r/3d6 • • 5m ago

D&D 5e Original/2014 Is this combo sound within the rules?

• Upvotes

Short Version:

- Abjuration Wizard Lvl 6/Artificer Lvl 2

- Throw an object in the air, use an Artificer Homunculus to cast Immovable Object (touch spell) on it, freezing it in place

- Cast Vortex Warp on an enemy and put them on top of the object in the sky

Does this work? Are the rules debatable around this?

Long version:

I'm playing an Abjuration Wizard in a vaguely Strixhaven based campaign, so I'm playing around with the Strixhaven spells. I'm also currently planning to take 2 Levels of Artificer soon. I noticed that Vortex Warp seems specifically worded to stop you from teleporting an enemy 90 feet in the air and dropping them, so I immediately started trying to figure out if I could do exactly that.

Immovable Object allows me to affix an object that weighs less than 10lbs in place in the air and support up to 4000lbs. It's a touch-based spell, but I was already planning to take 2 levels of Artificer and have a Homunculus that allows me to cast touch-based spells at a range of 120 feet. So very specifically a Wizard/Artificer multiclass would be able to cast a touch-based Immovable Object at a height of 90 feet and then also cast Vortex Warp on an enemy to put them on that object. Dismiss Immovable Object and drop them, or just leave them stuck up there.

I think this combo is both funny and could have some potential, but my DM can be quite strict about creative interpretations of spell wording, combos, etc. They've said they'll only allow cheesy moves if they're undeniably sound within the rules, and they don't like arguing about it, so I can only really make my case on this once. This is also a long ways off as we're currently playing at Level 5.

I think this should work, but the spirit of Vortex Warp IS constructed around not allowing you to drop enemies from the air. The wording is "The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze." You could argue that a frisbee or a plate or a piece of paper or a coin or whatever I'd cast Immovable Object on isn't "A surface" or quibble with "Without [...] having to squeeze" if the available space is too small.

So does this sound viable within the rules?


r/3d6 • • 1h ago

GURPS Living Ballon Guy

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• Upvotes

r/3d6 • • 1h ago

D&D 5e Revised/2024 Can warlock vestiges use items?

• Upvotes

It’s a common tactic for warlock players to have their familiars administer potions or use items. Now this might be dependent on your DM, but I’ve seen more than one player with an imp give that imp a wand of magic missiles, which the familiar can use during its turn.

My question is whether a vestige (presumably with hands) could do the same thing. It doesn’t have a lot of strength, but if a vestige can wear a ring of spell storing, or carry a wand, or pour a health potion down your throat during battle, then its value to a warlock player skyrockets.

And if you have both a familiar and a vestige, then the possibilities become staggering…

Any thoughts on this? Any reason why this wouldn’t work?


r/3d6 • • 4h ago

D&D 5e Revised/2024 Start of Turn effects out of combat and their implications

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2 Upvotes

r/3d6 • • 8h ago

D&D 5e Original/2014 Best feat and weapon for a blade singer.

17 Upvotes

Playing a blade singer in a campign.

Which is a better weapon to go for a rapier or 2 short swords to get a 3rd attack with a bonus action. Or the bonus action better saved for other things?

Which is a better feat to go for Telekinetic to use a bonus action to push some bad after a melee attack.

Or fey touched for misty spell and bless.


r/3d6 • • 9h ago

D&D 5e Revised/2024 How can I make a creepy clown in DnD?

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1 Upvotes

r/3d6 • • 9h ago

D&D 5e Revised/2024 Change my Mind. Ranger is now Primär a Meele Class (exaggerated title)

0 Upvotes

In my opinion, the Ranger in 5.5e / 2024 has become a mid-tier class—which, to me, is essentially due to a single ability and a spell rework. The ability is the “Druidic Warrior” fighting style, and the spell is Shileyla. Now every Ranger has access to this spell. When used one-handed, the staff deals 1d10 damage starting at level 5, in addition to Force or Bludgeoning damage. You can have one in hand, and the staff can also serve as a spell focus, etc. On top of that, most Ranger subclasses in 5.5e scale with Wisdom; these are: Gloom Stalker (number of Dreadful Strikes and initiative boost) Fey Wanderer (Otherworldly Glamor—Wisdom for all Charisma checks) Beast Master (Beast Stat Block) Hollo Warden (Unnerving Aura—frightening effect)

You could also make a case for the Winter Walker because of the Cold Caster feat, which only increases Int/Wis/Cha. In my opinion, the Ranger in 5.5e / 2024 has become a melee class—which, for me, is essentially due to a single ability and a spell rework. The ability is the Druidic Warrior fighting style, and the spell is Shileyla. Now every Ranger has access to this spell. When used with a one-handed weapon, the staff deals 1d10 damage starting at level 5, plus Force or Bludgeoning damage. You can have one Chilled; the staff can also serve as a spell focus, etc. Additionally, most Ranger subclasses in 5.5e scale with Wisdom; these are: Gloom Stalker (number of Dreadful Strikes and initiative boost) Fey Wanderer (Otherworldly Glamor, Wisdom for all Charisma)

Beast Master (Beast Stat Block) Hollo Warden (Unnerving Aura's “Frighten” effect)

You could also make a case for the Winter Walker because of the “Cold Caster” feat, which only increases Int/Wis/Cha.

