## dnd 5th – How many attacks does a level 8 Champion fighter using Dual Weapon Combat get?

I think most of the confusion comes from two-armed combat.

First of all, on page 195 of the PHB, we have the general description of how any character can potentially fight with two weapons (underline mine):

Combat with two weapons: when you perform the attack action and attack with a
light melee weapon that you hold in one hand you can use a
bonus action to attack with another light melee weapon that you are
holding in the other hand. You do not add your capacity modifier to the
bonus attack damage, unless this modifier is negative.

Neither the war hammer nor the long sword is light, so your player's character cannot use these weapons for TWF at all. Note that the Dual Wielder exploit (PHB p.165) would make this possible, but your player's character does not have this exploit. The effect of the TWF combat style is simply to delete the last sentence on the ability modifier.

So, with a long sword or a war hammer, this PC can make two attacks with its action from the Extra Attack function. If he uses his Action Surge, he can make two more attacks for a total of four.

The longbow and the handgun are not melee weapons, so they cannot be used for TWF either. The longbow gives two attacks on a regular turn, or four attacks with an action surge. The hand crossbow also has the loading property, which indicates (PHB p. 147)

Loading: due to the time required to load this weapon, you can
fire a single piece of ammo when using an action,
bonus action, or reaction to the shot, regardless of the number of
attacks that you can normally do.

Thus, the hand crossbow does not benefit from the additional attack function, which means that the CP only receives one attack during a regular round, or two s & # 39; 39 he uses an Action Surge.

What about dual weapon fights?

If character a) gets the Dual Wielder feat, which would allow him to use TWF with the long sword or war hammer, or b) goes into battle with light melee weapons such as scimitar or short swords, he can:

• Make two attacks with its action using the Extra Attack function, AND
• Make a bonus attack with his casual weapon (this is the TWF bit), AND
• Once per short or long rest, choose to use an Action Surge to perform two additional attacks with the Extra Attack feature,

for a total of three attacks without Action Surge, or five attacks with Action Surge. Note that Action Surge does not give any additional bonus action.

In summary:

• With light melee weapons or the Dual Wielder exploit, Three attacks (five with Action Surge) OR
• With his current non-light melee weapons, or with the longbow, of them attacks (four with Action Surge OR
• With the crossbow of the hand, a attack (of them with Action Surge).

Not six. And "swings" is not a technical term. Good luck!

## dnd 5th – Does a champion fighter automatically strike someone wearing adamantine armor if he rolls a 19 (or 18 at higher levels) on the attack roll?

By the time the effect of adamantine armor comes into play, the wearer has already been hit. Features and effects do what they say they do, and adamantine armor doesn't provide a way to convert a hit to a hit.

## Improved critical hits on a roll of 19.

The feature indicates that the attack throws 19 shots.

… your weapon attacks mark a critical hit on a roll of 19 or 20.

It turns out that this is a critical hit that has other implications, but the important part is a 19-hit roll for a fighter with an improved critical hit.
There is no mention of AC or other modifiers affecting this functionality. It is a success.

## Adamantine armor removes criticality with one hit.

The adamantine armor mitigates the subsequent implications of the criticality of the hit. Usually these are the extra damage dice, but there are other features that work on a critical hit that this armor also mitigates.

all critical hitting against you becomes a Ordinary hit.

Armor converts a hit to a hit. There is no implication that a hit can be converted to a miss. A hit becomes another type of hit.

## It is not because of the criticism that the attack hits.

The player manual p.196 describes the impact of a critical hit which involves rolling additional damage dice. Nothing critical guarantees success.

### Rolling a 20 is what guarantees the hit.

The PHB section on Rolling 1 or 20 does not affect Improved criticism. The section (p.194) indicates a throw of 20 hits. It includes additional clarifications to avoid any confusion that might arise when trying to appear in attack modifiers or AC:

If the d20 roll for an attack is 20, the attack hits regardless of the target's modifiers or AC.

This is a useful additional explanation to make it crystal clear, but the statement is still valid. On an attack roll of 20, the attack hits. It is the same statement that critical improvement makes about a roll of 19. On a roll of 19, the attack hits.

## Example of a walkthrough

1. Alice, an improved critical fighter, attacks Bob with her long sword and rolls a 19.
2. DM indicates that this is a critical hit.
3. Bob wears adamantine plate armor, which takes a critical hit from a normal hit.
4. Alice deals normal damage.

It is important to note in step 2 that no CA calculation has been performed. No verification of modifiers on the roll such as skill and strength. It is not necessary. Critical improvement makes a roll of 19 a hit.

## pathfinder 2e – Can a champion lay hands when using a shield and one-handed weapon?

In the hope of clarifying the rules, can a champion use lay hands if he uses a shield and a one-handed weapon? If you can't use a shield and lay hands, will you need to release the shield, LoH, and then use manipulate to retrieve it?

Shield rules:

A shield can increase your character's defense beyond the protection offered by his armor. Your character must use a shield in one hand to use it, and he only grants his bonus to AC if he uses an action to raise a shield. This action grants the shield bonus to AC as a circumstance bonus until the start of its next turn. The speed penalty of a shield applies each time your character holds the shield, whether or not he has raised it.

## Likelihood of at least one reviewer

The Great Weapon Master is irrelevant here, as the additional attack only occurs if a critical hit has already been scored. The simplest way to approach this question is to consider the opposite case: what is the probability that you will not score a critical hit on eight attacks?

Each attack marks a critical hit on an 18, 19 or 20, so the probability of not yielding on a given attack is $$frac {17} {20}$$. The probability of eight attacks without a critical hit is therefore $$( frac {17} {20}) ^ 8$$, roughly $$0.27$$. This means that you score at least one critical hit with a probability of $$1- ( frac {17} {20}) ^ 8$$, or roughly $$0.73$$.

