Tag Info

New answers tagged

1

Just one d6. I don't see anywhere that it specifically defines "damage die" for a weapon, but the fact that you roll one extra die, then two and three, indicates to me that you should only roll one extra die (of same the number of sides as the damage die or dice of the weapon). For a similar construction, see PHB 196 which describes rolling "the damage die ...


2

Equipment: Amor: Plate: 18 Base Armor Class Shield: +2 Weapon: Any finesse weapon. (See Defensive Duelist Feat) Feats: Defensive Duelist: Adds proficiency to AC as reaction if wielding a finesse weapon you're proficient in. War Caster: Allows casting while using weapons/shield. Important for utilizing the Defensive Duelist Feat while spell casting. ...


3

Both of them set your base AC. So Mage Armor would supersede Unarmored Defense. You have this: Normal: AC = 10 + Dex Unarmored Defense: SET AC = 10 + Dex + Stat Mage Armor: SET AC = 13+Dex Basically, Mage Armor leaves no room for the second stat for Unarmored Defense so you would not be able to apply the second stat.


2

Dual-wielding Monk A simple way is to be a Monk with the Dual Wielder feat, 20 Dex, and 20 Wis. This gives you a 20 AC from Unarmoured Defence, with +1 from the Dual Wielder feat for a total of 21. Defensive Style A Fighter, Ranger, or Paladin can take the Defensive Style feature, which gives them +1 AC when wearing armour. This gives them a maximum of ...


4

Draconic Resilience : AC 13 Dexterity 20 (+5) : AC 18 Bracers of Defense (Horde of the Dragon Queen Supplement, +3) : AC 21 Staff of Defense (Lost Mine of Phandelver, +1) : AC 22 Ring of Protection (Lost Mine of Phandelver, +1) : AC 23 Temporary: Shield spell (+5) : 28 Buff from someone else: Shield of Faith spell (+2) : 30


1

21 without magic. Higher with it That's pretty much the universal answer to this question (with the barbarian being the potential exception). There are several ways to go about about this. Pretty much the go to here is to MC something that gets you heavy armor and shields. Life or War cleric is the go to. You get access to Plate right away (as soon as you ...


0

There is a "Defensive Duelist" feat which uses a reaction to potentially cause an attack to miss you. You can use it all day long, which the exception that you can only use one reaction per round (core rule). Only works with finesse weapons. It has a minimum Dex pre-req. to take, and obviously you cannot pick it up until your class grants you an Ability ...


0

Any time you are bringing an adventure into a system it was not designed for there are questions that can help the transition. These are generally good questions to ask when reading an adventure so you can improvise during game without breaking the adventure. What are the individual set pieces of the adventure? What does each encounter try and achieve? ...


1

Correct on both counts. You can see this more clearly in the definition of "Attack Action" The most common action to take in combat is the Attack action, wheter you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. "melee attacks" are different from "Attack action", and ...


2

Extra Attack only modifies a regular attack action Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. I think the fact that "Attack" is capitalized seems to implicate the Attack action under actions in combat vs. any attack. Horde Breaker could be used in conjunction with Whirlwind Attack ...


1

All editions of Dungeons & Dragons differ in how much damage characters and monsters do, and how many hit points they have. In 5th edition characters and monsters have the highest damage output of any edition, for example this is the only edition in which a level 1 wizard with a magic missile does 3d4+3 damage, in all previous editions it was less. But ...


14

Yes. Any character who is proficient with a particular type of armor can cast spells while wearing that type of armor with no penalty. There are two primary reasons for this. There are better ways for mages to get a decent Armor Class. For example, Draconic Sorcerers get permanent Mage Armor for free at 1st level, which provides 13 + Dexterity Modifier ...


1

The way my group does this is by superimposing lines over the squares to approximate who gets hit. If the line goes over an icon at all, they get hit. Granted this is mostly for online play, but it works on tabletop as well, if you are willing to delay the game to get the exact cone shape overlayed. As long as you use consistent rulings, it won't make much ...


4

You understand the rules correctly. It is neither unbalanced nor a departure from D&D tradition. It is not unabalanced because the there are many ways to increase the AC of a Wizard, from Mage Armor to bracers of defense etc. Armor is expensive, and it requires that the wizard invest in both the armor, and the strength to make use of the armor, as well ...


0

Firstly, if you can you should wait for the conversion guides which will be free. If however you are anxious I suggest the following pointers. Replace all monsters from the old module with monsters from the DM basic rules. Same with common magic items. Use the xp budget guidelines to reduce or increase the number of monsters, though normally you can keep ...


1

A Fun and Easy Character Class Fighters are fun! Pretty easy, too. You can choose to circumvent the whole spell-casting thing as a fighter. That being said, your wife (?) may not be much motivated to learn things. Also, just having a ranger with an animal companion/bow specialization would work out pretty well. She'd be motivated to play this character, ...