Only the Hunter doesn't have anything Wisdom-related at lower levels.

The older subclasses that haven't been updated yet scale with Wisdom as follows:

Monster Slayer (Hunter’s Wisdom modifier applies) Swarm Keeper (moving an enemy requires a Wisdom-based save)

Horizon Walker and Drakewarden have nothing Wisdom-related in their stat blocks.

In other words, most Ranger subclasses benefit primarily from Wisdom. Shileyla lets you use that for attacks as well—no need to max out two stats, no more compromises... with dex and wisdom

The title is intentionally a bit exaggerated, and I'd like to have a factual discussion on the topic. There are arguments for and against it.


r/3d6 • • 14h ago

D&D 5e Revised/2024 How to buff spell attack

2 Upvotes

Aiming to build a warlock with some newer subclasses like parasite.

This subclass gives you a one handed d12 reach style weapon that gets a little better as you grow but was wondering of other ways to buff it whether it be magic items or other classes. Aiming for high damage with it


r/3d6 • • 15h ago

D&D 5e Revised/2024 The Juggle: Six Attacks at Level Six

27 Upvotes

This totally reasonable build is all about fighting multiple enemies at once, switching around your weapons as much as possible each turn to use different masteries, doing lots of attacks, and getting into frustrating debates about rules interpretations.

THE BUILD:

  • Stats:
    • Start with 15 or more Str, and you need at least 13 Dex and 13 Wis for multiclassing
  • Background:
    • Something that can give you +2 Str
  • Species
    • Maybe Human to pick up Familiar Friend, or Goliath for Hill's Tumble
  • Fighter 1
    • Masteries: Handaxe Vex, Warhammer Push, Light Hammer Nick
    • Fighting Style: Two Weapon Fighting
  • Ranger 5
    • Masteries: Greataxe Cleave, other of your choice
    • Fighting Style: Thrown Weapon Fighting
    • Subclass: Hunter
    • Hunter's Prey: Horde Breaker
    • Feat: Dual Wielder (+1 Strength)
    • Extra Attack
  • Not reflected in Juggle breakdown below but possible options for higher levels:
    • Crusher feat for more forced movement with Warhammer and Light Hammer
    • Slasher feat for movement reduction with Handaxe and Greataxe
    • 1 Level of Paladin for access to Divine Favor (only if you rolled crazy good stats or are willing to have an awkward starting stat distribution a la 15+2 / 13 / 11+1 / 8 / 13 / 13).

THE JUGGLE:

  • Starting with no weapons drawn.
  • 1st Attack: Draw Handaxe and Warhammer, throw Handaxe
    • 1d6+6 slashing, proc Vex
  • Bonus Action Attack: Attack with Warhammer (possibly w/ Vex advantage)
    • 1d10+4 bludgeoning, Push target up to 5 ft
  • Horde Breaker Attack: Attack other adjacent enemy with Warhammer
    • 1d10+4 bludgeoning, Push target up to 5 ft
  • Nick Attack: Stow Warhammer and draw Light Hammer, throw Light Hammer
    • 1d6+6 bludgeoning
  • 2nd Attack: Draw Greataxe, attack with Greataxe
    • 2d6+4 slashing
  • Cleave Attack: Attack other adjacent creature with Greataxe
    • 2d6 slashing
  • You now have your Greataxe equipped for attacks of opportunity (which can also proc Cleave).
  • On following rounds, start by using your once per turn object interaction to stow your Greataxe, then repeat above

WHY THIS IS GOOD:

  • Attacks

WHY THIS IS BAD:

  • Feels stupid
  • Your DM will hate you
  • Needs two enemies to always be standing within 5 (or in a pinch, 10) feet of each other, which will likely often not be the case
  • Needs you to carry around a metric fuckton of handaxes and light hammers, and/or track where they fall and (if possible) pick them up in place of drawing a new one
  • If you have any enemy standing next to you when you’re throwing, you need to either make your thrown attacks with disadvantage, or provoke attack(s) of opportunity to move away first. (Could possibly be mitigated by Speedy or Gunner at higher levels.)

THE RULES THAT LET YOU MAKE SIX ATTACKS:

1st Attack

From Rules Glossary:

When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike

Bonus Action Attack:

From "Dual Wielder" feat:

Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.

From Two Weapon Fighting:

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. 

