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(Their site FAQ says it's possible to checkout as a guest, but when I added the items to my cart and used the code, then tried to checkout, it would not let me proceed without either registering or logging in. "Register" did require me to enter billing info, even though the total was $0.)
The expert sidekick has the helpful ability (at level 7+):
The expert can take the Help action as a bonus action, and the creature who receives the help gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hit...
The item's description reads
While you wear both of these steel gauntlets, any non- magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming ...
TIL when a question is left with no tags due to tag hoovering, it creates the untagged tag which shows up in the new tag section so as long as there is some idiot who pays attention to there (*points finger at self*) it should be fairly catchable
Hi, quick question. Does someone know a D&D 5e Non-Dwarf race (can be homebrew) which the following traits: +2 Con +1 Wis (or vice-versa), +1 HP/level, No armour weight penalty?
(continuing from my chat in the Back Room) you might have a hard time finding a specific combo with those features because when people homebrew new races they generally try to make them unique (with respect to already existing races, like the Hill Dwarf which has those stats)
@EnderLook I figure he wants to follow some kind of trope there, but it really doesn't work in D&D. Most classes if not all have some kind of supernatural. Even the simplest fighter can magically heal themselves once a day
We'd have to ask the DM for this, but I'd guess there's a line to between magic and spellcasting. Monks and barbarians have magical features, but they sure aren't spellcasters
Drawing limitations and changing certain aspects for a given campaign/world is a way to make that world stand out. Now because you can't play as a spellcasting dwarf you remember that something is up with the dwarves in that world.
I'd also want to see that played to and not have a player that is fond of dwarven spellcasters if doing it though
@Someone_Evil Yup, that's why I said that everyone has fun their own way. I certainly banned players from playing certain things before, so I'm not here to judge. It's just that as I grow older I grow weary of this :/
@Someone_Evil Being very generous with homebrew, though, has a rather converse message
To me, being told that "no, you can be anything you like except a magical dwarf" sounds like a practical invitation to play a Tworf wizard. Tworfs are short, sturdy creatures who like living underground, fancy industry and fine weapons and are Totally Not Dwarves.
In general though, I think the GM has all right to restrict what to put in their game. For a very anvily example, picture someone bringing their gnome bard into a game about espionage in 1970's Europe.
They were really awesome back in the 1990's when FMV in video games was practically unheard of
esp since they relished futuristic visuals
The basic premise of each game in the main series is that Kane, the charismatic and reputedly immortal leader of the terrorist/visionary cult, Brotherhood of Nod, returns from presumed death and tries to do something nasty (or again, visionary!) with Tiberium, which is basically "prion except it's a glowing green rock".
Then GDI, the good guys (except in a few moments of grayer "establishment vs rebels" undertones) defeat him and he remains dead until the next game.
I think they could've made a more cohesive plot between the games if they didn't have such long time periods between each installment...
Can a naked Changeling use its Shapechanger feature to duplicate the appearance of clothing or equipment, similarly to Mystique from the X-Men?
As an action, you can change your appearance and your voice. You determine the specifics of
the changes, including your coloration, hair length, an...
The healer feat gives me the following action:
Heal
As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from t...
So, a couple of months ago, I was part of a 5-man Level 1 Start that hit us with 14 goblins as our first combat. Two spellcasters spent the first 2 turns casting Sleep and took out about 7 each, completely exhausting their spell slots. Now, immediately after that, an additional 14 goblins were added to the battle mat.
The DM figured that to avoid the encounter being trivialized, he would need to add more creatures.
We managed, by the end of it, to kill every single awake goblin and kill every sleeping goblin before they woke up with only one player hitting 0.
We all hit level 3 afterwards, when the DM realized just how much XP the encounter was worth.
Even before adding in the extra 14, it was really dangerous to just fight 14 in the first place, which is why the spellcasters were casting Sleep so liberally
The obvious approach is not to focus at the combat level as a DM. If they're beating this combat so easily because they're spending resources, the next one should provide more of a challenge now that they're spent.
But how does that get taught to someone?
It seems to be a common mistake
Another common mistake I see which feels like it's in the same vein but might be barely tangential is that whenever characters gain a boon or boost of any sort, the encounters go up in kind to match. Everyone find a +1 weapon? Enemy AC is now +1 higher.
In FFXIV they recently removed Protect from the Healer Role skills because they realized they were just factoring in the long-term buff Protect gives into every dungeon's tuning.
So this problem isn't limited to just D&D, even professional game makers fall into that same trap
Pathfinder's entire gear system is seemingly built upon this same mistake
@Axoren He got the xp wrong. The adjusted XP is not the awarded XP. Making a massively hard encounter actually hurts the players, because the multiples don't get assigned as an award. But take it.