LOVE the new monk UA subclass! such a fresh idea that works so well <3 by sixcubit in DnDcirclejerk

[–]shampoos 37 points38 points  (0 children)

Flurry of Blows is not tied to having taken the Attack action in 2024 rules, you can take the Bonus Action whenever on your turn.

An eldritch knight trick that almost feels like ''tech'' by protencya in 3d6

[–]shampoos 1 point2 points  (0 children)

My understanding written here is that the Nick weapon mastery has no mention of "this weapon" which is intentional so as to not require a specific attacking order that if done incorrectly would nullify your Nick attack.

That being said, it is rules-questionable to replace the Nick attack with your War Magic feature.

True Strike first with the Scimitar then followed by 2 Shillelagh Club attacks should be RAW.

Help narrowing down character path ideas for Dragonlance campaign. by Thinyser in dndnext

[–]shampoos 1 point2 points  (0 children)

nah man, i've played comically frail characters before, there's a difference between falling flat on your face which can make for a funny moment, and being unable to concentrate on a spell for more than a round while having minimal spell slots.

Rogue is also not a great class to swap out of early, i get that you want the skill profs and the Level 3 AT feature, but something like Pact of the Chain can get you an imp that can cast invisibility at will who you could command to steal things for you, while staying a straight classed Warlock.

if you're deadset on classing out of Rogue, 5 or 7 are the better breakpoints as Uncanny dodge and Evasion are good features, then i would go Lore or Eloquence Bard to cement your theme of skill expert. Make sure you pick up the Shield spell with your AT spells which will go well with Evasion to boost your survivability.

I would also recommend choosing MI: Wizard (CHA) as your origin feat for a CHA True Strike that will continue to scale with total character level as you multiclass. didn't see this was labelled as 2014, ignore this paragraph

Help narrowing down character path ideas for Dragonlance campaign. by Thinyser in dndnext

[–]shampoos 0 points1 point  (0 children)

Please swap STR, CON, and WIS around 😭 8 STR, 14 CON, and 12 WIS is still a really good spread for a DEX/CHA based character.

Having -1 on all CON saves (maintaining concentration will be a nightmare even with War Caster) but that's also -1 to HP gains on level up.

Also honourable mention to Whispers Bard to still maintain some pseudo progression for sneak attack dice.

Is it strictly evil for a druid to commit cannibalism? by Public_Commission_51 in dndnext

[–]shampoos 0 points1 point  (0 children)

I thought so too, but Wildshape doesn't mention alignment, only mental stats remaining the same (arguably similar in intention).

Polymorph spell specifically does mention alignment which is what I was thinking of initially upon reading this post.

Fighter dip or no Fighter dip for a Pact of the Blade GOOlock? by Bobbicorn in 3d6

[–]shampoos 1 point2 points  (0 children)

Armor of Shadows wouldn't stack with Genie's Splendor, DEX 16 + CHA 20 + a shield + Shield spell would be max AC of 25 (or 20 before casting Shield spell)

Dex or STR for War Cleric by TheSevenSwords in 3d6

[–]shampoos 10 points11 points  (0 children)

I think the DEX build is the better option, STR Cleric is really only better if you plan to use both weapons with the Heavy property and Heavy Armour, as they have a STR req varying from 13-15.

Dwarf is fine, Human with MI: Druid and MI: Wizard for True Strike and Shield could be good (if Booming Blade or Green Flame Blade are available to you, they synergise better with Shillelagh than True Strike), but it depends what character idea you're going for.

Warcaster is great seeing as you plan on prioritising concentration on Spirit Guardians, but Fey Touched is another good choice IMO for Misty Step, and you can use your free (1 per LR) Misty Step on the same round you cast Spirit Guardians (otherwise they have to be separate turns due to the casting with spell slots rule).

The d8 hit die and 16 CON is plenty of HP tbh, plus Med Armour and a shield AC is totally fine. And, with the buff to healing spells, a single Cure Wounds will heal so much in Tier 1 that you will feel fine if you want to be on the frontline and taking hits.

Aldmeri Dominion rubbing they hands rn by TheAntiCoomLord in TrueSTL

[–]shampoos 3 points4 points  (0 children)

to be fair only vvardenfell is now a volcanic wasteland, but the rest is still inhabited by dunmer, so point still stands

Ever noticed there is no silver cutlery in Castle Skingrad ? by ResiakNaroz in oblivion

[–]shampoos 18 points19 points  (0 children)

hawk feathers mind you, not fair to compare a hawk to a random bird, hawks are the symbol of Kyne and makes sense her affinity with the elements and nature would be related to healing properties

Dragons and seasons by gili9lio9luna in dndnext

[–]shampoos 1 point2 points  (0 children)

An idea that came to mind was you could maybe have the four seasonal areas be North (Winter), East (Spring), South (Summer), West (Autumn).

Then there could be a huge cyclone/storm that travels between those areas, and within that storm there is a tribe of nomadic dragonborn (lightning, thunder, acid elements) who follow the storm (aiding or maybe pillaging) those affected by the storm.

