View Profile: Gavin O. - Morrus' Unofficial Tabletop RPG News
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  • Gavin O.'s Avatar
    Today, 12:34 AM
    The Warlord seems to be a popular suggestion for homebrews, and as a personal fan of the concept, I thought I'd have a go at trying to make my own. Since I'm never allowed to use homebrew in any of my games though, this will instead be an attempt to piece the Warlord's abilities together from currently existing classes. The thing that prompted me to try this idea was the introduction of the Order...
    3 replies | 140 view(s)
    1 XP
  • Gavin O.'s Avatar
    Yesterday, 04:10 PM
    The new Order cleric looks extremely strong, not just as a domain for a straight cleric but as an excellent one-level dip. Adding a reaction attack to any of your spells which target an ally will really help to improve party damage, especially if you're supporting a Rogue. The effect works with spells you're probably already using, like Healing Word, but you can also have your ally make a...
    0 replies | 88 view(s)
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  • Gavin O.'s Avatar
    Yesterday, 02:57 AM
    At level 11, the warlock gets something called a Mystic Arcanum. This arcanum is a 6th level spell that you can cast once and recharges on a long rest. You get 7th level arcanum at Warlock level 13, and so on. The reason the Arcanum work this way is because the level 6-9 spell slots aren't designed with the idea that a PC could cast them four times per short rest, they're meant to be limited to...
    13 replies | 748 view(s)
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  • Gavin O.'s Avatar
    Friday, 9th November, 2018, 12:16 AM
    If you were going to spend a feat on it though, why not just take Polearm Master? You lose 1 point of AC, but do more damage and get a reaction attack whenever someone enters your reach.
    10 replies | 297 view(s)
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  • Gavin O.'s Avatar
    Thursday, 8th November, 2018, 07:20 PM
    I've never seen Shield used for anything aside from the +5 AC, and I think even without the magic missile text it's too good. I think the reason it protects you against magic missile is because it's one of the few spells that can't miss. Shield also protects you from Eldritch Blast, and Scorching Ray, and Spiritual Weapon, and Mordenkainen's Sword, and any other spell that requires an attack...
    11 replies | 516 view(s)
    1 XP
  • Gavin O.'s Avatar
    Thursday, 8th November, 2018, 06:48 PM
    The question really boils down to: Do you have something else to do with your bonus action? If not, then dual wielding shortswords or scimitars gets you the same damage dice as a greatsword (2d6 + Ability), plus you can use your Dexterity to attack and you can apply two divine smites. If you do, then the oppertunity cost of giving up that ability or spell to use your off-hand attack might not...
    10 replies | 297 view(s)
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  • Gavin O.'s Avatar
    Monday, 5th November, 2018, 03:09 PM
    Remember that Defensive Duelist only applies to one attack roll per round, so its usefulness tends to fall off as more and more monsters start to get multiattack. That said, you've still got very respectable AC. Perhaps a 2 level dip into Rogue could be worthwhile for Cunning Action (bonus action disengage every round), since you already have high Dexterity. Another option for abusing Booming...
    9 replies | 498 view(s)
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  • Gavin O.'s Avatar
    Wednesday, 31st October, 2018, 09:36 PM
    I honestly don't feel like a health buff is necessary. A Killer Whale (CR 3) Has 90 HP, and most of my players will deal about 1d8+3 = 7.5 damage per hit. Divide the HP, and you get 12 hits, which assuming the PCs hit about 50% of the time, means 24 attacks (or four rounds) to kill the whale. That seems about right.
    11 replies | 384 view(s)
    1 XP
  • Gavin O.'s Avatar
    Wednesday, 31st October, 2018, 06:18 PM
    I agree totally with this. It's one of the reasons I love hold person, characters love to focus fire when they're guaranteed a crit.
    12 replies | 865 view(s)
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  • Gavin O.'s Avatar
    Wednesday, 31st October, 2018, 05:07 PM
    Okay, that would be perfect.
    11 replies | 384 view(s)
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  • Gavin O.'s Avatar
    Wednesday, 31st October, 2018, 04:15 PM
