## dnd 5th – How many times can a level 17 astral auto-monk attack, including a bonus action

I thought it was simple, but I had a chat with one of my players who didn't see it the same way as I did.

According to the characteristics of the subclass, at the 3rd level:

(…) immediately after you use the Attack action with your astral arms in turn you can do an additional attack with your astral arms as a bonus action. The number of additional attacks increases when you reach certain levels in this class, increasing to two at the 11th level and three at the 17th level.

Quite simple: at level 3, you can make a total of two attacks (1A and 1BA), at level 11 three attacks (1A and 2BA) and at level 17 four attacks (1A and 3BA)

Then, at level 5, like each martial class, you get an additional attack:

From level 5, you can attack twice, instead of once, each time you perform the attack action on your turn.

In addition, at level 17, you benefit from the "Full Astral Self" function, which offers the following advantages, among others:

Astral barrage. Whenever you use the Extra Attack function to attack twice, you can instead attack three times using your astral arms.

The difference of opinion is whether the Extra Attack function means that you are performing the Attack action. As such, my player suggests that the astral monk evolves as follows:

• at the 3rd level can make 2 attacks (1A and 1BA)
• at 5th level can make 4 attacks (1A + 1BA + 1 additional attack + 1 astral self-attacks (1 per attack action taken) in BA)
• at level 11 can make 8 attacks (1A + 1 additional attack + 4 astral self-attacks (2 per attack action taken) in BA)
• at level 17 can make 12 attacks (1A + 2 additional attack + 9 astral self-attacks (3 per attack action taken) in BA)

First of all, it sounds absurd, even if it satisfies my Jojo fantasy.
The way I interpret is:

• at level 17, he could make 6 attacks (1A + 2 additional attack + 3 bonus astral self-attacks).

All the above instances take into account the BA that the monk would have needed to invoke the astral self.

What are your thoughts? I think typing this has strengthened the response to 6 attacks, but I would like to hear the opinion of others on the issue.

## dnd 5th – Is this homebrew wizard subclass "Fae Ancestry" balanced?

I think Fae charm is absolutely under control. At level 18, if you use Font of Magic to transform all your spell locations into witchcraft points, you end up with 94 witchcraft points, which is enough to use this ability 18 times between long rests.

Taking into account the fact that there are no restrictions on the number of creatures that can be charmed at once, their type (non-fey is hardly a restriction) and their duration amazing, you can easily get an army of dragons, if only you find enough of them.

Other abilities might even be underperforming compared to other witch origins. For example, Fae speech is not much better than an additional language, which is inexpensive, and communication with beasts can be achieved by a 1st level spell, which can be cast as a ritual and doesn’t no restriction that the animal must be charmed by you, not to mention that it is very situational. I'm not saying it is a bad thing to have (both in terms of usefulness and flavor), but I would remove the requirement that the beast must be charmed and add another minor trait on the 1st level above.

Defensive Glamor is generally good, but it is not entirely clear from a logical point of view, how becoming invisible would cause you to miss an attack, normally this would only put you at a disadvantage. I would change it by flashing on the ethereal plane until the start of your next turn, so that you practically disappear from the material plane, which would only add more flavor to this witch origin.

Fae Walk is certainly an undernourished option. It's basically a 2nd level Misty Step on steroids (120 instead of 30 feet), which doesn't make it much more useful, and you still have to spend witchcraft points on it, and it's only 1.5 times cheaper (you can activate 3 witchcraft points in a 2-level spell slot). Bearing in mind that there are no mid-level offensive options, I would replace it with something more offensive and versatile, like special polymorphic abilities ( but perhaps more powerful).

## For Druid + Rogue at level 1; the fight is not necessarily required.

By focusing on the thug's DPR, you, as OM, are looking at this party through a very narrow lens. I suggest that since (1) you only have two players and (2) neither of them is of an archetype of warrior, the adventures that you lead for them up to At what they reach the second level should focus more on role-playing, exploration and escape / mobility and a little less in melee. But when they choose hand-to-hand combat, they need to try to commit on their own terms. (Credit: Sun Tzu theory)

Why?

Globally, in a narrative sense, the chances that a thief and a druid will mix in the dark corridors of an underground dungeon are not very high. And, creating the adventures as suggested you make them work as a team from the start.
Beyond that, they may not need a tank to create an advantage.