10

Right now there isn't an official rule. According to Mike Mearls and the Wizards Team that will be an option spelled out in the Dungeon Master's Guide. However this has been an issue for 3.5, Pathfinder, and 4e. You can use this diagram from the Pathfinder SRD to make a ruling on applying a spell's area of effect to a grid until the DMG is released. ...


4

It's not ambiguous. Or means* just one part needs to be the case to satisfy the whole conjunction, so is one true? Yes? Then the conjunction is satisfied. Hence it is whichever comes first. To make it mean whichever comes last, both conditions have to be true (one can't be last if the other hasn't happened yet), which is what the conjunction and commonly ...


17

Whichever comes first. PHB, page 203, Spellcasting, Duration, Concentration If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. The duration listed is the maximum allowed amount of time one can concentrate on that spell. In my interpretation, this ...


14

You are able to cast the cleric spells at a higher level. While spells known / prepared are handled on a class basis, your spell slots are combined. PHB, page 164, Multiclassing, Spellcasting, Spell slots Spell Slots. You determine your available spell slots by adding together all your levels ... Use this total to determine your spell slots by ...


4

1. How useful is the bonus to elemental spell damage compared to re-rolling the damage dice using Empowered Spell if the only direct-damage elemental spell you have that matches your ancestry is a cantrip? Assuming a Charisma bonus of 3 or greater, the bonus to elemental spell damage at level 6, is about the same as empowering. However, at level 11 it's ...


2

Sorc 1/Cleric 1 should be pretty solid. You'd have 3 L1 spell slots per day, you'd get access to medium armor and Shields, which is a nice boost to your AC. You'd also pick up the first domain feature for your cleric, which can be quite good. A S1/C1 would be a solid combination, it's a bit MAD as you'd want to make sure you have wis/cha/dex, but that's ...


8

It does not mean you generically gain an advantage, it means you now have advantage on that roll, which is a mechanic introduced in fifth edition. From Basic Rules, Page 4: Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a ...


4

The limit is built into the text you quoted: After 1 hour, or until you lose your concentration The maximum limit for the duration of the transformation is 1 hour. At 1 hour 10 min from the time you started, one hour after the conversion, the first cubic foot of converted material reverts back to the original material. The concentration check is if ...


8

It seems based on a close reading, that there is no volume limit on how much material you can transmute. You are limited by only three factors: It's a single object. The larger the object the more time you have to spend, so you can in theory spend 30 hours converting a small outhouse of 180 cubic feet. The object is all made out of only a single material ...


8

All of the guidelines for organized play can be found in the Adventurer's League Player's Guide. In general, all of the content from the Basic Rules, Player's Handbook, and Hoard of the Dragon Queen supplement are fair game with a few specific exceptions. Here is a brief summary of the character generation rules for organized play: All characters begin ...


4

All of the information for organized play can be found on the official D&D Adventurers League website. Specifically, there is a guide for new players available as a PDF. The primary changes are: Point-buy or standard array must be used (no dice rolling for abilities) Lifestyle is determined by background Neutral Evil / Chaotic Evil are not allowed, ...


-3

The DMG contains supplemental information. It has ALWAYS been possible to run a game without the DMG, every since the first AD&D DMG. Do they contain useful info? Sure, but none of it is NECCESARY.


4

Accuracy Curve The article talks about the issue of the math behind the attack/AC accuracy curve. 3rd Edition and 4th Edition both assumed you would have certain magical bonuses as weapons or armor at specific levels just to keep up with the math of the monsters at those levels as well. 5E ditches that so that you are no longer required to have those ...


4

The D&D Basic Rules v0.1 and later include a "Dodge" combat action (p. 72), available to all characters, which gives you advantage on dexterity saving throws and disadvantage to anyone who attacks you. This is a similar effect to the optional "parry" rule from 2nd edition, or the "fighting defensively" rule in 3rd.


3

The answer is: It deppends on the game you are playing and how you handle the challenges. 5E isn't a "tactical minis" game as 4E was, but there is still a certain degree of "role balance" on it. You're deffinitely gonna have a harder time without a Paladin and Cleric that can use Healing Powers (even with access to Hit Dice mechanics), or a Bard or Druid ...


5

The answer depends greatly on your DM. You can be effective with any group and setup, provided you actually focus on the group's strengths and avoid it's weaknesses. This means you need a DM that allows those opportunities. Published adventures are railroading. They have a very narrow focus and can only accomplish so much without knowing what the party will ...


1

No, but it helps slightly, numbers count for more. My experience in running two different groups through the Starter Set adventure has revealed to me the following. outside of specific class abilities all characters have similar capabilities. there is just enough non-clerical healing for a group to recover. Cleric and other healing classes greatly extends ...


