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13

Reactions and bonus actions aren't ever something you “have”, they're something you do. And there is a limit on the number of times in a round that you can do them. As a consequence, it doesn't make sense to ask if you “have” either one when you are surprised. What matters is whether you can do things that count as a reaction or as a bonus action. The ...


11

All the Warcaster feat does is negates the need to have one hand free to cast the Somatic component of spells, so long as your hands are occupied by either weapons and/or a shield. It doesn't allow you to cast spells through a weapon. Inflict Wounds allows you to make a melee spell attack not a melee weapon attack. As such, unless otherwise stated in the ...


11

No. Extra Attack doesn't give you two Attack actions, it gives you two attacks per Attack action. A 5th-level monk still only has one Attack action. That means that not only do you not get two Multiattacks, but if you take the Multiattack action you don't get a second attack from Extra Attack either, because only the Attack action triggers Extra Attack's ...


9

The second interpretation is correct. For the wolf, Bite is listed under Actions, as it is a type of Action. The next keywords are the important part: Melee Weapon Attack. For a Player Character using Extra Attack, it states that you can make multiple attacks whenever you take the Attack action. For the wolf, Bite is a type of attack. Thus, in the case of ...


8

Yes Why the cognitive dissonance? Martial Arts is one Monk class feature, Flurry of Blows is a completely different Monk class feature and each has its own independent criteria for allowing their respective bonus actions. However, if the attack you use to allow the Flurry of Blows is neither unarmed or a monk weapon and you are still holding it when you ...


8

The sidebar on DMG 82 explains one important aspect of CR: a monster of higher CR than the party's average level is likely to have special features or damage output that is too much for the party to handle. A monster's CR is equivalent to its XP reward, which is used to build encounters. As MM 9 says, one monster of CR equal to the party's level is a ...


8

The least tactical conflict possible is one that presents a single goal and affords essentially only one route to reach that goal. For instance, imagine that the big bad the townsfolk have hired the party to destroy is an everyday inanimate wooden crate. To keep things simple, it's the target of an ongoing magical ritual that has given it immunity to all ...


7

Speed factor initiative CAN cut down on over-planning, without making play any slower, if you manage the tone and urgency well. I have played a small number of times with it recently, after reading this article by the AngryGM. (Warning that his material is written egotistically with much profanity) I liked it from a thematic perspective, as it would keep ...


6

The Monster Manual (p. 9) says: ACTIONS When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player's Handbook. If Multiattack is one of those options; then the druid is choosing the ...


5

The Big Gold Book doesn't cover this fairly common event, but from experience there are a few options, some of which work better than others. Keep in mind that BRP is a toolkit game—there are few things you can do wrong so long as how you choose to do it works well for the group and the needs of the gameplay and story. The most punitive options, such as ...


3

While there is no "touch attack" in 5e D&D, let's walk through how Inflict Wounds works. Inflict Wounds has both Verbal and Somatic components. Somatic components require: A free use of at least one hand to perform these gestures. (p. 203 PHB). The simplest thing to do in the usual case is to drop or sheathe the mace and cast Inflict Wounds, per ...


3

Yes. it is round based. If you have the ability to take a Bonus Action you can only do so on your turn (unless other wise specified by the special class technique or what-have-you that grants you a bonus action. Similarly if you have a feature that grants a Reaction, you can take it on your turn OR on someone else's turn if its a triggering effect such ...


3

Good question which I have asked myself quite a few times - I'll try to answer it. Dungeon World is inherently about telling a story. Probably moreso than other tabletop RPGs like D&D. The minimal amount of bookkeeping at statreading allows players to focus on the fiction. Now it may seem to many that more stats, rules and detailed bookkeeping about ...


3

This is a very tricky question; but a very good one. The primary deciding factor is not rules, be they written or interpreted, but the Dungeon Master's ruling in question. Since Phantasmal Force creates an illusion so vividly rooted into the afflicted target's mind that the target's thought process rationalizes any interactions with the illusion (an ...


3

1. "is there a formula for using the CR?" No. As @Gregory and @Albert have pointed out, you've got to do the XP-math to evaluate the encounter against the guidelines. Luckily, tools like Kobold Fight Club, spreadsheets, and a head for numbers make it not too onerous to do this until you feel you don't need to any more. 2. "what is the range of CR that they ...


2

CR is only used for quickly compare monsters, which seems faster than comparing xp. Basically, then, is like a classification of how strong the monster is. What you need to use is the amount of xp the monster gives (which is directly related to the CR). Therefore, for designing combat encounters, ignore CR and take the amount of xp the encounter gives to ...


2

A well-prepared "regular" fighter can actually be more effective than a mage, odd as that may sound. As others mentioned, "Immunity to normal weapons" is kind of a misnomer, and only acts as hardened armor for the spirit against all non-magical attacks. While many small arms don't do well against that, hardened weapon is very vulnerable to APDS ammo, ...


2

Sadly, Spirits are Astral. It could Materialize, but even then it would have Immunity to Normal Weapons (as long as it is materialized). That immunity can be circumvented in several ways: This applies to all attacks that are not magical in nature; weapon foci, spells, and adept or critter powers function normally. If the critter also has the Allergy ...


2

I used this for a few sessions as a DM and I really liked the setup. My players liked it less. I appreciate both sides of the argument. Things we liked Initiative bonuses are a much bigger deal, because you get to act earlier more often. Your super-initiative Rogue or Ranger doesn't have to suffer because they rolled poorly on initiative once or twice. A ...


1

You don't want to do this. The answer strictly as the question is asked is yes, but it's with significant penalty and therefore my answer is a resounding NO!!! You could in theory but you will only do normal unarmed strike damage of 1 HP. Per PHB pg 78 under the heading of Martial Arts. you gain the following benefits while you are unarmed or using ...


1

As spirits have immunity against normal weapons there is not much you can do. Your best option is to let your mage take on this task and support him in other ways. He can circumvent this immunity. You can of course try to shoot the spirit but the immunity will prevent it from taking smaller amounts of damage and you will need some rather huge damage values ...


1

Shadowrunners work in a harsh world, but they do not work alone. This is typically the kind of situation where you would require the services of a shaman. I'm sure your local "community" has a few of them who would gladly help you in exchange for a stickful of nuyen...



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