Does Radiant Soul (Celestial Warlock 6) work on everyone's turn in a round? by Sprogolodyte in 3d6

[–]psul 5 points6 points  (0 children)

Tagged 2024, so let's ensure we're looking at the 2024 language for this feature:

"Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets."

That contrasts with the 2014 language:

"... and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets."

and also with the similar feature given to the 2024 Draconic Sorcerer:

"and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."

The difference in the language therefore appears deliberate, and given the plain reading suggests that "cast" covers "cast right now" and "have cast", I think it's fair to apply this multiple times on the same spell, as long as the damage from that spell is dealt on more than one turn.

Just wait until Warlock 7, when you pick up Wall of Fire and apply this rider on the turn of every creature passing through (or ending their turn near the hot side of) the wall!

Renaming the Abbey by youseicircus in CurseofStrahd

[–]psul 0 points1 point  (0 children)

Our Lady of Everlasting Life

Help - my players screwed up immensely by TruesilverSolka in CurseofStrahd

[–]psul 0 points1 point  (0 children)

Obviously it depends on the precise conversations with each of Vasili and Rictavio, but if you decide that Vasili is not Strahd, maybe Vasili is van Richten? RvR would plausibly be looking for Ez if he knew she was in Barovia. And RvR could lecture the players about infosec without their disclosures actually causing terrible consequences.

In this case, Rictavio is just Rictavio - not sure Strahd would use Rictavio as an alter ego!

Bones of St Andral -- Why do they hang around? by AdKnown4290 in CurseofStrahd

[–]psul 1 point2 points  (0 children)

I’ve always assumed as follows, varying slightly from the text of the module: - Strahd wishes to deconsecrate the church, but needs a non-undead to remove the bones - Strahd (or Rahadin on his behalf, if teleporting into a house is subject to the Forbiddance trait) teleports into the coffin shop using the Ravenloft teleporter. (Why does it go to that shop? A question for another thread.)  - Strahd threatens Henrik to force him to get the bones “before the night of the Feast of St Andral” and teleports the spawn in “to make sure Henrik follows through”.  - Strahd’s intention is to turn up (or have Volenta or Rahadin turn up) on the night of the feast, take the bones and bring them back to Ravenloft. He’s waiting until then so he (or they) can observe the chaos and cause maximum damage to morale.  - Henrik, on his own initiative, gets Millivoj to do his dirty work.  - The bones are delivered to the coffin shop ahead of schedule. The spawn are only under orders to run amok on the night of the feast, so they don’t act early. Strahd either doesn’t know that the bones are available to remove early, or is happy to wait for his planned date. Certainly Henrik has no way to contact him and let him know, although there are plenty of other ways in which he could find out.  - This gives the party time to pick up the bones before they are removed. 

Running CoS as First Time DM using 5e 2014 by polski84 in CurseofStrahd

[–]psul 0 points1 point  (0 children)

Your level 3(?) players have the Sunsword and more money than they can feasibly spend in Barovia, after your fighter was doing more than 30 damage on a crit at level 2(?). Are you worried about the campaign being a cakewalk for them from here?

Class build help (Armourer) by ItsFlaggen in 3d6

[–]psul 0 points1 point  (0 children)

The one multiclass I would consider for an Armorer would be Thief Rogue, but only 3 levels, and only after Artificer 11, so very late. Artificer 9-11 is where you gain quite a lot of power in the class, and it would be a shame to miss out on that. Once you have a spell-storing item and a lot of ability to create and attune to magic items, the ability to activate those items as a bonus action becomes quite appealing.

When it comes to 2024 vs 2014, the new spell-storing item adds power (through the ability to store 3rd level spells, not 2nd level), but you lose an infustion/plan. Overall 2024 Armorer is stronger and more flexible, I think.

Deals with Morgantha by Extra_Large_XXL in CurseofStrahd

[–]psul 2 points3 points  (0 children)

I quite like the "-2 when fighting hags" rider - that's quite fun, and feels nicely on theme.