-2

Negative hit points don't exist per se, however the concept does remain to a certain extent. From 5e PHB (page 197): Instant Death Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. In other words, if you drop to ...


11

The answer to this is going to greatly depend on your playstyle. I'm currently playing in a few groups. One of them has no cleric (but has a paladin) the other has no cleric or paladin. Another group has no arcane spell casters of any kind. And another has a cleric, a wizard, a fighter and a rogue. The group with the cleric, wizard, fighter and rogue is ...


2

Yes, based on the starter kit... I'm both DMing and playing the 5e starter kit and it seems a cleric is necessary to avoid party member deaths or party wipes. That said, clerics are not healbots and can be harder to hit than certain fighter builds, but they do have to balance using spells for attack and keeping them in reserve for heals. Wizards also seem ...


2

5th edition Dungeons & Dragons has "bounded accuracy", which means that the various numbers on your character sheet don't go up that fast with level than they did in previous editions. It is that what Mike Mearls refers to when he talks about "the math behind the system". In systems where the numbers go up faster with level, it is often assumed that ...


9

Yes, there is a feat (Martial Adept) that any character can take, which allows you to take two combat maneuvers and gain one superiority die. If the character is not a Battlemaster Fighter, they will not have other superiority dice, in which case the one they gain is a d6. One of those combat maneuvers is parry: Parry. When another creature damages ...


21

Though at first glance it might appear, that if the DM does not give out magical weapons, then many monsters in the DM guide book will make half of the party irrelevant unless the DM gives out magical items and thus the game is dependent on magical items, unlike what the article states. However, a close look at the classes and character abilities reveals ...


13

1. Is there any requirement that the alignment be the same or close to their deity's? No, your alignment does not need to match the alignment of your deity. In the introductory paragraph for the cleric it reads (page 35 of the Player's Handbook): As you create a cleric, the most important question to consider is which deity to serve and what principles ...


11

There is no hard rule about alignments and classes, or classes and races. The book specifies generalities, and also gives counter examples. For example, in the Paladin class under the Oath of Vengence Tenets (page 88 of the Player's Handbook), it says that Oath of Vengence Paladins are often Neutral or Lawful Neutral in alignment. A neutral good tiefling ...


3

Rules for Opportunity attacks and Reach weapons don't make (narrative?) sense, but they are consistent. Reach is always 5 feet when not actively making an attack, and not the weapon being used. As you will see from the rules of the polearm master, the purpose of opportunity attacks is mainly to prevent people from running past you, and not to punish people ...


6

To quote Joshua Aslan Smith's answer... You can make an opportunity attack when a hostile creature that you can see moves out of your reach. This seems pretty clear to me. A creature using a reach weapon has a larger reach than normal for the purposes of weapon attacks, which an opportunity attack with a weapon is. Do recall that you can attack ...


11

My initial rules reading, maybe... Opportunity Attacks In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out ...


5

There are two ways to interpret that sentence, and it hinges on a weirdness of how English uses the indefinite article. Any character or monster that doesn’t notice a threat is surprised at the start of the counter. The usual interpretation of "a threat" here is that it means "one threat". If that is the correct reading, your question is the result. Is ...


4

RAW: Your first bulletpoint is correct, the 2nd is wrong. There are two ways to play this, the first is RAW as I understand it and the second is a houserule which I believe supports the spirit of the rules. Option 1, RAW: If a creature can detect any enemies it is not surprised As the surprised section states: Any character or monster that doesn’t ...


7

NOTE: This answer assumes that the asker is comparing the latest version of the Player's Basic Rules (v0.2 at time of writing) to the Player's Handbook. Here is a complete summary in list form of the new content: 5 New Races, 1 New Elf Sub-Race. Side Note: Unfortunately, Duergar Dwarves didn't make it to the PHB. 8 New Classes, Expanded Customization ...


7

Multi-classing As GMNoob stated, the only classes that currently get a skill proficiency is a Bard, Ranger, or Rogue. Feat A very powerful feat, in my opinion, is Skilled. 3 skills for the cost of 2 ability points is a very fair trade when you consider attribute caps and the bonus you get out of 3 skills. Race A couple of races get a free skill in some ...


13

There are a few classes you can multiclass into to gain skills, such as Bard, Ranger or Rogue. In addition to that, in the player's handbook there is a feat called "Skilled" which allows you to gain proficiency in any combination of 3 skills or tools. There is also a bard ability in the college of lore that allows you to learn 3 more skills at level 3. ...


1

These are all special cases. In general, outcomes are decided by rolling. This is part of the thrill of the game. If there is a general rule here, it's this: Taking the average favors the PCs, so there are some particular places where it's a good idea, but it shouldn't be overdone. Case by case: Point-buy or array for ability scores This is primarily ...



Top 50 recent answers are included