To go along with the guy talking about auto-failing saves, unconscious SHOUDLN'T make you fail Con saves, as Con represents your body's natural toughness and ability to fight off sickness. You shouldn't be able to save against poison and disease because it's an automatic response from your body that saves you, not some active effort.
Ah yes, the passive constitution sense: your body has a natural defense system that can get rid of poison and disease that would be... 10+save bonus (since constitution doesn't have a skill)
Indeed! If you are into simulation-style gameplay, unconscious may give you a disadvantage or increase save DC in certain cases as DC as written may suppose you are taking some automatic or at least obvious efforts to reduce damage to your body (shiver from cold, cover your face from dust, etc.), but it's still not auto-fail; in other cases, it doesn't matter at all (unless you are into all of the "poison can make you vomit, and it can give you aspirational pneumonia if you unconscious", but in this case, you may consider trying GURPS).
"You shouldn't be able to save against poison and disease because it's an automatic response from your body that saves you, not some active effort." That is precisely what a save is, an involuntary action taken in response to some trigger. Are you confusing them with checks, which are conscious efforts made to achieve some known goal? I agree with your first statement though. I'm hoping their proposal was a gross oversimplification, rather than an oversight.
@@WandererEris I was about to make a similar comment to yours. For clarity, the Redditor didn't say anything about CON saves being an automatic success, so I think what you had meant was that an unconscious character should not automatically FAIL a save against poison or disease, but you should still make the save as normal. I would argue that everything the Redditor said is wrong, not just the Constitution part. The reason why characters automatically fail Strength and Dexterity saves is because the character needs to actively do something to resist them. Dexterity saves are used to move out of the way of the effect, while Strength saves are using your muscles to stand your ground against the effect. You can't do those things when you can't move, so you automatically fail the saves. On the other hand, Constitution is your body's natural defenses to toxins and such, and as you mentioned, your body is going to do that whether you able to move or not. Intelligence is seeing through illusions and defending itself against telepathic/psionic assaults - in theory, your subconscious can still fight off mental assaults, while illusions aren't going to have any effect if you don't believe their real, and you don't necessarily need to be able to move to determine that. Wisdom is sort of a mix of willpower and knowledge, taking what you know about the effect and using that knowledge to overcome it through sheer force of will. A lot of Wisdom saves are against spells the charmed, frightened or paralyzed condition. Are those going to work any better against you if you are restrained? Probably not, as you can still overcome them through willpower alone, even if you can't physically move. There aren't many spells that force a Charisma save. Most of them are spells that cause extra-planar effects. Bane causes you to experience misfortune more frequently, several spells send you to another plane, Seeming causes you to have an illusory appearance, Zone of Truth does its thing, etc. None of the Charisma saves are against charms except for Calm Emotions, which would only cause you to become indifferent towards someone you had been hostile to. So Charisma seems to function like a Willpower saving throw, like Wisdom does, but only against some very specific effects.
5:14 - Your character Mangobus falls to 0, and the DM gets a phone call from ya boi playing a completely different game somewhere in Japan DM: "Sup" Caller: "Caladbornus uses their Healer's Kit to stabilize Mangobus, with the Healer feat that brings them back to 1 HP"
@@SentinalhMC yes. The tarrasque is a ‘end all’ solution. It’s first stomach is razor blades. The second destroys all magic, the third? Acid that hurts even gods.
@@SentinalhMC no, thats only a solar. it would take 1D10 * 100 years. "However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later."
The tarrasque can't run from the clay golem if it does eat the golem. The golem can then just proceed to kill the tarrasque from the inside out by basically giving it stomach ulcers from all the punching the golem would be doing.
@@HypercomboProduction Not entirely. The Tarrasque's lore talks about its three stomachs, and how it can easily digest acid-immune creatures. Another stomach removes all abilities and defenses the creature has, allowing the tarrasque to even kill and devour a God if it swallowed them.
@@THEGRUMPTRUCK fair, I was just quoting a different comment. Also I lost my monster manual so I don't know if that is true for Pathfinder or not. (Pathfinder was the first D&D I played and my friends only play Pathfinder. So any lore or traits that exist outside of Pathfinder i wouldn't know about.)
I love that idea. Going to put a gross meat dungeon in a game occupied by clay golems. If the clay golems get cleared out the dungeon is revealed as a hibernating Terrasque using long rests to hold off the golems it swallowed.
9th level Monks can run up a wall, jump off onto an enemy, and not take any fall damage, but deal bludgeoning damage to their enemy. And then they can take their action as normal.
@@caolanochearnaigh9804 I've got a Mercy Monk with a split personality, having a kind but cowardly side, and a rude but heroic side. Very reminiscent of Marvel's Moon Knight show, but I actually made him before the show came out lol.
I'm glad I'm not the only one who went from aneurysm to dying with laughter of that mispronounciation being repeated so damn much. 😂 Edit: I'm not hating on it, but definitely was a record scratch the first bit, then it became more funny than frustrating.
I got so frustrated with it, I had to pause the video and scour the comments for another viewer to point this out. I thank you for being near the top. Now I may finish the video.
I say this out of love and respect and joy for this channel. If the word ever comes up again, you gotta learn how to say "Simulacrum." If it helps, it is spelled phonetically. That one passage in this video was an EXPERIENCE for my ears xD
I disagree on the save guy about unconsciousness. What about poisons and diseases? Your body definitely fights off that kinda stuff when asleep. And being unconscious should still allow you to save against mental effects because you can still dream when sleeping, so clearly your mind still works
Bonus points to the Clay Golem. It's punches can reduce max. HP. It's a Con15 save and Tarrasque has +10 to it, but there is 1/5 chance it fails for every punch.
So, there's a saddle that is a magic item, it's uncommon I believe and it makes it impossible to dismount you from your mount, it's not an attunement item and it causes anything that attacks your mount to have disadvantage. All well and good except there's nothing to say that the mount can't be a player. For a one shot, I took that item as my one and only magic item and put that on my centaur monk and the kobold in our party would mount me and now you have the fastest member of the party being the mount for the slowest, while also being really hard to hit. Did I mention I also took the mobile feat making it even more awkward to put me on a leash in combat?
Yep, Saddle of the Cavalier is fun. Put it on my AC 18 Ranged Centaur Ancestral Guardian Barbarian, with a Halfling Cavalier with The Mounted Combatant feat on my back. Disadvantage and Resistance for the whole party and my Dex Barbarian gets Evasion on top of it.
11:36 this is exactly what happens all the time in Magic the Gathering, we even have a name for it, "counter war". So perhaps that might explain why countering counterspells feels so natural to me, since I came to DnD from MTG.
I figured out the cantrip shape water can be used to limit spellcasting. It is a cantrip that allows you to move and control water that fits within a 5 foot cube and it has a range of 30 feet. It does no damage however since the rules say you can move the water 5 feet in any direction you can force water up someone's nose. True it does no damage but have you ever swallowed water the wrong way? The nasal cavity connects to the windpipe. You'll be hacking and coughing a lot. This of course prevents someone from using verbal components as water fills thier windpipe.
The counterspell issue is limited by the number of reactions any one character gets in a round (1, which makes for a very short tennis match, but if there's multiple spellcasters on each side you can play a good round of counterspell hackysack), and the issue of casting more than 1 leveled spell in a turn is covered by a rules clarification from Crawford that reactions exist outside of your turn. So the reaction may occur during your turn, but doesn't count as part of it.
Zealot barbarians can't die, unless something manages to somehow calm them down, or the exhaustion per missed long rest rule is on place. Unlimited rages at 20. They don't die until rage ends. The rules and Jeremy Crawford himself state barbarians can refresh a rage before the last one ends.
Counter argument for 2:57. Mental saves should be allowed at a subconscious level. That is if you consider the rolls as your mental state at that point in time resisting the effects of the spell, then regardless of your current state of consciousness you should be able to resist.
Prestidigitation trinket number 45: a miniature cannon that actually fires... It's a trinket with the cannon property. It's not RAI/RAW and it's broken.
This was probably mentioned at some point but this made me think of the Critical Role first campaign when they go to the Fire Plane and the Druid turns into a Water Elemental. RAW, when fighting a Fire elemental it will deal 1d10 fire damage and light you on fire when you make contact with it. the 1d10 fire damage makes sense for a water elemental, obviously fire would still hurt it. but... how can a being of essentially pure water be lit on fire, especially a fire that is deliberately stated to be able to be doused by regular means?
Animate objects is technically a better animate dead than animate dead since corpses are technically objects. 1. You get more zombies than an animate dead of the same level 2. You could animate corpses up to huge size 3. When the Spell ends they fall inert instead of going feral 4. It's Transmutation not necromancy so there aren't social repercussions/ a glyph of Warding using this spell would read as Transmutation to someone using detect magic, making for a great surprise attack.
Except for the fact that objects lasts 1 minute and requires concentration. The undead can also act without if they have prexisting orders. Not to mention that you can absolutely still use feral undead if you're clever enough.
@@1Ring42 no, I mean clever feral undead (such as zombies) will chase the nearest living thing. So you can lead them with a loud caged animal like a carrot on a stick if you have a fly speed or just a high con.
Most people know a creature that is Paralyzed, Petrified, Stunned or Unconscious automatically fails Dexterity saving throws, presumably because they cannot move. Yet, for some reason, a creature with more dexterity will still be harder to hit with an attack than a lower dex creature, since their dexterity still affects their AC
Hi Brian. Thanks for the video. This one was fun. The one about the halfling grapple really made me chuckle. I had to pause the video for a moment. Thanks for all the videos you've narrated. They really helped me earlier this year. I had a stressful start to 2022, to say the least, and your "positive end notes" helped me cope. I'm doing better now. Thanks for being you.
Don't know if it's mentioned in the video as commenting at the start the stupidest technical rules as written (As I understand them, I could be wrong, and if I am I'm sorry) The poisoned condition just makes you have disadvantage. Wielding an oversized weapon just gives you disadvantage. You can't have double disadvantage. So in a manner of speaking. Using a giant sword makes you immune to poisoned condition.
Idk if this is entirely accurate but by RAW revivify and other resurrection spells don’t work. From my understanding corpses are considered objects, and the spells specify a creature must be targeted. So as soon as a creature dies, they are considered an object and are no longer eligible as a target of the spell.
Specific rules override general rules. Meaning that since the resurrection spells specify "dead creature" it still works RAW even though corpses are considered objects.
