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High Level Zealot Barbarians Immortal?
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<blockquote data-quote="Hawk Diesel" data-source="post: 7291659" data-attributes="member: 59848"><p>Alright, let's say you are a barbarian with a ring of spell storing and you cast one of the spells you mentioned earlier before raging.</p><p></p><p>Leomund's Tiny Hut has an 8 hour duration without concentration. But it takes 1 min to cast, and ends the minute you leave the area. This "safe space" cannot help a Zealot Barbarian before fighting a boss.</p><p></p><p>Mordenkainen's Magnificent Mansion also has a casting time of 1 min. It's duration is longer at 24 hours without concentration. You could come and go, sure, unlike Leomund's Tiny Hut, but it's also a 7th level spell. If you know you are going into a boss fight and have access to spells of such a high level, you are wasting it by casting this spell.</p><p></p><p>Rope Trick is a one action spell and does have a 1 hour duration without concentration, so this one is a bit more reasonable to cast before a fight. However, unlike the other spells mentioned, it does not barr entry to creatures you designate as non-allies. As long as the rope is out, anyone including the boss can enter. So to make this work, you need to spend a minimum 1 round just to climb the rope and pull it up to prevent anyone else from entering, reducing any amount of time within the 10 round/1 minute window to get some healing. Not to mention if one enemy creature grabs the rope open before you pull it up, you are either pulling them up into the space if you're strong enough, or unable to pull it up and anyone in the area can climb up and enter until the maximum creature limit is reached. </p><p></p><p>Also, in all of these scenarios, while you give your Zealot barbarian time to prepare, you and are also giving the boss monster a chance to heal, escape, call in reinforcements, ect. If they aren't dead by then, they aren't gonna wait to keep getting punched in the face by a stronger opponent.</p><p></p><p>As for relentless rage, it specifically states:</p><p></p><p></p><p></p><p>The bolded part of the quote emphasises my argument. Since a player cannot go into negative HP, the suggestion is clear that the attack must drop the player to 0 hit points in order to be activated. A Zealot Barbarian that is already at 0 hit points cannot be dropped to 0 hit points again. While there are many abilities that leave room for different interpretations, this one seems quite clear.</p><p></p><p>As for being level 14 characters, they should be hard to kill! They are high level and probably among the strongest paragons of their peoples. By that point most are leaders of kingdoms, generals of massive armies, or headmasters of magical colleges with great influence in the world. Such characters are less likely to be doing grunt adventuring work, and would likely only fight when times are dire and their underlings incapable of taking care of the matter facing them.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7291659, member: 59848"] Alright, let's say you are a barbarian with a ring of spell storing and you cast one of the spells you mentioned earlier before raging. Leomund's Tiny Hut has an 8 hour duration without concentration. But it takes 1 min to cast, and ends the minute you leave the area. This "safe space" cannot help a Zealot Barbarian before fighting a boss. Mordenkainen's Magnificent Mansion also has a casting time of 1 min. It's duration is longer at 24 hours without concentration. You could come and go, sure, unlike Leomund's Tiny Hut, but it's also a 7th level spell. If you know you are going into a boss fight and have access to spells of such a high level, you are wasting it by casting this spell. Rope Trick is a one action spell and does have a 1 hour duration without concentration, so this one is a bit more reasonable to cast before a fight. However, unlike the other spells mentioned, it does not barr entry to creatures you designate as non-allies. As long as the rope is out, anyone including the boss can enter. So to make this work, you need to spend a minimum 1 round just to climb the rope and pull it up to prevent anyone else from entering, reducing any amount of time within the 10 round/1 minute window to get some healing. Not to mention if one enemy creature grabs the rope open before you pull it up, you are either pulling them up into the space if you're strong enough, or unable to pull it up and anyone in the area can climb up and enter until the maximum creature limit is reached. Also, in all of these scenarios, while you give your Zealot barbarian time to prepare, you and are also giving the boss monster a chance to heal, escape, call in reinforcements, ect. If they aren't dead by then, they aren't gonna wait to keep getting punched in the face by a stronger opponent. As for relentless rage, it specifically states: The bolded part of the quote emphasises my argument. Since a player cannot go into negative HP, the suggestion is clear that the attack must drop the player to 0 hit points in order to be activated. A Zealot Barbarian that is already at 0 hit points cannot be dropped to 0 hit points again. While there are many abilities that leave room for different interpretations, this one seems quite clear. As for being level 14 characters, they should be hard to kill! They are high level and probably among the strongest paragons of their peoples. By that point most are leaders of kingdoms, generals of massive armies, or headmasters of magical colleges with great influence in the world. Such characters are less likely to be doing grunt adventuring work, and would likely only fight when times are dire and their underlings incapable of taking care of the matter facing them. [/QUOTE]
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