@@schwarzerritter5724 Exactly. It's "I would like to use the strict rules of the game, ignoring real life physics, until an exact point of my choosing, when I would like to switch to using real life physics and ignoring the rules of the game." It's completely inconsistent and makes zero sense.
Yep. It still can be useful though, such as with the artificer's spell storing item. Each person in the line can produce one of the spells before passing. You're not likely to ever run into a scenario when you can make use of this rule abuse (unless your DM allows you to have tiny servants pull it off. Then you can set up a mini-turret with one spell).
6:52 important note, you only get disadvantage with those melee weapons if you don't have a swimming speed. Apparently you can swing a greatsword underwater with no trouble if you can swim in the deep end.
You only get affected by 1 Dis Adv roll even if you have (ex) "10 dis adv events applied to you". Thus, if your class WANTS that Dis Adv. Go ham... Barbarians.
Nah I don't think having a "Swim Speed" is the same as being able to swim since you can swim through the water just fine without a swim speed but each feet of movement costs 2 from your movement speed. Basically without a swim speed, you're swimming is half as fast as your running. I think that makes sense. Having a swim speed makes you basically semi-aquatic. You're not JUST good at swimming, your swimming puts semi-aquatic and marine creatures to shame, especially if you have more than 30ft of swim speed. Having a swim speed doesn't make you a gold medalist swimmer. It makes you freaking Aqua Man
@@Zulk_RS Warforged Eldritch Knight with Eldritch Initiate Feat for Misty Step: "Instant Teleport... Instant Teleport... Instant Teleport!... Instant Teleport!!!" The fishes of the deep: "And here we see a living log trying to swim, but instead, it mastered Misty Step..."
You're not horses though. Even if they're half horses they're half magical creature horses. Which means the centaur can climb up if the rules say they can. Get out. Doors over there for anyone who disagrees. Walk through it and off the cliff
Presumably, having a full swimming speed implies you're adept at moving and fighting underwater. So a Triton, for example, isn't pigeon-holed into a narrow band of weapon options, just because they want to exploit their amphibiousness for underwater adventures.
Air Bubble actually saved my group from a TPK after the majority of the party put themselves in a bag of holding and it got captured by the BBEG. The spell has got a 24-hour timer too, so you could cast it before you take a long rest and then have it active for up to 16 hours after the long rest ends.
technically if you're a race who doesn't need to sleep the full 8hrs like elves who only trance for 4 and warforged who go inert for 6, you can still use the spell because RAW states you change your spells at the END of the long rest, so you can still cast them during the long rest, spell slots also only reset at the END of the long rest too so no worries there
For a long rest, Warforged do not need to sleep. They can just keep on working without getting the exhausted penalty from lack of sleep. They only need sleep to restore their resources. A monk, or a rogue can keep on going without having to worry about their resources. Once you managed to get a ring of regeneration, boom, never sleep ever again. @@DestroKind
Counter argument about Air Bubble being the worst spell: Even if it's written so basic, it's implied that it acts like an astronaut/submarine helmet, so it's an utility spell that can give you fresh air in environments where there's little to none. True Strike, despite being a cantrip instead of a second level spell, doesn't offer utility and gives you an effect that is worse than just attacking two turns.
True Strike has the advantage that people can not tell you are casting a spell, because the only component is pointing at your target. So you can cast it before the battle starts to gain advantage on your first attack.
About Prayer of Healing: I actually noticed the cast time, but our campaign had these Spell-Gems that stored spells. I simply cast Prayer of Healing into a 2nd-level Spell-Gem, then cast that as an action.
Then it heavily depends on the magic item wording. I'm not sure it would work with a ring of spell storing (DMG magic item that works similarly to what you described)
7:25 Slight addition to this. The bladesinger wizard can replace one of the extra attacks with a cantrip. This allows them to cast for example green flame blade and then a normal attack afterwards.
Sad thing is... RAI and with the errata... If you are a Fighter/Bladesinger, then the Bladesinger's Extra Attack Feature cannot be combined with the Fighter's Extra Attack Feature. So... You have to choose between "Attack + Cantrip" or "4x Attacks". But at least the Eldritch Knight's features such as War Magic and Eldritch Strike does combine well with the Bladesinger. However, if you're building an Eldritch Knight / Bladesinger Multiclass. Go Dex Int... Unless you're more of a Support / Mobility Eldritch Knight who can go with 20 Str and 20 Dex. Downsides... You're Spell Slots may change since you're the Eldritch Singer.
@@absolstoryoffiction6615 You wouldn't be able to choose between attack + cantrip or 4 attacks anyway because 4 attacks is a lvl 20 fighter feature and you can't get level 20 with a multiclass. War Magic doesn't really combine because it states that if you use your action to cast a cantrip, you can make a single weapon attack as a bonus action. Bladesinger's Extra Attack allows you to replace one of the attacks made during Attack action with a cantrip, so they are basically the same features, but the War Magic wastes both action and bonus action while the latter only an action. I'd say just lvl 2 dip into bladesinger and then the rest into fighter
@@absolstoryoffiction6615 I mean, for all practical purposes unless this campaign approached tier 4 it wouldn't be an issue. It takes 6 levels of Bladesinger to get their Extra Attack and 10 levels of Fighter to get 3 attacks per action, so that's a level 16 character. Not impossible, but unless you know this campaign is running long or it's starting high, it's not likely to come up when you're plotting out the character.
@@willieoelkers5568 True... It's kind of sad that WotC has never tried to design Legendary Campaigns that is actually meant for lv15+. The main reason why Multiclass is absolutely better than a single class (for some class choices) is that everyone knows the campaign will begin at lv1 to lv4 and end at lv10 to lv15. In the end... Why stick to one class when the table/DM knows that everyone will never get an Epic Boon in OneDnD? This is the problem that only WotC has to solve but I doubt it. Since 5e has always been more player given than DMs.
100 goblins vs 1 lvl 5 wizard? I feel like that is more a question of initiative. That being said, I feel bad for the dm who rolls monster initiative individually XD
Another note on tools, xanathar's (p78-85) covers a variety of round-about uses for them on skill checks and roleplaying, like using an herbalism kit to identify potions or carpenter's tools for finding traps. Funny enough had to find and write down the choking rules prior because one of my players was suffocating themselves trying to grapple a poisonous cloud elemental, ironically he wasn't the character that died from that encounter lol.
A tip, Shape Water can be used to extract water from plants. It's what I mostly use for my goblin to surf as I turn water into ice in the shape of a surfboard and I just move around . There is also a background that automatically lets you have water and food for about 6-8 people. Outlander.
Something not everyone knows and think it works differently is Action Surge to cast spells. The rules say that, if you cast a spell as a bonus action, you can only cast another spell as an action on the same turn if it's a cantrip. However, Action Surge doesn't burn your bonus action, you are casting two spells as an action, and there's no rule that says you can't do that
@ oh yeah, and Catnap makes you take a short rest in 10 minutes, so you can sling some spells, take a nap and do it again. If you can make a multiclass with Eldritch Blast/warlock, action surge + catnap + Eldritch Blast/other blast or cc spells becomes terrifying
This has brought about a few (virtual) table discussions and I get hit with the it's uses a cast a spell (action) and you can only use one of those a turn. Think the other players get this confused with multiattack or something, but I'm glad to see I wasn't the one being silly.
Action Surge says: "On your turn, you can take one additional action." So it's not "two spells as an action", you do use separate actions. Then, Bonus Action says: (once you cast a spell with a bonus action) "You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action". So - and this applies ONLY if you've casted a spell as a bonus action - even if you do have another action from the action surge, you only can use 1 action for casting a spell (and on top of that, the spell is restricted to being a cantrip). Otherwise if you wouldn't cast a bonus-action spell, you could use both actions (1 regular action + 1 action from surge) to cast two separate, leveled spells.
0:30 Well, unless it's a desert, odds are the party is going to pass enough streams, rivers, and lakes to keep their water bags topped off. It's not a terribly hard to come across resource, provided the route doesn't go through a particularly dry region. You might go for hours without passing a stream/lake/river, but past that and odds are you'll come across something. Source: went backpacking over the course of a month, did not carry gallons of water; just a couple 1-liter Nalgenes and some water purification chemicals.
Clerics have Create Water, thats usually enough if they remember to save a spell slot for it. a lvl 1 casting can create 5 gallons, enough for a party of 5, you just need 10 empty canteens to use it on. (to count as the needed container space)
Air bubble actually has fine wording for that sort of thing. Since it is implied that it is a bubble of fresh air, it should keep out anything else aside from solids really. The intent is to prevent suffocation in any way. Meanwhile true strike even after you learn how to use it according to its writing, remains less than worthless. Give up your turn to do potentially half to 0% (cuz concentration) of the normal damage you would have dealt by just attacking twice.
7:25. If you do want to cast more attack spells per round, having action surge either through multi-classing fighter or playing as an eldritch knight does work, though.
The RAW rule I enforce that most players I DM aren't aware of is that dim lighting counts as lightly obscured terrain, which imposes disadvantage on perception checks made using sight. Therefore if a player is relying on their darkvision with no light sources anywhere they should be making those checks at disadvantage since darkvision only increases darkness to dim lightning in their radius.
yes, also, remember that without a light sorce, darkvision does not allow the peception of color, only shades of grey, if a puzzle of enviromental clue relies on seeing a particular color, they arent going to get in on darkvision alone (tomb of horrors hall of orbs im looking at you)
Yeah, outside of 60 ft, their checks are with disadvantage, however if creatures have a light source of let's said 60 ft. They gain a range of 120 ft. If the targets have a light source, the checks are not with disadvantage. I've seen people claim that even though there is a light source on the target, they are outside their 60ft. range so everything is with disadvantage.
The most common rule I hear people getting wrong is the “2 leveled spells rule,” which should honestly be renamed to the bonus action cast rule, even if you cast a cantrip as a bonus action, then no leveled spell for you
this rule was obviously written out of a fear that quick sorcerers would break the game but all the other classes get slapped by it too for innocent things
My favourite obscure rule is that in case of a tie on a contested check, the winner is whichever contestant was attempting to preserve the status quo (eg the stealther remains hidden, the deceiver is not discovered, etc), or there is no winner (eg nobody succeeds their Con checks for pie eating and they all barf).
Ok I don't know if you've mentioned this one, but it took me years to realize that an increase in your Constitution bonuses retroactively applies to every level up hit points increase you'd gained prior to that. I just thought it applied to any hit point increases from that point forward.
My favourite: Heavily Obscured area. Advantages and disadvantages are canceling out each other. You can't see, so you get disadvantage. Your target can't see, so you get advantage. It's awesome to counter spell user who are relying on sight. And it's fantastic if you have a way to see through the area. But otherwise everyone gets a straight roll and that's it.
i mean if everybody is equally hindered it all eqauls out - it does make a weird sort of sense - I had a scenario running Out of the abyss were I got to use sight rules like that to my advantage - every time the Drow caught up to us the DM had them drop darkness on themselves, and then pop in and out of it on their turns to take pot shots at us. I was playing a tiefling Cleric/Warlock, and when i had the chance i took devils sight as an invocation. next time the Drow did their whole Darkness cover trick... My tiefling did it right back - and she didnt need to LEAVE the effect to hit them with eldritch blast.... good times
Was asked to DM for my brother and his friends during 3.5, and quit 2 minutes in because his friend insisted (even after being presented with the PHB) that metamagic feats don't stack their added levels when you add more than one to a spell; I didn't have time to deal with him.