    I'm a new DM running a campaign for the first time, and I really want to have an encounter with a single, powerful enemy that the party must work together to overcome. Problem is, the party currently has six members, and I'm not sure what monster I could use for this. The book recommends a monster with Challenge Rating 2 for a group of six 1st-level PCs, but most of the CR 2 creatures can drop a...
    11 replies | 384 view(s)
    0 XP
  • Gavin O.'s Avatar
    Monday, 29th October, 2018, 12:02 PM
    For the first three levels you could use a Rapier+Shield, and all you're losing compared to a normal rapier build is the bonus from your Fighting Style. You could also dual wield shortswords or similar.
    38 replies | 29667 view(s)
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  • Gavin O.'s Avatar
    Monday, 29th October, 2018, 10:14 AM
    Added Wayfinder's Guide to Ebberon material, rearranged the guide, and started on some sample builds. The addition of the Double Scimitar and the Revenant blade feat have improved the elf subraces significantly. If your DM allows the double scimitar, it's pretty much your weapon of choice, getting a free Polearm Master attack makes up for the smaller damage dice, and the Revenant Blade feat...
    38 replies | 29667 view(s)
    0 XP
  • Gavin O.'s Avatar
    Sunday, 28th October, 2018, 09:52 PM
    In my opinion, getting your Cha to 20 is more useful than Lucky, so I'd order your ASI +2 Cha, +2 Cha, Resilient(Con), Lucky, Alert I think you should take Agonizing Blast at level 2, and Mask of Many Faces at level 5 (Take a background that gives you proficiency in the Disguise Kit and use that until then) I'm not a fan of Hellish Rebuke, it does low damage and only works on a target...
    2 replies | 194 view(s)
    0 XP
  • Gavin O.'s Avatar
    Sunday, 28th October, 2018, 08:06 PM
    I highly recommend Absorb Elements on an Eldritch Knight, especially since you're one of the few classes that can consistently use the damage bonus. I believe it's in Elemental Evil, but it's definitely in Xanathar's Guide to Everything. Warding Wind is a good 2nd level Evocation spell from Xanathar's that doesn't require Intelligence. It creates a 10-foot radius of Difficult Terrain (for...
    6 replies | 398 view(s)
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  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 06:14 PM
    I'd love to do that, but I'm not sure how much there is to say. Outside of Elemental Adept and the Tiefling Fire feat Flames of Phlegethos, I can't really find many feats specifically made for a build like this. Does anything jump out at you as worth mentionning? I could look into multiclass dips though.
    10 replies | 425 view(s)
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  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:46 PM
    Reserved for lesser used elements 2 (End of reserved, you can reply)
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:46 PM
    Reserved for lesser used elements 1
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:45 PM
    Radiant Cantrip Sacred Flame (Cleric) 1d8 damage is fine, its a Dex save instead of an attack roll, and has the useful benefit of ignoring cover. Word of Radiance (Cleric) In order for this to be good, you need two targets, which means you need to have two enemies within 5 feet of you. It's situational, but it can be okay. Level 1 Divine Favor (War Cleric, Paladin) Bonus Action cast,...
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:44 PM
    Poison Cantrip Infestation (Druid Sorcerer Warlock Wizard) 1d6 damage is okay, and this spell forces the target to move, but the movement doesn't provoke and you can't choose the direction. Poison Spray (Druid Sorcerer Warlock Wizard) 1d12 base damage is the highest cantrip damage in the game (tied with Toll the Dead, but this is unconditional) but this spell has a measly 10-foot range. ...
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:43 PM
    Acid Cantrip Acid Splash (Sorcerer, Wizard) 1d6 damage to up to two creatures, as long as those creatures are within 5 feet of each other. This is really bad if you don't have two targets and pretty good if you do. Primal Savagery (Druid) Same damage as Fire Bolt in melee range on a class that has access to Shillelagh. Interestingly, this is one of few spells without a verbal component. ...
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:42 PM