Advantageously, the probability of each individual hit is $$2 times frac {3} {20} – ( frac {3} {20}) ^ 2 = frac {120} {400} – frac {9} {400} = frac {111 } {400} ≃ 0.28$$. Therefore, the probability of at least one critical hit with eight advantage attacks is, using the same reasoning as above, $$1 – ( frac {289} {400}) ^ 8 ≃ 0.93$$.

## Expected number of critics

Expected values ​​are generally fairly easy to use, as they work in a linear fashion: critical hits expected by a single attack are $$frac {3} {20}$$, so the critical hits expected for eight attacks are $$frac {3} {20} times 8 = frac {24} {20}$$. You will get on average $$1.2$$ reviews per round assuming you make all eight attacks, but that's before taking into account the additional attack from Great Weapon Master.

The extra attack given by the grand master of arms starts with the probability $$1- ( frac {17} {20}) ^ 8$$ we calculated earlier. Since it uses its bonus action, it will only trigger once per turn at most. When it goes off, it adds a $$frac {3} {20}$$ critical for the total number of crits per turn. Given the probability of triggering, the expected number of critical hits added is $$(1- ( frac {17} {20}) ^ 8) times frac {3} {20} ≃ 0.11$$. Therefore, the expected final number of crits per round in which the eight attacks are made is approximately $$1.31$$.

Each attack has a probability of $$frac {111} {400}$$, so eight attacks give an expected value of $$frac {111} {400} times 8 = 2.22$$ critical hits before taking into account GWM's additional attack. Taking into account the additional attack, we add $$(1 – ( frac {289} {400}) ^ 8) times frac {111} {400} ≃ 0.26$$ which gives us a total of 2.48 reviews expected per round.

## dnd 5e – Is the function of Paladin Champion of the Oath of the Elders of the Oath of the Elders intended to function without knowledge yet?

Paladins Oath of the Elder Elder Champion level 20 functional states:

By your action, you undergo a transformation. For 1 minute, you benefit from the following advantages:

• At the start of each of your turns, you gain 10 life.

• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

• Enemy creatures within 10 feet of you have a disadvantage on saving throws against your paladin spells and channel deity options.

Once you have used this function, you can no longer use it until you have finished a long rest.

What it doesn't say is that the transformation ends or you lose the benefits of the transformation when you are unconscious or incapable.

If the Paladin is knocked out during his transformation, does this mean that the Paladin can regain consciousness at the start of the next turn?

However, the Oath of the Exalted Crown Champion includes this statement:

This effect ends early if you become incapacitated or die. Once you have used this function, you can no longer use it until you have finished a long rest.

I underline.

The paladin's protective auras specifically indicate that:

From the 6th level, each time you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a saving saving bonus equal to your charisma modifier (with a minimum bonus of + 1). You should be aware of granting this bonus.

I underline.

Will have courage declares:

From the 10th level, you and friendly creatures within 10 feet of you cannot be afraid while you are aware.

I underline.

This seems to imply that most of the Paladin's level 20 features continue to work even without knowledge. The Old Paladin Oath could regain consciousness at the start of the turn. Likewise, the Paladin oath of revenge would still frighten their enemies despite their unconsciousness on the ground. The Paladin oath of devotion would always give off sunlight and damage enemies despite his unconsciousness.

Are these rules written and / or planned?

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## 5th dnd – Would an 18+ Champion Fighter get HP out of combat?

By a tweet of Jeremy Crawford, main designer of the game, the answer is yes.

The advantage of the Survivor function occurs at the beginning of each of your turns, whether these turns are inside or outside the fight. #DnD – @JeremyECrawford

However, while, historically, his tweets were considered official decisions according to Wizards of the Coast, this has changed since then, and as a result, these decisions are not final.

According to the basic rules section on launching a spell, specifically under the subsection for longer launches:

Longer casting time

Some spells (including spells cast in rituals) require more time to be cast: minutes, or even hours. When casting a spell whose casting time is longer than a single action or reaction, you must spend your action every turn cast the spell, and you must maintain your concentration while you do it. If your concentration is broken, the spell fails, but you do not spend a spell box. If you want to retry casting the spell, you must start again.

If the towers existed only in combat, the longer casting spells would not be feasible. Other rules on casting spells also refer to the same concept "your turn" for actions, bonus actions, etc., with respect to time to cast.

As a result, any decision against the champion who heals out of combat would also apply to the combat spell. Although it is not definitive, it strongly suggests that towers even exist out of combat.

## Rules as written, an elf can move faster on foot than on the horse; with exceptions

The biggest being armor – if you wear heavy armor, you will be slowed down to 25, point at which the 80 feet of movement of your horse's two actions are faster than your 3 actions for 75 feet .

This is due to the Minion trait, which only allows companions to get 2 actions on your turn, taken when you order the animal. If the companion was not an animal companion (and instead a simple tame horse), you could pass 3 actions to order in turn and try the skill test, and if you succeed, he would use his 3 actions. to move as ordered, as described in Order an Animal Activity.

It is therefore mainly an unfortunate case, in which a player whose movement speed is higher than the standard movement speed can move faster than the one who is mounted on an animal companion. If the movement of the character was slightly inferior because of his armor or his ancestors, or if the character was mounted on a non-animal companion, this matter of edge would not manifest itself. Personally, this GM would allow you to perform additional actions commanding your companion, but at an action ratio of 1: 1 for actions prior to the first (for a maximum of 4 actions for a companion).

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