(captialization added for emphasis) yes exactly, because the CASTING A SPELL ACTION and the ATTACK ACTION are separate things, Extra attack does not give addition actions, it gives more attacks to the ATTACK ACTION. it has no effect on the CASTING A SPELL ACTION.
This is one of those things that if you had started much earlier, would be apparent. In older editions, many things cost XP to do...like crafting for example. Modern DnD doesn't use XP as a resource in the same way, so it's less apparent.
Just going off the raw wording for air bubble it creates a space around your head which it the fills with air, meaning whatever was in that space with your head prior is displaced to make room for the air, and then keeps that space filled with air regardless of how much or how accessible any air in the environment is, and keeps said air in bubble clean and breathable, meaning it literally negates any and all poisons that would need to be inhaled in the environment for whoever is under the effect of the spell, but would not negate contact based poisons. Cloudkills wording doesn't require inhalation of the fog to cause harm so cloudkill and any other spell that doesn't specifically state that it's harmful effect only works when inhaled will still effect someone who is under the effects of air bubble
You can assume that the air bubble does displace stuff like poison gas. Think of it this way, if it isn't breathable air, it is able to get into the bubble. I know it doesn't explicitly state the interaction, but it does straight up say "The globe is filled with fresh air that lasts until the spell ends". If the bubble wasn't constantly creating fresh air, you'd suffocate yourself via breathing all of it. Therefor, if the spell is refreshing your breathable air, that "air" would displace other gasses as it is fixed around a players head.
The equivalent spell to Air Bubble in Pathfinder 1e is permanently on my wizard's spell list because up until about level 10, our party paladin couldn't swim. In fairness, she came from fantasy!Egypt, and she was nobility, so she had other things to do.
Fantasy Egypt paladins would have a nile equivalent wouldn't they? Learning to swim would just be standard as falling into the river and just drowning on a pleasure cruise would be embarrassing. Although drowning in the nile is the least of your concerns normally if you fell into it.
5:47 The problem is that its in the dmg, and a TON of dms dont read that fully if at all. stuff like identify not revealing curses, regenerate working on ALL body parts not just limbs (my current dm and i had a disagreement on regenerate repairing my eyes), and a bunch of other stuff is mentioned in the dmg and never actually gets read by the majority of people playing the games.
I often buy more expensive luxuries like a nice big room, a bath, and a hearty meal, roleplay purposes, you know? While you technically could live off nothing but water and goodberries while sleeping on the floor, that's just not how 99% of characters would prefer to live.
milestone are the way to go... why wouldn't you want getting rid of all the hasles that come with keeping tracks of xp ? No need to worry anymore about the party levelling up in the middle of a dungeon because avoiding a fight or a puzzle last session made them "miss" a bit of xp....
"There is nothing to spend money on" "This build is broken" "It doesn't do anything but combat" "I can charm my way into any ally" "I rolled a 20" Amazing what happens when you actually read the rules
Who lets casters dual cast with extra attack? That’s the mot outrageous misunderstanding I’ve ever heard but i also have never seen or heard it elsewhere
I found it very odd that Arcane Archer was slapped as a Fighter option instead of a Ranger option. That on top of the Fighter bonuses for choosing Archery make them drastically better at being a Ranger than a Ranger. - That's basically what the argument has always been: anything a Ranger can do, some other class can do better.
@@noneayourbusiness5149 The arcane archer is among the worst subclasses on the game though, you only get two uses of your special featureand most of the arrows are not even that impactful, if you want to play a fighter archer you can just go with something like battlemaster or specially samurai and even if you want to do a magic archer very specifically I would argue an eldritch knight with a bow is still better
@@kevin8499 It's definitely not the most powerful subclass, but it's way beyond the worst. I think you either misread some of the details, or maybe they released updated content between its original release and when I first came across it a couple of weeks ago. But it still proves my point that a Fighter focused on Archery is better than a Ranger at Archery. The same goes for Dual-wielding. Which is probably why so many people play Beast Master - because it's the only thing a Ranger can do that is even remotely unique (even though it's not all that unique when you look at combos other classes can pull when it comes to companions - like the Battle Smith Artificers)
@@noneayourbusiness5149Ranger also gets Archery Fighting Style and they also have something better than a Fighter: Spellcasting Features. This already makes them more powerful via acces to some of the best spells in the game like PWT, Goodberry, Conjure Animals...
@@Sir-Pleiades Fighter gets nearly equivalent spellcasting levels but access to far more spells with the Eldrich Knight option. And that's if you don't just multi-class Wizard.
I once saw someone cast shillelagh as a bonus action and then, because the cantrip lists the damage that weapon will do, I think, the DM let them make a weapon attack with the shillelagh as part of that bonus action
i can tell you from personal experience in the army that a gallon a day isn't super needed unless you're sweating a lot. and the majority of experienced walkers don't work up a sweat walking
I didn't know about the water rules and air bubble, but I honestly thought no one thought that the peasant railgun would work raw. I know about the tools, but I haven't bothered looking up all of them, just smithing and woodcarver atm (woodcarver lets you make ammo during a short rest that's why) Sleight of hand intelligence actually makes sense for knots, but I never thought of it. will surprise people with it if it ever comes up for a smart character. I usually toss it up to survival because wisdom classes tie most knots in dnd. What I didn't mention, I knew.
Air bubble is poorly written yes, but if you are in s spelljammer or nautical campaign you can simply rest cast the spell every day so you don't waste the a spell slot and never have to worry about most environmental suffocation again. In addition air bubble + portable hole is a infinitely useful combination.
Speaking of drowning, I've been trying to figure out what happens if someone gets affected by the Sleep spell while, say, standing in waist high water.
Correction on the water weapon rules, it only applies IF YOU DONT HAVE A SWIM SPEED. So a a triton can wield a great sword with ease underwater but the human most definitely will not be able to unless they somehow got swim speed. Give your players swim speed, even if it's a potion or something. Give them that swim speed.
Problem number one is solved with a Ring of Sustenance. One of two magical items I always want for my characters if I can get them. The other being a Handy Haversack. Thanks for the video!
idk what level 5 wizard is going to beat 100 goblins in initiative, it would very likely result in the goblins stabbing him to death before he could get a turn
Air bubble is more of a situational spell. Not the worst one because you have more than enough air to last before the air turns deadly. You have to read the rules about air quality in the spell jammers book
Flaw: It doesn't say anything about how it reacts to other things. Say you cast your air bubble, then I target you with a cloud kill spell, making sure to target your head as the source of the cloud. Which spell works, and which doesn't? Not explaining how it interacts with external things, like cloud kill, or gaseous poisons or illicit substances, or even water. It never says you can cast it, then dive to the bottom of the ocean, for example. It creates air in a bubble. But air bubbles float in water, so technically you can't use it for that, it doesn't say it "removes all dangerous gasses from the area", so my cloud kill would fill the air inside the bubble. Gotta be worst spell ever, due to both how situational it is, AND how under-explained it is.
@@darklordmathias9405 I said that it was a very situational spell. It's Spelljammers specific for going into space. And with what you said, it's going to be a DM call. I can see an argument for not allowing Cloud Kill to have an effect on a creature with Air Bubble just as well as for why it should work. Same with allowing and disallowing for it to work with going underwater. 5e dropped the ball with the spell on explaining what it can and can't do because of them expecting for people to read about air quality in the book. It would have helped better if they explained it even in the book to begin with. But a situational spell is still infinitely better than True Strick.
Worth noting is the fact that bladesinger wizard gets a special extra attack that can be replaced with a casting of a cantrip. Also a fun point: you're only effectively blinded by heavy obscurement if you are trying to see through it. If you are, you are also effectively blinded to everything else, because that's what effectively blinded means. A commoner can jump 10 feet if they have a ten foot running start.
7:25 True, one of the rules most people overlook is that you can only cast a cantrip, if you use your bonus action to cast a spell. Action Surge does let you cast another spell that uses your action. Dubble up on Fireball, yay! But the same rule from before also applies to Action Surge, only allowing you to cast two cantrips along a bonus action spell. No Fireball, boo!
@@AnarchySystemunless this is a one dnd thing I am unaware of, this doesn't work, quicken spell lets you cast a spell as a bonus action, so you can't fireball with both actuons if you bonus action cast the spell. Agaun if this is about one dnd ignore me
7:34 Unless you have either the Eldritch Knight or Bladesinger equivalent that lets you substitute attacks for cantrips. This doesn’t work with Thirsting Blade though
Only bladesinger gets this, Eldritch Knight gets to make a bonus action attack when they cast a spell with their action. Also, Bladesinger can only replace one attack with a cantrip, so it's still basically true.
Although true, you have the 2nd level spell 'Alter Self' which offers 3x the utility along with even better underwater versatility: Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
I'am very proud about my Barbaric Paladin i just made as a NPC that will help the Party to not die. The thing is that it just opened a whole side quest arc. Like, this Paladin is a treinee from a Paladin crussade, so, can you just imagine what i can make from it ?
Did anyone else notice the Undertale music playing in the background? I’ve been hearing it a lot more recently and I think it’s just because I’m beginning to notice it.
Because of Matt's not learning the rule properly despite having 2 Sorcerers with Quickened Spell in his party, you probably should have mentioned the bonus action casting rule. Even if it was in the last video, that is probably the single most misquoted rule in 5e.
Peasant railgun doesn't work for dealing damage. But it does allow you to break causality if you can get a lin of over 1.2 billion people to work together, because once you get a long enough chain the movement of the object being passed will exceed the speed of light, meaning it will arrive at the end of the chain before it's passed along.
The peasant Rail gun doesn't work in general because the first peasant in the 1.2 billion line would be too far away to be considered in combat, and thus not subjected to the time rules of combat, or the mechanics.
Wait, you are telling me, that if a barbarian is choking a beholder, it has to get awat or drop to 0 hp within 2 rounds? Well, time to make a barb- rogue multiclass for chocking from the shadows.
Increase your main stats when you level up is a good option only if you don´t need to use feats for your build, otherwise, increasing your main stats the most you can at first level is a better option.
A rule I see people fuck up ALL THE TIME is perception checks with darkvision. Players and DMs both act like having darkvision means you can see in the dark perfectly fine up to its range, and this have even led some particularly asshole DMs to do shitty things like ban darkvision from games because they get mad when players can see in the dark. But in total darkness, darkvision makes you see like you're in dim light. In dim light, you make perception checks with disadvantage. So you can easily miss things when relying on dark vision as opposed to using a light source. But I almost never see this enforced. They almost always make perception checks without the disadvantage applied.
I took Prayer of Healing in my very first campaign. I DID NOT OVERLOOK THE CASTING TIME - I EVEN NOTICED IT MYSELF. This is such an incorrect stereotype.