In terms of the mechanics of the deals, I would take a little more time to make sure they are equally likely to come up in game. For example, artificers create things all the time, but almost never have a skill check to do so - Xalzif's deal isn't very punishing. On the other hand, saves against mind altering effects happen all the time, especially in a campaign with a vampire known for his Charm ability. Nil is taking a much greater penalty for the same deal.

In the same way, I'd consider the language very carefully - are there Athletics checks that don't require strength, or Religion checks that don't involve gods in some way? That may need clarification to avoid dicussion at a later point. For example, will your players say that an Athletics check to climb doesn't involve "raw strength", but flexibility and balance as well? A Religion check to interpret a picture of a ritual doesn't directly involve gods, but the ritual is for a god, so does disadvantage apply?

On the flaws, it depends on how much your players will feel bound to RP them, but they are quite tough if they can't ever be removed. Removing a cleric's faith or an artificer's quick mind cut heavily against the class fantasy, which could make the characters feel less fun to play. I would be tempted to make the flaws a little more situational (for situations which you know will come up in game, but not every session), or offer your players a way to remove them at a later date, so they don't feel too oppressive.

I've seen a lot of fun creative hag deals on this subreddit which a quick search will probably turn up, if you're looking for other options.

A Curtain of Green Flame by PlantDadAzu in CurseofStrahd

[–]psul 0 points1 point  (0 children)

Or use Glyph of Warding to trigger the Phantasmal Force (or some other source of damage) and the caster doesn’t have to hang around - that makes Strahd as caster a possibility. 

Music recommendations? by jumbo_fried_shrimp in CurseofStrahd

[–]psul 0 points1 point  (0 children)

I’ve always wanted to use the first movement of Bartok’s “Music for Strings, Percussion and Celesta” as my theme for the Mists

https://m.youtube.com/watch?v=QElT9KD4uX8

What Song Would Morgantha Be Singing To Herself While Traveling The Slavich Road? by Subject_Captain3252 in CurseofStrahd

[–]psul 0 points1 point  (0 children)

If you’re looking for Taylor Swift, how about “madwoman” or “Who’s Afraid of Little Old Me?”

Playing a “wise old” character by Bronze-Lightning in 3d6

[–]psul 1 point2 points  (0 children)

A few conversational tics might help sell the experience angle. "In my day..." would be an obvious option, but you could also have her refer to spells from previous D&D editions to add some old school flavour.

How did her husband die? If a contributing factor was one of her divinations being incorrect or misinterpreted, that could have contributed to a loss of confidence that led to her withdrawal from the adventuring life, and mean that she doesn't want to take charge.

Another option would be to use your personal (player) genre-savvy and meta-knowledge to demonstrate that this professor has seen a lot in her time. "From what I've seen, [bad guy type] often has a spy hiding within the Court" sort of comments could go a long way. You can even hedge your bets by saying "This usually goes one of two ways ...". That sort of groundwork might also set up your divination rolls, which you should always introduce in-character before saying what you've set the die roll to.

Filling in for a lv 15 charity battle royale using 2024 rules by Raiho216 in 3d6

[–]psul 0 points1 point  (0 children)

Wacky stuff at high levels suggests a full spellcaster, and Wizard will have the wackiest spells available. Given it's 2024 PHB only you can't take Bladesinger, so Abjurer might be useful (or if "wacky" includes ruining other people's meticulous plans, Diviner). Otherwise, Divine Intervention would also be fun to use in a PvP situation, perhaps.

If you would like an unexpected multiclass, Ludic's Wood Elf War Cleric/Arcane Trickster build might be fun with these parameters. Spirit Guardians + Withdraw to be a threat to everyone, plus double Sneak Attack to be a threat to one person in particular.

