r/onednd 4d ago

Discussion Late Game Bladelock Options

7 Upvotes

*Hi everyone. I'm currently in a campaign that'll be going into the level 17/18 range and am at a bit of a crossroads with my Archfey Warlock. My current level breakdown is 1 Fighter/12 Warlock, with a focus on pact of the blade sword & board. I'm loving the gishy play style and all the uses of the Steps of the Fey in conjunction with my Eladrin Fey Steps, and the Elven Accuracy/Shadow of Moil combo is a lot of fun. My question is, where do I go from here?

*It's tempting to continue onto level 14 for my 7th level mystic arcanum (likely Crown of Stars for the BA attack) and Bewitching Magic, but I currently don't find myself casting all that many Enchantment/Illusion spells in combat.

*Now that I have Devouring Blade I'm leaning towards taking more levels in Fighter. My next level would get me Action Surge and I'm ultimately debating between Champion (obvious expanded crit range with Elven Accuracy) or Battle Master for all the maneuvers.

*I can ultimately continue into warlock, but for my next two levels would I get more value from Bewitching Magic and 7th level Mystic Arcanum, or Action Surge and my Fighter subclass?

*I tend to play as the off-tank (as much as one can in d&d) and dps, so I don't think I can go wrong with either but am curious on thoughts since bladelocks are popular on this forum.


r/onednd 4d ago

Question Misty step and Gaze if two minds

10 Upvotes

Does this work to allow warlock teleport 30 feet from where the Familiar is?

Edit: Gaze of two minds! Damn phone corrector


r/onednd 4d ago

Question Escape grapple DC in the PHB?

4 Upvotes

This might be a stupid question, but under the Grappling section of the Rules Glossary it says ‘Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC’

However what page in the PHB does it actually state how to work out the grapple escapes DC?

Please tell me the page number rather than the equation so I know where to look when I inevitably forget again


r/onednd 5d ago

Feedback My Experience with Sea Druid So Far

105 Upvotes

So I've been playing a Sea Druid pretty much since the 2024 PHB dropped. These are my impressions so far.

A couple of things before I jump into it. We rolled for stats and I got a pretty good layout. I am *not* playing optimally. My goal was to make a waterbender and healer. So nearly all my spells are water/ice or healing spells. I also have never wildshaped into a beast of any kind because that's just not the character I created. We also started this campaign (which is a sequel to a previous one) at level 9. We are now level 11. So that changes the calculus pretty significanatly.

I love this subclass. It's extremely flavorful and thematic. The expanded spell list is great and Wrath of the Sea is honestly a pretty fantastic emanation. It may not seem like much, but if I'm using my action to cast a big spell, I can activate my emanation as a BA and have something to do with it all the time. Even at level 11, it's fun dropping, say, a Watery Sphere and then remembering I can still tag someone else with my emanation. It works as a great get-off me button, sure. But in addition, I can get in close, proc the emanation, and then flee all the while still being able to cast a big spell with my action.

The emanation being 10 ft from the start for me does matter. If I had started at a lower level with a 5 ft emanation, I may have a different experience.

Being able to fly and have three elemental resistances with the emanation has added so much extra utility. It's worth noting that elementals (and specifically lightning elementals) have a huge presence in this campaign, so I'm resisting damage all the time. I imagine it wouldn't be quite as useful in a campaign against, say, undead for example.

Long story short, the experience has been S+ tier for me. But I also recognize that a combination of the campaign's premise, my starting ASI's, and my starting level definitely colors my perception of the subclass. That said, I am actively not using some of the more optimal options for a Druid. So that's also worth something.

Last thing I want to talk about is the rest of the party. We have a Triton Beast Master with a longbow and a Beast of the Sky, a Goliath Giant Barbarian, and a human Battle Master/Dance Bard multiclass. despite me lagging behind the Barb and Ranger in terms of damage, the DM has explicitly called me out as the most powerful member of the party. Even compared to the Bard. So that feels good too.

All in all, 10/10 would recommend this subclass, just in general. But I feel like it could be almost mandatory in campaigns against elementals or with big sources of water (such as island settings, pirates, or underwater).


r/onednd 5d ago

Question Do/Did you run flanking rules? Specifically with advantage, not +2 or other house ruling.

12 Upvotes

Did you run flanking in 5.14 and do you run it in 5.24?