It's not that it has to be 2 weapon attacks. It's that when you take the *attack action*, you attack twice. But casting a spell isn't an attack action, it's a *casting a spell* action
I have a flash that casts Create Beverage, specifically for RP and travel, because carrying chicken stock for soup without a Bag of Colding is difficult
5:10 Honestly, I'd argue this point a bit. You want to make sure you've got at least a 14 for +2 in your attack stat from point buy, and if you're not a skill-based class it's probably worth bumping that up to 15 to make it easier to hit +3 and beyond. After that you can play around with the numbers, but really "going wide" is not a great idea. You want to figure out which is more important to you between DEX and CON if you're not using DEX as your attack stat, and you'll want a +2 in whichever is more important, probably a +1 in the other unless you've got Heavy Armor in which case DEX is unlikely to do a ton for you, and then pick one from INT, WIS, CHA to invest in based on your skills. If you're feeling bold or your DM is being generous with HP on level, you can leave CON at +0 (it's almost never worth dumping further than that) and bump a second skill attribute. Basically, on point buy there should only be two or maybe three stats you're bumping beyond +1, particularly for a martial-centric class like Fighter, Barbarian, Monk, or Paladin.
2:35 Even then, even if you were using variant rules to increase damage if speed is increase, for that to make sense it has to be uninterrupted acceleration if we’re trying to apply real physics to D&D and there’s no way passing an item from back to front is uninterrupted. And someone’s arm would be ripped off long before it got to the front Even in game you couldn’t do that in a single turn like how the peasant railgun assumes you can
Here’s another rule that many people overlook and are stilled annoyed by it: Backpacks can only carry 30lb worth of stuff, so, if you really want to be well stocked, you’ll need more than just one and probably end up carrying three of them.
My cleric often uses prayer of healing if she has spell slot left at the end of the adventuring day. Either the party gets a long rest and it does nothing, or our rest gets interrupted and now everyone has more hp to deal with that. That being said, my dm also rules that clerics dont have to prepare spells (im not really sure why, but whatever) so it costs very little for me.
fireball could hit 64 goblins, maximum, and thats if you use square radiuses. At one goblin per 5-ft square, the 4-square radius gives you a maximum affectable area of 8x8 squares, or 64 goblins. Assuming the goblins use a system of moving in and out of threatened range on each turn, the remaining 36 goblins may be able to take the wizard out.
The bubble makes a bubble of fresh air. It's meant for space jammer. So it needs to be fresh always. Otherwise you'll just suffocate in space. So it just teleports on fresh air and teleports out gross air.
Fun thing I learned this week. The only class that can cast booming blade twice per round is the blade singing wizard. So an artificer can cast booming blade and make 1 attack as part of that cantrip. But a blade singer can cast booming blade twice, and make two melee weapon attacks as part of their casts. Pretty cool and wish I knew it sooner.
I don't think it works like that. The blade singer can replace _one_ of their attacks with a cantrip, so only one booming blade. On the other hand with Metamagic Quickened Spell you can quicken booming blade thus casting it as a Bonus Action. Then you can cast it as regular Action as well. Letting you cast it twice.
I don't have a Spelljammer book and neither I saw a description of that spell, but I assume you need it in case you are dealing with space vacuum (or oxygen deficiency in Underdark if your DM is into these shenanigans and count it as suffocation rather than poisoning) on a semi-regular base. Not a typical thing for D&D at all, but if you are dealing with it, a spell that negates it is quite useful. I guess it's more like a Daylight spell... I don't see any obvious use for it (I only encountered one type of monster who used magical darkness, and it only happened twice), but if magical darkness is a constant threat in your game world for whatever reason, it may be useful.
The worst part is, it literally doesn't explain how it interacts with almost anything. It never mentions how it reacts to poison gas, sleep gas, being submerged in water, or anything, so it seems to be one of those "ask your Dm" kinda spells. Smh, WoTC. Smh.
@@darklordmathias9405 it talks about preventing suffocation, meaning you are effectively holding your breath, negating anything that would be negated if you held your breath normally
@@braedenmclean5304 But that's ALL it talks about, and not every poisonous gas causes suffocation. And also, if you're "holding your breath" it does nothing, since you aren't breathing.
@@IIIGioGioStarIII from what I know, RAW it doesn't (it's nothing mentioned in a spell description about it producing sunlight, and there are spells that do mention it, so it's not clear if this part is just missed or they intended it not to produce sunlight). My DM told me it didn't, but we only have a few stuff affected by sunlight as well (and it doesn't do that much), so it's not such a big deal.
In Pathfinder, prone shooter removes the penalty for shooting a crossbow from prone. There is no penalty for shooting a crossbow from prone. Monkey lunge increases your reach with a weapon until the end of your turn in exchange for a standard action. Since you've used your action, you can't attack, and it ends when your turn does, so it doesn't affect your opportunity attacks. The petrifern can protect itself by petrifying. It can end this condition on itself with a standard action. Petrified beings can't take actions. Chickens are listed as costing 2 cp and 1 gp. You can create infinite money by buying chickens and reselling them.
1:I prefer realistic survival rules. So if they catch and eat wild game, which a non-dehydrated slab of beef is valued at about 1 liter of water - then after 2 meals, the party only need 1 waterskin per day to survive. 2: No no. You right. Horses aint climbing. 3: Why waste a spell when there's potions and magic items that do it for much easier - to be fair, it DOES keep poison gasses, water, etc out. - True Strike still the worst. 4: You so right. Everyone forgets casting time. 5: I don't see how anything below an arch can do something as powerful as wish. This checks out. 6: The game also has a rule on item interaction. You can interact with an item freely when it is used as a part of another action. So to hand over an object would be an action from a pure D&D standpoint. Meaning the object can only be passed between 3 character in a single round of D&D since the item also has to follow time constraint. 7: Challenge rating is a suggestion :) So is experience gained 8: Feats make the game more fun. Some times overpowered is good, and sometimes weak is too. 9: Monks are strong if the DM isn't skimpy with magic items. If a player's character is just objectively worse than everyone else, it's the DM's fault most of the time. If the DM is giving them a way to supplement their usefulness and the player is refusing and refusing to find a supplement - let the player be weak. Having better and worser classes is healthy. 10: Turned is stupid anyways. Just say they die or say they're scared. Why be complicated? Idk... personal gripe maybe. 11: Flat bonuses go hard. We love them here. 12: Resetting exp is hilarious to think about. Maybe that's how I'll punish my party next time they pull a bad. 13: I make sure tools are always useful and I pick on players that don't use what they have at their disposal. 14: Okay... suffocation is dumb. You get 1 minute before you pass out. 3 minutes before you outright die. No rolls. Just... use realism here. 15: Knot rules are stupid. We ignores those here. 16: Underwater combat to nerf the optimized players is still so fun :) I also get mean and make blunt weapons do minimum damage underwater cause they really do suck submerged. 17: Hit Dice rule is not hard here - my party has learned that short rests carry you - one long rest per day-night cycle and short rests get ambushed are not uncommon lol 18: Lifestyles are dumb. We ignore them here. Most of the time. 19: Never would have guessed people thought you could cast multiple spells. I forget the noob days some times.
I got into an argument about how Sneak Attack works, and a Combo that Rogues can use, to technically have Sneak attack on every attack they make. First, as per the rules of Sneak Attack: "Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table." To put simply: Rogues require a Finesse weapon, or a Ranged weapon they can use, and either have Advantage on their attack, or an Ally within 5ft of the target, and that they don't have disadvantage on the attack roll. Had a person keep on saying, that if you had any kind of disadvantage then you didn't get sneak attack, even if you had Advantage that negates the Disadvantage as per rules. Second; How a Rogue can guarantee Sneak Attacks to most situations. 1) Learn the Find Familiar Spell or Buy a Non-Combat Pet. 2) Put the Familiar on your character or the pet. 3) Since the Familiar is accounted as an Ally, and will always be within 5ft of the target, since they will be in the same square as you. (Which Jeremy Crawford did say this is how it works) 4) The Familiar or pet is not Covered, or behind Full Cover, since they are in the open *on* your person, they can be targeted like any other (This will make sense soon). Third; The Stupid Argument of what accounts as "Within 5ft of target". As I stated above, as rules as written and intended, the familiar and/or pet is accounted as an ally within 5ft, since the Rogue *has* to be within 5ft to use their melee weapons for the sneak attack. This however doesn't work with Ranged attack 10+ft away. This person however, state that if a character is behind a wall (Fullcover) but at within 5ft (Through the wall), then it is "Within 5ft". Ignoring the Clear Line of Path rules. Clear Line of Path Rules state: That an Action and Target for said action. Require a Clear Line of Path, for this these to work. This include Allies within 5ft of target. Example; If you have a Target behind a wall with a window, the window is closed, but you can see the target. This means, you can't use Fireball, or any Spell that Require a Clear Line of Path to hit the target. Since the Window is still a Full Cover, if you take a turn to open the window, then you can fire through the window. In 3/4th cover, they get a +5 AC for you to be able to hit them. This is because the Line of Path is majorly blocked, but still has a part you *can* hit. I explained this to this person multiple times. That even if you had a cover 1mm thin, and both the ally and the target could technically kiss. It would not be a Clear Line of Path, since they can't use any Action on the Target, till they have gotten rid of the Full Cover. This means, they are *not* within 5ft of the target. Even if the Bird Path is. (Bird Path, is when you draw a straight line over a Map from Point A, to Point B, which ignore all other things.) The Ally or the Target, would have to go around, the Cover, to be able to Reach their target. That means, a room wall, either have to be broken down between the two, or they have to go around or out of the room, to stand next to each other. But this person just did not accept it.
Hot take: Ranger was never actually the worst class in the game. Sure, the base class features are underwhelming as all get out, and PHB subclasses are terribad, but Rangers get a slew of powerful spells to make up for it. Seriously, there's not exactly anything a monk can do against a ranger that keeps casting Conjure Animals.
exactly, and even if that's not enough, the fact that they get one of the best subclasses of the game, Gloomstalker, automatically makes them above a lot of classes.
Sure there is - Conjure Animals is a concentration spell. The monk can disengage as a bonus action (Step of the Wind) to get away from the animals and just punch the ranger a half-dozen times, each hit requiring a concentration save, and possibly also land a stunning strike which guarantees concentration is broken. Also, monks can use shortbows with the Dedicated Weapon optional feature, so they don't even need to get close to the ranger to fight, and can deflect the arrows the ranger shoots at them (possibly even throwing them back), which offsets the extra damage the ranger gets from Favored Foe. The monk's move speed is high enough they can outrun the animals, so they will never be a substantial threat while the monk runs around and shoots at the ranger. Depending on the monk subclass, there may be other options available as well. Shadow monk can create magic darkness and teleport around in it or cast silence to keep the ranger from casting the spell. Long Death can just stomp on one of the conjured animals to get temp HP and then ignore the rest to beat up the ranger until their temp HP are gone, then step on another critter. Kensei can be proficient with longbows and Sun Soul can just hurl ki blasts from range. And as terrible as the subclass is, the Four Elements monk has many AOE spell options to deal with the conjured animals.
@@daltigoth3970 You do realize a monk has to hit the ranger first for them to even need a CON save, right? The ranger can simply hide, run into difficult terrain (rangers ignore non-magical difficult terrain), fly up (race or subclass permitting) or raise their AC sufficiently high (just pick up Shield with Magic Initiate and you can get up to 25 AC if you invest in it). Also, even simply discussing PHB subclasses, Hunter has Multiattack Defense, which makes hitting them even more of a futile endeavour. Also, if we're counting optional features after all, a 10th level ranger could very easily spend the entirety of the fight completely invisible, thanks to Nature's Veil, or simply climb up a tree with Roving. Hell, we can disregard Conjure Animals completely. A well-built melee ranger has more HP, a higher AC (up to 20 with max Dex, a shield and Defense fighting style), and more damage than a monk of the same level. What do you want to do about that?
