New answers tagged

5

Not in Wizards of the Coast material …At least, not that I'm aware of. Topquark's got it right that if you're looking for a Wizards of the Coast way to get extra uses of a class feature generally, you're out of luck and instead stuck hoping something was published that increases the number of times that class feature specifically can be used. However, ...


6

There are specific feats for specific class features, but no generic way. These feats include: Extra Granted Maneuver (Crusader's maneuvers) Extra Music (Bard's music +4/day) Extra Rage (Barbarian's rage +2/day) Extra Readied Maneuver (Swordsage's maneuvers +1/encounter) Extra Slot (any spellcaster's spell slots +1/day) Extra Smiting (Paladin's smite ...


6

You have them both. You choose which one you use. In general, things that overlap are always chosen by the owner (and thus you use whichever is best for the owner).


-2

Add a skill-based or level-based component Ability checks are hard because you can only do so much to improve your abilities, and since abilities affect so much those improvements are (and should be) expensive. Anything that’s a pure ability check is effectively something you cannot train to be better at, since if you could there should be some skill in ...


4

Inspiration The Investigator class (from the Advanced Class Guide) has an ability called Inspiration, which allows them to augment skill and ability checks: An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. ... As a free action, he can expend one use of inspiration from his pool to add 1d6 to ...


-2

There are 3 methods of detonations for Remote Bomb: Time, Proximity, and Trigger. Time: bomb explodes after a certain amount of time (up to 1 min/level). Proximity: bomb explodes if anyone touches it. Trigger: bomb explodes when you make an intelligence check (DC 20 + 1/10 feet between you and the bomb). Time can be useful if you know where creatures ...


12

Plant Growth There are two possible uses. If you cast this spell using 1 Action, ... all normal plants in a 100-foot radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves..." Land's Stride "...moving through nonmagical difficult terrain costs you no extra movement. You can ...


7

Short Version You get Darkvision out to 60 feet, proficiency with all simple and martial weapons, and potentially proficiency with shields (if you have proficiency with any kind of armor). Interestingly, as written, this would include tower shields, but using a tower shield is always a bad idea. Long Version You gain the traits, but not the features, of ...


5

Splinter Spell Resistance (2nd level spell) The first time each round the weapon damages a creature with spell resistance, that creature’s spell resistance is reduced by 5 for 1 round. This reduction is not cumulative for multiple attacks within the same round. Rending the Shround (3pp Magus arcana) Whenever the magus makes a successful melee ...


3

To get a Sneak Attack, you require either advantage on the attack roll or an ally within 5 feet of the target. An Assassin Rogue gets advantage when attacking a foe who has not yet had a turn in this combat (Assassinate feature) so you can choose to use Sneak Attack if you hit. If an Assassin Rogue scores a hit on a surprised foe then the hit is ...


2

Sneak Attack (Usually) Requires Advantage You can add sneak attack damage, "…if you have advantage on the attack roll…" or "…if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll," (PH96). Surprised Doesn't Grant Advantage When you're surprised, "you can't move or take an ...


9

Evasive Footwork: ...[add] the number to your AC until you stop moving PHB 74 Movement: On your turn, you can m ove a distance up to your speed PHB 190 Even if you run for 10 minutes straight, in respect to the game you can only move on your turn, so you stop moving at the end of your turn. The AC bonus of Evasive Footwork lasts at most ...


6

No Per Jeremy Crawford, "The benefit of Evasive Footwork ends when your move ends. It doesn't last from turn to turn." Also, "Evasive Footwork grants its AC bonus only during your current movement." Once your turn ends, you are no longer moving and thus the +AC stops.


10

Normally, you would be correct; if a level 2 Rogue (or level 3 rogue of any other Archetype except Assassin) catches an enemy by surprise or takes their turn before the start of the targets initiative count, they would also need Advantage on the attack for it to apply Sneak Attack. A level 3 Rogue with the Assassin Archetype get's the Assassinate feature, ...


13

Mighty Psintax Master Jeremy released DMG Errata here: http://media.wizards.com/2016/downloads/DND/DMG-Errata.pdf Combining Game Effects (p. 252). This is a new subsection at the end of the “Combat” section: Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of ...


6

The astral skin operates according to the general rules of psychoactive skins, not according to the rules of any particular psychoactive skin. So yes, your second quote applies, and no, the benefits of a 151,000-gp item (or 16,000-gp item) don’t. It is effectively the “unarmored” version of the astral suit; the astral skin can actually be combined with ...


13

Yes, the 2 auras will stack. There is a rule to prevent the proficiency bonus from being stacked on a roll, and there is a rule that says you can't benefit from 2 of the same spell simultaneously, but these are the only rules that restrict bonus stacking. Additionally, Jeremy Crawford, lead designer of D&D 5e, has confirmed that you can benefit from ...