### How can the druid help the thief to gain an advantage?

Sometimes with the Help action, but does the Druid player adhere to this? Maybe and maybe not, but in any case it's between the two players to understand. They have to work as a team because there are only two.

In some situations, Help will be a good use of an action, in others Will not do. Let them understand this by playing and making decisions / choices.

Certain spells of druids can offer advantages. Again, these are your players who need to work as a team to get the most out of it.

1. Entangle (SRD p. 140)
Note that a creature that fails to save is

restricted by tangled plants until the end of the spell.

From Annex A, conditions, restricted

Creature's attack rolls have an advantage, and the
attack jets have a downside.

The rogue attack with advantage allows a sneak attack.

2. Fairy fire (SRD p. 141)

Any attack roll against an affected creature or object has an advantage if the attacker can see it, and the affected creature or object cannot benefit from it. to be invisible.

Snape has the advantage, the sneak attack.

My players have little experience overall and none with D&D 5e. It is their wish to start at level 1 in order to keep things simple.

It is OK to coach your players if they are new; you are the MD, coaching is part of your role.

Their first level of adventure should focus on using their intelligence, not their strength, to achieve their goals. Between the druid's spells and the thief's ability to pass ability tests, and stealth around, and occasionally apply a stealth attack if someone climbs into the druid's grill, you can experience exciting and stimulating adventures without tank.

At level 2, Snape gets cunning action, Druid gets wild form; their options are expanding considerably.

Experience:
Two of us played a thug game for a session (in an urban setting) to help a DM get used to managing a game. We used ranged attacks, movements and everything except melee combat to achieve our goals. It's doable, it's fun, and it's always dangerous for the PC.

## dnd 5th – Can the stride be used on a Woods transformed stick?

If I transform a Staff of the Woods into a tree, can I use it with the tree stride spell?

Woodlands Processing Ability Staff

Tree shape: you can use an action to plant one end of the stick in fertile soil and spend 1 charge to turn the stick into a healthy tree. The tree is 60 feet tall and has a trunk 5 feet in diameter, and its branches at the top spread out within a radius of 20 feet. The tree looks ordinary but has a weak aura of transmutation magic if it is targeted by Detect Magic. By touching the tree and using another action to pronounce its command, word, you bring the stick back to its normal shape. Any creature in the tree falls when it returns to a stick.

Tree Stride Extract

You gain the ability to enter a tree and move from inside to another tree of the same kind within 500 feet.

If so, how would I determine what type of tree it is for the spell? Is it random? Would he only be able to teleport between other processed Wood Staff?

## dnd 5th – How to calculate the dice and bonuses for attack rolls and damage rolls?

All the information presented below is gathered and derived from the rules set out in chapter 9: Fighting, from the player manual for the 5th D&D edition, from page 189. Any additional rules (or effects, like spells) cite their origin.

There are four parts that add up:

• For most melee weapons, this is strength; for most ranged weapons, it is dexterity; for attack spells, it's your ability to cast spells (usually Intelligence, Wisdom or Charisma)
• The notable exception to this rule is the Delicacy , which, when found on a weapon, allows you to explicitly choose between dexterity or strength when you choose to attack, and therefore use the modifier you have chosen to attack and damage rolls. In the main game, this property only appears on melee weapons.
• In addition, the weapons launched typically count as melee weapons, even if they can be used from a distance; check the weapon's statblock for possible exceptions to this rule.
• Another notable exception is the special class features or spells that allow alternative ability modifiers. For example, a druid cast Shillelagh (Player's Manual, 275) gains the ability to use wisdom for both attack and damage, instead of strength or dexterity, but only on certain weapons.
• Likewise, a Hexblade warlock (Xanathar & # 39; s Guide to Everything, 55) uses charisma instead of force or dexterity for his attack attacks and damage, provided that the weapon that they use matches the requirements of their boss.
• This applies if you have mastered the weapon. As simple as that. For martial classes like fighters, barbarians or paladins, this means just about every weapon in the game, which means they always get their skill bonus. For other classes, you need to check the skills that their class bestows.
• There are also, theoretically, "exotic weapons" in which no class gains skill by default, and for which a character would not receive their skill bonus unless they gain skill by certain means; however, the base game does not contain such weapons.
• For spells, you almost always have mastery of spell casting and therefore earn this bonus. There may be a few marginal cases where this might not be true, but they are rare and deserve to be mentioned only as a curiosity.
• Special modifiers on the weapon itself
• Some magic weapons grant bonuses to attack roll, damage roll, or both. A +1 weapon (DMG, 213), for example, gives a +1 bonus to both rolls.
• Buffs / Other Effects
• The spell Bless (PHB, 219), for example, adds a d4 roll to any attack roll from the target.

