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Ways to attack with advantage by level (with all the fine print)
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<blockquote data-quote="TimTheDecisive" data-source="post: 9519033" data-attributes="member: 7048113"><p>Here's an older one one that I think could still apply. It's an optional rule from Tasha's, but I haven't found anything in the 2024 PHB or DMG that would negate it:</p><p></p><p><em>If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.</em></p><p></p><p>This gave me a fun idea when I noticed the updates to the Boots of Striding and Springing. Like the jump spell, they've been changed to 30ft of jump for 10ft of movement. However, they don't cast the Jump spell (like the Ring of Jumping does). So, if you had the effects of the Jump spell and the Boots you could trade 20ft of movement for two 30ft jumps. This would let you jump, fall at least 10ft onto a creature, deal a little damage and knock it prone (as long as it fails the save), spend 15ft to stand up, and repeat the jump for 10 more feet as long as you have enough movement.</p><p></p><p>I realize that this could get pretty obnoxious at the table, rolling all those saves and d6s for fall damage. The DM could also rule that a jump isn't a fall, but it opens up some fun build ideas if people are willing to play along.</p><p></p><ul> <li data-xf-list-type="ul">If you can reduce your share of the fall damage to zero, and probably pass an Acrobatics check, you could stomp the target and keep going. You'd also have to deal with an opportunity attack (at disadvantage if they're prone). This would be a case where the Resistance cantrip might not be bad. Monks, Barbarians and a few others can also probably make this work, at least some of the time.</li> <li data-xf-list-type="ul">The Athlete feat takes the movement penalty to stand from prone down to 5ft. This would allow anyone to mostly ignore falling over on every jump as long as they can shrug off the fall damage.</li> <li data-xf-list-type="ul">Oath of Glory gives +10ft to jumps, which would be just enough to get a third jump in if the target wasn't too tall and you had enough movement left. The Otherworldly Leap pact would also save a lot of spell slots or attunement to the ring.</li> <li data-xf-list-type="ul">If you <em>really</em> wanted to stretch the concept, any teleport 10ft above a creature could add a forth stomp.</li> </ul><p></p><p>I even have some half-baked Goliath builds that can grow (with or without mushrooms). Yeah, I've put way too much thought into this. But that's what we're here for, right?</p></blockquote><p></p>
[QUOTE="TimTheDecisive, post: 9519033, member: 7048113"] Here's an older one one that I think could still apply. It's an optional rule from Tasha's, but I haven't found anything in the 2024 PHB or DMG that would negate it: [I]If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.[/I] This gave me a fun idea when I noticed the updates to the Boots of Striding and Springing. Like the jump spell, they've been changed to 30ft of jump for 10ft of movement. However, they don't cast the Jump spell (like the Ring of Jumping does). So, if you had the effects of the Jump spell and the Boots you could trade 20ft of movement for two 30ft jumps. This would let you jump, fall at least 10ft onto a creature, deal a little damage and knock it prone (as long as it fails the save), spend 15ft to stand up, and repeat the jump for 10 more feet as long as you have enough movement. I realize that this could get pretty obnoxious at the table, rolling all those saves and d6s for fall damage. The DM could also rule that a jump isn't a fall, but it opens up some fun build ideas if people are willing to play along. [LIST] [*]If you can reduce your share of the fall damage to zero, and probably pass an Acrobatics check, you could stomp the target and keep going. You'd also have to deal with an opportunity attack (at disadvantage if they're prone). This would be a case where the Resistance cantrip might not be bad. Monks, Barbarians and a few others can also probably make this work, at least some of the time. [*]The Athlete feat takes the movement penalty to stand from prone down to 5ft. This would allow anyone to mostly ignore falling over on every jump as long as they can shrug off the fall damage. [*]Oath of Glory gives +10ft to jumps, which would be just enough to get a third jump in if the target wasn't too tall and you had enough movement left. The Otherworldly Leap pact would also save a lot of spell slots or attunement to the ring. [*]If you [I]really[/I] wanted to stretch the concept, any teleport 10ft above a creature could add a forth stomp. [/LIST] I even have some half-baked Goliath builds that can grow (with or without mushrooms). Yeah, I've put way too much thought into this. But that's what we're here for, right? [/QUOTE]
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