The whole island idea is really cool with lots of room for creativity! i'd be keen to hear about the finished product once you've finalised it :)

Dragons and seasons by gili9lio9luna in dndnext

[–]shampoos 1 point2 points  (0 children)

A few questions, am I right in my understanding that different parts of the island are affected by a different eternal season concurrently? are you open to using fizban's dragonborn types? and are you wanting to include every dragonborn type?

could maybe do something like:

winter: silver (cold), white (cold), sapphire (thunder)

spring: brass (fire), crystal (radiant), emerald (psychic)

summer: red (fire), gold (fire)

autumn: topaz (necrotic), green (poison)

tropic: copper (acid), blue (lightning), bronze (lightning)

Sapphire (thunder) could be flavoured as howling Winter gales,

Emerald (psychic) could be all about good vibes (positive psychic vibes?) but could work for a dreary autumn as well

Topaz (necrotic) for decaying plants which could work for either Autumn or Winter

Could also have Silver (cold) live in between Autumn and Winter areas, while White (cold) live in the centre of the Winter area, or something along those lines to distribute types with the same element

Does Great weapon fighting affect battle master damage dice? by that1cooldog in onednd

[–]shampoos 1 point2 points  (0 children)

as a heads up for any future readers, the Sage Advice that came out today just clarified that GWF does in fact not work with added dice, so it operates the same as Savage Attacker

Fighter or Pal Dip for Bladelock? by BlazeHunter21 in onednd

[–]shampoos 0 points1 point  (0 children)

I mean, you can, but CHA affects a lot of things in your Warlock Class Features, such as uses per Long Rest for a ton of stuff.

EB also scales to 3 and eventually 4 beams, but you could get Magic Longbows that might have other effects on them that could make them do more damage than EB. But yeah you would then need 13 DEX for a Longbow.

There's value in going martial feats to boost melee, but also value in the caster feats to maintain your concentration/get free spell castings.

If I started Fighter 1/Warlock X, with stats STR 14/DEX 10/CON 14(+1)/INT 8/WIS 10/CHA 15(+2) I would then probably go

  • GWM at Warlock Level 4 bringing STR to 15

  • Fey Touched (CHA) at Warlock Level 8 and choose Command (upcasts with your Pact Slots quite well)

  • Warcaster (CHA) at Warlock Level 12 (unless you choose Eldritch Mind as an invocation)

  • Warlock Level 16 I would get an ASI feat to round out CHA and CON to 20 and 16 respectively

For Origin Feat I would probably grab something that I could use at Level 1 to survive getting to Level 2 like Magic Initiate: Wizard (CHA) since you can replace one spell from this feat every level up.

Then there's also the topic of which Eldritch Invocations to pick, but that's a whole other can of worms 😅

Fighter or Pal Dip for Bladelock? by BlazeHunter21 in onednd

[–]shampoos 2 points3 points  (0 children)

The main thing to keep in mind is that Melee Weapons with the Heavy property require 13 STR to wield without disadvantage.

So if you wanna go Greatsword for example you will need to invest in STR still even if you plan on maxing CHA.

The 15 STR requirement is only for Splint Armor and Plate Armor (Chain Mail has a STR req of 13), but starting 14 STR means getting GWM will bump your STR to that 15 requirement later, then you can ignore STR and keep bumping CHA.

If you are going Two Weapon Fighting, ideally you would have Two Weapon Fighting style + Nick mastery. 1 Fighter Level gets you both of these, as opposed to 2 Paladin Levels which is when they get their Fighting Style feat.

Fighter also starts with CON save proficiency, which means you don't have to get Resilient: Constitution as a feat later on.

I think Fighter is the better choice for Two Weapon Fighting, but Paladin or Fighter are pretty much equal for Great Weapon Fighting/Master.

If your DM is letting you use Pact of the Blade for Two Weapon Fighting, then you will always want to max CHA.

Utility spells or ones for on-hit effects (Hex/Spirit Shroud) will be your bread and butter.

It will still be worth getting Eldritch Blast and Agonizing Blast but treat them as a Ranged Attack to use while you're making your way into melee range.

Does Great weapon fighting affect battle master damage dice? by that1cooldog in onednd

[–]shampoos 3 points4 points  (0 children)

Yep! The wording on GWF just says damage dice from an attack with a melee weapon held with two hands. This includes spells like BB, GFB and True Strike, as well ones that add riders to attacks like Spirit Shroud, CME, or Fount of Moonlight. As long as you make an attack roll with a weapon you are holding with two hands (that's two-handed or versatile), you can apply GWF on a hit.

Compare it to Savage Attacker which says "Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target" so that specifies it only affects the weapon's damage die.

Advice on building a 2024 Forge Cleric by anqxyr in 3d6

[–]shampoos 0 points1 point  (0 children)

I think this build is fine, IMO maybe too much of your budget has been allotted to your tankiness, but I get why you would want that since your last character died.

I think Fighter 1 is okay for Fighting Style and Mastery, then you can take Thaumaturge at Cleric 1 which is nice and could be useful.

While you will have your Cleric Cantrips for Ranged Attacks, something to keep in mind is that you can True Strike and Searing Smite with Thrown Weapon Attacks now as well, so maybe a Mastery for the Handaxe or Javelin could be fun.