So, for example, a level 5 hunter brandishing a +1 rapier (has the Delicacy , with a strength score of 16 and a dexterity of 18, would have the following bonus for their attack roll:

• Capacity modifier: +3 if they use Force, or +4 if they use Dexterity
• Skill: Fighters acquire Rapier skills, so +3 for a level 5 character
• Magic weapon: The weapon is a +1 rapier, so +1.
• Total: +7 with Strength; +8 with dexterity
• Same as above: Strength for melee, Dexterity for distance, Either for weapons that have the Delicacy property, Intelligence / Wisdom / Charisma for the features that allow you to replace this modifier with a different statistic.
• Spells do DO NOT Earn this damage bonus unless the character has a specific characteristic that allows their spells to benefit, such as the Evocation Assistant (PHB, 117) or the Scary explosion Function of warlock (PHB, 110); or if the spell says so specifically, as with Green flame blade (Sword Coast Adventurer & # 39; s Guide, 143) by specifically saying that you are allowed to add your spellcast modifier to the damage caused by the spell.
• Special modifiers
• Some magic weapons grant bonuses to the damage roll, attack roll, or both. A +1 weapon (DMG, 213), for example, gives a +1 bonus to both rolls.
• Buffs / Other Effects
• For example, the spell Divine Favor (PHB, 234) allows the target to add 1d4 radiant damage to all of its damage rolls produced by weapon attacks.

So using the Fighter example above, assuming they took the Duel Fighting style (which gives a +2 bonus to damage rolls when a character does not handle more than one weapon and only handles this weapon in one hand), their damage bonus would be:

• Capacity modifier: +3 if they use Force, or +4 if they use Dexterity
• Magic weapon: +1
• Buffs / Other Effects: the Duel Combat style adds +2 to damage rolls for one-handed weapons if the character doesn't handle another weapon, so +2
• Total: +6 for strength; +7 for dexterity

Note that for damage, jurisdiction has not been explicitly added. Skill is generally not added to damage rolls, unless a feature specifically says so.

In addition, it is important to remember that with the Finesse weapons, the fighter has the choice of which modifier to use, but he must use the same modifier for attack and defense. Thus, they could not, for example, choose to use Force for the Attack roll and Dexterity for the Damage roll.

• Level 5 Sorcerer's Throw Lightning bolt, Intelligence 18
• Attack roll: 1d20 + 4 (Intelligence) + 3 (Skill) == 1d20 + 7
• Damage Roll: 2d10 (Firebolt)
• Launch Level 10 Evocation Wizard Lightning bolt, Intelligence 20
• Attack roll: 1d20 + 5 (Intelligence) + 4 (Skill) == 1d20 + 9
• Damage Roll: 2d10 (Firebolt) + 5 (Intelligence, Reinforced evocation (PHB, 117))
• Level 13 thief brandishing a long sword, dexterity 20, strength 10
• Attack roll: 1d20 + 0 (Strength) + 0 (Non-skill) == 1d20
• Damage roll: 1d8 (or 1d10 if you use two hands) + 0 (Strength) == 1d8 or 1d10
• Level 13 thief brandishing a rapier, Dexterity 20, Strength 10
• Attack roll: 1d20 + 5 (dexterity) + 5 (skill) == 1d20 + 10
• Damage roll: 1d8 + 5 (dexterity) + 7d6 (stealth attack for a weapon of finesse and having an adjacent ally) == 1d8 + 5 + 7d6

## dnd 5th – How can a lich trap a player character during the fight?

According to the Monster manual on page 203,

"A lich must periodically feed the souls of its phylactery […] using the imprisonment to spell. "

But looking at the Lich statistics block on page 202 of the Monster manual, it doesn't imprisonment spell prepared. Therefore, how / when can a lich actually imprison another creature? The title of the question says "during the fight", but since the spell is not even prepared, I do not understand how a lich can even imprison someone outside the fight …

## dnd 5th – In D&D, does the idea of ​​a check with multiple DCs have a meaning or a name?

The first paragraph of the DMG Resolution and Consequences section (p. 243) encourages non-binary results for player actions:

As an MD, you have a variety of frills and approaches you can take to judge success and failure in making things a little less black and white.