@@awkwardllama0509 It's because with falling off the cliff, the ground is not hitting them, their hitting the ground. Recoil damage in DND tends to ignore resistances and immunities, and falling doesn't just deal fall damage to the faller, it also deals fall damage to whatever the faller lands on. So technically falling is an attack where you receive recoil damage equal to the damage you dealt the target before any damage reductions and damage immunities are factored in. In most cases falling is done on accident, so the damage the faller would have dealt is wasted on something that can't receive that type of damage.
You have to hunt them down on the astral plane or whatever afterlife they went to and then touch them. It still works RAW but it's a huge ordeal. Lots of fantasy media has the hero(es) journey to the "land of the dead" to bring back a fallen companion though.
Familiars are creatures, creatures can attune to magic items and concentrate on concentration spells. A familiar with a ring of spell storing can bring online some insane combos that would normally require two casters to achieve.
So, could artificer with a bunch of spellwrought filled by find familiar spells cause such chaos? Because if it is, then I know what I should play next once my goblin barbarian retires.
*in magic spell language* “WhErE iS tHe NeArEsT cItY” *distant screaming as an invisible, icy force sends ALL occupants of the nearest city flying away from the city with enough force to do MASSIVE damage and fall damage*
Bandits laughing in the face of a giant Warforged fighter trying to intimidate them, and then cowering in terror when a halfling bard does the same will never *not* be ridiculous.
RAW: fathomless tentacles aren't able to interact besides making attacks. They are etherial except when causing damage, so therefore wouldn't they be able to act as tentacles (grasping as well as striking) that phase out of reality at will?
I thought you were going somewhere else with that initially and I don't know why. I think the implication there is that just interacting with things causes damage or that they aren't physically acting on the world but rather just sort of hostily passing through them. Hence doing cold damage like they're causing frost bite on contact. If they good do those other actions, then I'm pretty sure that might be a different sort of spell. Something closer to a 1st level spell similar to magic hand with more options to it.
That last one is happening in my campaign right now. I’ve been using my turn, every turn, to knock an Ancient Red Dragon prone. Normally it’ll tail whip or burn you to death. But my PC has been buffed magically enough that I couldn’t fail the dex save if I wanted to.
I don't think unconcious should stop the CON saves from happening. That one isn't active, it's a simple fact that your body can fight illness and poison while asleep. Hell, for a lot of diseases sleep is super helpful.
3:40 You shouldn’t auto-fail Wis and Int saves because those are things your mind would still have while unconscious. In fact, an argument could be made you auto succeed wisdom checks against things like Phantasmal Killer, since you can’t be tricked into being afraid of an illusory creature that you can’t see
Tl;dr: Did you just split a god in half like firewood? I just discovered this one today, actually! It's a long one featuring math(don't say I didn't warn you.) Pathfinder 1E: Mythic Vital Strike feat. When you use mythic vital strike, you multiply any damage that would normally be multiplied when doing a critical hit as well. For context, normally with vital strike, you can hit one time in a round, and deal 2 times(or 3 or 4, depending on which level of the feat you have) the normal damage dice of your weapon, but other bonuses like strength and enhancement aren't multiplied. So a hit that would deal 1d8+10 damage would instead do 2d8+10. With the mythic feat, you would instead do 2d8+20, essentially using your highest to-hit to deal or not deal all your full-round attack damage at once(except for things like sneak attack damage). Which is pretty cool, but nothing crazy, right? Well then! The problem is, the way it's worded, you don't multiply your damage bonuses by 2 or 3 or 4 based on which feat you have, which is how this was clearly intended. Oh no. You, and I quote, "multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat." How is this ridiculous, you ask? Well, there are many weapons in Pathfinder with more than 1 default damage dice. Let's take the only weapon that deals 3d6 damage on a medium character, the Butchering Axe. That weapon, using the same +10 damage as before, would now deal 6d6+60 damage on a hit meant to do the damage of 2. So instead of 3d6+10, an average of 20 damage, you're doing an average of 81. If you're level 16, and you take the highest level of the Vital Strike tree, let's say you do 3d6+30 damage on a hit. Not bad. With MVS, when you hit, you are dealing a staggering 12d6+360 damage. Goddamn! But that's not all! You're a mythic being, you have mythic spells! Let's give you a basic level 1 mythic spell: Mythic Enlarge Person. You're a level 16, you have money, let's give your axe a fairly inexpensive but popular level 2 enchantment: Impact. With this, you are 2 sizes larger, hitting as if you were 3 sizes larger thanks to Impact. Which bumps your puny widdle 3d6 hatchet up to 8d6 damage per hit. That same Vital Strike now deals *32d6+960 DAMAGE*. An average of 1,072 damage per hit. The highest health of anything in the game, 1st party, that is, is The Mantis God, a colossal agent of the gods, bringer of their wrath, and their personal assassin. His creature description is basically the length of a novella. He is a CR30 enemy, an enemy intended to fight a full party of level 30 players in a game where the highest level is 20. Our mighty Herald of Death has *805 health.* Using a spell you can learn at level 1, and an axe with an enchantment that costs all of 8,000 gold, an amount that likely has seemed insignificant to you since you were about level 5, your average damage by yourself at level 16 demolishes the entire health bar of the most powerful enemy penned in the entire Pathfinder universe, listed as being intended for a fully equipped party of 4 people that are 10 levels above the highest typically attainable level in the game. And it does that much damage before you even roll your giant mittful of 32 dice.
Counterspell doesn't require concentration it's no different than casting a firebolt whilst maintaining concentration. There's nothing that says that says VSM must be continuously maintained every second of every round for spells to be cast just that it takes your action (assuming it doesn't require a bonus action etc.) each round and you must maintain concentration until the casting time is finished. Therefore since a single action spell cast take less than 6 seconds if a spell casting takes longer than 1 round to cast that doesn't outright mean it takes every second of a round VSMing to maintain the stich in the weave you are creating just some amount of time shorter than 6 seconds, the most important part seems to be a characters ability to grasp the weave and therefore maintain concentration. The Clay Golem vs Tarrasque seems like a good set piece you could have the golems like a terracotta army surrounding the resting tarrasque set in place by a wizard who couldn't kill but could injure it enough to make it sleep who then built a massive army of golems as preparation.
I had an idea for an "evil" Emperor who knew about a Tarrasque attack so he made a terracotta army to protect his empire, it just cost a lot of lives to make all those golems.
The Prone condition is definitely too simplified. One issue I have is that all attack rolls are at disadvantage… Including those from crossbows and firearms. But anyone who’s fired either knows that the prone position is more stable, and thus allows for better accuracy.
After that first one I just imagine a magical betting area somewhere in some plane where that exact event happens, only for time sake its like 5 Clay Golems vs 1 Tarrasque and people losing a lot on the Tarrasque.
Something that the poster forgot to mention for the first story is that a clay golem's attacks count as magical. I was wondering how it could damage a tarrasque, since it also has immunities, so I looked it up
"Cheesing Leomund's Tiny Hut" Isn't that what the Mighty Nein did in Critical Role Campaign 2, in order to get the ice flecks (mythril breathed on by a white dragon)?
" 'The characters are 10ft appart, but linked by a single halfling.' 'Well, if the halfling is Stretch Armstrong, it might work...' " I imagine some kinda chimp-armed halfling, actually...
D&D 3.5, The Omnificer. Just, all of it. By using a combination of low level items, willing sacrifices, and a cliff, you can create a character that remains alive while taking infinite damage every round, adding the damage taken to all skill checks. By RAW, every 5 points you pass a Knowledge skill check by grants you 1 piece of related information, and Knowledge checks require no action, achieving Omniscience. Also by RAW, a sufficiently high Perform check can summon gods, and a sufficiently high Diplomacy check can convince anyone of anything. After convincing a god to freeze your bonuses and grant you divinity, you stick your head in a bucket of water and breathe in. A drowning character's HP according to the DMG becomes 0, effectively healing the negative infinity damage taken, then finally using a contingent cure minor wounds to survive.
About the one at 2 Minutes: Just as Treantmonk points out in his newest video, what type of action dropping an object uses is not covered by the rules. Jeremy Crawford tweeted that he would allow it as a free action, but doesn't even say that this is recommended or anything like that. This is simply a case of 'The rules don't say I can't', which is helpful in some cases, but especially in this one not RAW
The overall point Crawford was making is "If picking up an object is a free action, and dropping an object is simpler than picking one up, it's also a free action." Since Crawford is the rules designer for D&D, that counts as RAW.
@@Scorpious187 If that is how he wanted to rule this, it should be either part of a Rulebook (RAW) or Sage Advice (technically not RAW, only advice on the RAW and RAI), but it isn't
@@Scorpious187 Still, it's not RAW, but ADVICE! It even says this on the documents that these aren't official rules, but can be used if the group wants to
@@JonathanMandrake It says that in the DMG, which is the rulebook for the game. If those aren't the official rules for the game... what is? Also the Sage Advice Compendium says no such thing, in fact Crawford actually states that the advice in those articles is considered RAW by nature of him being the rules designer.
If I don't miss something, Tavern Brawler College of Swords bard can use virtually anything (anything that can be considered an improvised weapon) as their spellcasting focus. I don't see it as a big problem (getting spellcasting focus usually isn't such a big deal in the first place), but still not sure if it was intended.
> If you're proficient with a **simple or martial** melee weapon, you can use it as a spellcasting focus for your bard spells. Unless the improvised weapon is considered similar enough to be treated as a conventional weapon (table leg as club is the example given in the rules) it wouldn't RAW work, an improvised weapon that you're getting Proficiency for through Tavern Brawler is not simple or martial
And this is why it's very important to hammer out your own rules, in the end. Not to the extent of completely neutering players into unfun, but simply to make things more sensical.
I consider myself lucky to have a group where we can play with unedited rules and trust everyone to not exploit the crap out of it (though forgetting and/or misreading still occur). The only house-rule I can recall, was giving falling damage it's own type so barbarians can't ODST off a cliff (which I tried, and failed spectacularly). Even then, I'm pretty sure that was just misremembering how falling works, and it may have been redacted later.
