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1

It's unclear The game uses the word 'round' in several ways, two of which have bearing on this question. It is used to measure time-- the time between one initiative count and that same count in the next round is '1 round'. It is used to denote the entity within which turns and initiative counts happen-- 'the next round' uses the term this way. If we ...


2

The relationship between rounds and turns covers this A round is the six second period during which "all things" happen during combat. A turn is that place in the initiative order that a given creature takes actions, bonus actions, etc. The initiative order remains the same from round to round.1 The Order of Combat The game organizes the chaos of ...


-1

Each round is when everybody has had their turn As you say, objects don’t have turns so it must have been put in the whirlpool and this must have happened on somebody’s turn (since it’s always somebody’s turn). So the round is complete when that person’s turn is completed again.


5

First the saving throw, then damage reduction, then resistance, and finally the threshold This answer will largely rely on two previous question and the rules on resistance/vulnerability: Damage reduction and damage resistance: how to calculate? How do saving throws for half combine with damage resistance? [...] Resistance and then vulnerability are ...


12

The unarmed strike will deal 3 damage The bugbear's statblock lists it as having 15 Strength, a +2 modifier, and we know from the section on "Melee Attacks" that: On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Now we need to know the Bugbear's proficiency bonus and ...


0

From the CRB, page 279: Counting Damage Dice Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a striking rune. The don't count extra dice from abilities, critical specialisation effects, property runes, weapon traits, or the like. So the extra die from the weapon trait Fatal does not ...


3

For a nonmagical pick, you deal (d6+static modifiers) on a regular hit, (d10+static modifiers)x2+2+d10 on a critical hit Where "static modifiers" includes things like your strength modifier and your weapon specialization damage bonus. This assumes you have the critical specialization for Picks. CRB page 451 says the following about doubling on critical ...


3

Rules as written, you do not get the benefit of both talents. Per the Core Rulebook, p.39: When a creature or object takes half damage, divide the total damage by 2 and round down to the nearest whole number. You halve damage only once, regardless of how many times you are instructed to halve it. I have looked on the Shadow of the Demon Lord Reddit, ...


1

The maximum expected damage is 850.077 [2800 with ideal rolls]. Here's how: The Character Camila is a level 20 Goblin {ASs: 10, 20, 12, 10, 10, 18} with these classes... Bard (College of Valor) 18 ---------- [for Spells, Battle Magic, the Alert feat, and 3 ASI] Fighter 2 ------------------------------ [for Action Surge and the Archery Fighting Style] ......


12

Yes: the logic works if you go from General to Specific. But first, a word from the lead rules guru, Jeremy Crawford, from the 2019 Sage Advice Compendium: Can a monk use Stunning Strike with an unarmed strike, even though unarmed strikes aren’t weapons? Yes. Stunning Strike works with melee weapon attacks, and an unarmed strike is a special type of ...


-1

The monk uses the 1d4+Strength (or Dexterity) for unarmed strikes until the martial arts die goes up at later levels. The normal damage is 1+Strength so the 1 is replaced by the martial arts die and the Strength can be replaced by Dexterity if you choose as per the monk martial arts as clearly stated in the Martial Arts feature. It states: You can use ...


-5

The ability modifier is NOT included in the damage roll As far as I can determine, there is no definition of the phrase "normal damage" anywhere in the core rules; hence, we must turn to the common English meanings of the words. I assert that the most natural and appropriate reading of this phrase is "the damage under normal circumstances," i.e., the ...


8

Does this mean Strahd would be damaged by the helm if he got anywhere near it, even if it was lying on the floor un-attuned? No, because the line you quoted is part of the benefits while it is being wielded by somebody who is attuned to it. If it's laying on the floor unattuned, or if somebody is attuned to it but not wearing it, the helm doesn't do any of ...


1

As written, the text of Overhand Chop says only to add twice your Strength bonus to the damage roll—it says nothing about any other bonus based on Strength that is also added to that roll. So both bonuses are on there; you have not substituted one bonus for another. So does that mean you get 3½×Str on your damage roll with Overhand Chop? Only ...


7

You’re describing a particular way of writing (and reading) rules: using keywords that allow rules to unambiguously indicate how they interact and interlock. Most traditional RPGs aren’t written that way. Most are written as plain instruction manuals that don’t use a keywording structure for the rules. A number of non-traditional RPGs use keywords (Dungeon ...