@@HunterTracks Monks have enough move speed that the difficult terrain doesn't matter - at most it evens things out. Flight is also on the table for monks, as is the Shield spell. Multi-attack defense is the only thing the hunter is bringing to the table that is potentially problematic, but that can be offset by a stunning strike or a few other options available to different monk subclasses which either give the monk advantage on attacks or don't target AC. Nature's Veil only lasts until the start of your next turn and can only be used PB number of times per long rest. There is no reason to assume the monk is going to stick around once the ranger turns invisible, though, and the ranger has zero chance of keeping up if the monk decides to leave. By contrast, at level 18, monks can become invisible for 1 minute in addition to becoming resistant to ALL damage except force and the effect doesn't end when they attack. A monk with max DEX and WIS has a 20 AC also. The ranger does not have more damage than the monk since the monk can use most of the same weapons. At most, the ranger deals 1 more damage per attack on average (from d8 weapons, assuming the monk isn't using Dedicated Weapon and isn't a Kensei), but doesn't have flurry of blows, which gives the monk one more attack than the ranger gets until level 11. So the only way the ranger out-damages the monk (using regular attacks) is with Hunter's Mark, which is another concentration spell. The optional feature, Favored Foe, only adds an extra 1d4 to the first hit in a turn, so it isn't going to stack up against the extra hit from flurry of blows.
the harshness of dehydration is in extreme violation of the Rule of Cool. (fun beats accuracy) id say turn it to a quarter-half of a gallon per day, still double if it's hot outside.
5:40 i know a lot of parties end up doing level by milestone instead of lvl by XP to avoid just calculating things out. Also it steers slightly away from murder hobo where killing is the best XP source. Fun fact that old versions of D&D also gave XP for treasure, and you got basically got 1XP per 1GP of treasure found. This is why 1st edition's deck of many things has cards written the way they are. Personally though I'm not the biggest fan of XP after being exposed to lancer's MANNA system. See Lancer's main campaign book, "No Room for a Wallflower" is built on milestone leveling system where the party gets better at certain plot points. These are called LLs or License Levels, and they increase your attack bonus (grit), let you take a talent level, let you take skill triggers (Talents are in combat, skill triggers are narrative for the *most part*), Mech Skill (1 of 4 categories, increasing some mech stat) and a license level which grants access to new tech (mechs, weapons and systems to equip to mechs). Now MANNA was introduced in a setting pack called The Long Rim, and a setting pack is typically all the tools you need to *make* scenario and good for one shots or not having a long drawn out campaign. They do have a loose plot but you can easily run it as bounty board system quick games. The basic MANNA rule is you pay 1000 of it to gain a traditional LL or can effectively shop around with it; 500 for just a mech license, 300 for a talent rank and 200 for a skill trigger and a mech skill. The only restriction is that you can only take an option 12 times but in any order you want (with this being equal to a LL12 on normal leveling, which is max rank). The main reason I bring this up is because that advanced leveling system where you can pick and choose would be interesting for D&D. That being said it works in Lancer due to everyone having the same leveling structure, using their choices to define their playstyle and role while D&D would need rules for how every class spends these points.
2:40 A hundred goblins vs a level 5 wizard: "Lets suppose all the goblins is in a square of 50'x50'. Lets be generous and say the fireball somehow hits an area of 45'x45' (assuming Manhattan distances) right in the middle. The fireball arcs and 81 goblins scatter trying to save themselves, but only one tough bastard 'survives', completely scarred, screaming, mad with pain. [Yep, you can expect that 1 beefy goblin makes the save and survives the damage, if you roll dmg for each one] The wizard looks at the onslaught and see that a score of goblins are still alive. He wont have time to run. If they attack, he is gonzo. Luckily for him, seeing the piles of roasted flesh lying around them, most of goblins start to run way in terror, desperate to be away from the bringer of flames [OSR rules for morale, where goblins have to roll 4 or lower in a 2d6 check or withdraw]. Three of the most brave or foolish ones, maybe the ones on the front line that didn't look back, rush towards the wizard, surrounding him. The wizard is able to deflect the frontal assault with his staff, but he wasn't able to completely dodge the strike from the ones on the side. He is bloodied [5/20 HP]. " The fate looks grim for our arcane hero, but its his turn now... There is a big difference between 100 and 81. Also, Considering that two of the goblins attack with advantage, he has 25% chance that he doesn't survive to see a second turn, because the little bastards might crit him.
geez it's no wonder some of these rules are ignored, my group always just operates under the assumption that everyone is capable of keeping themselves fed and hydrated properly because if you combine that with carry weight rules (my group also doesn't use those cuz we usually have at least 3 unimportant NPCs with us and a wagon or two to carry our other shit) you wind up having to carry only the bare essentials and maybe 2 weapons if you are lucky, my group relegates it to "if it makes sense logically go for it" so we generally carry 2 rifles, a pistol and a knife each unless the character is built otherwise (one of the named and important NPCs uses a sword in the wild west) then they carry their preferred weapons with them. my character carries around a Henry Repeating Rifle, a Schofield No. 3 pistol, a bowie knife and a future (setting is Deadlands and Hell on Earth combined into one campaign) .50 cal sniper rifle with a built in 8x scope, hair trigger, night vision capabilities and a laser sight only visible through the scope made by the Union army (the Confederate version is the same thing but without the laser sight being only visible through the scope (the south likes to psychologically mess with their target), it's always visible and it doesn't have the hair trigger)
If you are playing spell jammer air bubble is the most important spell you have, you accidently fly into a toxic air bubble and you got like a minute max
Water is often not an issue, as "Create or Destroy Water" is a 1st level Cleric spell in the 5th edition PHB. 10 gallons a pop, assuming the caster isn't using a higher level spell slot.
The Spelljammer book has rules about air going bad over time though. If you have a small ship and dock to a derelict big ship, you could find yourself immediately stuck in stale or deadly air and starting to suffocate. It also says a personal air envelope will last you _one minute,_ so I don't recommend relying on that.
Even better with the Centaur, be a Ranger using Tasha's rules. You gain a climbing speed equal to your movement speed at level 6, and as the Centaur's movement penalty climbing walls is applied to the standard climbing penalty that all species have (just 5 feet per foot movement instead of 2), Centaur Rangers get a 45 foot climbing and swimming speed at level 6.
9th Level Monk-Centaur: Moving along vertical surfaces and across liquids without falling during the movement. (Additionally to the increased momevement speed) At that Level, you'd have 55ft Movement speed. (70ft at Lv20) Using 1 KI Point, you'd be able to use up to 165ft (210ft at Lv20) movement to run up a wall. This would literally allow you to run up a castle's wall or some cliffs. Though, the Ranger's climbing feat would allow you to PAUSE during your movement.
@@MikaeruDaiTenshi Yeah I wouldn't want to risk something rooting me in place and suddenly having a 150 foot fall. Though Slow Fall would help out a lot there. Still though, hilarious to imagine a Centaur Monk just in general, let alone one galloping up walls!
Darkvision turns darkness into dim light. Dim light is considered lightly obscured. Lightly obscured means perception checks that require sight are at disadvantage or -5 to passive perception.
I'd say, a rule everyone gets wrong or simply forgets about: Dim Light. Maybe it's just with the people I played with so far, but I also see this sometimes in streamed games. There is either light or darkness, I never saw anyone roll attacks or perception-checks with disadvantage in dim-light, and I'm talking about races without darkvision. The only DA-Rolls I saw so far were done in complete darkness.
I found it weird that resilient constitution was very low on the feats rating when it is in many cases as good or better than war caster for keeping concentration, and you also get a constitution bump for more health.
Peasant railgun: Alright, your spear moves infinitely fast. It still does 1d6
Lets just call it the peasant transporter.
Hold shit, yeah!
The peasant railgun attempts to argue real life physics with something that can not possibly work in real life.
@@schwarzerritter5724 Exactly. It's "I would like to use the strict rules of the game, ignoring real life physics, until an exact point of my choosing, when I would like to switch to using real life physics and ignoring the rules of the game." It's completely inconsistent and makes zero sense.
Yep. It still can be useful though, such as with the artificer's spell storing item. Each person in the line can produce one of the spells before passing. You're not likely to ever run into a scenario when you can make use of this rule abuse (unless your DM allows you to have tiny servants pull it off. Then you can set up a mini-turret with one spell).
6:52 important note, you only get disadvantage with those melee weapons if you don't have a swimming speed. Apparently you can swing a greatsword underwater with no trouble if you can swim in the deep end.
You only get affected by 1 Dis Adv roll even if you have (ex) "10 dis adv events applied to you". Thus, if your class WANTS that Dis Adv. Go ham...
Barbarians.
Nah I don't think having a "Swim Speed" is the same as being able to swim since you can swim through the water just fine without a swim speed but each feet of movement costs 2 from your movement speed. Basically without a swim speed, you're swimming is half as fast as your running. I think that makes sense.
Having a swim speed makes you basically semi-aquatic. You're not JUST good at swimming, your swimming puts semi-aquatic and marine creatures to shame, especially if you have more than 30ft of swim speed. Having a swim speed doesn't make you a gold medalist swimmer. It makes you freaking Aqua Man
@@Zulk_RS
Warforged Eldritch Knight with Eldritch Initiate Feat for Misty Step: "Instant Teleport... Instant Teleport... Instant Teleport!... Instant Teleport!!!"
The fishes of the deep: "And here we see a living log trying to swim, but instead, it mastered Misty Step..."
You're not horses though. Even if they're half horses they're half magical creature horses. Which means the centaur can climb up if the rules say they can. Get out.
Doors over there for anyone who disagrees. Walk through it and off the cliff
Presumably, having a full swimming speed implies you're adept at moving and fighting underwater. So a Triton, for example, isn't pigeon-holed into a narrow band of weapon options, just because they want to exploit their amphibiousness for underwater adventures.
Air Bubble actually saved my group from a TPK after the majority of the party put themselves in a bag of holding and it got captured by the BBEG. The spell has got a 24-hour timer too, so you could cast it before you take a long rest and then have it active for up to 16 hours after the long rest ends.
Hilarious
technically if you're a race who doesn't need to sleep the full 8hrs like elves who only trance for 4 and warforged who go inert for 6, you can still use the spell because RAW states you change your spells at the END of the long rest, so you can still cast them during the long rest, spell slots also only reset at the END of the long rest too so no worries there
Rest cast it and keep it running 24/7.
For a long rest, Warforged do not need to sleep. They can just keep on working without getting the exhausted penalty from lack of sleep. They only need sleep to restore their resources. A monk, or a rogue can keep on going without having to worry about their resources. Once you managed to get a ring of regeneration, boom, never sleep ever again. @@DestroKind
@@DestroKind Just be careful that you cast before trancing.
Counter argument about Air Bubble being the worst spell: Even if it's written so basic, it's implied that it acts like an astronaut/submarine helmet, so it's an utility spell that can give you fresh air in environments where there's little to none. True Strike, despite being a cantrip instead of a second level spell, doesn't offer utility and gives you an effect that is worse than just attacking two turns.