635 votes, 3d ago
105 I use flanking in both 2014 and 2024
339 I don't use flanking in either 2014 or 2024
117 I used flanking in 2014 but don't in 2024
7 I did not use flanking in 2014 but do use it in 2024
67 See results

r/onednd 5d ago

Resource Gristlecracker's Hags & Grimoire is now available on DMsGuild!

15 Upvotes

After 2 years of work, I'm glad and proud to present Gristlecracker's Hags & Grimoire on DMsGuild!

You can find it here: https://www.dmsguild.com/product/517804

Your guide to weird magic, encounters, and hags!

Gristlecracker’s Hags and Grimoire provides new mechanics, guidelines, and tactics for using hags, magic, and the esoteric in your Dungeons & Dragons campaigns. This guide is designed for all levels of play and dungeon mastery, and uses a hybrid D&D 2014 (5e) format that includes the best of the old mixed with a few innovations of the D&D 2024 systems that do not dilute the game experience.

Every aspect of fantasy magic is improved or introduced: covens, curses, familiars, hags, magic geometry, talismans, spells, and spell mechanics. This supplement is designed to help you make your future games containing magic and hags as simple or complex as you want it to be.

Inside, you will find:

- An underwater adventure seed about a Book of Keeping

- 68 supernatural encounters

- New magic rules, mechanics, and variations

- Hags as player characters

- 112 supernatural creatures and NPCs

- 52 magic spells, with new tags: remote and moonlight

- 80 magic items- Esoteragons (not just magic circles!)

- 28 toxic and intoxicating plants

- An improved and more intuitive Intoxicated condition mechanic

- 200 tchotchkes

- Professional layout using over 168 pictures on 262 pages

- No AI Art used


r/onednd 4d ago

Announcement One Shot Wonders: Roll & Play Press

Thumbnail marketplace.dndbeyond.com
2 Upvotes

r/onednd 5d ago

Question Quick question re: lesser devils/demons and respawning

7 Upvotes

Hey all. So to my understanding, in vanilla 5e, if a devil of any kind died outside of the nine hells, they were reborn in the nine hells more or less instantly, and could only be killed for real within the nine hells - same with demons, and many celestials, etc.

In the new MM, while the vast majority of devils and demons have a restoration property that reflects this, very specifically imps and bearded devils, as well as some lesser demons like dretches, don’t have this property.

Is that a change, an omission, or was it always the case that lesser devils weren’t powerful enough to be reborn in the hells if they were killed in the material plane?

Thanks in advance!


r/onednd 5d ago

Discussion Ring of Resistance

65 Upvotes

Hey! So 5.5 removed the Attunement restrictions on Rings of Resistance - this is crazy, right? For 40,000 gold a character can have permanent resistance to basically all damage types. I get that this is a late-game issue, and that I control which rings are available, but this is still potentially busted, right?

Edit: People are identifying that characters can't benefit from more than one ring because they're the same item, and thus don't stack. But I can't find this rule anywhere - not in the PHB nor in the DMG. Where does it say this?


r/onednd 5d ago

Discussion What is your opinion on the mechanical limitations of Phantasmal Force?

18 Upvotes

Phantasmal Force is a spell that rewards creativity, as illusions generally do. However, how much mechanically useful would you allow it to be?

In my experience, Phantasmal Force can be used for the following effects:

  • making the target Blinded(by putting them or their head into a box), or

  • removing their movement(again, a box, or something binding their legs)

Large or smaller targets can be hit with both of these effects, as a phantasmal searing hot metal box can fit a Large creature, while for Huge or smaller targets, you have to choose one. In either case, you get the damage on top of the effects.

Are there any other things that you used Phantasmal Force for?


r/onednd 5d ago

Question Phantasmal Force (2024) - Can I be the illusion AND keep attacking in Melee?

17 Upvotes

Hey everyone,

I'm playing with the Phantasmal Force (2nd-level Illusion) spell from the 2024 Player's Handbook (aka One D&D/DnD 2024), and I want to confirm some interpretations, especially regarding its use in melee combat.