4

Hp damage is applied as one big lump, not point-by-point. Taking 50 damage is not the same as taking 1 damage 50 times—and you can entirely skip the “dying” stage if you get hit with something big enough. In fact, this is a big part of the reason why most effects that trigger off of the “dying” state are considered so weak—since they have a window of just 9 ...


16

There Are No Secret Rules See this answer to What is the source of the "spells do only what they say they do" rules interpretation principle? While the question is talking about spells, the answer is relevant for the whole game. The rules are always parsed as normal English. "This damage cannot be reduced or prevented in any way" means exactly ...


8

The poison damage always applies This is due to two reasons: The piercing damage and the poison damage both occur on hit. They are separate, but simultaneous. The fact that one is affected by a saving throw does not change this (all this means is that the saving throw must be rolled before the total damage can be determined). So the ordering goes: a. you ...


-2

Was trying to calculate similar rock vs bear outcome for an ambush where attackers drop corpses and rocks from cliffs overlooking a mountain trail. Used these charts but also took into account density and Moh’s hardness, ie the bananas in a sack point. Used a fudge based on AC difference. If difference is less than 3, use the rolls. If 3-6, favor higher AC ...


41

The fighter can reroll (at most) once. The Great Weapon Fighting style says the following (emphasis added by me): When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed ...


-1

The rules are crystal clear: you take fall damage When do you take fall damage? From the basic rules: At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6 What is falling? From the Free Dictionary: To drop or come down freely under the influence of gravity If I jump do I eventually fall? From ...


3

Not sure what You remember exactly but there is: https://www.d20pfsrd.com/magic/all-spells/d/delay-poison/ It literally delays further poison damage ticks for as long as spell is active. Of course most types of poison deal ability damage so it fits. I don't know of any other way to slow down ability damage.


19

For the sake of argument, we're going to assume that the way this character uses Elven Accuracy (which, when a creature has Advantage, allows one of the Advantage dice to be swapped with a new die, at the user's whim—XGE 74), is that this character will always swap their lowest rolled die with the new one, which is the mathematically optimal way to use it. ...


12

Under these circumstances, Swift Quiver is always better or equal for pure damage. Since both situations involve at least one attack that has Elven Accuracy, we just need to compare the 3 normal attacks that remain in the case of using Swift Quiver to a single Elven Accuracy advantage attack for Greater Invisibility. Having Elven Accuracy means you roll 3 ...


9

There isn't a way to just take damage barring GM fiat; below are what I found to be the least damaging methods depending on your situation: If you want to use up your action Your best option is probably a torch: A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a ...


2

Fall damage If you gained some amount of fly speed, or had the ability to jump high enough with a spell/item/feature, you could put yourself 10 feet in the air and allow yourself to fall. You could also potentially take advantage of any vertical terrain to gain height as well. Falling doesn't take any action, and you'll take 1d6 bludgeoning damage per 10 ...


6

By RAW Barring environmental hazards (such as fire, thorns, ongoing spells, something to fall off of, or other such things), there are no RAW methods to damage yourself by moving or interacting with an item. By DM Permission... Logically, pricking your hand on the end of a dagger, sticking your hand into the flame of a torch or lantern you're carrying, ...


4

No, it isn't When compared to other effective builds that are available this is not too strong. I can not stress this strongly enough, a caster of equal level would be able to own you and be more effective against most emenies. Example Fey Form build Let's look at a partial build using the Fey Form spell. 15 point buy, human, level 5 Shifter (Feyform), ...


9

It may be achievable otherwise too, but sounds overpowered It's hard to assess because obviously, you can not know all the cheesy or min-maxed build out there. But as a point of comparison, let's look as an actual group I know of (i.e. mine). At level 5 to 7, a +16 to touch attack is almost guaranteed to hit. We will just flatly ignore the chance of ...


1

Cutting Words applies after resistance because it is not damage reduction, it is subtraction with unique and explicit behaviour. The text of Cutting Words: When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a ...


12

You apply resistance to each source of damage The section on "Resistance and Vulnerability" states: Resistance and then vulnerability are applied after all other modifiers to damage [...] This does tell us that Heavy Armor Master will always apply before any resistance, but we do need to know when modifiers are applied, which is covered in the "Damage ...


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