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1

The balance reason is that alchemical items are ranged touch attacks that still do damage on a miss. Touch attacks are easier to hit with, plus splash weapons are guaranteed damage. Imagine a feat that let a Wizard get two Scorching Rays per round with no use of wands or Quicken Spell. Against a group of enemies that are close together, the damage can be ...


-1

While, no, you cannot use DD with, say, a quarterstaff, it is worth noting that from level 11 and onwards, you can roll a d8 and eventually a d10 for monk weapons, in place of their usual damage die. Meaning that, flavour aside, even if your DM is RAW, you're able to use a dagger or shortsword just as effectively as two-handing a quarterstaff, making the ...


2

If you assume Crawford's interpretation, you only have a 5 foot reach for opportunity attacks, and when something moves out of it you choose which weapon or spell to react with. If you assume Mearls' interpretation, then when a creature moves from 5 feet away to 10 feet away, you can make an opportunity attack with your dagger or with a spell from War ...


0

The answer is the same as the related question. If your preferred answer to the related question is, "you get an opportunity attack", then you can replace that attack with a spell instead. If your answer is, "you don't get an opportunity attack", then there is no opportunity attack to replace, and thus you can't cast a spell.


4

First of all, I always assumed Bonus=Benefit in the context of solo tactics. Anything else didn't even occur to me. Regarding your question, the FAQ offers a precedent for Benefit = Bonus in the context of Outflank's secondary ability. Benefit: [...] In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of ...


2

You make your attack with a quarterstaff using Str or Dex. You then deal damage either as per monk level or 1d6 for staff or 1d8 for versatile. You then choose whether you make a monk bonus action attack or polearm bonus action attack, and get the replacement damage die that comes with the bonus action you chose. As you gain levels only the monk attack ...


8

The Shillelagh spell description, in relevant part: For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. (PHB, p. 275) As written, the spell applies to all melee attacks with the affected weapon. It is not limited to ...


5

1) Look at how feats are written. They are written Prerequisites: ... Benefit: ... The duelist class ability says you gain the benefit. It says nothing about the prerequisites. You get what it says (the benefits) and don't need the rest (the prerequisites). It even goes further to modify the benefit by saying you don't need a free hand to use ...


2

No, you don't need the prerequisites. As a class ability, you gain the benefits of a certain feat under certain circumstances with no strings attached. Some classes explicitly clarify that you don't need the prerequisites (monk and ranger, I believe, are the examples). Yes, you can, since the class ability is not the actual feat. You will need to fulfill ...


5

You spend it after the roll. The timing in that other question's answer is how it is because, there, you are making the roll with Advantage, and, it reasons, you can't properly roll with Advantage unless you roll the two dice simultaneously. There is no similar need to roll simultaneously here, as this use of Luck doesn't involve Advantage and only ...


4

You need to restart the process of acquiring ritual spells via this mechanic. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The feat mentions this. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice This only occurs when you ...


1

In many games NPC's and monsters may regularly target a spell caster that is close to melee range to stop him from maintaining spells. That said, your vampiric talents may make up for Heavy Armor Master in terms of hit point loss mitigation vs life gain, but you do start lower in hit points and are likely to draw attention quickly. Resilient and War Caster ...


7

Tl;dr: Bringing Intelligence up to 20 is necessary at some point, but doesn't have to be immediately. War Caster and Resilient are both great options and will help you maintain concentration. Heavy Armour Master and Lucky are also great options but won't have much impact on concentration. None of the other feats seem particularly worthwhile for you. ...


19

No, with a caveat. No, because Mage Slayer doesn't name this reaction an opportunity attack, so it doesn't count for triggering Sentinel. The caveat is that, well it sure looks like an opportunity attack, RAW aside, so your DM may very reasonably say that it is. So bet on "no", but this is likely an easy house rule to get out of your DM if you bring it to ...


13

No. From the Basic Rules, p74: You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature’s movement, occurring right before the creature leaves your reach. ...


5

TL;DR I believe that there are enough clues throughout the core books to indicate that "spellcaster" refers to "member of a spellcasting class", which can be extrapolated to mean "character with the spellcasting class feature". This allows to differentiate proper spellcasting from racial or monstrous magical abilities (which can have many different ...


3

If the ability to cast a spell comes from your class, then you meet the prerequisite for attunement's purposes. Since attunement's prerequisite is based on class, the ability to cast one or more spells granted by something other than a class doesn't satisfy the class requirement. (The exception for monsters can be ignored for PCs.) So Eldritch Knights and ...


2

NO unless you abuse what is very probably the RAI. From Champions of Valor: New Feat: Favored in Guild You are an active and valued member of your organization ... An organization member with this feat also gains one additional fringe benefit, the exact details of which depend on his organization. These benefits are described in each ...


10

Yes, you need a players handbook. Based on experiences with previous editions, there will be a lot of books expanding those rules, especially new feats, but the PHB lays the groundwork. Please note that both feats and multi classing are optional rules that you don't need to play the game.


1

Houserule would be required. City of Splendors, Champions of Valor, and Champions of Ruin are Forgotten Realms specific which has, essentially, a different rules set than Core (i.e. Dungeon Master's Guide II). Forgotten Realms has its own Region rules, Race rules, and Organization rules. Core doesn't even have the same deities that Forgotten Realms has; ...


3

The answer is in the text you quoted - plus additional hit points equal to the creature’s maximum number of Hit Dice So, in your example, 1d6+4+4. Note that the extra healing is based on Maximum number of Hit Dice, rather than current number of Hit Dice.


15

It's the number of hit dice the receiving creature has. For each hit die it gets a single hit point more. An Orc having one hit die would get 1d6+4+1, while a human fighter level 6 would get 1d6+4+6.


2

Answer to Question #1 Yes, there are rules supporting multiple people during magic item creation. SRD states: It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary. If two or more characters cooperate to ...



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