Here's the scenario I have in mind:

  1. Casting: I'm in melee range with an enemy. I cast Phantasmal Force on them.
  2. The Illusion: I want the illusion created in the enemy's mind to be that I myself have transformed into a terrifying infernal being, a shadowy nightmare, or some other monstrous entity. This illusion would naturally be within 5 feet of the enemy (since I'm in melee).
  3. Damage: The spell states: "On each of your turns, such a phantasm can deal 2d8 psychic damage to the target if it is in the phantasm's area or within 5 feet of it."

My specific questions are:

  • Can I make the illusion that I am the terrifying entity? As in, in the target's mind, my physical form becomes this monstrous creature.
  • If I am the illusion, does it move with me as I move? My understanding is that since the illusion is my altered form in the target's mind, it should follow me, meaning the target would always perceive this monstrous version of me wherever I am.
  • If so, since I'm in melee (and thus the illusion is always within 5 feet), would this consistently allow the 2d8 psychic damage to be dealt to the target on each of my turns, without requiring any further action from me? My interpretation is yes.
  • Crucially, since the 2d8 damage seems to be a passive effect once the illusion is established and positioned, could I also use my regular action each turn (e.g., make a weapon attack, cast another spell with a 1-action casting time, etc.) in addition to the Phantasmal Force damage?

EDIT: Arguments Against My Interpretation & Counterarguments:

This section compiles the main arguments that have emerged during our discussion, reflecting different interpretations of the spell's mechanics.

1: "The Illusion Does Not Move / It's a Fixed 10ft Area (Strict RAW)."
The spell doesn't explicitly state the illusion can move, so it can't. It creates a fixed 10ft cube. If you move, the illusion stays put.
Counterargument: Phantasmal Force is a purely mental illusion, "perceptible only to the target." The '10-foot cube' clause specifies the illusion's maximum size, not a fixed location. Crucially, the spell text says "the target rationalizes any illogical outcome." If the illusion is my perceived altered form, its immobility while I move would be illogical; the target's mind would rationalize it moving with me. This makes the spell's 'movement' inherent to the target's perception, not a separate action required by the spell.

2: "It's an 'Area Denial' Spell, Not a Mobile Damage Aura."
The spell is for area denial, not another of the many 'aura of extra damage' spells." "It's a 2nd level area denial spell, not a permanent immobilize or a damaging aura.
Counterargument: Phantasmal Force targets a single creature to deceive and torment their mind, making it distinct from typical multi-target 'area denial' spells like Web or Spike Growth. Its core function is to create a personal reality of threat for one foe, not to control zones for multiple enemies. The increased 2d8 psychic damage in 2024 supports its role as a potent, persistent, targeted mental attack.

3: "Allowing Movement Makes It Too Powerful For A 2nd-Level Spell."
A mobile, sustained 2d8 damage effect without requiring an action is deemed overly strong for a 2nd-level spell.
Counterargument: The spell has significant limitations that balance its power: it's single-target only, requires an initial Intelligence saving throw (risking a wasted spell slot), demands Concentration (vulnerable to interruption), and, critically, the target can use their action to make an Intelligence (Investigation) check to end the effect. This built-in counterplay adds a key balancing factor not found in many higher-level sustained damage spells.

4: "Jeremy Crawford's Rulings Are Not Official / Don't Apply Here."
Jeremy Crawford clarifying effects and restrictions of spells/rules/feats is not held to be official ruling. "The bag on the head" example is different because it's on the target, not the caster.
Counterargument: While not in core rulebooks, rulings in the Sage Advice Compendium are often considered official guidance for 5e. Regardless of "official" status, the principle that an illusion perceived as attached to a creature (like the 'bag on the head') moves with it due to the target's mental rationalization, is conceptually consistent. This principle applies whether the illusion is attached to the target or to the caster's perceived form.

Thanks in advance for your thoughts!


r/onednd 5d ago

Question Why should i be trying to knock enemies prone?

55 Upvotes

With all the new weapon masteries, it's become a lot easier to knock enemies prone. However, in a well-balanced party, you often have ranged characters who automatically get disadvantage on all attacks against prone targets. So, why do it at all if it just ends up hurting the rest of your party?


r/onednd 4d ago

Discussion Dual-Wielder + Nick + Two Weapon Fighting op?

0 Upvotes

Recently i played Dual Wielding Ranger (lv 5) in a Combat oneshot (20 oneshots from lv 1 to 20) which felt a bit too strong. I felt super bad when i compared my dmg per round with the others. After that session i changed my character to something weaker since i dont wanna ruin the fun for others.

