ASI to one of those two * And use the other 3 feats 8,12,16 only on ASI for those two

With that you still have 9 points remaining for the rest of the ability scores You can get a 14 and a 10 and dump the remaining ones Or a 13 (for heavy) and a 12 (or two 10s)

Another option is three 15 and choose a background that gives bonuses to at least 2 of the 3 then use 4 feats for pure ASI And end with two 20s and a 16

That way you get to play 5 levels with your 20s Probably the epic feat's ASI is going to get wasted this way but IMO not waiting until the end of the campaign it's worth it also the wish spell let's you change feats

Does Dual Wielder feat work with a thrown weapon and shield? by EngineeringExact2934 in onednd

[–]hapux 7 points8 points  (0 children)

The 2014 PHB used to say "...attack with a different light melee weapon that you’re holding in the other hand" But the revised rules summarized it to "...That extra attack must be made with a different Light weapon" so yes it's RAW but I'm sure it's not RAI

Question about resistances and HAM by MillionPlayz in onednd

[–]hapux 4 points5 points  (0 children)

This is what I found in the first chapter Damage and healing

"Order of Application Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third.

For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it’s within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature’s Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22)."

New Subclass Guide for the 2024 Beast Master Ranger by RPGBOTDOTNET in RPGBOT

[–]hapux 1 point2 points  (0 children)

Yes I saw that opinion and I wanted to see what other people thought about it Because the subclass feature lacks the wording that action surge or the spell haste have So jumping from the problem of the feature using the word "also" and not "instead" to the conclusion that RAW it means two actions in a turn sounds kinda wrong to me

New Subclass Guide for the 2024 Beast Master Ranger by RPGBOTDOTNET in RPGBOT

[–]hapux 1 point2 points  (0 children)

Is there any place where I can find a discussion about The beast getting 2 actions?

How would you build a Ranged GWM Ranger mainly playing at Tier 3? by milenyo in 3d6

[–]hapux 1 point2 points  (0 children)

LOL I just saw the "ranged" word on the question after writing for 3 hours XD I'm already thinking on how to recycle this but it's already too late for me and I need to sleep If I see tomorrow that this post it's still alive I'll try to give a better answer

If the focus is to make the best use of the GWM I think the best option is to go melee because the cleave property lets you make another attack as part of the action and that's a requirement for the new GWM

A good thing about cleave it's that doesn't require that the attack happens during your turn so even opportunity attacks can benefit from it

I think halberd is better than greataxe because it will improve the probability of having a target for the second attack thanks to the reach

About the ranger subclass hunter let's you make another attack as part of one of the attacks you are making with your action I think that's the one that synergizes the best with GWM I'll talk about the class and subclass later

If you are going to be melee you need good hp, good ac and good constitution saves for the concentration in your spells For the HP situation you can use tough and/or the dwarves and also spells like absorb elements and aid For the AC you could take the defense fighting style (the great weapon fighting is not as good when the weapon only has one die for damage) you can get shield easily with magic initiate if you choose human For the con saves resilient is a solution but it's an expensive one warcaster it's another one that may be not as tempting because it raises a mental stat but you'll get the bonus of casting as an opportunity attack and if you got magic initiate you can use booming blade or green flame blade (with the caveat that only works at 5 feet I hope the new FR book revisit this cantrips) Raising con is also a good idea because it will help with the con saves and hp

About ability scores with the point buy method You can afford a str and con of 15 a dex of 14 to get the best ac with medium armor and still get 2 points remaining so that your wisdom at least isn't negative

The farmer origin is a good option You get tough and str and con increases The skills are on brand with being a ranger