    Lightning Cantrip Lightning Lure (Sorcerer, Warlock, Wizard) The effectiveness of this spell really depends on how often you want to pull a target towards you. If you're playing a primary caster, you usually don't want enemies within 5 feet of you. Shocking Grasp (Sorcerer, Wizard) This spell doesn't have an impactful enough effect to justify being melee range. Level 1 Chromatic Orb...
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:42 PM
    Cold Cantrip Frostbite (Druid, Sorcerer, Warlock, Wizard) The damage is weak, but imposing disadvantage on the target's next attack is strong, especially early when your opponents only have one attack. Ray of Frost (Sorcerer, Wizard) More damage than Frostbite, and slowing the target's movement by 10 feet could mean the difference between them reaching melee range and not. level 1...
    10 replies | 425 view(s)
    0 XP
  • Gavin O.'s Avatar
    Saturday, 27th October, 2018, 01:41 PM
    So you've decided to specialize in a single element? Maybe you're a Dragon sorcerer looking to get your Charisma bonus to damage with all of your spells, maybe you're a tempest cleric, or maybe you're just doing it for roleplay reasons. So what element to choose? Knowing how many spells there are that deal damage of your chosen element isn't really useful information, what you want to know, is...
    10 replies | 425 view(s)
    1 XP
  • Gavin O.'s Avatar
    Friday, 26th October, 2018, 01:05 PM
    To make the most out of a Warlock, you need to recognize and take advantage of the two aspects of their spellcasting that are unique among classes: -All of their spell slots are of the highest level they have access to (up to level 5), -Their spell slots recharge on a short rest instead of a long rest. A level 9 warlock who gets two short rests in a day will have access to six level 5...
    13 replies | 748 view(s)
    4 XP
  • Gavin O.'s Avatar
    Friday, 19th October, 2018, 11:12 AM
    If you don't have access to Agonizing Blast, Toll the dead will give you better damage than Eldritch Blast for a Cantrip, assuming you're hitting a target that's not at full health. I don't think I would use one of my level 6 magical secret slots on a cantrip though. Hypnotic Pattern is a great control spell on the bard spell list, 120 foot range, 30 foot diameter sphere, creatures who fail a...
    7 replies | 445 view(s)
    0 XP
  • Gavin O.'s Avatar
    Thursday, 18th October, 2018, 08:04 AM
    Apologies, I misspoke. once per turn
    39 replies | 1209 view(s)
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  • Gavin O.'s Avatar
    Wednesday, 17th October, 2018, 10:50 PM
    My intention wasn't that you could get it more than once per turn, what I meant was only removing the condition upon its use. It would still only be once per turn.
    39 replies | 1209 view(s)
    0 XP
  • Gavin O.'s Avatar
    Wednesday, 17th October, 2018, 08:33 AM
    So from what I gathered from your answers, it wouldn't break the game, but it also wouldn't be a good idea to introduce house rules when new players are learning. Thank you so much for your answers. I've decided I'll probably just use Rules as Written.
    39 replies | 1209 view(s)
    5 XP
  • Gavin O.'s Avatar
    Wednesday, 17th October, 2018, 02:20 AM
    So I'll be DMing my first campaign soon, and it's going to be with a group of people who have never played 5e before. One of the things I've found that most often gets misunderstood by new players is the condition for Rogues' Sneak Attack. Players don't seem to understand when exactly they're allowed to use it. I was considering simplifying it to just always apply, no advantage and no adjacent...
    39 replies | 1209 view(s)
    0 XP
  • Gavin O.'s Avatar
    Sunday, 14th October, 2018, 08:43 PM
    I see.
    42 replies | 1263 view(s)
    0 XP
  • Gavin O.'s Avatar
    Sunday, 14th October, 2018, 08:04 PM
    I don't understand why it matters that Eldritch Blast doesn't have a material component.
    42 replies | 1263 view(s)
    0 XP
  • Gavin O.'s Avatar
    Sunday, 14th October, 2018, 12:13 PM
    Well that's really strong then, considering you can roll Eldritch Blast damage 8 times per round at level 17 (in combination with the Sorcerer's Quicken Spell), that's 16 damage.
    42 replies | 1263 view(s)
    0 XP
  • Gavin O.'s Avatar
    Sunday, 14th October, 2018, 12:01 PM
    The bracers of archery are an uncommon magic item that state: "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons." If I'm a level 3 Warlock with the Improved Pact Weapon Invocation and I conjure a Shortbow as my pact weapon and cast Eldritch Blast using the shortbow as my...
    42 replies | 1263 view(s)
    0 XP
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About Gavin O.