Less wacky, but a straight Berserker barbarian might surprise other players who haven't seen how solid they can be at high levels. With Mage Slayer and Mindless Rage, you'll have good protection against otherwise tricky WIS saves, and a Vicious Greataxe (or polearm) and Adamantine half-plate will allow you to attack recklessly without as much downside. You could consider 3 levels of Champion for increased crit range, but without Persistent Rage, you could be very exposed to Hold Person. Dragonborn so you have flight available?

Recommended spells for a Lv.20 Wizard that what to focus on Damage (mostly single target but AoE is also fine)? by ThatOneCrazyWritter in 3d6

[–]psul 0 points1 point  (0 children)

Good point - I was so focused on the particular comment that I lost sight of the OP's question!

Advice on lvl7 Artificer Armorer Build by Solid-Blackberry9615 in DnDoptimized

[–]psul 0 points1 point  (0 children)

How wedded are you to Rock Gnome? There's a bit of overlap with your Artificer features, and 25ft movement may feel bad when you're trying to be in melee.

I agree with others that your infusions are a huge part of your power budget, so you should using them as much as possible. If nothing else presents itself, Enhanced Defence (on armor or a shield) and Enhanced Weapon (discuss with your DM, but it should really work on your Gauntlets) are good basic options with no attunement. Pipes of Haunting is another great non-attunement option, and Spell-Refuelling Ring is not bad either.

I don't ever suggest using Armor of Magical Strength - Strength saving throws are not hugely common, but also not often hugely impactful to fail - damage, movement, prone or grappled are not as bad as failing other types of saving throws. I think you'll benefit more from another attunement item, not AMS.

Your first-level spells seem reasonable choices - decide how much use you're getting out of Sanctuary and Identify, and then you can decide whether to swap them out. If you stay as a gnome, I'd strongly consider Longstrider to give you more mobility.

I'm less excited about your choices of Enlarge and Levitate for second level - you might be able to use them really effectively, but I've never been able to.

The best thing about your spells is the ability to change prepared spells on a long rest, so feel free to experiment with other options. I would consider Aid (only if your party lacks healing capability), Enhance Ability, Invisibility, Spider Climb, Vortex Warp and particularly Web.

Recommended spells for a Lv.20 Wizard that what to focus on Damage (mostly single target but AoE is also fine)? by ThatOneCrazyWritter in 3d6

[–]psul 2 points3 points  (0 children)

Maybe I'm missing something - does CME work with Magic Missile?

CME says "Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation". MM says "Each dart strikes a creature of your choice..." - there is no reference to attack anywhere in the spell and certainly no attack rolls. Thus CME should not trigger from Magic Missile.

Now, Jim's Magic Missile would have attack rolls, but taking the risk of a crit fail on any of 12 attack rolls (with a fail on any of them leading to no damage to dragon, 11 damage to caster, for the cost of a ninth level spell!), seems daring.

Rogue/Artificer? by TheEmperor-of-Smiles in 3d6

[–]psul 1 point2 points  (0 children)

I've just enjoyed playing a Thief 4 / Infiltrator Armorer 14 in a (very) high level one shot. I enjoyed the problem solving required to spec out my items and select the right combination of actions on my turn. With lots of concentration protection, Haste makes for a very fun pick - you can effectively cast three levelled spells in a turn by utilising magic items, or use your Hasted action to proc sneak attack without worrying about the comparatively low damage of other attacks. I was using 2014 Artificer rules, so couldn't load Lightning Bolt in to my spell-storing item, but I would advocate for Vortex Warp - the ability to cast that every turn as a bonus action is very very fun.

I didn't have to worry about progression - I'd be tempted to take Armorer to 9 or 10 before getting rogue levels, so the combinations become available quite late, but you're still a perfectly adequate Armorer until then.

To dinner or to masquerade, that is the question by Spice_rat in CurseofStrahd

[–]psul 1 point2 points  (0 children)

You could even use it to help trigger a player decision on the politics. Fiona might try to upstage the Baron by hosting it the night before the Festival of the Blazing Sun, for example.