Treantmonk just made a video about this. "The rules say I can" is RAW. "The rules don't say I can't" is not. People keep confusing this. For example, there's no rule specifying whether or not you can stabilize someone from afar, so it's neither RAW that you can, nor that you can't.
the Eberon campaign setting brought in Dragon marks. The dragon mark of healing is written in a way that the spells given to a character with it adds the spells to his class spell list. Every other ability that adds a spell or bunch of spells to his list not his class list. So the way its written the dragon mark of healing on a wizard would allow a wizard to scribe scrolls of healing spells that would then be wizard spells because the dragon mark specifically states the spells are added to the class list. This makes it so that all wizards can now scribe those healing spells into their spellbooks and have access to healing magic.
I'm playing a halfling mark of healing, 1life cleric + all scribes wizard because of this interaction! Also because the level 18 wizard feature would let me cast cure wounds without expending resources for infinite healing.
It gets even crazier with the clay gollem vs tarasque. The gollem starts its round restrained. It has 2 attacks. It can, with its str, easily break restraint and attack while swallowed. Additionally, the tarasque will vomit out anything that deals a certain number of damage, or when it dies. The gollem's single attack isn't enough to cause the tarasque to vomit it out, so it will continue taking that damage until it dies!
i actually kinda love the clay golem thing. the idea of it being an extreme hard counter that the the people in the world/the tarrasque itself might or might not know of is actually kinda neat. the only out i can see for the tarrasque if it swallows it is that when it "dies" (its immortal) it goes into the ground and basically phases into the rock, potentially displacing the golem, but if it doesnt actually release the golem due to being in the tarasque potentially counting as being part of the tarrasque, the tarrasque could have its regen hampered severely so it takes much longer to return, then is on a timer to get lucky enought to get helped out by a clueless kindhearted party of level 20s who can get the golem out. if the golem outpaces its regen the tarasque is effectively trapped in a state of living death for eternity. (this is all assuming the golem is immortal and can fight forever, which it should be able to do due to constant unending healing.) i like the idea of a tarrasque being scared shitless of clay golems cause it got trapped in a death loop for 100000 years once because it ate one. worst case of food poisoning ever
I don't know what edition it's in but the tarrasque has three stomachs. One for flesh and Bone. two for metal and Stone. and three for magic items. So it would take a while but the tarasque would digest a clay golem.
Interesting point regarding counterspelling a counterspell. Counterspell only requires somatic components, so as long as you have the free hand necessary, it could be done. The main way this doesn't work is if you need material and somatic components and don't have 2 free hands. One hand can use the material components and somatic gestures for one spell, the other can counterspell. Hold a staff or wand though, and no counterspell with your other hand unless you invest in warcaster.
I already noted this in another comment, but it boggles my mind how often this misconception came up: Many of these are "But the rules don't say I can't", not "The rules say I can". For example: RAW, it requires an object interaction to draw a weapon. The rules don't say what type of action it requires to drop a weapon. RAW, most races have darkvision to a range of at least 30 feet. Yet, the rules don't say they can't look through solid objects. RAW only makes sense if the rules explicitly state that you can do that specific thing. Everything else is TRDSIC (The rules don't say I can't), which has its place, but is much more limited in scope. For example, TRDSIC you aren't limited in how often you can jump per day, and there is almost no reason within common sense or fun the game that makes limiting the amount of times you can jump reasonable. But by the logic of TRDSIC, any character can shoot insta-kill lasers requiring no action that can kill even gods. Things like common sense, a fun play experience, balance between the players etc. are what control if a case of TRDSIC is reasonable or not. If you want to know more, watch Treantmonks latest video. Just as him, I'm pretty annoyed at how many people use RAW for TRDSIC
If a Chronurgy Wizard uses Magic Jar on a creature immune to exhaustion, they can use their reaction for Convergent Future essentially every round in the new creature's body.
@@haylongwang3002 Doing a quick filter for "humanoid" and "immune to exhaustion" on a tool I have, looks like "Alyxian the Dispossessed" (Netherdeep), "Bhaal, Slayer" (Minsc and Boo), "Duergar Despot" (MTF and MPMM), "(Shadar-kai) Gloom Weaver" (MTF and MPMM), "Murgaxor" (Strixhaven), "Oriq Blood Mage" (Strixhaven), "(Shadar-kai) Shadow Dancer" (MTF and MPMM), "(Shadar-kai) Soul Monger" (MTF and MPMM), "The Lord of Blades" (Last War), and "Y'demi" (Strixhaven) are all official valid targets, some adventure specific NPCs
About the clay golem beating Tarrasque thing, a good way to prevent that would be by giving each monster with an immunity a damage threshold, so that damage above that threshold applies but damage under it is void.
You can technically use divine smite by swinging a corpse because corpses are objects, objects can be inprovised weapons, and divine smite requires a melee weapon attack. But you can't smite with your own fists. The part that irritates me is that tying divine smite to a melee weapon attack was confirmed in a sage advice to be just a flavor decission but it has mechanical implications like that.
What makes it worse is that unarmed strikes count as melee weapon attacks, but not attacks with a melee weapon. The only consensus I could find that makes them unable to smite is the inclusion of "in addition to the weapon's damage." I just want to nut kick someone with divine fury, damn it!
@@inskeeprulerable put small nails with the poky side through the tip of your boots then convince the DM to accept those as improvised weapons that add +0 to your basic unarmed strike damage as the weapon damage. bam, you can divine smite nutkick people. same for your gloves, just add small poky bits on the gloves knuckles, that add +0 to your basic unarmed strike damage as the improvised weapon damage and you can deliver divine smites to jaws.
Simulacrum is pronounced like simulation, but crum instead of tian. The idea is making a convincing duplicate. An immitation to detailed to be dismissed out-of-hand.
Want to just point out about the saves thing that the types of saves tend to fall into certain patterns when it comes to the mental saves. A charm wouldn't be a charisma save, it would be a wisdom save. I think you're thinking of a specific charm like ability, known as calm emotions which is a charisma save. Normally, charms are wisdom saves and charisma saves are very rare and used to avoid being forcefully teleported (banish and plane shift on unwilling creatures are examples of charisma saves). As for intelligence, that tends to be recognising illusions. I can understand something not auto failing that since you might recognise that something is a dream with an intelligence check, for example. If anything, a lot of what is being suggested is actually a more solid argument that some conditions should cause a creature to automatically pass a certain type of save, not fail it.
i'm pretty sure that while this isn't a case of 'vanilla' we did have a RAW/RAI discussion about a cursed gauntlet my monk got in a campaign, it was a homebrew weapon/item, that changed any attack made while wielding it, into the last magical element that had hit the caster... with the eventualy ruling we had from our DM, my monk became the defacto healer in our group because if i was healed by someone (it did not effect me though because the healing was absorbed into the guantlet) i could revive someone from the deathsaves... by beating the ever living crap out of them, so i kinda became an HPS, heals per second... we used that gauntlet to cheese several things especially once another homebrew weapon joined the mix that made each of my attacks roll for 4 times damage because of several whips... that campaign had so many homebrew elements that meshed poorly together that i ended up one-shotting a BOSSFIGHT... a homebrew variant of haste that game my my entire turn, 2 more times... having already had a full rest not too long ago so all my ki-points and then blitzing my full barrage of multi-attack and burning all my ki-points of flurry of blows (our DM ruled that the wrist mounted whip thingy, counted as unarmed since he kinda ran it along the lines of Fallout 4 unarmed weapons...ish) added with healing applied onto me against an UNDEAD BOSS... with several nat20's among the tital wave of attack rolls (12 rolls total iirc) ended up coming to almost 1k damage because everything ended up being doubled at the end of it all... homebrew CAN be fun... it is also VERY LIKELY to be broken af
The Bonus Action Attack from Two weapon fighting (RAW and RAI) triggers AFTER you use your Action to take the Attack Action, not DURING. You must make both of the Attacks thus completing the Attack Action THEN triggering the Bonus Action. Now, you could theoretical take the Dual Wielder feat (which allows you to draw or sheath two weapons simultaneously), make the first attack roll of your Attack Action with the maul, drop the maul (coasting no kind of "action" at all), draw your two melee weapons (with Dual Wielder they need neither be "light") make the second of you Extra attacks finishing the Attack Action, and NOW triggering the Bonus Action to attack with the other weapon. So you can kinda do this trick you just need a feat and to do it in a different order of operations. You will have used your one Free Interaction for the turn to draw the two one-handers though and won't be able to pick up the maul this turn, so I am going to have the nearest enemy use a Free Interaction to pick it up and run away with it! 🤣
If I remember correctly, a Terrasque's stomach actually strips things of their magic. It's one of the only ways to destroy an artifact aside from that artifacts specific destroy clause. So it's entirely possible the clay golem would just cease being animate in its stomach.
Also a point about magic missile and empowered evocation: 77 damage minimum with a 9th level slot is piss poor scaling. Sure that's a lot of damage but the average enemy you'd be facing with a party of level 18 plus adventurers have massive health pools and some have resistance to force damage or immunity to magic missile. Everything looks ridiculous in a vacuum. Not to mention the rules about magic missile calculation are confirmed rules as intended by the current team. Compare a 9th level magic missile to meteor storm or a wish spell and you see why it's not a big deal. In fact, all empowered evocation does is give a wizard something useful to do offensively with with their first level slots. They put up damage comparable to what a warlock was already doing with eldritch blast but at a slot cost. And still less than a ranged martial would do with minimal cost.
Though that just works out to a nonproficient 1d4 attack at the end for improvised weapons, can't selectively apply RAW and physics depending on what part suits you at that moment. Something like a peasant *telegraph* or peasant *supply line* though does end up RAW working with the weirdness without being selective
@@neoman4426 tbh I've never tried this with my group. I've only heard stories on this channel about people doing it and launching polls into caves at dragons with enough force to level an entire mountain. Since it was so obviously not rules as intended I thought it would be perfect to mention here.
I don't know about the whole saving throws thing from early on. I imagine you can make some checks while unconscious, but it would depend on what you're checking against. After all, if you are merely asleep (which counts as unconscious) and something stings you, most players would not approve of instantly failing a con save if it had a fatal poison. Upcasting Magic Missile at higher levels might not sound like a great idea, until/unless you have a very annoying and dexterous opponent that's low on health and you just want them dead NOW.