True Strike has the advantage that people can not tell you are casting a spell, because the only component is pointing at your target. So you can cast it before the battle starts to gain advantage on your first attack.
@@schwarzerritter5724 Or you could just ambush and get a whole surprise round
@@Agamemnonoverhead Yes, True Strike is still very situational.
@@schwarzerritter5724 From 30 feet away.
@@MalloonTarka Like I said, very situational.
About Prayer of Healing: I actually noticed the cast time, but our campaign had these Spell-Gems that stored spells. I simply cast Prayer of Healing into a 2nd-level Spell-Gem, then cast that as an action.
Then it heavily depends on the magic item wording. I'm not sure it would work with a ring of spell storing (DMG magic item that works similarly to what you described)
@@TheFuriousBrother yep, ring of spell storing would not work that way, but spell gems do.
Improvise, Adapt, Overcome!
Catnap with prayer of healing is great for any party especially ones with a warlock
@@Gentlemen3 catnap in a party with a warlock and monk is so broken
7:25 Slight addition to this. The bladesinger wizard can replace one of the extra attacks with a cantrip. This allows them to cast for example green flame blade and then a normal attack afterwards.
Sad thing is... RAI and with the errata... If you are a Fighter/Bladesinger, then the Bladesinger's Extra Attack Feature cannot be combined with the Fighter's Extra Attack Feature.
So...
You have to choose between "Attack + Cantrip" or "4x Attacks".
But at least the Eldritch Knight's features such as War Magic and Eldritch Strike does combine well with the Bladesinger. However, if you're building an Eldritch Knight / Bladesinger Multiclass. Go Dex Int... Unless you're more of a Support / Mobility Eldritch Knight who can go with 20 Str and 20 Dex. Downsides... You're Spell Slots may change since you're the Eldritch Singer.
@@absolstoryoffiction6615 You wouldn't be able to choose between attack + cantrip or 4 attacks anyway because 4 attacks is a lvl 20 fighter feature and you can't get level 20 with a multiclass.
War Magic doesn't really combine because it states that if you use your action to cast a cantrip, you can make a single weapon attack as a bonus action. Bladesinger's Extra Attack allows you to replace one of the attacks made during Attack action with a cantrip, so they are basically the same features, but the War Magic wastes both action and bonus action while the latter only an action. I'd say just lvl 2 dip into bladesinger and then the rest into fighter
@@xRedivivus
That's true...
@@absolstoryoffiction6615 I mean, for all practical purposes unless this campaign approached tier 4 it wouldn't be an issue. It takes 6 levels of Bladesinger to get their Extra Attack and 10 levels of Fighter to get 3 attacks per action, so that's a level 16 character. Not impossible, but unless you know this campaign is running long or it's starting high, it's not likely to come up when you're plotting out the character.
@@willieoelkers5568
True... It's kind of sad that WotC has never tried to design Legendary Campaigns that is actually meant for lv15+.
The main reason why Multiclass is absolutely better than a single class (for some class choices) is that everyone knows the campaign will begin at lv1 to lv4 and end at lv10 to lv15.
In the end... Why stick to one class when the table/DM knows that everyone will never get an Epic Boon in OneDnD?
This is the problem that only WotC has to solve but I doubt it. Since 5e has always been more player given than DMs.
100 goblins vs 1 lvl 5 wizard? I feel like that is more a question of initiative. That being said, I feel bad for the dm who rolls monster initiative individually XD
And distance, for that matter.
Chronurgy wizard: Hello there.
Another note on tools, xanathar's (p78-85) covers a variety of round-about uses for them on skill checks and roleplaying, like using an herbalism kit to identify potions or carpenter's tools for finding traps. Funny enough had to find and write down the choking rules prior because one of my players was suffocating themselves trying to grapple a poisonous cloud elemental, ironically he wasn't the character that died from that encounter lol.
If I made my players search for water all the time, they would literally kill me. We just let this suspension of disbelief roll
A tip, Shape Water can be used to extract water from plants. It's what I mostly use for my goblin to surf as I turn water into ice in the shape of a surfboard and I just move around . There is also a background that automatically lets you have water and food for about 6-8 people. Outlander.
Something not everyone knows and think it works differently is Action Surge to cast spells. The rules say that, if you cast a spell as a bonus action, you can only cast another spell as an action on the same turn if it's a cantrip. However, Action Surge doesn't burn your bonus action, you are casting two spells as an action, and there's no rule that says you can't do that
*furiously writes down new (n)pc idea*
@ oh yeah, and Catnap makes you take a short rest in 10 minutes, so you can sling some spells, take a nap and do it again. If you can make a multiclass with Eldritch Blast/warlock, action surge + catnap + Eldritch Blast/other blast or cc spells becomes terrifying
I love when rules as written end up being more broken than the thing they were trying to prevent
This has brought about a few (virtual) table discussions and I get hit with the it's uses a cast a spell (action) and you can only use one of those a turn. Think the other players get this confused with multiattack or something, but I'm glad to see I wasn't the one being silly.
Action Surge says: "On your turn, you can take one additional action." So it's not "two spells as an action", you do use separate actions. Then, Bonus Action says: (once you cast a spell with a bonus action) "You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action". So - and this applies ONLY if you've casted a spell as a bonus action - even if you do have another action from the action surge, you only can use 1 action for casting a spell (and on top of that, the spell is restricted to being a cantrip). Otherwise if you wouldn't cast a bonus-action spell, you could use both actions (1 regular action + 1 action from surge) to cast two separate, leveled spells.
0:30 Well, unless it's a desert, odds are the party is going to pass enough streams, rivers, and lakes to keep their water bags topped off. It's not a terribly hard to come across resource, provided the route doesn't go through a particularly dry region. You might go for hours without passing a stream/lake/river, but past that and odds are you'll come across something.
Source: went backpacking over the course of a month, did not carry gallons of water; just a couple 1-liter Nalgenes and some water purification chemicals.
Clerics have Create Water, thats usually enough if they remember to save a spell slot for it. a lvl 1 casting can create 5 gallons, enough for a party of 5, you just need 10 empty canteens to use it on. (to count as the needed container space)
This also of course assumes no more abusable spells aren't in play as well, like Goodberry or an Artificer's ability to pop out an Endless Jug.
Air bubble actually has fine wording for that sort of thing. Since it is implied that it is a bubble of fresh air, it should keep out anything else aside from solids really. The intent is to prevent suffocation in any way.
Meanwhile true strike even after you learn how to use it according to its writing, remains less than worthless.
Give up your turn to do potentially half to 0% (cuz concentration) of the normal damage you would have dealt by just attacking twice.
7:25. If you do want to cast more attack spells per round, having action surge either through multi-classing fighter or playing as an eldritch knight does work, though.
The RAW rule I enforce that most players I DM aren't aware of is that dim lighting counts as lightly obscured terrain, which imposes disadvantage on perception checks made using sight. Therefore if a player is relying on their darkvision with no light sources anywhere they should be making those checks at disadvantage since darkvision only increases darkness to dim lightning in their radius.
yes, also, remember that without a light sorce, darkvision does not allow the peception of color, only shades of grey, if a puzzle of enviromental clue relies on seeing a particular color, they arent going to get in on darkvision alone (tomb of horrors hall of orbs im looking at you)
Yeah, outside of 60 ft, their checks are with disadvantage, however if creatures have a light source of let's said 60 ft. They gain a range of 120 ft. If the targets have a light source, the checks are not with disadvantage. I've seen people claim that even though there is a light source on the target, they are outside their 60ft. range so everything is with disadvantage.
@@AnarchySystemare you sure that is how it works RAW? I thought you just had darkvision within your direct 60 feet, not an additional 60
@@theknight1573 I meant with a light source. You can increase your sight by a lot using certain spells or items.
@@AnarchySystem Ow like that. Yeah you can basically have infinite vision if you can get light there.
With the wording of air bubble, you can now live within a bag of holding.
The most common rule I hear people getting wrong is the “2 leveled spells rule,” which should honestly be renamed to the bonus action cast rule, even if you cast a cantrip as a bonus action, then no leveled spell for you
this one is a stupid rule. my dnd group agrees that as long as you have the action you can cast what ever spell you want to cast
this rule was obviously written out of a fear that quick sorcerers would break the game but all the other classes get slapped by it too for innocent things
And then you can also cast two leveled spells with Action Surge.
@@theprinceofawesomeness thank god that's not RAW that's so broken if you know how to abuse it
@@XerrolAvengerII yeah it should be a high level feature that they can cast 2 leveled spells
My favourite obscure rule is that in case of a tie on a contested check, the winner is whichever contestant was attempting to preserve the status quo (eg the stealther remains hidden, the deceiver is not discovered, etc), or there is no winner (eg nobody succeeds their Con checks for pie eating and they all barf).
So D&D centaurs are basically like horses in Skyrim, apparently.
Wait until they can walk on walls as a monk, or are a Beast barbarian with a climbing speed.
Ok I don't know if you've mentioned this one, but it took me years to realize that an increase in your Constitution bonuses retroactively applies to every level up hit points increase you'd gained prior to that.
I just thought it applied to any hit point increases from that point forward.
Wait Really? It does? Good to know!
My favourite: Heavily Obscured area. Advantages and disadvantages are canceling out each other.
You can't see, so you get disadvantage. Your target can't see, so you get advantage.
It's awesome to counter spell user who are relying on sight. And it's fantastic if you have a way to see through the area. But otherwise everyone gets a straight roll and that's it.
Blindsight for the win. Especially if one or more of the players have it.
i mean if everybody is equally hindered it all eqauls out - it does make a weird sort of sense - I had a scenario running Out of the abyss were I got to use sight rules like that to my advantage - every time the Drow caught up to us the DM had them drop darkness on themselves, and then pop in and out of it on their turns to take pot shots at us. I was playing a tiefling Cleric/Warlock, and when i had the chance i took devils sight as an invocation. next time the Drow did their whole Darkness cover trick... My tiefling did it right back - and she didnt need to LEAVE the effect to hit them with eldritch blast.... good times
Was asked to DM for my brother and his friends during 3.5, and quit 2 minutes in because his friend insisted (even after being presented with the PHB) that metamagic feats don't stack their added levels when you add more than one to a spell; I didn't have time to deal with him.
its true that the "extra attack" feature does not allow two spells in a turn but it should be mentioned that "action surge" can
(captialization added for emphasis) yes exactly, because the CASTING A SPELL ACTION and the ATTACK ACTION are separate things, Extra attack does not give addition actions, it gives more attacks to the ATTACK ACTION. it has no effect on the CASTING A SPELL ACTION.
been playing dnd for 5 years and that XP one was mind blowing
This is one of those things that if you had started much earlier, would be apparent. In older editions, many things cost XP to do...like crafting for example. Modern DnD doesn't use XP as a resource in the same way, so it's less apparent.
Just going off the raw wording for air bubble it creates a space around your head which it the fills with air, meaning whatever was in that space with your head prior is displaced to make room for the air, and then keeps that space filled with air regardless of how much or how accessible any air in the environment is, and keeps said air in bubble clean and breathable, meaning it literally negates any and all poisons that would need to be inhaled in the environment for whoever is under the effect of the spell, but would not negate contact based poisons. Cloudkills wording doesn't require inhalation of the fog to cause harm so cloudkill and any other spell that doesn't specifically state that it's harmful effect only works when inhaled will still effect someone who is under the effects of air bubble
You can assume that the air bubble does displace stuff like poison gas. Think of it this way, if it isn't breathable air, it is able to get into the bubble.