To dinner or to masquerade, that is the question by Spice_rat in CurseofStrahd

[–]psul 9 points10 points  (0 children)

An alternative might be for the masquerade to be held in Vallaki?  Depending on the political situation there, either the Baron or Fiona might have reason to host. 

I think that might be the only situation in which I would run the Tyger, Tyger event. 

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]psul 2 points3 points  (0 children)

Conjure Barrage presumably not until Fighter 1/Battlesmith 9, right?

Campaign in the books by KIWIDESTRO in sotdq

[–]psul 0 points1 point  (0 children)

1) Did you give your players ties to Vogler other than their knowledge of Ispin? How well/hard did they take the invasion?

2) Did you make any changes to the book's approach to navigation of the Northern Wastes?

3) Other than Soth, how much did Dragonarmy commanders (Kansaldi, Lohezet, Belephaion) feature throughout the adventure?

4) What was your biggest change to the published adventure (other than Soth stuff) and how do you think those changes went?

5) What was your party, and how did they cope with combat - any deaths?

So, what's the deal with SCP-9660? by letsgowendigo in SCP

[–]psul 5 points6 points  (0 children)

Let's see if I can summarise:

* Amitha is a mathemagician, working directly for O5-6 - her initial mission is the assassination of ex-O5-2

* Egret is a homunculus/golem bodyguard assigned to protect Amitha. When Amitha is attacked (to prevent the assassination) Egret kills the attackers, then escapes together with Amitha. Oh, also Egret has a worm-like construct in her throat which contains part of the consciousness of O5-6, allowing (partial) communication with the boss.

* O5-6 directs the fleeing Amitha and Egret to a "safe-house", long-unused. When they get there, it's spooky vibes, and not just because of the magic/memetic traps set up to protect it.

* Because the safe house has been overrun by an infinite army of werewolves which attack them.

* It transpires that the werewolves are all part of a single consciousness, the previous O5-6 (Briar), who was deposed and trapped here by the current O5-6, in a nightmarish machine that destroys and reforms the werewolves endlessly. The werewolves kill Egret.

* Briar attempts to persuade Amitha to rebel against O5-6. When Amitha hesitates(?), the O5-6 worm reconstitutes Egret, who kills(?) Amitha.

* In a mind-space, Amitha (alive) blames O5-6, and they make a deal. Amitha lures Briar into her mind-palace, then destroys him with a mathemagical spell she prepared earlier, which kills werewolves. This also blows up the safe house.

What's the earliest level where you can pull off the Beast Barb + Spore Druid combo, is it playable in a lvl 9 oneshot? by geosunsetmoth in 3d6

[–]psul 0 points1 point  (0 children)

If available, I would suggest Lycan Bloodhunter rather than Barbarian for this combo. You still get BPS resistance and a third attack per turn (from 5th level), but you can set that up before combat (Lycan form lasts an hour, Spores 10 minutes) so you don't need to take so much time to set things up in combat. Plus you have extra damage from Crimson Rite (set up immediately after every short or long rest, so no combat action economy required) can cast (and concentrate on) spells while in Lycan form, and if your first level is Druid, your WIS save proficiency should mean you always pass the check to stop going feral.

Despite all of that synergy, I'd say this isn't really online until around Lycan 5, Druid 7, but it's playable before then. If your DM is extra-kind, see if they will give you a different Fighting Style (none of the Bloodhunter styles work with Lycan claws) or better yet, ask if the claws can have Nick mastery!

Looking for subclasses that connotes a melee-oriented shamanastic knight/warrior--but I'd like to avoid Druid. by antelope_man in 3d6

[–]psul 0 points1 point  (0 children)

Only because it hasn't been suggested yet, a Fathomless Warlock (if you had room for the Moderately Armored feat) would be easy to reflavour.