The Bugbear lineage from Monsters of the Multiverse has the Sneaky trait, which allows them to move and stop in a space large enough for a Small Creature without squeezing, in addition to Stealth Proficiency. As a Medium creature, that's reasonable. But since it specifies a Small Creature, if you were to increase the Bugbear's size it would still easily move and attack through a Small space. Between the Giant's Might Rune Knight Feature and the Enlarge/Reduce spell, a Bugbear could reach Gargantuan size (20ft, 4x4 squares on a grid) and still chase down and harass Kobolds in their tunnels. While on the topic of Rune Knight Shenanigans, the Cloud Rune doesn't need you to see who you're redirecting the attack to, just whoever you're redirecting the attack from. So, you can stab yourself with a dagger, use Cloud Rune to redirect the attack to an invisible foe, and then follow that up with Fire Rune to Restrain them with fire shackles, since you hit them with a weapon.
I think Con saves shouldn't be auto-failed if unconscious. I'd say in most cases Con save represents your body's ability to deal with some negative influence (except concentration, but you can't concentrate while unconscious anyway). I might suggest disadvantages in some cases as you can't take some obvious actions to lower the impact of the factor on you if you are paralyzed or unaware (like, when you are conscious, you shiver when it's cold or cover your face when it's something off with air); but in other cases, I don't think it even matters if you are aware or not. Still agree on mental saves, it makes sense to give auto-fail (you can't protect your mind) or auto-success (if you have no consciousness, it's nothing to mess with) depending on the situation.
So with counterspell it would go off as the spell is cast not while they're still casting it so then after your spell is countered you then use your reaction to counter spell their counter spell but see it uses your reaction so then your and the person trying to counter yous reactions have been taken, and if there's no other casters then the original spell will go off, also for the rogues readied action all you'd have to say it when *the next thing in initiative* does anything I attack again
for the unconscious failing all saves. constitution would still play a role as it is how hardy the body is so a poison or sickness etc.. would still have to deal with the bodies fortitude. since you know we would all die horribly from sickness when ever we fell asleep since we are not conscious of what is happening.
4:08 That's not really correct due to the fact that anything can obscure vision, i.e. trees, mountains, another creature, and it apparently says that players have a visibility range of 2 miles in the DMG
One problem with the tarrasque vs golem, the mighty beast stomach acid is not just acid for one secondly it has more than one stomach, under forgotten realms lore the beast has multiple stomachs each for a specific purpose and one of them destroys anything magical even a weapon from a God would be destroyed. Mr. Rhexx on TH-cam does an amazing breakdown all about the tarrasque and highly recommend watching it to clearly see the golem would never stand a chance.
Cheesing Leomund Tiny Hut is a proper strategy. Remember it takes at minimum 1minute to cast, so you have to prepare it before. Also the caster can't leave, and it can be easily dispelled.
I've already used Tiny Hut against enemies before from when I just had it set up for safety overnight, but what I really want to do is try and make use of it mid-combat. I'm playing a scribes wizard so I can make use of it's 1 minute casting time easily, and the idea is that when we're up against a BBEG and we've dealt with their minions and are feeling rather beat up, one of my allies uses something like Banishment to get them out of the way for a minute. We may not be able to hurt banished enemies, but it'll give me the time needed to set up Tiny Hut on the battlefield. What I *especially* want to do is use such a tiny hut to take a short rest while watching the enemy.
There's some old Tarrasque lore in which either its first or second stomach would digest the magic away from anything inside it. Apparently, this disempowering could enable it to kill a god, so I can't see a clay golem standing much chance.
Yeah, it's first stomach has a 'Disjunction' effect. It's why some of the most powerful artifacts in the game can be destroyed if the tarrasque were to swallow them.
That's the entire point of most RAW discussions in my opinion. I patrol these videos looking for potential rules I may want to adjust, should I decide to DM for a new group. My main group follows the rules exactly as specified, but we also trust each other not to (intentionally) exploit certain mechanics. That said, I'd love to run a one-shot who's goal is to do as many of these "well technically" things, from both sides of the table, just for laughs.
Friends Cantrip as written: "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it." Tell me, how do you make a charisma check on a creature that is on another plane of existence than you? Why would you do this? It only lasts for one minute. It's not like it lasts for a year.
Artificers are half casters with no specialty anywhere in combat, so having an extra level 1 spell or two isn't at all broken. Feel like the spellwrought isn't too unbalanced (assuming u aren't using it to give everyone familiars) Personally I keep mine for a single Guiding Bolt. There's also the material needs - the infusions do detail you need the basic item to make its mystical counterparts, so mat requirements make sense. Basically limited scroll crafting for free.. ish. They also don't have many Infusion slots.
Anyone using their bonus action to move (such as cunning action dash, expeditious retreat dash or barbarian rage pounce) do not provoke attack of opportunity because raw attacks of opportunity only trigger on movement caused by either your movement, action or reaction.
"If you leave a Hostile creature’s reach during your move, you provoke an opportunity Attack." you're moving are you not? So you provoke the attack, regardless of what action economy you're using to move
@@argaveus You also don’t provoke an opportunity Attack when you Teleport or when someone or something moves you without using your Movement, Action, or Reaction. Rules as written, if you use your bonus action to move, you are something moving you without using your movement, action or reaction, the same way you are a creature that you can see within range for spells such as guidance
@@Fernando_Cabanillas "If you leave a Hostile creature’s reach DURING YOUR MOVE, you provoke an opportunity Attack." it says nothing about action or reaction. Just that you're moving. If you use your bonus action to move, you are still de facto moving. Teleporting is different from movement
@@argaveus read the next paragraph. Attacks of opportunity has 2 paragraphs, i am reffering to the second paragraph. Obviously this doesnt work RAI, but it is RAW. During your turn you have movement, action, bonus action and free object interaction. If you use your bonus action to dash, this is no longer your movement, it is your bonus action.
@@Fernando_Cabanillas ah, I was on roll20's site reading a different section so I didn't see that. However, I still disagree as you are using movement granted by your bonus action to move, and under the movement section it makes no distinction between natural movement and extra movement granted by features or spells. It all falls under the same category
Having 8 skeletons and using lemons tiny hut to make an invinsible for field aroind them since they can still attack out of it with there bows but no one outside can target anyone or any area inside.
in tasha"s cauldron of everything magic mushrooms have a chance of making you have a singy song voice for a bit and give you advantage on charsima, intimidation is charisma based. Figure out the rest
If I'm expecting an aggressive, or at least unpleasant person, and they start merrily chattering about committing war-crimes, I too might crap myself. Or at least I would if I didn't do this irl, specifically because it freaks people out.
On the 3:25 part about unconscious not automatically failing all non-charm checks and what not. That overlooks the number of subconscious and/or physiological factors that could play into a check/save, str and dex are the only check/save that ALWAYS requires conscious input, and even that can be debatable in a few edge cases. Take for instance constitution saves/checks, most, but by no m con saves/check actually represent bodily functions that function almost completely without any input from the brain AT ALL, now others like holding one's breath actually represent the conscious effort to suppress said automatic systems so most definitely should auto fail. As for int/wis saves/checks, well there's not only the possibility of adventures subconsciously resisting, think bad dream type stuff, but also the inherent the complexity and plasticity of the brain itself, image trying to hack a computer that has a custom OS built from scratch, doable but not easy. Cha save/checks on the otherhand is yet another kettle of fish in that while most players view it as the social stat, in most settings and/or rulesets it's actually how powerful your spirit is, hence why it was used in place of con for undead in 3.5, and it's the spell caster stat for paladins. Which mean in a world where one's spirit, body, and mind are demonstrably separate if interlinked things the fact one's unconscious doesn't mean one's spirit is unable to resist.
To go along with the guy talking about auto-failing saves, unconscious SHOUDLN'T make you fail Con saves, as Con represents your body's natural toughness and ability to fight off sickness. You shouldn't be able to save against poison and disease because it's an automatic response from your body that saves you, not some active effort.
Ah yes, the passive constitution sense: your body has a natural defense system that can get rid of poison and disease
that would be... 10+save bonus (since constitution doesn't have a skill)
Indeed! If you are into simulation-style gameplay, unconscious may give you a disadvantage or increase save DC in certain cases as DC as written may suppose you are taking some automatic or at least obvious efforts to reduce damage to your body (shiver from cold, cover your face from dust, etc.), but it's still not auto-fail; in other cases, it doesn't matter at all (unless you are into all of the "poison can make you vomit, and it can give you aspirational pneumonia if you unconscious", but in this case, you may consider trying GURPS).
"You shouldn't be able to save against poison and disease because it's an automatic response from your body that saves you, not some active effort." That is precisely what a save is, an involuntary action taken in response to some trigger. Are you confusing them with checks, which are conscious efforts made to achieve some known goal?
I agree with your first statement though. I'm hoping their proposal was a gross oversimplification, rather than an oversight.
@@torgranael I meant it shouldn't be an automatic success because your body still has to fight it off. I could've worded it better.
@@WandererEris I was about to make a similar comment to yours. For clarity, the Redditor didn't say anything about CON saves being an automatic success, so I think what you had meant was that an unconscious character should not automatically FAIL a save against poison or disease, but you should still make the save as normal. I would argue that everything the Redditor said is wrong, not just the Constitution part.
The reason why characters automatically fail Strength and Dexterity saves is because the character needs to actively do something to resist them. Dexterity saves are used to move out of the way of the effect, while Strength saves are using your muscles to stand your ground against the effect. You can't do those things when you can't move, so you automatically fail the saves.
On the other hand, Constitution is your body's natural defenses to toxins and such, and as you mentioned, your body is going to do that whether you able to move or not. Intelligence is seeing through illusions and defending itself against telepathic/psionic assaults - in theory, your subconscious can still fight off mental assaults, while illusions aren't going to have any effect if you don't believe their real, and you don't necessarily need to be able to move to determine that. Wisdom is sort of a mix of willpower and knowledge, taking what you know about the effect and using that knowledge to overcome it through sheer force of will. A lot of Wisdom saves are against spells the charmed, frightened or paralyzed condition. Are those going to work any better against you if you are restrained? Probably not, as you can still overcome them through willpower alone, even if you can't physically move.
There aren't many spells that force a Charisma save. Most of them are spells that cause extra-planar effects. Bane causes you to experience misfortune more frequently, several spells send you to another plane, Seeming causes you to have an illusory appearance, Zone of Truth does its thing, etc. None of the Charisma saves are against charms except for Calm Emotions, which would only cause you to become indifferent towards someone you had been hostile to. So Charisma seems to function like a Willpower saving throw, like Wisdom does, but only against some very specific effects.
