dnd 5th – How can a DM make a low-level melee thief feel useful in combat when the group has no tank that unleashes a sneak attack for it?

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.

From your comment:

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.

Change your DM & # 39; ing paradigm to fit your two player group

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 5e – Is there a name for a single save throw with multiple DCs (i.e. whose effect is determined by the highest DC reached)?

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 3.5e – Is there a difference between confirming a critical hit and making a critical hit in 3.5?

For this question and my answer, is there a mention somewhere in the rules, maybe in the FAQ? because in PF it is confirmed that it is the same here.

Scoring VS Confirmation, are they identical or not in 3.5? (it is confirmed in PF that it is the same thing)

Because you can use the critical flaming burst ability on a creature immune to critical hits, as shown here.

But you don't do critical base damage. Blood in the water might not work if confirmation of actual critical hit (which means you verify that you would normally do so if done on a creature not immune to critical hit, activating the critical ignited burst ability) 39; is not the same as the term & quot; scoring & # 39; & # 39; which could actually mean that you have to do additional damage to Blood in the water activate.

I think both terms mean the same thing as in PF, but I wanted a rule reference or a quote from FAQ, etc.

dnd 5e – How fast would a Tenser floating disc descend if I pulled it over a long drop?

So I design a variant of the human warlock with the feat of sorcery ritual and while thinking about the rituals to start, I read the description of the tensor floating disc and going through the eldritch invocations, I & # 39; saw the invocation of the Ascending stage allows levitation on me at will, so if I were to make a floating disc of a tensioner, have a group member or equipment placed on it, then descend a sinkhole or hole or on the side of a flying ship / island, etc., would the disc follow at my levitation speed (20 feet descent or climb per turn) or my traveling speed (30 feet per tower) or would it fall like a rock? I imagine it as a descending elevator.
Also, would I be able to hold a wooden table under the disc and levitate and raise it to stay 3 feet above the surface?

For convenience, here is the description of the relevant spells and the eldritch invocation (copy / paste from D&D Beyond).

Tensor's floating disc ritual

LEVEL 1

CASTING TIME 10 minutes plus 1 action

SCOPE / AREA 30 ft

COMPONENTS V, S, M (one drop of mercury)

DURATION 1 hour

School Conjuration

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, which floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disc stays for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends and everything on the disc falls to the ground.

The disc is stationary when you are within 20 feet of it. If you move more than 20 feet, the disc follows you so that it stays less than 20 feet from you. It can move over uneven terrain, go up or down stairs, slopes, etc., but it cannot go through an elevation change of 10 feet or more. For example, the disc cannot move through a 10-foot-deep pit, any more than it could leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disc (usually because it can't get around an obstacle to follow you), the spell ends.

Summon Level 9 Eldritch

PHB ascending step page 110

You can levitate on yourself at will, without spending a spell slot or material components.

Levitation Concentration

LEVEL 2nd

CASTING TIME 1 Action

SCOPE / AREA 60 ft

COMPONENTS V, S, M (either a small leather loop or a piece of curved golden wire in the shape of a cup with a long rod at one end)

DURATION Concentration 10 minutes

School transmutation

A loose creature or object of your choice that you can see within range rises vertically, up to 20 feet, and hangs there for the duration. The spell can levitate a target that weighs up to 500 pounds. A reluctant creature that successfully rolls a Constitution saving throw is unaffected.

The target can only move by pushing or pulling against a fixed object or a handy surface (such as a wall or ceiling), allowing it to move as if it were climbing. You can change the altitude of the target up to 20 feet in either direction during your turn. If you are the target, you can go up or down as part of your movement. Otherwise, you can use your action to move the target, which must remain within the range of the spell.

At the end of the spell, the target floats gently on the ground if it is still aloft.

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:

  • Your capacity modifier
    • 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.
  • Your skill bonus
    • 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
  • Your capacity modifier
    • 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 5e – What are hero points in D&D 5e?

I just downloaded an Excel character sheet, and it has a location for hero points. I have a lot of 5th official books (the Player Manual, MM, DMG, SCAG, VGtM, MToF and XGtE), and I'm pretty sure it's not in any of them.

Is it a homebrew, or from another area? Is it just a different name for something I know, or am I just thick?

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.