Yeah, having people give the caster piggyback rides round the battle has the potential to get rather goofy.As I posted in the other thread, my tentative suggestion is to let it deal damage by movement on the caster only on the caster turn. This maintains the possibility of pushing enemies in the area of the emanation, but prevents any benefits by dragging the caster.
Much like the XGtE spell Healing Spirit, or the now oft-mentioned PHB2024 Conjure Minor Elemental, I suspect this is much more of a potential issue than a realized one*. However, much like those, I think thought to house-ruling probably still helps. It saves everyone the headache of players seeing this possibility and trying hell to leather to set it up in-play. *Healing Spirit less so, as the abusive scenario worked out of combat.Silly looking aside, Has anyone actually tried this?
Because I feel like everyone is assuming you can run around with infinite movement and without opportunity attacks.
*grappling someone is not carrying them.I think I would want to see some examples of this tactic in play before making a final ruling in my group. It would require a dedicated build from multiple party members to pull off to full efficiency.
I don't see anything that suggests that carrying someone negates the Carrying Capacity rules, so the carrier would need a high strength (meaning that a Dex-focused monk isn't likely to be able to do it, unless they aren't carrying much gear and neither is the carried PC). So probably a halfling or gnome cleric for maximum effect, with a barbarian with the Grappler feat as the carrier. One of them should have the Alert feat since the exploit is less effective if the carrier goes first (unless they're being carried/grappled at the start of the combat, I suppose?). Whether the cleric is able to wear armor depends on how strong the carrying PC is (and whether they had time to shuck packs before the fight begins... those default backpacks in the PH are heavy). Heck, I suppose if you really want to increase the synergy, add a party wizard who casts reduce on the cleric on the first round of the fight, or enlarge on the barbarian. RAW you need a hand free to carry someone which I would definitely enforce, since if you're allowed to tuck the ally cleric into a backpack and still use two-handed weapons or a shield this really gets crazy.
No one is assuming the cleric stays far away or that the monsters do nothing. Like seriously?This exploit also assumes that the monsters are passive. If they are intelligent, they would be able to see what's causing all this damage and would focus all of their attacks on the cleric. Based on the range of the Emanation, said cleric would have to be pretty close to the action. At fifth level, many foes should be able to absorb a few blasts of spirit guardians and still have some fight left in them.