Simulcarum... It causes me 1 d8 psychic damage every time he said it.
Me too 😂 the pain was real
"how many times did I say that word?"
Zero! Not once did you say the word that was printed there!
5:14 - Your character Mangobus falls to 0, and the DM gets a phone call from ya boi playing a completely different game somewhere in Japan
DM: "Sup"
Caller: "Caladbornus uses their Healer's Kit to stabilize Mangobus, with the Healer feat that brings them back to 1 HP"
I loved the dawning of realization through the Tarrasque vs Clay Golem read.
@Gábor What about the Tome of Vile Darkness?
@@SentinalhMC yes. The tarrasque is a ‘end all’ solution. It’s first stomach is razor blades. The second destroys all magic, the third? Acid that hurts even gods.
@@samakiraroyjanssen6326 So would the tome still reappear after d100 years?
@@SentinalhMC no, thats only a solar. it would take 1D10 * 100 years.
"However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later."
I do too. Haha. The way he slowed down as he read the "Clay golems heal from acid damage". XD
The tarrasque can't run from the clay golem if it does eat the golem. The golem can then just proceed to kill the tarrasque from the inside out by basically giving it stomach ulcers from all the punching the golem would be doing.
The only way a tarrasque can kill a clay golem is by either picking it up and dropping it or yeeting the said golem to its home plane, water.
@@HypercomboProduction Not entirely. The Tarrasque's lore talks about its three stomachs, and how it can easily digest acid-immune creatures. Another stomach removes all abilities and defenses the creature has, allowing the tarrasque to even kill and devour a God if it swallowed them.
@@THEGRUMPTRUCK fair, I was just quoting a different comment. Also I lost my monster manual so I don't know if that is true for Pathfinder or not. (Pathfinder was the first D&D I played and my friends only play Pathfinder. So any lore or traits that exist outside of Pathfinder i wouldn't know about.)
I love that idea.
Going to put a gross meat dungeon in a game occupied by clay golems. If the clay golems get cleared out the dungeon is revealed as a hibernating Terrasque using long rests to hold off the golems it swallowed.
@@THEGRUMPTRUCK However, none of that is on the stat block, which means the golem still wins. Especially when we're going with Rules As Written.
9th level Monks can run up a wall, jump off onto an enemy, and not take any fall damage, but deal bludgeoning damage to their enemy. And then they can take their action as normal.
That should bee RAI, in my opinion...
What are you talking about this is exactly how the monk class works
@@caolanochearnaigh9804 I agree with you both, Monk is my favorite class.
@@superj1010 Mine too. My character's a Monk/Fighter multiclass based on Kazuya from Tekken.
@@caolanochearnaigh9804 I've got a Mercy Monk with a split personality, having a kind but cowardly side, and a rude but heroic side. Very reminiscent of Marvel's Moon Knight show, but I actually made him before the show came out lol.
This whole video serves as a reminder that the rules of DND are really just guidelines.
Pirate detected.
I believe simulacrum is pronounced sim-U-lac-rum
Si-mul-ac-rum is also acceptable.
I'm glad I'm not the only one who went from aneurysm to dying with laughter of that mispronounciation being repeated so damn much. 😂
Edit: I'm not hating on it, but definitely was a record scratch the first bit, then it became more funny than frustrating.
Chutzpah is also pronounced "Hoots-pah"
Sorry, it's sim-u-LAY-crum
I got so frustrated with it, I had to pause the video and scour the comments for another viewer to point this out. I thank you for being near the top. Now I may finish the video.
I say this out of love and respect and joy for this channel.
If the word ever comes up again, you gotta learn how to say "Simulacrum." If it helps, it is spelled phonetically.
That one passage in this video was an EXPERIENCE for my ears xD
I disagree on the save guy about unconsciousness. What about poisons and diseases? Your body definitely fights off that kinda stuff when asleep. And being unconscious should still allow you to save against mental effects because you can still dream when sleeping, so clearly your mind still works
Bonus points to the Clay Golem. It's punches can reduce max. HP. It's a Con15 save and Tarrasque has +10 to it, but there is 1/5 chance it fails for every punch.
So, there's a saddle that is a magic item, it's uncommon I believe and it makes it impossible to dismount you from your mount, it's not an attunement item and it causes anything that attacks your mount to have disadvantage. All well and good except there's nothing to say that the mount can't be a player. For a one shot, I took that item as my one and only magic item and put that on my centaur monk and the kobold in our party would mount me and now you have the fastest member of the party being the mount for the slowest, while also being really hard to hit. Did I mention I also took the mobile feat making it even more awkward to put me on a leash in combat?
Yep, Saddle of the Cavalier is fun. Put it on my AC 18 Ranged Centaur Ancestral Guardian Barbarian, with a Halfling Cavalier with The Mounted Combatant feat on my back. Disadvantage and Resistance for the whole party and my Dex Barbarian gets Evasion on top of it.
11:36 this is exactly what happens all the time in Magic the Gathering, we even have a name for it, "counter war". So perhaps that might explain why countering counterspells feels so natural to me, since I came to DnD from MTG.
"My name is Clay, and I'm virtually invulnerable."
*Punt*
"Go be invulnerable in Waterdeep."
Starts making a sheet with a wizard that can create/summon clay golem armies.
I figured out the cantrip shape water can be used to limit spellcasting. It is a cantrip that allows you to move and control water that fits within a 5 foot cube and it has a range of 30 feet. It does no damage however since the rules say you can move the water 5 feet in any direction you can force water up someone's nose. True it does no damage but have you ever swallowed water the wrong way? The nasal cavity connects to the windpipe. You'll be hacking and coughing a lot. This of course prevents someone from using verbal components as water fills thier windpipe.
The counterspell issue is limited by the number of reactions any one character gets in a round (1, which makes for a very short tennis match, but if there's multiple spellcasters on each side you can play a good round of counterspell hackysack), and the issue of casting more than 1 leveled spell in a turn is covered by a rules clarification from Crawford that reactions exist outside of your turn. So the reaction may occur during your turn, but doesn't count as part of it.
it's not "Simalcarum" its pronounced "Sim-Uh-LaCrum"
Isn’t it more like sim-you-la-crum?
@@shinyy8918 this!
I've always heard it pronounced:
Sim-You-Lack-Crum
Was looking for this comment
Never like to be "that guy" but yeah, if you're gonna say it 10 times in a row, look up the pronunciation
@@martyndraper1240 i've only ever heard it as "Sim-uh-lacrum" which according to google they spell the pronunciation as "si·myuh·la·kruhm"
Fun fact, fall damage was originally supposed to be exponentially. A cumulative 1d6 for the first ten feet, 2d6 for the second and so on.
@7:37 this a well known build known as the nuke wizard, I'm surprised y'all haven't heard of it. One level of hexblade bumps it up to INSANE numbers
Zealot barbarians can't die, unless something manages to somehow calm them down, or the exhaustion per missed long rest rule is on place. Unlimited rages at 20. They don't die until rage ends. The rules and Jeremy Crawford himself state barbarians can refresh a rage before the last one ends.
Counter argument for 2:57. Mental saves should be allowed at a subconscious level. That is if you consider the rolls as your mental state at that point in time resisting the effects of the spell, then regardless of your current state of consciousness you should be able to resist.
What about con saves not auto failing though?
@@almontemcclendon661 constitution is about your body's physical endurance which doesn't change when you're asleep.
also just because when you're asleep or unconscious you're fully unaware of your surroundings doesn't mean that you brain stops working
Prestidigitation trinket number 45: a miniature cannon that actually fires...
It's a trinket with the cannon property.
It's not RAI/RAW and it's broken.
This was probably mentioned at some point but this made me think of the Critical Role first campaign when they go to the Fire Plane and the Druid turns into a Water Elemental.
RAW, when fighting a Fire elemental it will deal 1d10 fire damage and light you on fire when you make contact with it. the 1d10 fire damage makes sense for a water elemental, obviously fire would still hurt it. but... how can a being of essentially pure water be lit on fire, especially a fire that is deliberately stated to be able to be doused by regular means?
Animate objects is technically a better animate dead than animate dead since corpses are technically objects.
1. You get more zombies than an animate dead of the same level
2. You could animate corpses up to huge size
3. When the Spell ends they fall inert instead of going feral
4. It's Transmutation not necromancy so there aren't social repercussions/ a glyph of Warding using this spell would read as Transmutation to someone using detect magic, making for a great surprise attack.
Except for the fact that objects lasts 1 minute and requires concentration.
The undead can also act without if they have prexisting orders.
Not to mention that you can absolutely still use feral undead if you're clever enough.
You mean unethical.
@@1Ring42 no, I mean clever feral undead (such as zombies) will chase the nearest living thing.
So you can lead them with a loud caged animal like a carrot on a stick if you have a fly speed or just a high con.
Most people know a creature that is Paralyzed, Petrified, Stunned or Unconscious automatically fails Dexterity saving throws, presumably because they cannot move. Yet, for some reason, a creature with more dexterity will still be harder to hit with an attack than a lower dex creature, since their dexterity still affects their AC
Hi Brian. Thanks for the video. This one was fun. The one about the halfling grapple really made me chuckle. I had to pause the video for a moment.
Thanks for all the videos you've narrated. They really helped me earlier this year. I had a stressful start to 2022, to say the least, and your "positive end notes" helped me cope. I'm doing better now. Thanks for being you.
Don't know if it's mentioned in the video as commenting at the start the stupidest technical rules as written (As I understand them, I could be wrong, and if I am I'm sorry)
The poisoned condition just makes you have disadvantage.
Wielding an oversized weapon just gives you disadvantage.
You can't have double disadvantage.
So in a manner of speaking. Using a giant sword makes you immune to poisoned condition.
Idk if this is entirely accurate but by RAW revivify and other resurrection spells don’t work. From my understanding corpses are considered objects, and the spells specify a creature must be targeted. So as soon as a creature dies, they are considered an object and are no longer eligible as a target of the spell.
This reminds me of the non-combat/non-magical damage debate with werewolves. Like a sledgehammer can't hurt them but somehow falling off a cliff can?
spell specifies a "creature that has died", which is an object.
So there is no issue there.
Specific rules override general rules. Meaning that since the resurrection spells specify "dead creature" it still works RAW even though corpses are considered objects.