I know it doesn't explicitly state the interaction, but it does straight up say "The globe is filled with fresh air that lasts until the spell ends". If the bubble wasn't constantly creating fresh air, you'd suffocate yourself via breathing all of it. Therefor, if the spell is refreshing your breathable air, that "air" would displace other gasses as it is fixed around a players head.
The equivalent spell to Air Bubble in Pathfinder 1e is permanently on my wizard's spell list because up until about level 10, our party paladin couldn't swim. In fairness, she came from fantasy!Egypt, and she was nobility, so she had other things to do.
Fantasy Egypt paladins would have a nile equivalent wouldn't they? Learning to swim would just be standard as falling into the river and just drowning on a pleasure cruise would be embarrassing. Although drowning in the nile is the least of your concerns normally if you fell into it.
@@spacehitler4537 Osirion doesn't have a comparable river to the Nile, no.
@@AGrumpyPanda You mean the Sphinx River? You cannot have a civilization without a river or water bro.
@@spacehitler4537 They have rivers, but not one massive river that connects the whole thing Nile style.
5:47 The problem is that its in the dmg, and a TON of dms dont read that fully if at all. stuff like identify not revealing curses, regenerate working on ALL body parts not just limbs (my current dm and i had a disagreement on regenerate repairing my eyes), and a bunch of other stuff is mentioned in the dmg and never actually gets read by the majority of people playing the games.
7:25 Extra attack may not, but Action surge does!
I often buy more expensive luxuries like a nice big room, a bath, and a hearty meal, roleplay purposes, you know? While you technically could live off nothing but water and goodberries while sleeping on the floor, that's just not how 99% of characters would prefer to live.
4:50 damn, you can immediately tell this Blaine knows how to code.
1:19
Ah, so there is a spell that'll allow my character to go into that poison filled mine they just found.
2:41 This spoke to me. I made a level 5 meme dungeon with "The room of one hundred goblins." The only difference was I knew the risks.
5:35 thank you for explaining that. I've in a milestone campaign so never quite understood exp.
milestone are the way to go... why wouldn't you want getting rid of all the hasles that come with keeping tracks of xp ?
No need to worry anymore about the party levelling up in the middle of a dungeon because avoiding a fight or a puzzle last session made them "miss" a bit of xp....
"There is nothing to spend money on"
"This build is broken"
"It doesn't do anything but combat"
"I can charm my way into any ally"
"I rolled a 20"
Amazing what happens when you actually read the rules
Who lets casters dual cast with extra attack? That’s the mot outrageous misunderstanding I’ve ever heard but i also have never seen or heard it elsewhere
4:03 hunter was a pretty decent subclass at launch the ranger was never the worst class if you not play beast master
I found it very odd that Arcane Archer was slapped as a Fighter option instead of a Ranger option. That on top of the Fighter bonuses for choosing Archery make them drastically better at being a Ranger than a Ranger. - That's basically what the argument has always been: anything a Ranger can do, some other class can do better.
@@noneayourbusiness5149 The arcane archer is among the worst subclasses on the game though, you only get two uses of your special featureand most of the arrows are not even that impactful, if you want to play a fighter archer you can just go with something like battlemaster or specially samurai and even if you want to do a magic archer very specifically I would argue an eldritch knight with a bow is still better
@@kevin8499 It's definitely not the most powerful subclass, but it's way beyond the worst. I think you either misread some of the details, or maybe they released updated content between its original release and when I first came across it a couple of weeks ago. But it still proves my point that a Fighter focused on Archery is better than a Ranger at Archery. The same goes for Dual-wielding. Which is probably why so many people play Beast Master - because it's the only thing a Ranger can do that is even remotely unique (even though it's not all that unique when you look at combos other classes can pull when it comes to companions - like the Battle Smith Artificers)
@@noneayourbusiness5149Ranger also gets Archery Fighting Style and they also have something better than a Fighter: Spellcasting Features. This already makes them more powerful via acces to some of the best spells in the game like PWT, Goodberry, Conjure Animals...
@@Sir-Pleiades Fighter gets nearly equivalent spellcasting levels but access to far more spells with the Eldrich Knight option. And that's if you don't just multi-class Wizard.
I once saw someone cast shillelagh as a bonus action and then, because the cantrip lists the damage that weapon will do, I think, the DM let them make a weapon attack with the shillelagh as part of that bonus action
are you sure they didnt just attack action afterwards? as you can absolutely use a bonus action BEFORE your action
i can tell you from personal experience in the army that a gallon a day isn't super needed unless you're sweating a lot. and the majority of experienced walkers don't work up a sweat walking
I didn't know about the water rules and air bubble, but I honestly thought no one thought that the peasant railgun would work raw.
I know about the tools, but I haven't bothered looking up all of them, just smithing and woodcarver atm (woodcarver lets you make ammo during a short rest that's why)
Sleight of hand intelligence actually makes sense for knots, but I never thought of it. will surprise people with it if it ever comes up for a smart character. I usually toss it up to survival because wisdom classes tie most knots in dnd.
What I didn't mention, I knew.
Bad take on point buy - it’s not that expensive to start with good primary stats and you’ll really feel it if you don’t.
Air bubble is poorly written yes, but if you are in s spelljammer or nautical campaign you can simply rest cast the spell every day so you don't waste the a spell slot and never have to worry about most environmental suffocation again. In addition air bubble + portable hole is a infinitely useful combination.
2:30 It also requires a set of very specific house rules.
Speaking of drowning, I've been trying to figure out what happens if someone gets affected by the Sleep spell while, say, standing in waist high water.
Correction on the water weapon rules, it only applies IF YOU DONT HAVE A SWIM SPEED. So a a triton can wield a great sword with ease underwater but the human most definitely will not be able to unless they somehow got swim speed.
Give your players swim speed, even if it's a potion or something. Give them that swim speed.
Instructions unclear, made a party of rangers all using Tasha's rules.
question to the water weapon rules: i hear them the first time. which sourcebook are they from?
@@zinogrevz7389 Dungeon Master's Guide pretty sure
that or PHB
I'm fine with the Dis Adv on my dual wielding or great sword attacks... I'll just treat the two rolls as one role with my +5 from 20 Str or Dex.
Problem number one is solved with a Ring of Sustenance. One of two magical items I always want for my characters if I can get them. The other being a Handy Haversack.
Thanks for the video!
Players not getting Dark Vision rules will always be the bane of my existence.
idk what level 5 wizard is going to beat 100 goblins in initiative, it would very likely result in the goblins stabbing him to death before he could get a turn
Air bubble is more of a situational spell. Not the worst one because you have more than enough air to last before the air turns deadly. You have to read the rules about air quality in the spell jammers book
Flaw: It doesn't say anything about how it reacts to other things. Say you cast your air bubble, then I target you with a cloud kill spell, making sure to target your head as the source of the cloud. Which spell works, and which doesn't? Not explaining how it interacts with external things, like cloud kill, or gaseous poisons or illicit substances, or even water. It never says you can cast it, then dive to the bottom of the ocean, for example. It creates air in a bubble. But air bubbles float in water, so technically you can't use it for that, it doesn't say it "removes all dangerous gasses from the area", so my cloud kill would fill the air inside the bubble. Gotta be worst spell ever, due to both how situational it is, AND how under-explained it is.
@@darklordmathias9405 I said that it was a very situational spell. It's Spelljammers specific for going into space.
And with what you said, it's going to be a DM call. I can see an argument for not allowing Cloud Kill to have an effect on a creature with Air Bubble just as well as for why it should work. Same with allowing and disallowing for it to work with going underwater.
5e dropped the ball with the spell on explaining what it can and can't do because of them expecting for people to read about air quality in the book. It would have helped better if they explained it even in the book to begin with.
But a situational spell is still infinitely better than True Strick.
Worth noting is the fact that bladesinger wizard gets a special extra attack that can be replaced with a casting of a cantrip.
Also a fun point: you're only effectively blinded by heavy obscurement if you are trying to see through it. If you are, you are also effectively blinded to everything else, because that's what effectively blinded means.
A commoner can jump 10 feet if they have a ten foot running start.
7:25 True, one of the rules most people overlook is that you can only cast a cantrip, if you use your bonus action to cast a spell. Action Surge does let you cast another spell that uses your action. Dubble up on Fireball, yay! But the same rule from before also applies to Action Surge, only allowing you to cast two cantrips along a bonus action spell. No Fireball, boo!
But in the other hand 2 levels in fighter and x sorcerer. 3 fireballs in one turn with quicken spell.
@@AnarchySystem or 4 fireballs if you quicken both spells :) + a bonus cantrip
@@AnarchySystemunless this is a one dnd thing I am unaware of, this doesn't work, quicken spell lets you cast a spell as a bonus action, so you can't fireball with both actuons if you bonus action cast the spell. Agaun if this is about one dnd ignore me
Yeah I gave my party's monk some heavy homebrew features. Poor guy is in a party with a ranged-champion and two druids so he needed a boost.
7:34 Unless you have either the Eldritch Knight or Bladesinger equivalent that lets you substitute attacks for cantrips. This doesn’t work with Thirsting Blade though
Only bladesinger gets this, Eldritch Knight gets to make a bonus action attack when they cast a spell with their action. Also, Bladesinger can only replace one attack with a cantrip, so it's still basically true.
Air bubble can be used underwater, and you get it a level before water breathing
Although true, you have the 2nd level spell 'Alter Self' which offers 3x the utility along with even better underwater versatility:
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
I'am very proud about my Barbaric Paladin i just made as a NPC that will help the Party to not die. The thing is that it just opened a whole side quest arc. Like, this Paladin is a treinee from a Paladin crussade, so, can you just imagine what i can make from it ?
Did anyone else notice the Undertale music playing in the background? I’ve been hearing it a lot more recently and I think it’s just because I’m beginning to notice it.
When players say'My fighter moves quietly past the Orcs.
You probably wouldn’t hear him.
Roll a Stealth Check...
Because of Matt's not learning the rule properly despite having 2 Sorcerers with Quickened Spell in his party, you probably should have mentioned the bonus action casting rule. Even if it was in the last video, that is probably the single most misquoted rule in 5e.
Who's to say he doesn't know the rule? It could very easily be something he kept a little bit changed after going to mostly book rules for c2
Peasant railgun doesn't work for dealing damage.
But it does allow you to break causality if you can get a lin of over 1.2 billion people to work together, because once you get a long enough chain the movement of the object being passed will exceed the speed of light, meaning it will arrive at the end of the chain before it's passed along.
The peasant Rail gun doesn't work in general because the first peasant in the 1.2 billion line would be too far away to be considered in combat, and thus not subjected to the time rules of combat, or the mechanics.
Wait, you are telling me, that if a barbarian is choking a beholder, it has to get awat or drop to 0 hp within 2 rounds?
Well, time to make a barb- rogue multiclass for chocking from the shadows.
how are you gonna choke something without a neck?
How do you choke a creature that doesn't have a neck?
