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    D&D 5E (2014) Treantmonk's Guide to Wizards 5e

    Hypnotic Pattern is also a great “non-combat” spell since you can rob people and areas blind and then restrain them for questioning later. I have (and have had it used against me) the wizard hypnotize them and then the rogue backstab someone, move freely (mobile feat) and then fast hands the...
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    D&D 5E (2014) Lore Bard Powerplay

    Unfortunately you are correct. Players complain if they don't have all their resources ready for every encounter. I watched some AL groups, they would never be able to make it through a module like the old A4, where you started in a dungeon naked with no equipment or spell components and had...
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    D&D 5E (2014) Treantmonk's Guide to Wizards 5e

    Yeah, it’s tough to pre-plan even within a specific build. For example, with a diviner and most times without I pretty much always take Slow, finding it far more effective and easier to use then Haste and most other third level spells. But since I take it often I have it down cold. It’s just...
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    D&D 5E (2014) Treantmonk's Guide to Wizards 5e

    Spell slot management is also DM dependent on how many short rests he allows. In my groups (as a player and DM) you never know outside of it will be 4-6 encounter before a short rest and even then that SR might be interrupted. In our case cantrips and rituals get HEAVY use and are highly...
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    D&D 5E (2014) Lore Bard Powerplay

    It certainly helps more if you play to level 15 as opposed to starting there but it is still worth it as the capstone isn’t worth it for bards. Guidance saves your inspiration dice. Bless is always viable unless you play in an easy environment where you are allowed so many rests that you just...
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    D&D 5E (2014) Lore Bard Powerplay

    Take one level of life cleric and then 14 levels bard. You get heavy armor, bless, guidance, and a bonus to heal spells of 2 + spell level. Now Aura of Vitality heals 2d6 + 5 HP as a bonus action or 70-170 in total. The benefits of that one level are worth it. You can use it in combat to...
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    Build advice ettique

    In the guide works for me. I check the guides all the time. Either works though, I try to help out and n builds as much as possible.
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    D&D 5E (2014) Hang Time - What if you jump farther than your speed?

    Essential what I do but I also add in a bonus for speed to help out monks. It doesn't make any sense that a fighter in plate mail with 20 Str can just move 10' and then jump 20', naturally out jumping a monk with 10 Str and 60' base speed who would only be able to jump 10', as Monks will put...
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    D&D 5E (2014) Hang Time - What if you jump farther than your speed?

    A flying creature has control over its movement in all directions as it has a fly speed, and is thus using its normal combat movement. A creature in this case has no fly speed to me is a baseball on a tee waiting to get swatted. Plus it would be fun to do that to a player, like in SKT with...
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    D&D 5E (2014) Hang Time - What if you jump farther than your speed?

    I don't know I would allow the boots or spell to triple your jump height. I could see it though, I guess they are talking about a distance being vertical also. Horizontal distance is also governed by speed, that's why I let monks jump farther then others even though jump is governed by STR...
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    D&D 5E (2014) Hang Time - What if you jump farther than your speed?

    It should work for everyone, the rules are not something to be slavishly adhered to against all common sense. I get the reach range argument, but you have to go back in their reach sometime. I don’t have the rules in front of me, but isn’t vertical jumping limited by your height and reach...
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    D&D 5E (2014) Hang Time - What if you jump farther than your speed?

    You have to DM cinematically. If you were in mid air and got hit with the swing of a Frost Giants axe or a breathe weapon that has a wind-type effect (like fire from a dragon) I would have those effects push you like a batting practice fastball flys. That would stop the cheese right away.
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    D&D 5E (2014) Hang Time - What if you jump farther than your speed?

    Then you just ready an action to hit them as they come straight down, and I would grant a bonus if it’s a weapon you can set against a charge like a spear.
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    Heavy Armor Master OR Toughness

    Also HAM in one adventuring day will save you more HP then toughness will give you at level 20, 40 HP, if you are the party tank or frontline combatant
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    Heavy Armor Master OR Toughness

    There are plenty of things you face at all levels that HAM is effective against. It also saves party healing resources as you never take the damage in the first place. Remember it’s effective against things considered weapon attacks also, say against a spear trap that attacks you as weapon...
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    D&D 5E (2014) Age of Worms Adventure Path

    Don't forget the old Observatory. When Smenk is dealt with it is certainly reasonable for the PCs to take the place over as it is abandoned by the monks who used to live there. We have a monk in the group the Twilight Monastery, so the old Observatory seemed like it would be a natural fit as a...
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    D&D 5E (2014) Equipments & Magic Items to seek for as a Tempest Cleric

    You can find one in the Age of Worms adventure path and a few other adventures. You can then sail the Nyr Dyv and loot the shipwrecks. Alchemy Jug is great also if you ever need 2 gallons of mayonnaise.
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    Booming blade - how does it crit, and is this legit?

    Correct way to play it. Also, how does the target know not to move to avoid damage if it has never seen the spell before? Does it get a tingle as it starts to move, as you lean? What if you spin in your space, you are moving but not laterally or vertically? These are the questions....
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    D&D 5E (2014) Age of Worms Adventure Path

    I am playing through just a little ahead so don't be afraid to stop by for tips. Beware of the first encounter in the showers. Its easy to screw that room up royally and die. A hint also, from a long time player like me, wealth isn't always in coins and gems. At low levels regular equipment...
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    D&D 5E (2014) Age of Worms Adventure Path

    Ok Age of Worms fans. My group is me DMing (and playing 2 pcs, a healbot cleric and a support wizard) with my 2 kids, so I couldn't reasonably do the switcheroo for the Hall of Harsh Reflections. However, I wanted to do a screw-job with them, so they can figure it out on their own and for the...
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