It directly addresses the results of the variable skills checks.

## Success at a price

When a character only succeeds in a roll of 1 or 2, you can allow the character to succeed at the cost of a complication or an obstacle.

## Degrees of Failure

Sometimes a failure of capacity check has different consequences depending on the degree of failure. For example, a character who fails to disarm a booby-trapped chest can accidentally trigger the trap if the test fails by 5 or more, while a lesser failure means that the trap was not triggered during the botched disarmament attempt …

## Varied success through skills check

Levels of achievement are also discussed based on the skill check in the social interactions section.

An explicit carefully formatted example can be found on page 245 of the DMG detailing the reactions of NPCs based on the skill test.

$$begin {array} {| l | l |} hline textbf {DC} & textbf {Reaction} \ hline 0 & text {The creature offers no help but does no harm.} \ hline 10 & text {The creature does what is asked of it as long as there is no risk or sacrifice.} \ hline 20 & text {The creature accepts a minor risk or sacrifice to do as requested.} \ hline end {array}$$

## dnd 5th – What are the advantages and disadvantages of multiclassifying a Dragonborn paladin with Sorcerer or Warlock? and when and if to exchange

My Dragonborn Paladin is approaching the end of level 2 (Str3, Dex0, Con2, Int-1, Wis-1, Cha3, with Defensive giving AC19).

The main group I play with is the only tank unless my 10 year old daughter joins her druid Circle of the moon

She is the only child in the group and you cannot count on her to focus on combat tactics 🙂

—————- new below ——————

My initial goal was to create a super paladin, I tend to play it like a tank with care, saving my limited spell casting at just the right time due to limited spell locations, so I don't ; almost never uses. One time, I even died while keeping the precious spell locations because I had forgotten them.

However, once I started looking into it, I didn't find the perfect perfect spot, which balances the Spell Slinging Tank Front Man. All of the options I've explored have drawbacks that make me wonder if this is a combo that is worth pursuing

I just hope this touch of inspiration will make it all come together.

## dnd 5th – Is the careless attack active with reprisals?

For the barbarian, is the reckless attack still active if you strike back (lv 14 Path of the Berserker) against someone when it hits you? On Reddit, he said for the fighter's elusive footwork that,

"While most people see the game in circles, it's not at all the way it goes. If your character moves even 5 feet, you're in motion until your next everyone's rounds run at the same time, and just because you didn't use your 30 feet of motion that doesn't mean you stopped moving, but that you move more slowly. All this means only one thing: the evasive footwork works like the Shield spell, but without costing any action to cast. "

I wonder if the same idea is true for Reckless Attack – is it still active until your next turn?

For quick reference, Reckless Attack states: "This gives you an advantage on melee weapon attack rolls using Force during this turn, but attack rolls against you have an advantage up to Your next turn. "

## dnd 5th – Mechanics of a city where magic doesn't work

It's a good idea, but I don't think there is an answer that doesn't involve some sort of story element that players will be distracted / will try to turn to their advantage.

If you don't want it to be something players can delete, consider having some sort of natural feature exclusive to that particular area that causes the area of ​​null magic. The possibilities include:

• There has been an intense magic battle in the distant past, and it was so fierce that it definitely disrupted the weaving of magic in this region.

• There is a kind of strange crystal growth in and around the city, and they have a kind of radiant aura that disturbs the magic. All attempts to harvest them by traditional means have so far failed, due to an incredibly strong structure, even adamantine has proven to be ineffective to the point of scratching the surface.

• There is a curse on the city, but it requires something almost inaccessible to mortals to be broken.

It doesn't necessarily have to be something that actually exists in a rulebook somewhere, it's building the world after all, you're allowed to invent stuff.