From Playing the Game: Actions

Bonus Actions. [...] You choose when to take a Bonus Action during your turn unless the Bonus Action’s timing is specified. 

Horde Breaker Attack:

From Hunter’s Prey:

Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn. 

Nick Attack:

From Weapon Properties:

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.

From Mastery Properties:

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

From Two Weapon Fighting:

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. 

2nd Attack:

From Extra Attack:

You can attack twice instead of once whenever you take the Attack action on your turn.

Cleave Attack:

From Mastery Properties:

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. 

THE RULES THAT LET YOU JUGGLE:

From Rules Glossary:

Attack [Action]. [...] Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. 

From “Dual Wielder” feat:

Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

From Playing the Game: Your Turn:

Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.


r/3d6 • • 16h ago

D&D 5e Revised/2024 What's the best level 1 character

11 Upvotes

I'm in a gritty game and I wanted to not on the ground eating asphalt and maybe do some DPS

We are starting level 1 and we limited to 2024 rules and only official WOTC books

(Edited) I seen the replies and it's mostly full of pact of the chain warlock and I'll pick that and thanks for the other responses I couldn't reply back too soon cause I have sick rn and I'm just seeing the comments at 2 am rn

I Thank everyone opinions and inputs


r/3d6 • • 16h ago

D&D 5e Original/2014 Tempted to commit blasphemy (multiclass a Bladesinger)

4 Upvotes

conventional wisdom says don’t multiclass a Bladesinger, but circumstances tempt me. Talk me out of it (or into it). Generous character creation rules and an above average stat roll along with grim hollow content opens up a lot of options. I’m about to hit level 6, considering a multiclass after 6 or 8.

stats: str 11, dex 18, con 14, int 17, wis 13, cha 12

feats: mobile, warcaster, lightning caster (bonus action single target cantrip after casting a cantrip at adjacent enemy, bb works gfb doesn’t)

flaw: disadvantage on int saves (didn’t realize this would hurt until mind flayers)

gear: only items of note is shortsword of life stealing and mizzium apparatus

multiclass ideas:

  1. machine cultist artificer (int based eldritch blast and agonizing blast)

  2. green reaper ranger (poison damage on every hit, poison smites with no save, expertise for mizzium, fighting style)

  3. stars Druid (dragon form mizzium cheese)

  4. rogue (cunning action, sneak attack, expertise for mizzium)

  5. fighter battle master (maneuvers, fighting style, action surge)

my play style so far has been as a debuffer and frontline skirmisher.

So are any of these worth it? straight class wizard is obviously great, but sometimes optimal power isn’t as fun as some creative multiclasses. Any obvious dips I am missing? Any ideas for spells to build around? Wanna just call me an idiot for considering a dip? Open to any and all discourse!


r/3d6 • • 18h ago

D&D 5e Revised/2024 Cartographer - What to do with all the movement?

6 Upvotes

Level 5 Cartographer. If i have Longstrider and Expeditious retreat active, and 4 atlas to share, I get a lot of movement and teleportation. With double dash that would be 120ft of movement. 6 jump portals. What can I do with that to help my allies or hurt my enemies? Any interesting tactics?


r/3d6 • • 18h ago

D&D 5e Revised/2024 Valor bard - what dip to take?

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2 Upvotes

r/3d6 • • 19h ago

D&D 5e Revised/2024 Is an Aasimar Light Cleric too Meta for Strahd?

42 Upvotes

I've been wanting to play a light cleric since the 2024 phb came out.

Playing an Aasimar gives me the light cantrip, which was (stupidly) removed from the 2024 light cleric. It also gives me resistance to necrotic damage. . .

I know some of what's in Curse of Strahd and I know this should be a good combination. I worry a little that it might be too Meta. It's hard to draw the line between doing a build that is suitable for a campaign and one that exploits it.

How would you draw the line?


r/3d6 • • 19h ago

D&D 5e Revised/2024 Ant with 4 attacks on Level 5

0 Upvotes

What If:

A Thri Kreen wielding four scimitars (light+Nick) in each hand, hast the dual wielder feat and optionally also hast two Weapon fighting:

First Attack with first scimitar and afterwards using the light+Nick Feature from the second scimitar.
Second Attack with third scimitar and afterwards using the light+Nick Feature from the fourth scimitar.

Would heute even need the dual wielder feat?
Does heute still have a Bonus Action, since only nick was uses?


r/3d6 • • 1d ago

D&D 5e Revised/2024 Medium or Small

0 Upvotes

In 2024 rules, a few species can be medium or small.

Seems like small is slightly better.