@@MethosJK9 barbarians always find a way, also he has to have some way of breathing
@@Nutellla they're aberrations, which are from a realm outside reality, so they don't necessarily have to breathe.
One of our party has used Air Bubble to avoid suffocating while stuffed into their own Bag Of Holding (or, in this case, Bag Of Kobold Stowage).
Increase your main stats when you level up is a good option only if you don´t need to use feats for your build, otherwise, increasing your main stats the most you can at first level is a better option.
My friend was taught by his crappy DM that you can't take the Dodge action if you moved on your turn
I had never even heard of most of these misunderstandings but thanks for clarifying
A rule I see people fuck up ALL THE TIME is perception checks with darkvision.
Players and DMs both act like having darkvision means you can see in the dark perfectly fine up to its range, and this have even led some particularly asshole DMs to do shitty things like ban darkvision from games because they get mad when players can see in the dark.
But in total darkness, darkvision makes you see like you're in dim light. In dim light, you make perception checks with disadvantage. So you can easily miss things when relying on dark vision as opposed to using a light source. But I almost never see this enforced. They almost always make perception checks without the disadvantage applied.
I took Prayer of Healing in my very first campaign. I DID NOT OVERLOOK THE CASTING TIME - I EVEN NOTICED IT MYSELF. This is such an incorrect stereotype.
Super small factoid, the cantrip magic stone actually does benefit from extra attack, allowing you to make two ranged spell attacks.
It's not that it has to be 2 weapon attacks. It's that when you take the *attack action*, you attack twice. But casting a spell isn't an attack action, it's a *casting a spell* action
Unless your a Bladesinger...
But Eldritch Knight / Bladesinger multiclass is interesting.
I have a flash that casts Create Beverage, specifically for RP and travel, because carrying chicken stock for soup without a Bag of Colding is difficult
5:10 Honestly, I'd argue this point a bit. You want to make sure you've got at least a 14 for +2 in your attack stat from point buy, and if you're not a skill-based class it's probably worth bumping that up to 15 to make it easier to hit +3 and beyond. After that you can play around with the numbers, but really "going wide" is not a great idea. You want to figure out which is more important to you between DEX and CON if you're not using DEX as your attack stat, and you'll want a +2 in whichever is more important, probably a +1 in the other unless you've got Heavy Armor in which case DEX is unlikely to do a ton for you, and then pick one from INT, WIS, CHA to invest in based on your skills. If you're feeling bold or your DM is being generous with HP on level, you can leave CON at +0 (it's almost never worth dumping further than that) and bump a second skill attribute. Basically, on point buy there should only be two or maybe three stats you're bumping beyond +1, particularly for a martial-centric class like Fighter, Barbarian, Monk, or Paladin.
I've seen the magic spell extra attack get missed used sooooo many times! Mainly attacking Cantrips (green flame blade/booming blade)
Who actually thinks the Extra Attack feature applies to spells? I've never seen that happen
People who think the bladesinger and eldritch knight features are core features.
Those who don't realize the level scaling for cantrips are the equivalent ability for casting there
Yeah, Extra Attack is big negative. But Action Surge? That's a double Fireball Bomb.
@@darklordmathias9405 or if you somehow manage to play a lvl 20 char: delayed blast fireball + time stop
@@TheFuriousBrother And these are just SOME of the things you can do with Action Surge and spellcasting. Lol.
The air bubble can still be used underwater or for smuggling people in bags of holding
2:35
Even then, even if you were using variant rules to increase damage if speed is increase, for that to make sense it has to be uninterrupted acceleration if we’re trying to apply real physics to D&D and there’s no way passing an item from back to front is uninterrupted. And someone’s arm would be ripped off long before it got to the front
Even in game you couldn’t do that in a single turn like how the peasant railgun assumes you can
Here’s another rule that many people overlook and are stilled annoyed by it:
Backpacks can only carry 30lb worth of stuff, so, if you really want to be well stocked, you’ll need more than just one and probably end up carrying three of them.
Hah, you fools! "Make it up as you go" has no such limitations.
My cleric often uses prayer of healing if she has spell slot left at the end of the adventuring day. Either the party gets a long rest and it does nothing, or our rest gets interrupted and now everyone has more hp to deal with that. That being said, my dm also rules that clerics dont have to prepare spells (im not really sure why, but whatever) so it costs very little for me.
fireball could hit 64 goblins, maximum, and thats if you use square radiuses. At one goblin per 5-ft square, the 4-square radius gives you a maximum affectable area of 8x8 squares, or 64 goblins. Assuming the goblins use a system of moving in and out of threatened range on each turn, the remaining 36 goblins may be able to take the wizard out.
The bubble makes a bubble of fresh air. It's meant for space jammer. So it needs to be fresh always. Otherwise you'll just suffocate in space. So it just teleports on fresh air and teleports out gross air.
Fun thing I learned this week. The only class that can cast booming blade twice per round is the blade singing wizard.
So an artificer can cast booming blade and make 1 attack as part of that cantrip. But a blade singer can cast booming blade twice, and make two melee weapon attacks as part of their casts. Pretty cool and wish I knew it sooner.
I don't think it works like that. The blade singer can replace _one_ of their attacks with a cantrip, so only one booming blade. On the other hand with Metamagic Quickened Spell you can quicken booming blade thus casting it as a Bonus Action. Then you can cast it as regular Action as well. Letting you cast it twice.
Thats not how bladesinger works
I don't have a Spelljammer book and neither I saw a description of that spell, but I assume you need it in case you are dealing with space vacuum (or oxygen deficiency in Underdark if your DM is into these shenanigans and count it as suffocation rather than poisoning) on a semi-regular base. Not a typical thing for D&D at all, but if you are dealing with it, a spell that negates it is quite useful. I guess it's more like a Daylight spell... I don't see any obvious use for it (I only encountered one type of monster who used magical darkness, and it only happened twice), but if magical darkness is a constant threat in your game world for whatever reason, it may be useful.
Curse of Strahd makes daylight very useful since vampires are weak to sunlight. It ends up causing them radiant damage.
The worst part is, it literally doesn't explain how it interacts with almost anything. It never mentions how it reacts to poison gas, sleep gas, being submerged in water, or anything, so it seems to be one of those "ask your Dm" kinda spells. Smh, WoTC. Smh.
@@darklordmathias9405 it talks about preventing suffocation, meaning you are effectively holding your breath, negating anything that would be negated if you held your breath normally
@@braedenmclean5304 But that's ALL it talks about, and not every poisonous gas causes suffocation. And also, if you're "holding your breath" it does nothing, since you aren't breathing.
@@IIIGioGioStarIII from what I know, RAW it doesn't (it's nothing mentioned in a spell description about it producing sunlight, and there are spells that do mention it, so it's not clear if this part is just missed or they intended it not to produce sunlight). My DM told me it didn't, but we only have a few stuff affected by sunlight as well (and it doesn't do that much), so it's not such a big deal.
In Pathfinder, prone shooter removes the penalty for shooting a crossbow from prone. There is no penalty for shooting a crossbow from prone.
Monkey lunge increases your reach with a weapon until the end of your turn in exchange for a standard action. Since you've used your action, you can't attack, and it ends when your turn does, so it doesn't affect your opportunity attacks.
The petrifern can protect itself by petrifying. It can end this condition on itself with a standard action. Petrified beings can't take actions.
Chickens are listed as costing 2 cp and 1 gp. You can create infinite money by buying chickens and reselling them.
1:I prefer realistic survival rules. So if they catch and eat wild game, which a non-dehydrated slab of beef is valued at about 1 liter of water - then after 2 meals, the party only need 1 waterskin per day to survive.
2: No no. You right. Horses aint climbing.
3: Why waste a spell when there's potions and magic items that do it for much easier - to be fair, it DOES keep poison gasses, water, etc out. - True Strike still the worst.
4: You so right. Everyone forgets casting time.
5: I don't see how anything below an arch can do something as powerful as wish. This checks out.
6: The game also has a rule on item interaction. You can interact with an item freely when it is used as a part of another action. So to hand over an object would be an action from a pure D&D standpoint. Meaning the object can only be passed between 3 character in a single round of D&D since the item also has to follow time constraint.
7: Challenge rating is a suggestion :) So is experience gained
8: Feats make the game more fun. Some times overpowered is good, and sometimes weak is too.
9: Monks are strong if the DM isn't skimpy with magic items. If a player's character is just objectively worse than everyone else, it's the DM's fault most of the time. If the DM is giving them a way to supplement their usefulness and the player is refusing and refusing to find a supplement - let the player be weak. Having better and worser classes is healthy.
10: Turned is stupid anyways. Just say they die or say they're scared. Why be complicated? Idk... personal gripe maybe.
11: Flat bonuses go hard. We love them here.
12: Resetting exp is hilarious to think about. Maybe that's how I'll punish my party next time they pull a bad.
13: I make sure tools are always useful and I pick on players that don't use what they have at their disposal.
14: Okay... suffocation is dumb. You get 1 minute before you pass out. 3 minutes before you outright die. No rolls. Just... use realism here.
15: Knot rules are stupid. We ignores those here.
16: Underwater combat to nerf the optimized players is still so fun :) I also get mean and make blunt weapons do minimum damage underwater cause they really do suck submerged.
17: Hit Dice rule is not hard here - my party has learned that short rests carry you - one long rest per day-night cycle and short rests get ambushed are not uncommon lol
18: Lifestyles are dumb. We ignore them here. Most of the time.
19: Never would have guessed people thought you could cast multiple spells. I forget the noob days some times.
I got into an argument about how Sneak Attack works, and a Combo that Rogues can use, to technically have Sneak attack on every attack they make.
First, as per the rules of Sneak Attack:
"Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table."
To put simply: Rogues require a Finesse weapon, or a Ranged weapon they can use, and either have Advantage on their attack, or an Ally within 5ft of the target, and that they don't have disadvantage on the attack roll.
Had a person keep on saying, that if you had any kind of disadvantage then you didn't get sneak attack, even if you had Advantage that negates the Disadvantage as per rules.
Second; How a Rogue can guarantee Sneak Attacks to most situations.
1) Learn the Find Familiar Spell or Buy a Non-Combat Pet.
2) Put the Familiar on your character or the pet.
3) Since the Familiar is accounted as an Ally, and will always be within 5ft of the target, since they will be in the same square as you. (Which Jeremy Crawford did say this is how it works)
4) The Familiar or pet is not Covered, or behind Full Cover, since they are in the open *on* your person, they can be targeted like any other (This will make sense soon).
Third; The Stupid Argument of what accounts as "Within 5ft of target".
As I stated above, as rules as written and intended, the familiar and/or pet is accounted as an ally within 5ft, since the Rogue *has* to be within 5ft to use their melee weapons for the sneak attack. This however doesn't work with Ranged attack 10+ft away.
This person however, state that if a character is behind a wall (Fullcover) but at within 5ft (Through the wall), then it is "Within 5ft". Ignoring the Clear Line of Path rules.
Clear Line of Path Rules state:
That an Action and Target for said action. Require a Clear Line of Path, for this these to work. This include Allies within 5ft of target.
Example; If you have a Target behind a wall with a window, the window is closed, but you can see the target. This means, you can't use Fireball, or any Spell that Require a Clear Line of Path to hit the target. Since the Window is still a Full Cover, if you take a turn to open the window, then you can fire through the window.
