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*Dungeons & Dragons
5th Edition -- Caster Rule, Martials Drool?
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<blockquote data-quote="KarinsDad" data-source="post: 6365779" data-attributes="member: 2011"><p>You're sort of adding a feat tax for one specific type of fighter.</p><p></p><p>Sword and Board: Feat tax for reaction spells</p><p>Two Weapon: Feat tax for reaction spells</p><p>Two Handed: No feat required (or at least I would rule that such a fighter can let go of his weapon, cast a spell, and regrab the weapon, all as part of the cast a spell action, bonus action, or reaction).</p><p></p><p>The reason I say this is because a PC can do minor things like sheath or draw a weapon on his turn as part of other actions / move.</p><p></p><p>For example, I'm playing a two weapon fighter. I move 5 feet (which is usually, but not always possible) putting my main weapon away. I then cast my spell. I then move back 5 feet (or whatever), drawing out my weapon as I move.</p><p></p><p>Now, this is a bit cheesy and some DMs might not allow it. Another option might be to drop a weapon, even as a reaction spell (again, some DMs might rule that dropping a weapon isn't possible outside of one's turn or whatever). On your turn, pick the weapon back up as part of the attack or move.</p><p></p><p></p><p>One of the issues here is that this is not really clear in the rules. I would allow this type of thing in my game, some DMs might not. They might rule that spells with a somatic component require a free hand (as opposed to I use my hand for whatever I want to use it for and let go of anything else when I want to use it which to me makes sense). Plus, I dislike using the Warcaster feat to determine the rules. The rules should not be hidden in a feat.</p><p></p><p></p><p>As for the level, it's irrelevant. EKs get to cast 2nd level spells at level 12. Other fighters do not.</p><p></p><p>For example: *My friend the Rogue is about to get hit by that seriously damaged Wight. I am in melee, so my thrown weapons will be at disadvantage. If I try to rush over there, the wights on me wil get OAs. That would be bad. I know, I cast a second level autohit magic missile and roll (4D6) 13 damage this time. It kills the Wight and my friend is now safe. I hope he can return the favor and kill one of these two that are on me.*</p><p></p><p>The fact is that even low level spells can help both in and out of combat.</p><p></p><p>Hold Person works nearly as good at level 12 as it does at level 1.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6365779, member: 2011"] You're sort of adding a feat tax for one specific type of fighter. Sword and Board: Feat tax for reaction spells Two Weapon: Feat tax for reaction spells Two Handed: No feat required (or at least I would rule that such a fighter can let go of his weapon, cast a spell, and regrab the weapon, all as part of the cast a spell action, bonus action, or reaction). The reason I say this is because a PC can do minor things like sheath or draw a weapon on his turn as part of other actions / move. For example, I'm playing a two weapon fighter. I move 5 feet (which is usually, but not always possible) putting my main weapon away. I then cast my spell. I then move back 5 feet (or whatever), drawing out my weapon as I move. Now, this is a bit cheesy and some DMs might not allow it. Another option might be to drop a weapon, even as a reaction spell (again, some DMs might rule that dropping a weapon isn't possible outside of one's turn or whatever). On your turn, pick the weapon back up as part of the attack or move. One of the issues here is that this is not really clear in the rules. I would allow this type of thing in my game, some DMs might not. They might rule that spells with a somatic component require a free hand (as opposed to I use my hand for whatever I want to use it for and let go of anything else when I want to use it which to me makes sense). Plus, I dislike using the Warcaster feat to determine the rules. The rules should not be hidden in a feat. As for the level, it's irrelevant. EKs get to cast 2nd level spells at level 12. Other fighters do not. For example: *My friend the Rogue is about to get hit by that seriously damaged Wight. I am in melee, so my thrown weapons will be at disadvantage. If I try to rush over there, the wights on me wil get OAs. That would be bad. I know, I cast a second level autohit magic missile and roll (4D6) 13 damage this time. It kills the Wight and my friend is now safe. I hope he can return the favor and kill one of these two that are on me.* The fact is that even low level spells can help both in and out of combat. Hold Person works nearly as good at level 12 as it does at level 1. [/QUOTE]
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