@@awkwardllama0509 It's because with falling off the cliff, the ground is not hitting them, their hitting the ground. Recoil damage in DND tends to ignore resistances and immunities, and falling doesn't just deal fall damage to the faller, it also deals fall damage to whatever the faller lands on. So technically falling is an attack where you receive recoil damage equal to the damage you dealt the target before any damage reductions and damage immunities are factored in. In most cases falling is done on accident, so the damage the faller would have dealt is wasted on something that can't receive that type of damage.
You have to hunt them down on the astral plane or whatever afterlife they went to and then touch them. It still works RAW but it's a huge ordeal. Lots of fantasy media has the hero(es) journey to the "land of the dead" to bring back a fallen companion though.
Familiars are creatures, creatures can attune to magic items and concentrate on concentration spells. A familiar with a ring of spell storing can bring online some insane combos that would normally require two casters to achieve.
So, could artificer with a bunch of spellwrought filled by find familiar spells cause such chaos? Because if it is, then I know what I should play next once my goblin barbarian retires.
Si-mu-la-crum.
Not Si-mul-ca-rum. ;)
*in magic spell language*
“WhErE iS tHe NeArEsT cItY”
*distant screaming as an invisible, icy force sends ALL occupants of the nearest city flying away from the city with enough force to do MASSIVE damage and fall damage*
Ah yes, the Locate City nuke.
Bandits laughing in the face of a giant Warforged fighter trying to intimidate them, and then cowering in terror when a halfling bard does the same will never *not* be ridiculous.
See: Simulacrum.
Hear: Simulcarum.
RAW: fathomless tentacles aren't able to interact besides making attacks.
They are etherial except when causing damage, so therefore wouldn't they be able to act as tentacles (grasping as well as striking) that phase out of reality at will?
I thought you were going somewhere else with that initially and I don't know why. I think the implication there is that just interacting with things causes damage or that they aren't physically acting on the world but rather just sort of hostily passing through them. Hence doing cold damage like they're causing frost bite on contact. If they good do those other actions, then I'm pretty sure that might be a different sort of spell. Something closer to a 1st level spell similar to magic hand with more options to it.
That last one is happening in my campaign right now. I’ve been using my turn, every turn, to knock an Ancient Red Dragon prone.
Normally it’ll tail whip or burn you to death. But my PC has been buffed magically enough that I couldn’t fail the dex save if I wanted to.
This channel always makes me feel better
This reminds me of the "if Pokedex entries were literal" thing that Dorkly does.
I don't think unconcious should stop the CON saves from happening. That one isn't active, it's a simple fact that your body can fight illness and poison while asleep. Hell, for a lot of diseases sleep is super helpful.
3:40 You shouldn’t auto-fail Wis and Int saves because those are things your mind would still have while unconscious. In fact, an argument could be made you auto succeed wisdom checks against things like Phantasmal Killer, since you can’t be tricked into being afraid of an illusory creature that you can’t see
Rules as written. If you melee attack someone with a crossbow, you expend ammo.
Tl;dr: Did you just split a god in half like firewood?
I just discovered this one today, actually! It's a long one featuring math(don't say I didn't warn you.)
Pathfinder 1E: Mythic Vital Strike feat.
When you use mythic vital strike, you multiply any damage that would normally be multiplied when doing a critical hit as well.
For context, normally with vital strike, you can hit one time in a round, and deal 2 times(or 3 or 4, depending on which level of the feat you have) the normal damage dice of your weapon, but other bonuses like strength and enhancement aren't multiplied. So a hit that would deal 1d8+10 damage would instead do 2d8+10. With the mythic feat, you would instead do 2d8+20, essentially using your highest to-hit to deal or not deal all your full-round attack damage at once(except for things like sneak attack damage). Which is pretty cool, but nothing crazy, right? Well then!
The problem is, the way it's worded, you don't multiply your damage bonuses by 2 or 3 or 4 based on which feat you have, which is how this was clearly intended. Oh no. You, and I quote, "multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat."
How is this ridiculous, you ask? Well, there are many weapons in Pathfinder with more than 1 default damage dice. Let's take the only weapon that deals 3d6 damage on a medium character, the Butchering Axe. That weapon, using the same +10 damage as before, would now deal 6d6+60 damage on a hit meant to do the damage of 2. So instead of 3d6+10, an average of 20 damage, you're doing an average of 81. If you're level 16, and you take the highest level of the Vital Strike tree, let's say you do 3d6+30 damage on a hit. Not bad. With MVS, when you hit, you are dealing a staggering 12d6+360 damage. Goddamn!
But that's not all! You're a mythic being, you have mythic spells! Let's give you a basic level 1 mythic spell: Mythic Enlarge Person. You're a level 16, you have money, let's give your axe a fairly inexpensive but popular level 2 enchantment: Impact. With this, you are 2 sizes larger, hitting as if you were 3 sizes larger thanks to Impact. Which bumps your puny widdle 3d6 hatchet up to 8d6 damage per hit. That same Vital Strike now deals *32d6+960 DAMAGE*. An average of 1,072 damage per hit.
The highest health of anything in the game, 1st party, that is, is The Mantis God, a colossal agent of the gods, bringer of their wrath, and their personal assassin. His creature description is basically the length of a novella. He is a CR30 enemy, an enemy intended to fight a full party of level 30 players in a game where the highest level is 20.
Our mighty Herald of Death has *805 health.*
Using a spell you can learn at level 1, and an axe with an enchantment that costs all of 8,000 gold, an amount that likely has seemed insignificant to you since you were about level 5, your average damage by yourself at level 16 demolishes the entire health bar of the most powerful enemy penned in the entire Pathfinder universe, listed as being intended for a fully equipped party of 4 people that are 10 levels above the highest typically attainable level in the game. And it does that much damage before you even roll your giant mittful of 32 dice.
Counterspell doesn't require concentration it's no different than casting a firebolt whilst maintaining concentration. There's nothing that says that says VSM must be continuously maintained every second of every round for spells to be cast just that it takes your action (assuming it doesn't require a bonus action etc.) each round and you must maintain concentration until the casting time is finished. Therefore since a single action spell cast take less than 6 seconds if a spell casting takes longer than 1 round to cast that doesn't outright mean it takes every second of a round VSMing to maintain the stich in the weave you are creating just some amount of time shorter than 6 seconds, the most important part seems to be a characters ability to grasp the weave and therefore maintain concentration.
The Clay Golem vs Tarrasque seems like a good set piece you could have the golems like a terracotta army surrounding the resting tarrasque set in place by a wizard who couldn't kill but could injure it enough to make it sleep who then built a massive army of golems as preparation.
I had an idea for an "evil" Emperor who knew about a Tarrasque attack so he made a terracotta army to protect his empire, it just cost a lot of lives to make all those golems.
The Prone condition is definitely too simplified. One issue I have is that all attack rolls are at disadvantage… Including those from crossbows and firearms. But anyone who’s fired either knows that the prone position is more stable, and thus allows for better accuracy.
After that first one I just imagine a magical betting area somewhere in some plane where that exact event happens, only for time sake its like 5 Clay Golems vs 1 Tarrasque and people losing a lot on the Tarrasque.
That sounds more like a magical grifting area...
@@iododendron3416 one man's honest wages is another man's grift.
Something that the poster forgot to mention for the first story is that a clay golem's attacks count as magical. I was wondering how it could damage a tarrasque, since it also has immunities, so I looked it up
Those immunities apply to ranged spells, not melee. Fighter with a flaming sword can go ham...until he gets eaten!
"Cheesing Leomund's Tiny Hut"
Isn't that what the Mighty Nein did in Critical Role Campaign 2, in order to get the ice flecks (mythril breathed on by a white dragon)?
" 'The characters are 10ft appart, but linked by a single halfling.'
'Well, if the halfling is Stretch Armstrong, it might work...' "
I imagine some kinda chimp-armed halfling, actually...
D&D 3.5, The Omnificer. Just, all of it.
By using a combination of low level items, willing sacrifices, and a cliff, you can create a character that remains alive while taking infinite damage every round, adding the damage taken to all skill checks. By RAW, every 5 points you pass a Knowledge skill check by grants you 1 piece of related information, and Knowledge checks require no action, achieving Omniscience. Also by RAW, a sufficiently high Perform check can summon gods, and a sufficiently high Diplomacy check can convince anyone of anything.
After convincing a god to freeze your bonuses and grant you divinity, you stick your head in a bucket of water and breathe in. A drowning character's HP according to the DMG becomes 0, effectively healing the negative infinity damage taken, then finally using a contingent cure minor wounds to survive.
About the one at 2 Minutes: Just as Treantmonk points out in his newest video, what type of action dropping an object uses is not covered by the rules. Jeremy Crawford tweeted that he would allow it as a free action, but doesn't even say that this is recommended or anything like that. This is simply a case of 'The rules don't say I can't', which is helpful in some cases, but especially in this one not RAW
The overall point Crawford was making is "If picking up an object is a free action, and dropping an object is simpler than picking one up, it's also a free action." Since Crawford is the rules designer for D&D, that counts as RAW.
@@Scorpious187 If that is how he wanted to rule this, it should be either part of a Rulebook (RAW) or Sage Advice (technically not RAW, only advice on the RAW and RAI), but it isn't
@@JonathanMandrake It's in Sage Advice. Where do you think I found it?
@@Scorpious187 Still, it's not RAW, but ADVICE! It even says this on the documents that these aren't official rules, but can be used if the group wants to
@@JonathanMandrake It says that in the DMG, which is the rulebook for the game. If those aren't the official rules for the game... what is?
Also the Sage Advice Compendium says no such thing, in fact Crawford actually states that the advice in those articles is considered RAW by nature of him being the rules designer.
If I don't miss something, Tavern Brawler College of Swords bard can use virtually anything (anything that can be considered an improvised weapon) as their spellcasting focus. I don't see it as a big problem (getting spellcasting focus usually isn't such a big deal in the first place), but still not sure if it was intended.
> If you're proficient with a **simple or martial** melee weapon, you can use it as a spellcasting focus for your bard spells.
Unless the improvised weapon is considered similar enough to be treated as a conventional weapon (table leg as club is the example given in the rules) it wouldn't RAW work, an improvised weapon that you're getting Proficiency for through Tavern Brawler is not simple or martial
@@neoman4426 thankyou, however you can still use a gun which is fun.
@@neoman4426 Make sense! It's not a lot of other stuff in D&D, and I sometimes forget "simple or martial" doesn't mean "any".