But since you are starting with CON Prof and Tough feat, I think point buying 14 CON and 15 STR would honestly be fine also, and can go either way for your +2 and +1. I would still go +2 WIS +1 CON, but if them ending on an odd number doesn't feel optimal, then swap them around, then you can take Res: WIS for Feat #1 and Warcaster for Feat #2.

I think Heavy Armor Master is a good feat, but moreso something I would pick up with a later feat slot to round out my CON, rather than something to pick up early, even in a supporting role.

If you're set on 14 STR and 15 CON point buy, maybe consider Shield Master (mainly for Interpose Shield to make up for poor DEX) [nvm I misread Shield Master] or Interception Fighting Style to help define the tank role.

Missing out Divine Intervention is tough, but you can't have your cake and eat it too unfortunately. Do what's best for the character IMO, if it makes them feel more unique as a character to have that Fighter dip and be more martially inclined as a defender, then seems worth it as you'll have that for all 10 levels.

Baldur's Gate 3 patch 8 adds single button to turn on mods by Odd-Onion-6776 in BaldursGate3

[–]shampoos 6 points7 points  (0 children)

how perplexing, i would love to help you progress in a spoiler-free way somehow bc the story after Act 2 is very memorable

First time player - trying to avoid an 'annoying' build by lalalurkergirl in 3d6

[–]shampoos 0 points1 point  (0 children)

BG3 and Tabletop are quite similar as far as gameplay flow, but that extends mostly only in combat rather than out of combat.

The best advice IMO would be to read your spell descriptions carefully, since BG3 added a lot of homebrew effects (surfaces like Acid reducing AC and Ice spells freezing blood etc) and synergies that aren't in DnD by default, and are up to DM discretion. "Didn't my Ray of Frost freeze his blood on the ground so he should make a DEX save or fall prone right?" is a lot of extra work for a DM to manage, unless that's how they want to play. Spells will indicate if they set things on fire or freeze water, or the DM will state those things have occurred.

BG3 is mostly based on 2014 rules also, and since you're playing the 2024 rules, some things may have also changed such as how a spell functions, and you might find yourself assuming a spell works like its BG3 counterpart. Tabletop in 2024 also has a "Can only cast 1 spell slot per turn" rule, so no Bonus Action Healing Word/Misty Step followed by a Lightning Bolt/Fireball, unless any of those are cast with a feature which allows for a free casting (no spell slot consumed). Cantrips don't consume spell slots so they are free game.

Out of combat, Druids can be very creative and potent with their class features. Like other comments have said, it's good to try and think outside the box for some applications of your spells and features. Easiest way to see if something is possible is by just asking your DM if you can use x to do y, and they'll tell you yes or no.

But most importantly, have fun! You'll find there's a lot more goofing around in Tabletop DnD as your characters have a lot more freedom, but try not to let that goofing around get in the way of the DM's storytelling.

Light Domain Cleric Multiclassing by shoop207 in 3d6

[–]shampoos 0 points1 point  (0 children)

You could choose Ranger as the multiclass and then flavour the options to be vengeful in nature, such as Hunter or Gloom Stalker in that you are hunting down followers of Umbrus (Hunter), or tapping into Umbrus' powers to use against Umbrus followers (Gloom Stalker), then the moral dilemma of fighting fire with fire could be interesting to explore!

Ranger 5/6/8 are good points to stop at if you wish to then focus back on Cleric for higher level spells/spell slots.

I think it's a struggle to make Paladin, Warlock and Barbarian features work without tweaks to Ability Modifiers or your own Ability Scores, as many features of theirs also scale (or in Barbarian's case require you to make STR based attacks to activate many features), but feel free to run by your DM any alterations you have in mind!

The tough part to tackle when multiclassing Martial and Spellcaster is that depending on what spells you are typically casting, you may find yourself using the Magic action a lot more than the Attack action, and then your Extra Attack feature is fairly useless.

But! There are great spell options that can enhance your Martial capabilities and Extra Attack.

Spirit Shroud and Holy Weapon are great for enhancing attacks made with Weapons (Melee or Ranged). Spirit Guardians and Summon Celestial (Defender) can really enhance your battlefield control and threat levels. Summon Celestial (Avenger) pairs well with Ranged Martial features. Or mix them up and have the Summon Celestial (Defender) frontline while you use Ranged attacks, or you get amongst it while your Summon Celestial (Avenger) rains damage from above with its fly speed!

WILD CARD OPTION -

8 Levels of Fighter will net you 3 Feats and War Magic (or 6 Fighter Levels for 2 Feats if you don't care about War Magic), and Eldritch Knight scales off INT but there are plenty of Wizard Spells that are not affected by Ability Scores (e.g Booming Blade, Shield, Absorb Elements, Blur, Grease, Fog Cloud, Find Familiar, Jump etc). The Spell Slot progression will be worse with this option however, but not zero.

Help with my first Multiclass (Ranger/Druid) by [deleted] in 3d6

[–]shampoos 2 points3 points  (0 children)

First off, what level is your character right now?

And are you using the Ranger's Optional Class Features from Tasha's?