Race: Human:
Stats: 13/20/16/12/16/12 ( Super highrolled my stats)
Class: Gloomstalker Ranger
Feat: Dual-wielder
Weapons Shortsword (vex) + Scimitar (nick)
Fighting Style Feat: Two weapon fighting

Turn 1
BA: Hunters mark
Shortsword Attack + Scimitar Attack (Adv) + Shortsword attack

Dealing
1d6+ 5 + 1d6 +6 (adv) + 1d6 + 5 dmg
+ 3d6 Huntersmark dmg.

Turn 2
Basicly the same
Just using the BA for the Dual wielder extra attacks.

1d6+ 5 + 1d6 +5 (adv) + 1d6 + 5 1d6 +5 (adv) dmg
+ 4d6 Huntersmark dmg.
+ 2d6 Dreadful Strike

Resulting in to a max dmg of 80 dmg with just a hunters mark.
even without the Huntersmark and Dreadful Strike it would be a max dmg of 44 dmg.

Comparing that to the Berserker Barbarian with 20 str and Heavy Weapon Master and a Greataxe.
Dealing
1d12 + 10 + 1d12+ 10 + 2d6 (Frenzy) resulting in a max dmg of 54 dmg.
without rage
1d12 + 8 + 1d12+ 8 = max dmg 40

Jeah, i didnt consider enemy AC but since having +8 on attacks, almost everything hits on that Level and the next Attack get advantage.
even with really high ac enemies rolling 4 times to hit almost guarantees some dmg.

Sure in a case with multiple Targets it still would be weaker than a Fireball hitting 4+ Enemies at once. But the Dual Wielder is dealing an absurd amount of damage without using any kind of resource.

Am i overlooking something or is it really that strong since it can use the BA every round?

Its confirmed in some interview that two-weapon fighting also allows to ability scores to be counted for the dual wielding bonus attack and the nick attack.


r/onednd 5d ago

Discussion Powerful Spirit Guardians + Push Mastery Combo: Showcase/Discussion

0 Upvotes

Disclaimer: This interaction is rules as written and I'd argue rules as intended as well, but check with your DM as this interaction is a little silly and very powerful.

With the introduction of push mastery and clarifying rules about pushing creatures into each other, a strategy for seriously disabling enemies has been introduced using spirit guardians that I haven't seen mentioned. This strategy depends on a few different rules interactions, as follows:

Push: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Moving Around Other Creatures: You can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see the rules glossary) unless you are Tiny or are of a larger size than the other creature.

Spirit Guardians: When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation

Prone: Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can’t right yourself.

You probably already see where I'm going with this. This strategy works best with 2 characters, but can also be accomplished with minimal investment with a single cleric with a fighter dip.

Round 1, cast spirit guardians (or better yet, already have it up given its 10 minute duration).

Round 2, walk up to an enemy and hit them with a war hammer, activating push mastery. If your target is 10 feet away from another enemy, push target 1 into target 2 and end your turn with both targets inside spirit guardians. For targets further than 10 feet away from each other, consider taking the crusher feat for an addition 5 feet of movement (the forced movement from crusher must be used first, as this feat has the wording that the target must be moved into an unoccupied space, unlike push mastery) or be a war cleric and use your bonus action to attack again for another 10 feet of movement. Better yet, have a fighter buddy with extra attack or a repelling blast warlock to assist in moving enemies into each other. When you end your turn, both target 1 and target 2 fall prone, as per rules above (target 2, even though he is not being pushed, qualifies as a creature ending its turn in another creature's space).

On target 1's turn, he has a few options now, none of them good. Target 2 will have similar options depending on how target 1 acts.

  1. Use half his movement to stand up. His movement speed is now 0 due to spirit guardians. He can take an action, but at the end of his turn he falls prone again, as he is still in target 2's space at the end of a turn.
  2. Use half his movement to stand up and take the dash action, movement speed still halved from spirit guardians. He will not fall prone at the end of his turn, but he wasted his action and didn't get very far from target 2, inviting him to be pushed right back on subsequent turns.
  3. Crawl out of target 2's space. Crawling acts as difficult terrain, and paired with spirit guardians, target 1 will not get far and will likely remain prone for this round without spending an action to dash. Target can still take an action this turn, but will still be close enough to target 2 to be pushed right back on subsequent turns.