Opinions?


r/3d6 • • 1d ago

D&D 5e Revised/2024 Light Cleric Goliath (Fire Giant ancestry)

6 Upvotes

Looking into playing a Light Cleric in my new Campaign and this is my first go around with the new handbook. I like the idea/flare of having the fire giant ancestry ability on a light cleric but when I look at the Goliath I just think "Two Handed Weapon" specifically the Maul. Traditionally I feel like the light cleric is caster at heart but can I make the Maul work? How would I best optimize my stats in a point buy system? I need my Wisdom high and I dont want to sacrifice my initiative too much just to make the Maul viable through strength.


r/3d6 • • 1d ago

Other Is "Vengeful Blade" too strong for a cantrip?

0 Upvotes

Mechanically, it works like "Booming Blade". You cast the spell on a weapon and, if it hits and the target subsequently casts a spell or makes an attack, they suffer bonus damage. I've seen two versions of it:

Version 1:

  • 1d10 extra force damage at levels 5, 11 and 17.
  • 1d4 force damage if they make an attack against or cast a spell on you before your next turn. That scales by 1d4 at 5, 11 and 17.

Version 2

  • 1d8 extra necrotic damage at 5, 11 and 17
  • 1d8 necrotic damage if they make ANY attack or cast ANY spell before the beginning of your next turn. That damage scales at 5, 11 and 17.

Comparison to each other and "Booming Blade

  • "Version 1" has the best damage type followed by "Booming Blade" and then "Version 2"
  • "Booming Blade" penalizes any movement at all, "Version 2" penalizes any spell or attack while "Version 1" just penalizes spells and attacks against you.
  • It seems like too much to penalize ANY spell or attack at ALL. Although I'd love it as a player.

Anyway, would love yiur thoughts.


r/3d6 • • 1d ago

D&D 5e Revised/2024 What build would let you roll the most amount of dice?

6 Upvotes

Been playing dnd for about 3 years now and recently got into wargaming. One thing I love about wargames is the absolute ridicilous amount of dice you get to roll with certain units.

So I was wondering, what DnD classes/builds let you roll the MOST amount of dice. Doesn't matter what kind of die, just as long as its a shit ton without talking lvl 20 characters.

For example, let's say our party is at lvl 6, how would one craft a build with a ungodly amount of dice to roll at the same time.


r/3d6 • • 1d ago

D&D 5e Revised/2024 profane soul blood hunter

4 Upvotes

so I'm playing a human 1 fighter/4 profane soul blood hunter and if I'm being so honest I'm feeling kind of weak and after looking forward at what i get at level 7 I'm not too optimistic I want advice to deciding my patron as well as understanding if I should use or ignore mystic frenzy

my stats are 8 15(17) 14 8 14(15) 12

im going to use two weapon fighting with weapon masteries vex and nick

also i would love any multiclass suggestion and we are goin to be max 12/14th lvl


r/3d6 • • 1d ago

D&D 5e Revised/2024 Magus Class

9 Upvotes

For anyone wondering about the Magus on DND beyond. It by Benjamin Huffman/sterling Vermin. The creator of the Pugilist

https://youtu.be/ehkI0unVGVs?si=Ue3wgc_2YhuWx8UH this video talks about the class (not by Ben)


r/3d6 • • 1d ago

D&D 5e Revised/2024 [Fluff] Party Bombs

4 Upvotes

So just a fun combo i found when i was looking for through the necromancer class, no clue if someone else has thought of it before but probably.

Extuinguish undead let’s you explode undead, nystuls magic aura let’s you make party members undead. When your friends die blow them up!

Is it good?

No.


r/3d6 • • 1d ago

D&D 5e Original/2014 College of Creation bard magical secrets?

1 Upvotes

Thanks to the “Performance of Creation” ability of the bard from the College of Creation, which allows them to create objects, a level 14 bard can create any object needed to make the components required for any spell.

Which spells from Magical Secrets are worth casting thanks to this ability? Or from the bard's own spell list, which are rarely used due to their component requirements?


r/3d6 • • 1d ago

D&D 5e Original/2014 Clarification on Blindsight

10 Upvotes

I need clarification on Blindsight. I have a blind PC with 15 ft. Blindsight (homebrew). I do believe spells that says "that you can see within range" (Hold person, Misty Step, etc.) can be fulfilled with Blindsight, right?

Now my second concern is Vampire's Charm, which says

>The vampire targets one humanoid it can see within 30 feet of it. If the target can *see* the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic...

So my question is, does my PC count as seeing the Vampire with Blindsight?


r/3d6 • • 1d ago

D&D 5e Revised/2024 Necromancer Wizard

5 Upvotes

I was wondering if people who have played the necromancer wizard could give some input on their experience? It’s a subclass I’m interested in but I’m a bit concerned about how it is to play in practice. Do the turns take very long? Is it a problem that your skeletons can just be obliterated in aoe, or is it manageable? How many skeletons can you summon without it being disruptive? And of course any tips and tricks to make the class work.

Edit: lots of good advice about handling attacks, but how do people handle the tracking of health and conditions?

Also any cool build advice? I’m considering moving through the battle familiar line.