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Lets design a Warlord for 5th edition... using only preexisting classes Today 12:34 AM

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Tuesday, 13th November, 2018


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Wednesday, 31st October, 2018


Sunday, 28th October, 2018


Saturday, 27th October, 2018


Friday, 26th October, 2018


Wednesday, 17th October, 2018


Monday, 28th May, 2018

  • 12:39 AM - Dax Doomslayer mentioned Gavin O. in post 5E Gloom Stalker / Scout
    Thanks for the replies Gavin O.! They are much appreciated. I'm not really into the Assassin subclass to be honest. It doesn't really fit the 'vibe' I'm going for with the character. Arcane Trickster could be interesting though - I'll have to look into that one. I've gone back and forth on the 1st level. The extra skill is nice. However, it then means I don't get access to medium armor and also puts off getting the extra attack one level. I agree with you that a dexterity build is the way to go with the character and was what I was thinking. Even with an average strength with the Firbolg's 'powerful build' ability, encumbrance wouldn't be an issue. I know the racial stats really don't line up great (although wisdom does help the Ranger), hidden step and even disguise self does offer something at least so I guess there are worse choices. Plus, the SKT portion of the mash up should provide some interesting situations with a Firbolg...

Wednesday, 14th March, 2018

  • 08:03 PM - Blue mentioned Gavin O. in post Crit-fishing Paladin build post-Xanathar's
    Hmm. This works well for your game with the variant flanking rule, but for general usage I don't see enough ways to get advantage. You self-generate it for one target per short rest. A traditional STR based paladin with Shield Master could manage it, but idea here s to just go minimum STR for multiclassing/armor. That doesn't work with GWM, and with Polearm master only works with the staff. Mounted Combat as a feat can work, but you can't have a mount everywhere. Though your Summon Steed will give you an intelligent mount that can go a lot fo places a real animal would balk - but it's very squishy once you start reaching 6th, 7th level. Gavin O. mentioned Darkness+Devil's Sight - it's an oft talked about way to get advantage but I rarely see it pulled off consistently because of the impact on the other PCs depending on the situation. With your oath, any one of those would get it up to at least 2/3 of opponents over the course of a day. Another bonus for Warlock 3 is that it upgrades the warlock slots to 2nd level - that's either more spells cast or better Divine Smites. A big worry I have is that when multiclassing is being slow on getting ASIs. With your first spent to get Elven Accuracy, you could be hitting 8th when others have +5 to their primary ability modifier and this build is still at the starting +3 because it only had a single ASI so far and spent it on a feat. That's a big gap, and every miss will more than offset the bonus damage from a crit.

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Monday, 12th November, 2018

  • 08:04 AM - kittenhugs quoted Gavin O. in post First Impressions – Guildmasters Guide to Ravnica
    Honestly, I was really disappointed by the lack of new subclasses. I think the circle of Spores druid is a slam dunk from a thematic perspective and fills a hole that wasn't filled before, though the Order Cleric domain feels less fresh thematically. I was really hoping we'd get at least one subclass for each of the ten guilds, to better represent those guild' specific quirks. They had intended way more subclasses, but that group of UAs were pretty widely panned. Brute fighter and the wizard School of Invention both got dropped, the latter in favor of a magic item that made it into GGR proper.

Friday, 9th November, 2018

  • 01:18 AM - smbakeresq quoted Gavin O. in post Two-weapon fighting paladin
    If you were going to spend a feat on it though, why not just take Polearm Master? You lose 1 point of AC, but do more damage and get a reaction attack whenever someone enters your reach. Because the OP wanted to use 2 weapons.