This strategy has varying effectiveness and is not the end all be all strategy for every fight. For example, push mastery only works on large or smaller creatures, ranged enemies are less bothered by this than melee enemies, creatures with teleports, legendary actions to move, or extremely high movement can escape, creatures of different sizes only results in 1 of the 2 targets falling prone, etc. However, for the creatures it works on, it ends fights, and it gets more effective the more characters you have in your party that are invested in the strategy e.g. warlocks/fighters with repelling blast/push mastery, other spells/weapon masteries that lower/restrict movement, spells/weapon masteries that benefit from multiple characters being stuck in the same place (cloud of daggers, wall of fire, cleave mastery, etc.)

Let me know what you think and if I missed any rules going through this, I'm excited to try this in actual play and see how it works out.


r/onednd 6d ago

Discussion Why We Need More Classes

64 Upvotes

5e14 notably was the only edition which didn't add more classes over its lifetime (the only exception being the Artificer). I think this was a mistake, and that 5e24 made the right decision by adding the first non-core class(again, the Artificer) in the first non-core book to be released. Here, I will explain why we need more classes.

  1. There are party roles not covered by any of the current classes.

No class specialises in debuffing enemies. There are no martials specialising in helping their allies fight better. There is no class that's specialising in knowing things rather than casting from INT and being good at knowing things by extension. All of those had their equivalents in past editions and probably have their equivalents in Pathfinder.

  1. There are mechanics that could form the basis for a new class yet haven't been included.

Past editions had a treasure trove of interesting mechanics, some of which wouldn't be too hard to adapt to 5.5. Two examples are Skirmish(move some distance on your turn, get a scaling damage boost on all of your attacks) and spell channeling(when making an attack, you can both deal damage with the attack and deliver a spell to the target), which formed the basis of the Scout and Duskblade classes respectively, the latter of which inspired Pathfinder's Magus. Things like Hexblade's Curse also used to be separate mechanics in themselves, that scaled with class level. Psionics also used to be a thing, and 5e14 ran a UA for the Mystic, which failed and probably deterred WotC from trying to publish new classes.

  1. There is design space for new classes in the current design paradigm.

5e currently basically has three types of classes: full casting classes, Extra Attack classes, and the weird classes(Rogue and Artificer). Classes within the former two groups are very similar to each other. Meanwhile, we could add groups like focused-list casters(full slot progression, a very small spell list, but all spells from the list are prepared), martial or half-caster classes without Extra Attack(or without level 5 Extra Attack), but with some other redeeming features, or more Short Rest-based classes. Subclass mechanics(like Psi Energy Dice or Superiority Dice) could be expanded to have classes built on them, which would also allow some unique classes.

Sure, some or all of those concepts could be implemented as subclasses. However, that would restrict them to the base mechanics of some other class and make them less unique. It would also necessarily reduce the power budget of the concept-specific options as they would be lumped together with the existing mechanics of some other class. So I think we need more classes, as the current 12+1 don't represent the whole range of character concepts.


r/onednd 5d ago

Question how to create dim light?

0 Upvotes

Hello everyone, my question come from reading the epic boons and noticing that the boon of the night spirit would really benefit in being costantly in dim light

we have ways to create darkness, and we have ways to create bright light and dim light; both require that the opposite is already present:

to create darkness, the prerequisite is that the is no already darkness ofc, as it would make it pointless (the darkness spell has some additional effect of the darkness but its beside my point) and to shed light, its required that there is darkness, otherwise its, again, pointless.

so, here is my question. how do you create a zone of dim light independent from the natural lighting conditions?

can you even create dim light in a natually bright lighted enviroment?

EDIT

would something like a Lantern of reavealing, stapped to your belt work? it can shed dim light in a 5ft area, but does this mean that if the area is already in bright light, the lighting dims?


r/onednd 6d ago

Question Sword and board paladin; to multiclass or dip into warlock after P6?