4

A creature that gains a feat's benefit only gains the benefit The swordsage's extraordinary ability discipline focus (weapon focus) says that a swordsage "gain[s] the benefit of the Weapon Focus feat for weapons associated with the chosen discipline" (Tome of Battle 16) (emphasis mine). The benefit of the feat Weapon Focus says, "You gain a +1 bonus on all ...


7

A swordsage does have bastard sword proficiency, but not the way you mean As a swordsage, you are proficient with [...] martial melee weapons A character can use a bastard sword two-handed as a martial weapon. In effect, the swordsage has “Martial Weapon Proficiency (bastard sword),” but not “Exotic Weapon Proficiency (bastard sword).” This ...


4

The GM may allow a properly discovered alchemist's bomb to be used as a trap's effect, but doing so is likely not worth the trouble The rules don't cover this. Nevertheless, a GM may allow an alchemist (or similar bomb-tosser, like a rogue with the third-party archetype bomber) to replace the typical damage-dealing effect of an existing trap with an ...


5

Well, he can cast disguise self an unlimited number of times per day. But it doesn't last a whole day. You can cast disguise self at will, without expending a spell slot. This only lets him cast disguise self, it doesn't modify the spell at all. And disguise self says: Duration: 1 hour So while he can indeed cast it an ...


13

'Gnoll' is a race, so unless Rage is specifically called out as a class feature, it would not be included in the above description so you would get it. A class feature is a feature you get from your class. This would include spells from a Wizard, extra attacks from a Fighter, sneak-attack from a Rogue, etc. Abilities that a possessed creature would get as ...


6

You could, theoretically, control any of those creatures, but only for a short period of time. Since all of those creatures have 12 or higher Intelligence, you could have control of them for a little while, after which they are free and angry at you. Now, you could just control minor undead, but by 14th level, that has almost no practical uses. (Side Note: ...


7

It doesn't have a usage limit, but It does have a control limit on the number of undead. The answer to how many can you control at a time is in the complete feature description: If it fails, it becomes friendly to you and obeys your commands until you use this feature again. This effectively limits your Command Undead to One Undead type creature, ...


7

The higher their intelligence, the more likely they are to succeed on their charisma saving throw against the ability (DC=your wizard spell save DC). If the target has an intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher it can repeat the saving throw at the end of ...


16

The +1 Carries Forward The martial arts class feature (PH page 78), at 5th level, allows you to …roll a [d6] in place of the normal damage of [a]…monk weapon. A dagger is a monk weapon, so its damage is changed. What, then, is the "normal damage" of a weapon? We turn to page 146 of the Player's Handbook: The Weapons table shows the most common ...


0

TL;DR: the +1 is tied to the dagger's damage roll The +1 bonus damage is applied to damage rolls "made with this magic weapon." The class ability's 1d6 roll is being substituted for the weapon's damage roll. You can roll a d4 {now 1d6 at lvl 5} in place of the normal damage of your unarmed strike or monk weapon. The 1d6 roll replaces the monk weapon ...


8

The Martial Arts class feature only replaces the damage die of the base weapon, so the +1 feature works as normal, as it is not a part of the weapons damage dice.


1

The only requirement for Shape Breath Weapon is "Breath weapon as a special attack." 'Special Attack' isn't well defined for non-npcs, however 'natural' breath weapons (from a dragon, gorgon, etc.) use the Universal Monster Rules 'Breath Weapon' entry, which specifies that they are supernatural abilities. The Bomber class says that it uses the Bomb class ...


2

Humanoid is a creature type, as is Undead. They are mutually exclusive. By becoming a Wraith you traded your Humanoid type for Undead, disqualifying you from adopting any other template that "can be added to any humanoid creature..." As for the Dry Lich Template, that one requires you to be a "Living Creature" so being an Undead would disqualify you from ...


2

Pg 3, "Light, Dark, Underdark" Unearthed Arcana Radiant Soul ... when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. PHB, pg 102 Elemental Affinity ... when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that ...


11

Yes, these 2 effects will stack. There is a rule to prevent stacking the proficiency bonus from being stacked on a roll, and there is a rule that says you can't benefit from 2 of the same spell simultaneously, but these are the only rules that restrict bonus stacking. The most concrete example we have of stacking an ability modifier is the Paladin's Aura of ...


1

The relevant rules: Radiant Soul ...when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. and ELEMENTAL AFFINITY ...when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. In this case the OP is ...


0

Bonuses (+X) always stack. Things that double, halve, replace, or negate numbers have special rules, none of which have anything to do with this particular case.


-2

Maybe not, but it's unclear The only interaction between multiple ability modifiers that I can recall at the moment is Unarmored Defense. Namely: The Barbarian and Monk's Unarmored Defense do not stack. Additionally, because both abilities say "add your Charisma modifier to that damage", I would say no. It's not "Add a number equal to your CHA mod" it's ...


0

Yes, you would add your charisma modifier twice to the spell.



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