Monday, 5th November, 2018

  • 04:35 PM - Yunru quoted Gavin O. in post My Booming Blade Focused Eldritch Knight
    Another option for abusing Booming Blade (although this requires two feats and thus level 4) is to take the feats Polearm Master and War Caster. Polearm master states that whenever a creature enters your (10-foot) reach, they provoke an opportunity attack from you, and War Caster lets you cast a spell for that opportunity attack as long as that spell targets only the creature that provoked. So when a creature gets within range, you can hit them with a Booming Blade, and if they want to close the distance to you, they have to move the last 5 feet towards you and thus are forced to take the extra damage. Three feats; you also need Spell Sniper to cast Booming Blade at a target more than 5ft away.

Thursday, 1st November, 2018

  • 07:16 PM - Satyrn quoted Gavin O. in post Help balancing solo encounters for a party of six
    I honestly don't feel like a health buff is necessary. A Killer Whale (CR 3) Has 90 HP, and most of my players will deal about 1d8+3 = 7.5 damage per hit. Divide the HP, and you get 12 hits, which assuming the PCs hit about 50% of the time, means 24 attacks (or four rounds) to kill the whale. That seems about right. Excellent. Paying attention to this now will definitely help you in the future. You may vey will be right, but if this doesn't last as long as you expect, then you will learn if you want to adjust future monsters or not.
  • 01:45 AM - Quickleaf quoted Gavin O. in post Help balancing solo encounters for a party of six
    I'm a new DM running a campaign for the first time, and I really want to have an encounter with a single, powerful enemy that the party must work together to overcome. Problem is, the party currently has six members, and I'm not sure what monster I could use for this. The book recommends a monster with Challenge Rating 2 for a group of six 1st-level PCs, but most of the CR 2 creatures can drop a level 1 PC in a single hit (often doing enough damage to kill them outright) I could use a CR 1 monster, but then I worry that the PCs will kill it before it gets a chance to do anything. I could fudge the monster's damage rolls so it always leaves the PCs one or two HPs from falling, but I feel like my players would catch on pretty quick if I did that. Any suggestions? Usually, this would call for a legendary monster (and potentially some homebrewing). However, since you've got 1st-level PCs and the lowest CR legendary monsters are Yestabrod (CR 4, OotA) and Unicorn (CR 5), you'll probably want to m...

Wednesday, 31st October, 2018

  • 07:52 PM - Satyrn quoted Gavin O. in post Help balancing solo encounters for a party of six
    I could fudge the monster's damage rolls so it always leaves the PCs one or two HPs from falling, but I feel like my players would catch on pretty quick if I did that. Any suggestions? Yeah, I wouldn't fudge. Instead, modify the monster ahead of time so that its attacks are weaker. And while you're at it, increase the monster's hit points significantly. I also like giving monsters an interesting way to heal quickly, because it's a way to fudge hit points without actually fudging them. I've had devils who heal fully when standing in fire, for example, and demons who have a recharging attack that lets them heal 20 hp if they hit. I find this works best when the healing is significant enough to make the players want to stop it happening again, and there's a way the players can try to stop it (don't let the devil stand in the fire, don't let that demon's attack hit anyone, etc.).

Monday, 29th October, 2018

  • 04:40 AM - Gladius Legis quoted Gavin O. in post Re-Optimizing my Eldritch Knight
    Eldritch Knights usually don't need to be concentrating on spells until level 14 when they get Haste, so I don't think you need War Caster this early. This EK build uses a shield, so if he's going to be casting Absorb Elements (and Shield), he will need War Caster that early because of the somatic component with both hands occupied.