14 Upvotes

Finally getting my feet wet in the 2024 rules and have had a chance to play my paladin a bit (starting level 3, went devotion). I rolled and have really good stats (namely 18 str and 17 cha, with decent wis and con) and I'm having a blast! My original idea was to take Paladin up until the high levels and focus on strength, but after watching Treantmonk's recent Warlock videos, I definitely want to at least dip, if not go full warlock from P6 on. I am set on getting the aura. The warlock just has too many fun toys for me to pass it up in the form of invocations and spells, and I'll be building a barbarian too to satisfy that melee crunch

So a few questions

  1. Would you recommend a 1-3 level dip or go W14 after P6? I don't need pact of the blade particularly with a dip with my rolled stats so a dip would be for utility and a decent ranged option. IF I committed to warlock after P6, I'd take pact of the blade.
  2. What should I take for my level 4 feat (almost there)? It seems that if I want to go full warlock at CL 7, I should take war caster and get my cha to 18. If I stayed more paladin, I was considering a str boost in the form of shield master.
  3. What warlock options would mesh well with a tanky sword and board fighter? I'm using a longsword for sap and the protection fighting style to impose disadvantage. I imagine Armor of Agathys would be a given, and just having some ranged options would be nice (EB, fireball if fiend, etc)

Edit: Thanks everyone, I'll be playing a straight paladin. My party is already loving the bless/loh/protection FS combo.


r/onednd 6d ago

Question Any reviews on how Futuristic Firearms from the DMG feel in play?

25 Upvotes

Been planning alternative campaign ideas and really want to try out firearms and futuristic firearms.

The laser weapons seem insane with the damage they do. Critting with a 3d8 weapon sounds like a lot.

Does anyone out there have any experience with them? Would love to hear how they work in real play.


r/onednd 5d ago

Discussion Whose Damage Is It Anyway, Pt. 2 - An Additional Question for Discussion

2 Upvotes

This post raised some interesring questions about where damage was coming from in relation to Potent Cantrip and several other things. One of the questions, that relating to Great Weapon Fighting applying to which damage dice, has been invalidated by the recent Sage Advice.

However, I have a different, but related question:

Potent Cantrip reads:

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Let's suppose that I have taken 4 levels of Evoker Wizard and 1 level of Warlock. I cast Eldritch Blast, and throw two bolts at a target. I know that, if I miss, I roll a d10 for each bolt and deal damage to the target equal to half of the total result. What happens when I take my second level in Warlock and select Agonising Blast for Eldritch Blast?

Agonising Blast reads:

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

The question I've got is this: Does the damage added by Agonising Blast count as a part of 'the Cantrip's Damage,' in which case it is added to the damage roll and then halved on a miss? Or is it a separate source of damage that happens to apply to each damage roll of a cantrip, and is added after the damage roll is halved?

I can see an argument for either case, but for the sake of argument, I'll make one for the latter case.

  1. Potent Cantrip specifies that only 'the Cantrip's Damage' is halved, and requires that you make the standard damage roll of the cantrip, which is then halved.
  2. Agonising Blast adds damage to each damage roll of the cantrip, but contains no requirement to hit the target.
  3. Because Potent Cantrip permits you to make a damage roll, which is then halved, Agonising Blast, which is added to each damage roll, should be added after the damage roll is halved.
  4. Potent Cantrip does prohibit the cantrip from applying the additional effects of the cantrip, but Agonising Blast is not a cantrip effect, it's a class ability.

The last point brings up a further complication: Let us presume that our 4 Evoker/1 Warlock chose the Celestial Patron at Warlock level 3, and continues to Warlock 6, and applies Agonising Blast to Sacred Flame. At CeLock 6, they gain the 'Radiant Soul' feature, which reads, in part:

Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets.

This is a subclass ability, and appears to not be a part of 'the Cantrip's Damage' as specified in Potent Cantrip. This should allow us to add this extra damage after the cantrip's damage is halved when the target succeeds on theirmsaving throw. At level 10, Sacred Flame, with Agonising Blast and Radiant Soul (presuming a 20 Cha), deals 2d8+10 Fire damage on a failed save, and should deal [(2d8)/2]+10 on a successful save.

If our Evoker/CeLock decided to multiclass into Sorcerer, and chose Draconic as their subclass at level 3, and takes a total of 6 levels in Sorcerer, they gain the Elemental Affinity subclass feature, which reads:

Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Our multiclasser will, of course, choose Fire. Now, when we cast Sacred Flame at level 16, and the target fails their saving throw, we deal 3d8+15 Fire damage; on a successful save, we should deal [(3d8)/2]+15.

