Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Technical Talk

This is the place to discuss character builds, rules questions, any of the crunchy bits of the game! Want to decide on a particular feat, spell, or ability? Questions about grappling rules or application of skill checks? Post here!
Say, I think I made a bit of a blunder with Naeris' spells last level up. I'd forgotten about my expanded spell list when choosing spells and ended up picking a spell I haven't really found a use for yet and I was wondering if I could switch out that spell with one I think fits Naeris' character a little better? Specifically I wanted to switch out Suggestion for Phantasmal Force .
Oh my god, Phantasmal Force and Naeris would be awesome (and absolutely terrifying)!
Not as terrifying as when she gets access to 3rd level spells and  Fear , not to mention the good ol' warlock classic,  Hunger of Hadar ! ;D
By all means, Aviana!
1478537084

Edited 1478537103
Fuzzus said: By all means, Aviana! Awesome, thanks! :D
So, I was checking the rogue skills again and found this part for the sneak attack: "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." If someone from the party is within 5 feet of the enemy, does that counts?
I know Chuck would be the more apt authority on the matter, but from what I've looked into on Rogues, as long as they aren't 1 on 1 fighting someone or have disadvantage they should be able to get sneak attack almost every round.  It balances out Rogues not really having many other spells or abilities (at least for direct combat, their ability for darting around for bonus actions is insanely useful along with lockpicking)
Do bowyers make crossbows or would that be a different profession? Also, question about crossbow expert since I'm confused about its wording, so it says you can ignore loading, but it also says that if you attack with a 1 handed weapon you can use your bonus action to attack with a loaded crossbow you're holding... so if my main attack is with a hand crossbow can I just double fire it like a quickdraw old west style, or would I need to have 2 hand crossbows?  Both are equally badass, it's just demon hunter vs gunslinger lol.
1479488577

Edited 1479488747
Just a reminder to everyone, make sure you pay attention when adding your new health, that it increases by whatever your dice is plus Contitution PER CLASS LEVEL AFTER THE 1st so at level 3 it would be dice plus (contitution * 2)... at least that's if I'm understanding correctly... I realized I had forgotten that all but once and had to go back and recalculate my score... EDIT: now that I realize that, I really regret putting points into intelligence, because Constitution would have been way more beneficial :(
RJ M. said: Just a reminder to everyone, make sure you pay attention when adding your new health, that it increases by whatever your dice is plus Contitution PER CLASS LEVEL AFTER THE 1st so at level 3 it would be dice plus (contitution * 2)... at least that's if I'm understanding correctly... I realized I had forgotten that all but once and had to go back and recalculate my score... EDIT: now that I realize that, I really regret putting points into intelligence, because Constitution would have been way more beneficial :( Wait, what?! Whoa, that doesn't sound right. Let me check after work today before anypne goes messing with their HP totals.
Haven't checked every single class but I know it says this on Rogue, Ranger, and Warlock 
It does say different dice values on other classes though, just to be clear.
RJ M. said: Haven't checked every single class but I know it says this on Rogue, Ranger, and Warlock  My reading of that is that "per ranger level after the first" just means "happens every level." It doesn't modify "Constitution modifier;" it modifies the entirety of what comes before it.
OH!... gotcha, ok I'll go ahead and recalculate back down, my bad, thanks for the clarification :)
RJ M. said: OH!... gotcha, ok I'll go ahead and recalculate back down, my bad, thanks for the clarification :) I totally see where you'd think that, though. I'm gonna bounce it off a forum or two just to make sure, but I think my reading is correct. Sloppy writing, Wizards!
Sloppy writing indeed. It took me way too long to realize warlocks regain spells at short as well as long rests. XP
If my new character is a member of the Artisan Guild of Alchemists and Apothecaries with those tools/skills would the character be able to make healing potions, poisons, and other potions? &nbsp;I know there's a Poisoners kit and an Herbalism kit, so I just wanted to check what all Van would be able to make. Also what modifier does it use when crafting, Intelligence (since it seems kind of science lab-esque)? I found&nbsp; <a href="https://www.dandwiki.com/wiki/Alchemy_(5e_Variant_" rel="nofollow">https://www.dandwiki.com/wiki/Alchemy_(5e_Variant_</a>... It says "Alchemy allows characters to craft poisons and potions" but I thought it best to ask, especially since I don't know much about that source.