Friday, 26th October, 2018

  • 10:29 PM - ElterAgo quoted Gavin O. in post Warlock - What is it actually good at?
    ... -All of their spell slots are of the highest level they have access to (up to level 5), ... Wow, I totally missed that!
  • 04:58 PM - Blue quoted Gavin O. in post Warlock - What is it actually good at?
    Shield and Hex are great when cast out of a first-level slot, and awful when cast out of a fifth-level slot. A 5th level Hex does have a duration of 24 hours, so casting it if you have a slot available and plan on taking a short rest after the current encounter means you have it for effectively free. Just to bring up an (often table-dependent) thought, it is often possible to get casting of long-lasting spells at the beginning of the day and then get a short rest to recharge the slots prior to starting adventuring. So some spells don't take as much advantage of the high level slot, but with free slots it's not a big deal. (Hex sn't one of them though, since it needs to curse a target and can only change when they reach 0 HPs.)

Saturday, 20th October, 2018

  • 11:06 AM - kirbyswitch quoted Gavin O. in post (5E) Help me pick spells for my Lore Bard
    If you don't have access to Agonizing Blast, Toll the dead will give you better damage than Eldritch Blast for a Cantrip, assuming you're hitting a target that's not at full health. I don't think I would use one of my level 6 magical secret slots on a cantrip though. True stuff!

Wednesday, 17th October, 2018

  • 07:34 PM - BookBarbarian quoted Gavin O. in post Would Rogues be broken if Sneak Attack were always on?
    No, it wouldn't. But it wouldn't feel like sneak attack at all. I feel this way as well. It's obviously desinged to be available relatively on demand, but setting up the trigger is a big part of the fun, for me anyway. So from what I gathered from your answers, it wouldn't break the game, but it also wouldn't be a good idea to introduce house rules when new players are learning. Thank you so much for your answers. I've decided I'll probably just use Rules as Written. Good thinking.
  • 05:14 PM - Blue quoted Gavin O. in post Would Rogues be broken if Sneak Attack were always on?
    So I'll be DMing my first campaign soon, and it's going to be with a group of people who have never played 5e before. One of the things I've found that most often gets misunderstood by new players is the condition for Rogues' Sneak Attack. Players don't seem to understand when exactly they're allowed to use it. I was considering simplifying it to just always apply, no advantage and no adjacent ally needed, but I'm wondering if that would make the Rogue too strong. I'm also aware that some of the rogue archetype class features give you a new way to apply your Sneak Attack, and I'm wondering what I could replace that ability with. Maybe 1d6 extra damage? A bit of clarification - you mention only the triggers to get it, but "always on" also seems to imply it would apply to more than one attack per round. What is your intention there? Assuming it's still only a single attack a round, it's a decent buff to the rogue. Perhaps the simplest would just be to say "once per turn you do this extra dama...
  • 03:18 PM - cmad1977 quoted Gavin O. in post Would Rogues be broken if Sneak Attack were always on?
    So from what I gathered from your answers, it wouldn't break the game, but it also wouldn't be a good idea to introduce house rules when new players are learning. Thank you so much for your answers. I've decided I'll probably just use Rules as Written. Among all the extra ‘bad advice’ you’ve gotten you have latched onto the bit that’s actually useful. Your forum fu is impressive.
  • 02:27 PM - CapnZapp quoted Gavin O. in post Would Rogues be broken if Sneak Attack were always on?
    So I'll be DMing my first campaign soon, and it's going to be with a group of people who have never played 5e before. One of the things I've found that most often gets misunderstood by new players is the condition for Rogues' Sneak Attack. Players don't seem to understand when exactly they're allowed to use it. I was considering simplifying it to just always apply, no advantage and no adjacent ally needed, but I'm wondering if that would make the Rogue too strong. I'm also aware that some of the rogue archetype class features give you a new way to apply your Sneak Attack, and I'm wondering what I could replace that ability with. Maybe 1d6 extra damage?Probably not. The secret is: Rogues are *incredibly hard* to optimize. You can get two Sneak Attacks each combat round, but achieving this is *stupendously* difficult for a new gamer. Saying "you have two free sneaks each round" (assuming you have that many attacks) is entirely balanced. Going to all free is not a huge step, which explains my ...
  • 02:25 AM - FrogReaver quoted Gavin O. in post Would Rogues be broken if Sneak Attack were always on?
    So I'll be DMing my first campaign soon, and it's going to be with a group of people who have never played 5e before. One of the things I've found that most often gets misunderstood by new players is the condition for Rogues' Sneak Attack. Players don't seem to understand when exactly they're allowed to use it. I was considering simplifying it to just always apply, no advantage and no adjacent ally needed, but I'm wondering if that would make the Rogue too strong. I'm also aware that some of the rogue archetype class features give you a new way to apply your Sneak Attack, and I'm wondering what I could replace that ability with. Maybe 1d6 extra damage? For new players it shouldn't be unbalanced to make it always on. A decent player will be able to get it 90% of the time anyways. A highly optimized rogue might be too strong if he got always on sneak attack. An arcane trickster with booming blade and haste for an off turn attack does some seriously impressive damage later.