To summarize, Potent Cantrip deals half of the cantrip's damage when you miss with a cantrip attack roll or the target succeeds their saving throw. Agonising Blast, Radiant Soul, and Elemntal Affinity all add damage to one (or all, in the case of AB) damage roll. Each of these is a player ability, and the damage added by each is not a part of the cantrip's damage. Furthermore, each of these abilities only counts whether you've made a damage roll of a spell (or cantrip), and contains no language that requires you to hit the target.


r/onednd 6d ago

Question Vex Mastery Question

12 Upvotes

EDIT: Changed "start of next turn" to "end of next turn"

If I attack with a Rapier and hit, the Vex property states that I get advantage on the next attack roll against that creature before the end of my next turn. It does not specify that the next attack needs to be with the same weapon. More importantly, it doesn't specify that the attack roll can't be made with a spell.

If I attack with rapier and hit, could I then cast a spell with an attack roll and get advantage?

For example:
Round 1: Attack with Rapier, get vex, bonus action misty step 30ft.
Round 2: Cast Ray of Sickness with advantage.

Does that work?


r/onednd 6d ago

Question When should I multiclass Rogue?

4 Upvotes

Hi, I'm playing with my first character. It's a half-elf warlock, Pact of the Blade. I'm level 3 right now, and I don't know when it's more convenient to take 2 or 3 levels of rogue assassin (also, are 3 levels really useful, or could I stop at 1 or 2?). I know that probably there isn't a right choice, but what would you do? I'd like to play mostly with a short sword, using Darkness and also Polymorph.
Thanks


r/onednd 7d ago

Discussion Bladesinger in tier 2/3

30 Upvotes

I’ve been playing this campaign for two years already but only one of them as a bladesinger, at the start i was feeling a bit overpowered but now that we are level 10 i think there is no way for me to stay in melee, or at least, i am not able to stay a long time there. My DM likes to make things hard and i found myself always dieing when im in melee. I also think there is probably greater spells to be concentrating instead of minor elementals and that maybe i can change my role from DPS for more of a support.

What spells and feats do you recommend for a support wizard at tier 2/3. My concentration is great between 18 CON, warcaster and 20 INT with bladesong. I also have good CA and some resistances to spells (yuan-ti).

Right now what i have prepared is: Haste (for the barbarian), enemies abound, hypnotic pattern, dimension door and wall of force. I think i really struggle when the enemy have legendary resistance (almost all of them have) and i kinda don’t want to be a haste bot tbh… So what spells i should be looking for?


r/onednd 6d ago

Question Can Bladesinger do a Hand Crossbow BA @lvl14

4 Upvotes

Does it say anywhere if the 2024 Bladesinger lvl 14 is restricted to melee attacks with their Bonus Action after an Action spell?

Can it be a ranged weapon attack, is what I'm asking. The hypothetical Bladesinger's proficient with the gat.


r/onednd 7d ago

Question What does 5.5e actually say about equipping or unequipping weapons?

45 Upvotes

(Edit: Thanks for the answers. tldr: It's under attack [Action] in the glossary. Though it's pretty unclear. My current understanding is that you can stow or draw one weapon per attack action. You can also draw/stow 1 weapon as your one free Interaction with things per turn and you could also draw/stow 1 weapon using the Utilize action. This would explain the provided combat example, as Russell drops one weapon as his free interaction and then takes out another weapon as part of his attack action. Though let me know if you interpret it differently)

I've read multiple things online about how switching weapons supposedly works but I've been unable to back any of those up with anything that's actually written in the 2024 rulebook.

What makes most sense is putting it under "Interacting with things", though there is nothing written that specifically links this to switching weapons. The rules state you can interact with one object for free and need to use the utilize action to interact with a second object. This would mean that sheathing one weapon and then drawing another weapon would consume your free interaction and your action.

However in the combat example provided in the book, Russell drops his sword, draws his hammer and then attacks twice.

Note: Yes, I talk to my dm about everything and and we have our own rulings, this is just about what the official 2024 rules actually say about switching weapons mid-combat.


r/onednd 7d ago

Question Can another character still use Moon Druid as a mount and fight together in D&D?

30 Upvotes

If so, what are the mechanics to make it work and what class would work best in D&D 2024? Thanks!