And this is why it's very important to hammer out your own rules, in the end. Not to the extent of completely neutering players into unfun, but simply to make things more sensical.
I consider myself lucky to have a group where we can play with unedited rules and trust everyone to not exploit the crap out of it (though forgetting and/or misreading still occur). The only house-rule I can recall, was giving falling damage it's own type so barbarians can't ODST off a cliff (which I tried, and failed spectacularly). Even then, I'm pretty sure that was just misremembering how falling works, and it may have been redacted later.
Sim
You
Lack
Rum
Simulacrum
11:06 when you both play control decks. That sometimes can happen.
Solemn judgment into solemn judgment
@@desechablemia8733 mhmm.. only as long as you have LP.. and slots for traps.
Treantmonk just made a video about this. "The rules say I can" is RAW. "The rules don't say I can't" is not. People keep confusing this.
For example, there's no rule specifying whether or not you can stabilize someone from afar, so it's neither RAW that you can, nor that you can't.
The counter spell bit sounds like 2 blue control decks from magic the gather
the Eberon campaign setting brought in Dragon marks. The dragon mark of healing is written in a way that the spells given to a character with it adds the spells to his class spell list. Every other ability that adds a spell or bunch of spells to his list not his class list. So the way its written the dragon mark of healing on a wizard would allow a wizard to scribe scrolls of healing spells that would then be wizard spells because the dragon mark specifically states the spells are added to the class list. This makes it so that all wizards can now scribe those healing spells into their spellbooks and have access to healing magic.
I'm playing a halfling mark of healing, 1life cleric + all scribes wizard because of this interaction! Also because the level 18 wizard feature would let me cast cure wounds without expending resources for infinite healing.
It gets even crazier with the clay gollem vs tarasque. The gollem starts its round restrained. It has 2 attacks. It can, with its str, easily break restraint and attack while swallowed. Additionally, the tarasque will vomit out anything that deals a certain number of damage, or when it dies. The gollem's single attack isn't enough to cause the tarasque to vomit it out, so it will continue taking that damage until it dies!
It doesn’t swallow. It picks up and drop the golem repeatedly. And still perfectly RAW.
i actually kinda love the clay golem thing. the idea of it being an extreme hard counter that the the people in the world/the tarrasque itself might or might not know of is actually kinda neat. the only out i can see for the tarrasque if it swallows it is that when it "dies" (its immortal) it goes into the ground and basically phases into the rock, potentially displacing the golem, but if it doesnt actually release the golem due to being in the tarasque potentially counting as being part of the tarrasque, the tarrasque could have its regen hampered severely so it takes much longer to return, then is on a timer to get lucky enought to get helped out by a clueless kindhearted party of level 20s who can get the golem out. if the golem outpaces its regen the tarasque is effectively trapped in a state of living death for eternity. (this is all assuming the golem is immortal and can fight forever, which it should be able to do due to constant unending healing.) i like the idea of a tarrasque being scared shitless of clay golems cause it got trapped in a death loop for 100000 years once because it ate one. worst case of food poisoning ever
I don't know what edition it's in but the tarrasque has three stomachs. One for flesh and Bone. two for metal and Stone. and three for magic items. So it would take a while but the tarasque would digest a clay golem.
Interesting point regarding counterspelling a counterspell. Counterspell only requires somatic components, so as long as you have the free hand necessary, it could be done. The main way this doesn't work is if you need material and somatic components and don't have 2 free hands. One hand can use the material components and somatic gestures for one spell, the other can counterspell. Hold a staff or wand though, and no counterspell with your other hand unless you invest in warcaster.
I already noted this in another comment, but it boggles my mind how often this misconception came up:
Many of these are "But the rules don't say I can't", not "The rules say I can". For example:
RAW, it requires an object interaction to draw a weapon. The rules don't say what type of action it requires to drop a weapon.
RAW, most races have darkvision to a range of at least 30 feet. Yet, the rules don't say they can't look through solid objects.
RAW only makes sense if the rules explicitly state that you can do that specific thing.
Everything else is TRDSIC (The rules don't say I can't), which has its place, but is much more limited in scope.
For example, TRDSIC you aren't limited in how often you can jump per day, and there is almost no reason within common sense or fun the game that makes limiting the amount of times you can jump reasonable. But by the logic of TRDSIC, any character can shoot insta-kill lasers requiring no action that can kill even gods. Things like common sense, a fun play experience, balance between the players etc. are what control if a case of TRDSIC is reasonable or not.
If you want to know more, watch Treantmonks latest video. Just as him, I'm pretty annoyed at how many people use RAW for TRDSIC
I literally just watched his video before this one lol
And here i thought it goes more in the direction of:
DM: I am the rules but within boundaries (food bribes) i can be reasoned with.
Wait RAW you can use friends on yourself. So once friends ends you become hostile towards yourself, what exactly does this look like?
What happened to the other narrator? Haven't heard him in a while. Was he named Dave?
If a Chronurgy Wizard uses Magic Jar on a creature immune to exhaustion, they can use their reaction for Convergent Future essentially every round in the new creature's body.
Which creatures are immune to it?
@@haylongwang3002 Doing a quick filter for "humanoid" and "immune to exhaustion" on a tool I have, looks like "Alyxian the Dispossessed" (Netherdeep), "Bhaal, Slayer" (Minsc and Boo), "Duergar Despot" (MTF and MPMM), "(Shadar-kai) Gloom Weaver" (MTF and MPMM), "Murgaxor" (Strixhaven), "Oriq Blood Mage" (Strixhaven), "(Shadar-kai) Shadow Dancer" (MTF and MPMM), "(Shadar-kai) Soul Monger" (MTF and MPMM), "The Lord of Blades" (Last War), and "Y'demi" (Strixhaven) are all official valid targets, some adventure specific NPCs
@@neoman4426 Damn, alot of those sounds like final bosses
About the clay golem beating Tarrasque thing, a good way to prevent that would be by giving each monster with an immunity a damage threshold, so that damage above that threshold applies but damage under it is void.
The Tarrasque Clay golem one is something another DnD channel I’m subscribed to did a video on
You can technically use divine smite by swinging a corpse because corpses are objects, objects can be inprovised weapons, and divine smite requires a melee weapon attack. But you can't smite with your own fists. The part that irritates me is that tying divine smite to a melee weapon attack was confirmed in a sage advice to be just a flavor decission but it has mechanical implications like that.
What makes it worse is that unarmed strikes count as melee weapon attacks, but not attacks with a melee weapon. The only consensus I could find that makes them unable to smite is the inclusion of "in addition to the weapon's damage."
I just want to nut kick someone with divine fury, damn it!
@@inskeeprulerable put small nails with the poky side through the tip of your boots then convince the DM to accept those as improvised weapons that add +0 to your basic unarmed strike damage as the weapon damage. bam, you can divine smite nutkick people. same for your gloves, just add small poky bits on the gloves knuckles, that add +0 to your basic unarmed strike damage as the improvised weapon damage and you can deliver divine smites to jaws.
Simulacrum is pronounced like simulation, but crum instead of tian.
The idea is making a convincing duplicate. An immitation to detailed to be dismissed out-of-hand.
I've always heard it pronounced like Sih-muh-lah-crum. Not with the hard "a" in simulation
Want to just point out about the saves thing that the types of saves tend to fall into certain patterns when it comes to the mental saves. A charm wouldn't be a charisma save, it would be a wisdom save. I think you're thinking of a specific charm like ability, known as calm emotions which is a charisma save. Normally, charms are wisdom saves and charisma saves are very rare and used to avoid being forcefully teleported (banish and plane shift on unwilling creatures are examples of charisma saves). As for intelligence, that tends to be recognising illusions. I can understand something not auto failing that since you might recognise that something is a dream with an intelligence check, for example. If anything, a lot of what is being suggested is actually a more solid argument that some conditions should cause a creature to automatically pass a certain type of save, not fail it.
5:32 the disciple of life feature says nothing about having to heal someone other than yourself
i'm pretty sure that while this isn't a case of 'vanilla' we did have a RAW/RAI discussion about a cursed gauntlet my monk got in a campaign, it was a homebrew weapon/item, that changed any attack made while wielding it, into the last magical element that had hit the caster... with the eventualy ruling we had from our DM, my monk became the defacto healer in our group because if i was healed by someone (it did not effect me though because the healing was absorbed into the guantlet) i could revive someone from the deathsaves... by beating the ever living crap out of them, so i kinda became an HPS, heals per second... we used that gauntlet to cheese several things especially once another homebrew weapon joined the mix that made each of my attacks roll for 4 times damage because of several whips... that campaign had so many homebrew elements that meshed poorly together that i ended up one-shotting a BOSSFIGHT... a homebrew variant of haste that game my my entire turn, 2 more times... having already had a full rest not too long ago so all my ki-points and then blitzing my full barrage of multi-attack and burning all my ki-points of flurry of blows (our DM ruled that the wrist mounted whip thingy, counted as unarmed since he kinda ran it along the lines of Fallout 4 unarmed weapons...ish) added with healing applied onto me against an UNDEAD BOSS... with several nat20's among the tital wave of attack rolls (12 rolls total iirc) ended up coming to almost 1k damage because everything ended up being doubled at the end of it all... homebrew CAN be fun... it is also VERY LIKELY to be broken af
The Bonus Action Attack from Two weapon fighting (RAW and RAI) triggers AFTER you use your Action to take the Attack Action, not DURING. You must make both of the Attacks thus completing the Attack Action THEN triggering the Bonus Action.
Now, you could theoretical take the Dual Wielder feat (which allows you to draw or sheath two weapons simultaneously), make the first attack roll of your Attack Action with the maul, drop the maul (coasting no kind of "action" at all), draw your two melee weapons (with Dual Wielder they need neither be "light") make the second of you Extra attacks finishing the Attack Action, and NOW triggering the Bonus Action to attack with the other weapon. So you can kinda do this trick you just need a feat and to do it in a different order of operations. You will have used your one Free Interaction for the turn to draw the two one-handers though and won't be able to pick up the maul this turn, so I am going to have the nearest enemy use a Free Interaction to pick it up and run away with it! 🤣
If I remember correctly, a Terrasque's stomach actually strips things of their magic. It's one of the only ways to destroy an artifact aside from that artifacts specific destroy clause. So it's entirely possible the clay golem would just cease being animate in its stomach.