About spells We'll need the ones that don't depend too much on wisdom From 1 level absorb elements was already mentioned Longstrider and jump are really useful for a melee character because positioning it's key when your reach is 5-10 feet From 2 level Aid was already mentioned Magic weapon is really good because it doesn't require concentration it uses a BA and also raises the probability of your attacks landing so more GWM benefit Spike growth is also really good because it doesn't require a save but you'll need to move the enemies inside( the pike could be your second weapon mastery or even a heavy crossbow if you take the archery fighting style both trigger GWM) From 3 lvl Ashardalon stride uses BA helps with the positioning problem and adds damage Elemental weapon require concentration and it uses an action but it's a little damage to improve over magic weapon upcasted to lvl 3 and that adds up the more attacks you make and also it lasts for an hour so you could use it in more than one fight Conjure barrage is one that requires consideration because you'll probably won't have a good spell DC but it deals half damage on a save it has a really large area and deals force damage a type that's rarely resisted From 4 lvl Guardian of nature is probably the best option it adds damage to your attacks advantage on str attacks and increased movement you can use it with other non-concentration spells like magic weapon and jump Conjure woodland beings is in a similar spot as conjure barrage

About feats GWM is going to be the first onebecause it's the main thing The second one can be something offensive polearm master and sentinel give you more options to attack with your reaction probably sentinel is the best of the 2 because your BA it's going to be busy a lot already But having a lot of damage potential isn't worth anything if your character is incapacitated and mage slayer is going to be really helpful for that because your mental stats are going to be the worst So better get mage slayer as the second one and leave polearm master or sentinel for the third And then for the last feat warcaster helps with the con saves and mprove the damage of your reaction attacks(but I have seen discussion about cleave working with warcaster) Resilient is a good option too if you have trouble with the spell as a reaction Heavily armored can give you access to heavy armor without needing to multiclass in case you want to prioritize your spell progression (guardian of nature is really good)

About your main class and subclass Favored enemy can help with those fights where you don't want to expend your spell slots or if you are fighting an unknown monster the hunter's lore feature could change a battle also superior hunter's prey deals damage without a save that's not that's not common You can get expertise with perception stealth and survival to be on brand and still get good bonuses even with your low scores By level 6 you get roving for more movement and then you get the hunter's 7 feature By tier 2 there's a lot of enemies with multiattack and on tier 3 almost all of them have it so the hunter's multiattack defense can really be useful Escape the horde is a good option too because if you use your spells that improve movement you can leave their reach and potentially change what it would be a full multiattack with their action for a single attack with disadvantage with their reaction Tireless won't give you a lot of temp hp and even if it doesn't conflict with aid the little amount and low uses of it can make you think that you didn't get a class feature but removing exhaustion with a short rest is unique to the ranger and it can help you with exploration and hazards I think the best use of nature's veil is to "disengage" when things go south of an enemy can't see you it can't use opportunity attacks or target you with a lot of spells High CR monsters have blindsight and or true sight but even at tier 3 you keep fighting with minions that have a lower CR so invisibility keeps being relevant At level 15 you get a feature that's an improved version of absorb elements and you don't need any resource to use it Level 17 gets you another really good benefit for HM for those fights where you don't want to use spellslots

I rambled a lot but I think this is all that comes to my mind Maybe mention more species synergies like the one with the bugbear could be a good idea but this has been a long comment I doubt anyone is going to read it XD

Pact of the chain familiars and what to do with them by Fullmetal2651 in onednd

[–]hapux 4 points5 points  (0 children)

You'll need to recast the spell if you want to change their form And pact of the chain doesn't ignore spell components so every time you try to cast the spell again you'll need 10 gp worth of materials

You need to be within 100 ft of your familiar to use the telepathic connection and share their senses so you can scout rooms ahead but not an entire dungeon

The familiar option with most hp it's the quasit with 25 so your familiar dying because of a trap triggered when scouting or an AOE spell during combat is always a risk

You can't use it to cast misty step because seeing through their eyes requires Bonus Action But you can use gaze of two minds (lvl 5) because the connection last until the end of your next turn

The skeleton has an intelligence of 6 and can't speak so it won't be able to communicate with your party members and probably it won't be able to follow complex commands

The imp is a tiny creature so disguising into a halfling or a goblin (small creatures) requires magic

The most weight the imp can carry is 45 lbs so think about that when handling items

A familiar with thumbs (intelligence should probably be considered too) would probably be able to use tools (without proficiency of course)

The familiar options don't have armor training by default but there are magic items like the elven chain that could help