In 3/4th cover, they get a +5 AC for you to be able to hit them. This is because the Line of Path is majorly blocked, but still has a part you *can* hit.
I explained this to this person multiple times.
That even if you had a cover 1mm thin, and both the ally and the target could technically kiss.
It would not be a Clear Line of Path, since they can't use any Action on the Target, till they have gotten rid of the Full Cover.
This means, they are *not* within 5ft of the target. Even if the Bird Path is. (Bird Path, is when you draw a straight line over a Map from Point A, to Point B, which ignore all other things.)
The Ally or the Target, would have to go around, the Cover, to be able to Reach their target. That means, a room wall, either have to be broken down between the two, or they have to go around or out of the room, to stand next to each other. But this person just did not accept it.
Hot take: Ranger was never actually the worst class in the game. Sure, the base class features are underwhelming as all get out, and PHB subclasses are terribad, but Rangers get a slew of powerful spells to make up for it.
Seriously, there's not exactly anything a monk can do against a ranger that keeps casting Conjure Animals.
exactly, and even if that's not enough, the fact that they get one of the best subclasses of the game, Gloomstalker, automatically makes them above a lot of classes.
Actually, there is--RUN!!
Sure there is - Conjure Animals is a concentration spell. The monk can disengage as a bonus action (Step of the Wind) to get away from the animals and just punch the ranger a half-dozen times, each hit requiring a concentration save, and possibly also land a stunning strike which guarantees concentration is broken. Also, monks can use shortbows with the Dedicated Weapon optional feature, so they don't even need to get close to the ranger to fight, and can deflect the arrows the ranger shoots at them (possibly even throwing them back), which offsets the extra damage the ranger gets from Favored Foe. The monk's move speed is high enough they can outrun the animals, so they will never be a substantial threat while the monk runs around and shoots at the ranger.
Depending on the monk subclass, there may be other options available as well. Shadow monk can create magic darkness and teleport around in it or cast silence to keep the ranger from casting the spell. Long Death can just stomp on one of the conjured animals to get temp HP and then ignore the rest to beat up the ranger until their temp HP are gone, then step on another critter. Kensei can be proficient with longbows and Sun Soul can just hurl ki blasts from range. And as terrible as the subclass is, the Four Elements monk has many AOE spell options to deal with the conjured animals.
@@daltigoth3970 You do realize a monk has to hit the ranger first for them to even need a CON save, right? The ranger can simply hide, run into difficult terrain (rangers ignore non-magical difficult terrain), fly up (race or subclass permitting) or raise their AC sufficiently high (just pick up Shield with Magic Initiate and you can get up to 25 AC if you invest in it). Also, even simply discussing PHB subclasses, Hunter has Multiattack Defense, which makes hitting them even more of a futile endeavour.
Also, if we're counting optional features after all, a 10th level ranger could very easily spend the entirety of the fight completely invisible, thanks to Nature's Veil, or simply climb up a tree with Roving.
Hell, we can disregard Conjure Animals completely. A well-built melee ranger has more HP, a higher AC (up to 20 with max Dex, a shield and Defense fighting style), and more damage than a monk of the same level. What do you want to do about that?
@@HunterTracks Monks have enough move speed that the difficult terrain doesn't matter - at most it evens things out. Flight is also on the table for monks, as is the Shield spell. Multi-attack defense is the only thing the hunter is bringing to the table that is potentially problematic, but that can be offset by a stunning strike or a few other options available to different monk subclasses which either give the monk advantage on attacks or don't target AC.
Nature's Veil only lasts until the start of your next turn and can only be used PB number of times per long rest. There is no reason to assume the monk is going to stick around once the ranger turns invisible, though, and the ranger has zero chance of keeping up if the monk decides to leave. By contrast, at level 18, monks can become invisible for 1 minute in addition to becoming resistant to ALL damage except force and the effect doesn't end when they attack.
A monk with max DEX and WIS has a 20 AC also. The ranger does not have more damage than the monk since the monk can use most of the same weapons.
At most, the ranger deals 1 more damage per attack on average (from d8 weapons, assuming the monk isn't using Dedicated Weapon and isn't a Kensei), but doesn't have flurry of blows, which gives the monk one more attack than the ranger gets until level 11. So the only way the ranger out-damages the monk (using regular attacks) is with Hunter's Mark, which is another concentration spell. The optional feature, Favored Foe, only adds an extra 1d4 to the first hit in a turn, so it isn't going to stack up against the extra hit from flurry of blows.
I was running a game today and one of my players tried using prayer of healing mid combat and we were all laughing. He wasn’t a noob either.
"Challenge Rating is not a perfect system for measuring the challenge of encounters."
Me: Looks at the CR 1/2 Shadow
the harshness of dehydration is in extreme violation of the Rule of Cool. (fun beats accuracy)
id say turn it to a quarter-half of a gallon per day, still double if it's hot outside.
5:40 i know a lot of parties end up doing level by milestone instead of lvl by XP to avoid just calculating things out. Also it steers slightly away from murder hobo where killing is the best XP source. Fun fact that old versions of D&D also gave XP for treasure, and you got basically got 1XP per 1GP of treasure found. This is why 1st edition's deck of many things has cards written the way they are.
Personally though I'm not the biggest fan of XP after being exposed to lancer's MANNA system. See Lancer's main campaign book, "No Room for a Wallflower" is built on milestone leveling system where the party gets better at certain plot points. These are called LLs or License Levels, and they increase your attack bonus (grit), let you take a talent level, let you take skill triggers (Talents are in combat, skill triggers are narrative for the *most part*), Mech Skill (1 of 4 categories, increasing some mech stat) and a license level which grants access to new tech (mechs, weapons and systems to equip to mechs).
Now MANNA was introduced in a setting pack called The Long Rim, and a setting pack is typically all the tools you need to *make* scenario and good for one shots or not having a long drawn out campaign. They do have a loose plot but you can easily run it as bounty board system quick games. The basic MANNA rule is you pay 1000 of it to gain a traditional LL or can effectively shop around with it; 500 for just a mech license, 300 for a talent rank and 200 for a skill trigger and a mech skill. The only restriction is that you can only take an option 12 times but in any order you want (with this being equal to a LL12 on normal leveling, which is max rank).
The main reason I bring this up is because that advanced leveling system where you can pick and choose would be interesting for D&D. That being said it works in Lancer due to everyone having the same leveling structure, using their choices to define their playstyle and role while D&D would need rules for how every class spends these points.
2:40 A hundred goblins vs a level 5 wizard:
"Lets suppose all the goblins is in a square of 50'x50'. Lets be generous and say the fireball somehow hits an area of 45'x45' (assuming Manhattan distances) right in the middle. The fireball arcs and 81 goblins scatter trying to save themselves, but only one tough bastard 'survives', completely scarred, screaming, mad with pain. [Yep, you can expect that 1 beefy goblin makes the save and survives the damage, if you roll dmg for each one]
The wizard looks at the onslaught and see that a score of goblins are still alive. He wont have time to run. If they attack, he is gonzo. Luckily for him, seeing the piles of roasted flesh lying around them, most of goblins start to run way in terror, desperate to be away from the bringer of flames [OSR rules for morale, where goblins have to roll 4 or lower in a 2d6 check or withdraw].
Three of the most brave or foolish ones, maybe the ones on the front line that didn't look back, rush towards the wizard, surrounding him. The wizard is able to deflect the frontal assault with his staff, but he wasn't able to completely dodge the strike from the ones on the side. He is bloodied [5/20 HP]. "
The fate looks grim for our arcane hero, but its his turn now...
There is a big difference between 100 and 81. Also, Considering that two of the goblins attack with advantage, he has 25% chance that he doesn't survive to see a second turn, because the little bastards might crit him.
geez it's no wonder some of these rules are ignored, my group always just operates under the assumption that everyone is capable of keeping themselves fed and hydrated properly because if you combine that with carry weight rules (my group also doesn't use those cuz we usually have at least 3 unimportant NPCs with us and a wagon or two to carry our other shit) you wind up having to carry only the bare essentials and maybe 2 weapons if you are lucky, my group relegates it to "if it makes sense logically go for it" so we generally carry 2 rifles, a pistol and a knife each unless the character is built otherwise (one of the named and important NPCs uses a sword in the wild west) then they carry their preferred weapons with them. my character carries around a Henry Repeating Rifle, a Schofield No. 3 pistol, a bowie knife and a future (setting is Deadlands and Hell on Earth combined into one campaign) .50 cal sniper rifle with a built in 8x scope, hair trigger, night vision capabilities and a laser sight only visible through the scope made by the Union army (the Confederate version is the same thing but without the laser sight being only visible through the scope (the south likes to psychologically mess with their target), it's always visible and it doesn't have the hair trigger)
If you are playing spell jammer air bubble is the most important spell you have, you accidently fly into a toxic air bubble and you got like a minute max
Ranger was never bad.
Water is often not an issue, as "Create or Destroy Water" is a 1st level Cleric spell in the 5th edition PHB. 10 gallons a pop, assuming the caster isn't using a higher level spell slot.
Air Bubble lasts 24h with no concentration, it's a very good spell when you're in space or underwater
Technically speaking, a Bladesinger can cast a cantrip as an attack, follow it up with a weapon attack, then use one more cantrip as a bonus action
It is worse because in dnd, you automatically get a bubble when you float off into space.
The Spelljammer book has rules about air going bad over time though. If you have a small ship and dock to a derelict big ship, you could find yourself immediately stuck in stale or deadly air and starting to suffocate. It also says a personal air envelope will last you _one minute,_ so I don't recommend relying on that.
Even better with the Centaur, be a Ranger using Tasha's rules. You gain a climbing speed equal to your movement speed at level 6, and as the Centaur's movement penalty climbing walls is applied to the standard climbing penalty that all species have (just 5 feet per foot movement instead of 2), Centaur Rangers get a 45 foot climbing and swimming speed at level 6.
9th Level Monk-Centaur:
Moving along vertical surfaces and across liquids without falling during the movement. (Additionally to the increased momevement speed)
At that Level, you'd have 55ft Movement speed. (70ft at Lv20)
Using 1 KI Point, you'd be able to use up to 165ft (210ft at Lv20) movement to run up a wall. This would literally allow you to run up a castle's wall or some cliffs.
Though, the Ranger's climbing feat would allow you to PAUSE during your movement.
@@MikaeruDaiTenshi Yeah I wouldn't want to risk something rooting me in place and suddenly having a 150 foot fall. Though Slow Fall would help out a lot there. Still though, hilarious to imagine a Centaur Monk just in general, let alone one galloping up walls!
Darkvision turns darkness into dim light. Dim light is considered lightly obscured. Lightly obscured means perception checks that require sight are at disadvantage or -5 to passive perception.
I'd say, a rule everyone gets wrong or simply forgets about: Dim Light.
Maybe it's just with the people I played with so far, but I also see this sometimes in streamed games. There is either light or darkness, I never saw anyone roll attacks or perception-checks with disadvantage in dim-light, and I'm talking about races without darkvision. The only DA-Rolls I saw so far were done in complete darkness.
I found it weird that resilient constitution was very low on the feats rating when it is in many cases as good or better than war caster for keeping concentration, and you also get a constitution bump for more health.
War Caster does other things, too. Opportunity attack spells are _amazing._