Also a point about magic missile and empowered evocation:
77 damage minimum with a 9th level slot is piss poor scaling. Sure that's a lot of damage but the average enemy you'd be facing with a party of level 18 plus adventurers have massive health pools and some have resistance to force damage or immunity to magic missile. Everything looks ridiculous in a vacuum. Not to mention the rules about magic missile calculation are confirmed rules as intended by the current team.
Compare a 9th level magic missile to meteor storm or a wish spell and you see why it's not a big deal. In fact, all empowered evocation does is give a wizard something useful to do offensively with with their first level slots. They put up damage comparable to what a warlock was already doing with eldritch blast but at a slot cost. And still less than a ranged martial would do with minimal cost.
3:00ish - Right now I'm trying to weaponize passing a Wisdom save while unconscious. It'll come, give me a sec.
Did man just say simucarum?
7:08 this rule is a single statement which the book makes clear, it is RAI, if a bit silly.
The Peasant Railgun
Though that just works out to a nonproficient 1d4 attack at the end for improvised weapons, can't selectively apply RAW and physics depending on what part suits you at that moment. Something like a peasant *telegraph* or peasant *supply line* though does end up RAW working with the weirdness without being selective
@@neoman4426 tbh I've never tried this with my group. I've only heard stories on this channel about people doing it and launching polls into caves at dragons with enough force to level an entire mountain. Since it was so obviously not rules as intended I thought it would be perfect to mention here.
It doesn't through. At the end of the line the last commoner will still just be making a +0 to hit, 1d6 piercing damge attack.
I don't know about the whole saving throws thing from early on. I imagine you can make some checks while unconscious, but it would depend on what you're checking against. After all, if you are merely asleep (which counts as unconscious) and something stings you, most players would not approve of instantly failing a con save if it had a fatal poison.
Upcasting Magic Missile at higher levels might not sound like a great idea, until/unless you have a very annoying and dexterous opponent that's low on health and you just want them dead NOW.
The Bugbear lineage from Monsters of the Multiverse has the Sneaky trait, which allows them to move and stop in a space large enough for a Small Creature without squeezing, in addition to Stealth Proficiency. As a Medium creature, that's reasonable. But since it specifies a Small Creature, if you were to increase the Bugbear's size it would still easily move and attack through a Small space. Between the Giant's Might Rune Knight Feature and the Enlarge/Reduce spell, a Bugbear could reach Gargantuan size (20ft, 4x4 squares on a grid) and still chase down and harass Kobolds in their tunnels. While on the topic of Rune Knight Shenanigans, the Cloud Rune doesn't need you to see who you're redirecting the attack to, just whoever you're redirecting the attack from. So, you can stab yourself with a dagger, use Cloud Rune to redirect the attack to an invisible foe, and then follow that up with Fire Rune to Restrain them with fire shackles, since you hit them with a weapon.
It's like the pterodactyl video all over again
I think Con saves shouldn't be auto-failed if unconscious. I'd say in most cases Con save represents your body's ability to deal with some negative influence (except concentration, but you can't concentrate while unconscious anyway). I might suggest disadvantages in some cases as you can't take some obvious actions to lower the impact of the factor on you if you are paralyzed or unaware (like, when you are conscious, you shiver when it's cold or cover your face when it's something off with air); but in other cases, I don't think it even matters if you are aware or not. Still agree on mental saves, it makes sense to give auto-fail (you can't protect your mind) or auto-success (if you have no consciousness, it's nothing to mess with) depending on the situation.
So with counterspell it would go off as the spell is cast not while they're still casting it so then after your spell is countered you then use your reaction to counter spell their counter spell but see it uses your reaction so then your and the person trying to counter yous reactions have been taken, and if there's no other casters then the original spell will go off, also for the rogues readied action all you'd have to say it when *the next thing in initiative* does anything I attack again
for the unconscious failing all saves. constitution would still play a role as it is how hardy the body is so a poison or sickness etc.. would still have to deal with the bodies fortitude. since you know we would all die horribly from sickness when ever we fell asleep since we are not conscious of what is happening.
4:08 That's not really correct due to the fact that anything can obscure vision, i.e. trees, mountains, another creature, and it apparently says that players have a visibility range of 2 miles in the DMG
How does that invalidate locating creatures using senses other than sight?
One problem with the tarrasque vs golem, the mighty beast stomach acid is not just acid for one secondly it has more than one stomach, under forgotten realms lore the beast has multiple stomachs each for a specific purpose and one of them destroys anything magical even a weapon from a God would be destroyed. Mr. Rhexx on TH-cam does an amazing breakdown all about the tarrasque and highly recommend watching it to clearly see the golem would never stand a chance.
Cheesing Leomund Tiny Hut is a proper strategy. Remember it takes at minimum 1minute to cast, so you have to prepare it before. Also the caster can't leave, and it can be easily dispelled.
I've already used Tiny Hut against enemies before from when I just had it set up for safety overnight, but what I really want to do is try and make use of it mid-combat.
I'm playing a scribes wizard so I can make use of it's 1 minute casting time easily, and the idea is that when we're up against a BBEG and we've dealt with their minions and are feeling rather beat up, one of my allies uses something like Banishment to get them out of the way for a minute. We may not be able to hurt banished enemies, but it'll give me the time needed to set up Tiny Hut on the battlefield. What I *especially* want to do is use such a tiny hut to take a short rest while watching the enemy.
@@cubicengineering4715 Must admit that pairing Banishment with Tiny Hut is an amazing idea.
There's some old Tarrasque lore in which either its first or second stomach would digest the magic away from anything inside it. Apparently, this disempowering could enable it to kill a god, so I can't see a clay golem standing much chance.
Yeah, it's first stomach has a 'Disjunction' effect. It's why some of the most powerful artifacts in the game can be destroyed if the tarrasque were to swallow them.
These are mostly TRDSIC (The Rules Don't Say I Can't), not RAW. Thanks, Treantmonk!
That's the entire point of most RAW discussions in my opinion. I patrol these videos looking for potential rules I may want to adjust, should I decide to DM for a new group. My main group follows the rules exactly as specified, but we also trust each other not to (intentionally) exploit certain mechanics. That said, I'd love to run a one-shot who's goal is to do as many of these "well technically" things, from both sides of the table, just for laughs.
God that term is basically useless. It's not even wrong, but it adds 0 useful information
Friends Cantrip as written: "For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it."
Tell me, how do you make a charisma check on a creature that is on another plane of existence than you? Why would you do this? It only lasts for one minute. It's not like it lasts for a year.
That first one is just SCP 686 v. SCP 173.
PANR has tuned in.
How'd you do that? You comment like, right after the video was posted or something?
@@gabe7109 mayhaps
Artificers are half casters with no specialty anywhere in combat, so having an extra level 1 spell or two isn't at all broken. Feel like the spellwrought isn't too unbalanced (assuming u aren't using it to give everyone familiars)
Personally I keep mine for a single Guiding Bolt. There's also the material needs - the infusions do detail you need the basic item to make its mystical counterparts, so mat requirements make sense. Basically limited scroll crafting for free.. ish. They also don't have many Infusion slots.
Anyone using their bonus action to move (such as cunning action dash, expeditious retreat dash or barbarian rage pounce) do not provoke attack of opportunity because raw attacks of opportunity only trigger on movement caused by either your movement, action or reaction.
"If you leave a Hostile creature’s reach during your move, you provoke an opportunity Attack." you're moving are you not? So you provoke the attack, regardless of what action economy you're using to move
@@argaveus You also don’t provoke an opportunity Attack when you Teleport or when someone or something moves you without using your Movement, Action, or Reaction.
Rules as written, if you use your bonus action to move, you are something moving you without using your movement, action or reaction, the same way you are a creature that you can see within range for spells such as guidance
@@Fernando_Cabanillas "If you leave a Hostile creature’s reach DURING YOUR MOVE, you provoke an opportunity Attack." it says nothing about action or reaction. Just that you're moving. If you use your bonus action to move, you are still de facto moving. Teleporting is different from movement
@@argaveus read the next paragraph. Attacks of opportunity has 2 paragraphs, i am reffering to the second paragraph. Obviously this doesnt work RAI, but it is RAW. During your turn you have movement, action, bonus action and free object interaction. If you use your bonus action to dash, this is no longer your movement, it is your bonus action.
@@Fernando_Cabanillas ah, I was on roll20's site reading a different section so I didn't see that. However, I still disagree as you are using movement granted by your bonus action to move, and under the movement section it makes no distinction between natural movement and extra movement granted by features or spells. It all falls under the same category
Having 8 skeletons and using lemons tiny hut to make an invinsible for field aroind them since they can still attack out of it with there bows but no one outside can target anyone or any area inside.
in tasha"s cauldron of everything magic mushrooms have a chance of making you have a singy song voice for a bit and give you advantage on charsima, intimidation is charisma based. Figure out the rest
If I'm expecting an aggressive, or at least unpleasant person, and they start merrily chattering about committing war-crimes, I too might crap myself. Or at least I would if I didn't do this irl, specifically because it freaks people out.
On the 3:25 part about unconscious not automatically failing all non-charm checks and what not. That overlooks the number of subconscious and/or physiological factors that could play into a check/save, str and dex are the only check/save that ALWAYS requires conscious input, and even that can be debatable in a few edge cases. Take for instance constitution saves/checks, most, but by no m con saves/check actually represent bodily functions that function almost completely without any input from the brain AT ALL, now others like holding one's breath actually represent the conscious effort to suppress said automatic systems so most definitely should auto fail. As for int/wis saves/checks, well there's not only the possibility of adventures subconsciously resisting, think bad dream type stuff, but also the inherent the complexity and plasticity of the brain itself, image trying to hack a computer that has a custom OS built from scratch, doable but not easy. Cha save/checks on the otherhand is yet another kettle of fish in that while most players view it as the social stat, in most settings and/or rulesets it's actually how powerful your spirit is, hence why it was used in place of con for undead in 3.5, and it's the spell caster stat for paladins. Which mean in a world where one's spirit, body, and mind are demonstrably separate if interlinked things the fact one's unconscious doesn't mean one's spirit is unable to resist.
8:30 I fail to see the issue. Leomund's "tiny" hut is actually a very large area of protection. The entire party can make use of this.
Life Domain Cleric is good at healing
Have you ever stopped to think that MAYBE they're meant to be good at healing?