Monday, 15th October, 2018

  • 04:22 PM - Elfcrusher quoted Gavin O. in post Do bracers of archery benefit ranged spell attacks?
    Well that's really strong then, considering you can roll Eldritch Blast damage 8 times per round at level 17 (in combination with the Sorcerer's Quicken Spell), that's 16 damage. Oh no! There's an edge case, dependent upon a specific build and a specific magic item, where a character can burn a resource and do some extra damage! 5e must be broken.
  • 12:39 AM - Azzy quoted Gavin O. in post Do bracers of archery benefit ranged spell attacks?
    The bracers of archery are an uncommon magic item that state: "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons." If I'm a level 3 Warlock with the Improved Pact Weapon Invocation and I conjure a Shortbow as my pact weapon and cast Eldritch Blast using the shortbow as my Spellcasting Focus, do I get to add +2 to the damage roll(s) of that Eldritch Blast? No, bracers of archery provide its bonus to ranged attacks made with a longbow or shortbow, however using such a weapon as a spell focus is not the making an attack with the weapon (you're nor not using the bow as a weapon).

Sunday, 14th October, 2018

  • 05:08 PM - S'mon quoted Gavin O. in post Do bracers of archery benefit ranged spell attacks?
    The bracers of archery are an uncommon magic item that state: "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons." If I'm a level 3 Warlock with the Improved Pact Weapon Invocation and I conjure a Shortbow as my pact weapon and cast Eldritch Blast using the shortbow as my Spellcasting Focus, do I get to add +2 to the damage roll(s) of that Eldritch Blast? Is this using the shortbow as a weapon though? A spell focus is not a weapon IMO so I don't think this works out per RAW; the wording is too narrow.

Tuesday, 9th October, 2018

  • 05:53 PM - DMMike quoted Gavin O. in post Is there a way to make Conjure Animals take less time?
    badger punches Am I the only one who has a problem with this? I'm not the DM, I'm another player, so i don't have the ability to make house rules. Two approaches then. 1) politely tell the DM, in front of the group, that you think the badger-sequence takes a "little too long." 2) Coordinate with the non-rangers to all get up and take a "smoke break" every time your ranger Summons. By the way, I think this guy captures what the badger swarm looks like and how they behave: https://www.youtube.com/watch?v=PEvZAWrGlx8
  • 12:33 AM - Quickleaf quoted Gavin O. in post Is there a way to make Conjure Animals take less time?
    I'm playing in a campaign with a level 11 Ranger, and their favourite trick is to use Conjure Animals, summon 8 giant badgers, and attack with them round after round. It's great, the badgers deal good damage, they restrict enemy movement, and they provide a hit point buffer for the rest of us. Only problem is, they make turns take forever. When you have a ranger shooting three times per round plus sixteen badger attacks, that ranger's turn lasts about as long as the rest of our turns combined. I really don't want to ask our ranger to stop using the spell, since it makes them feel effective and like they're contributing meaningfully to the group, but I don't want to wait for them to roll 8 badger punches and 8 badger bites per round. Is there another animal that does similar damage to a giant badger but only has one attack? My party’s Druid is starting to conjure panthers. First off, Save Advice clarified that intent is the player just picks # and CR while DM picks specific beasts suiting...


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