/r/onednd
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A place to discuss the upcoming version of Dungeons & Dragons, known as its code name "One D&D"
If you wish to stay up to date with news about our sub specifically, feel free to join our discord.
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The laboratory craft order states the hireling can craft:
"anything that can be made with Alchemists supplies using the rules in the players handbook and chapter 7 of this book"
The only things in chapter 7 that can be crafted with Alchemist's supplies are magic potions. However it doesn't state like other facilities a max rarity or cost, etc.
It appears RAW that any potion can be crafted including things like oil of sharpness. Am I missing something? Please weigh in with your thoughts.
Question 1) Are the numbers below correct? Damage at level 5 (+4 dex modifier): Attack Action: 1d6+4 Sneak Attack: +3d6 Bonus Action Psychic Blade: 1d4+4
Question 2) Vex applies to both attacks?
Question 3) Critical hits doubles all those die?
Would you kindly help a Newbie DM transitioning to 5R or 2024 (what we callin' it nowadays?). I appreciate it.
Just got a push notification that DDB is having "up to 50%" off cyber Monday deals from the DDB app.
I went to checkout the deals and none of them are close to 50%... Lol. Neither are the ones online.
Why did they push notify me of a sale they aren't doing, they could have just said up to 40% or 35% (whatever the best deal is on one product like all other companies use 'up to'). Or is it regional and I'm in a region they price higher, though I'm in the Continental US so that would be weird...
Anyone else get that notification?
Consider this hypothetical scenario, if a character was swallowed by a Purple Worm, and the Wizard casts Invisibility on the Purple Worm, could we then see the swallowed creature inside the invisible worm?
The new Invisible Condition says: Any equipment you are wearing or carrying is also concealed.
Presumably, an invisible Barbarian cannot extend its invisibility to the Rogue just by picking them up and carrying them. So, given that logic, a creature wouldn’t count as equipment, and should remain visible.
Hello D&D Hivemind!
I'm having a bit of an issue picking what to play in the only game I'm in that I'm actually a player in for D&D 5.24.
A bit of background: We had our first session yesterday and it didn't exactly go as we hoped. We were a party of level 3 characters (Light Cleric, World Tree Barbarian, Dance Bard, and Illusionist Wizard) and the Barbarian player and I (playing both the Wizard and Bard) weren't having the best time with our new characters (the Bard was fine for me, it was the Wizard that didn't feel so great). We were playing through the starter adventure, Vecna: Nest of the Eldritch Eye, and the Barbarian player and I both had issues with how our characters functioned.
Now onto the issues:
Sorry for the long post, but I've been wracking my brain on this for the better part of 18 hours and I'd rather reach out to you fine folks than spend the next few weeks agonizing over what to play and how to help my friend make a character they'll find satisfying to play.
Edit: Oh, we'll be going through Vecna: Eve of Ruin next and jumping to level 8, if that helps give anyone ideas.
Thanks in advance for the help!
All of this is from the 2024 Handbook. In particular, note the BLINDED references
Aura of Purity spell
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
DARKNESS Spell
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and chapter 1 (“Exploration”).
You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and chapter 1 (“Exploration”).
So, the Blinded Condition in Aura of Purity caught my attention. So, can a person under the effects of Aura of Purity see into Magical Darkness created by the Darkness spell as they are immune? to the Blinded Condition. It seems that it would be so RAW.
The Sanctum allows anyone who can cast with a Holy Symbol or Druidic Focus as a way to spell cast - a means of recalling back to their base. For half casters that meet this criteria, who don’t have the spell slot, yet now have Word of Recall prepared(while their sanctum exists), how would a Paladin or Ranger cast this spell? Since it is a prepared spell, would they be able to cast it through scrolls?
Another one of these posts.
But in a nutshell, how would everyone have felt if instead of getting hunters mark turned into a boring feature, what if WoTC reworked the 2014 feature with a little more practicality and benefit?
I had the idea of what if the 2014 feature kept the features it had, with the added benefit that you can change one choice on a long rest. You also get to add (1+number of FE’s) to either the attack or dmg roll of your attacks. You decide after rolling to hit.
At a later level you can change a choice on a short rest and the capstone adds your Wis mod to it.
I feel like it would be reasonably powerful and more interesting than the HM feature. Your crits won’t be as high, but much more consistent dmg and you no longer have any bonus action or concentration bloat.
Anyone have thoughts on this? Good, bad, equally lame?
We're 4 players, we got all mental stats covered. We chose what we like and not what could be meta, so we're even more satisfied. We got a tanky character, a controller support wizard, then me I love to heal and do a bit of damage so I took Healer and we also have a archer ranger. The only thing we're missing from this party is basically bless at this point but in theory one of us could take it be it now or later.
The best part for me was organizing with the wizard crafter in the party so that we both had the same artisan tool proficiency to halve the crafting time of wand and staves. We feel that 5 days and 200 gold to craft a good wand for him could be beneficial and worth the stop in a village. He's hyped too by this shortening of crafting time. I can't wait to craft an enspelled staff
I invested gladly some afternoons and evenings to help my mates compile the roll 20 sheets. It wasn't easy for some of them but we got everything down.
We start at level 3 and we're told by our DM that this famous campaign (Curse of Strahd btw) should end around 10. You can confirm if this last part is true. We're not gonna play the Death house but we're gonna play another tri-shot set in the Faerun before that
I restarted hanging around this subreddit just because I'm interested in reading opinions, either controversial or given.
I even took break from a certain videogame addiction just because I can't stop thinking about D&D and I get distracted during the day thinking about my spell selection.
God, this game is a drug for me. I even started searching real life knowledge about botany to insert it and roleplay it with herbalism Kit.
Building a pact of the blade warlock, started out as a fighter and then multiclassed into warlock. I just wanna know if I take a second level of fighter would I be able to do something like eldritch blast and then action surge and do an attack action with the pact weapon? Or would using the magic action completely prevent any use of action surge?
For those of you who have begun putting the new rulebooks into practice, how have your players liked the changes so far? I'm running a third-party adventure with the players about level 8 or 9, and they were all incredibly stoked about just how much more they all got for their classes. More wild shapes, bigger heals, and more out-of-combat tricks for fighters. Just feels great across the board. Also, in the two sessions I've run since the DMG dropped, I found referencing it was a lot smoother for checking for Door DCs, etc.
Do you think it was an oversight, or could there have been a reason behind it? (like a cerimonial lamp)
Looking ahead to an upcoming level on a 11 Hunter Ranger. A once-per-turn 3.5 damage, specifically not to your current target. That's what we get at third tier? What is d6 going to do to Tier 3 creatures who aren't being focused on? Doesn't even work if there's only one enemy.
The Beast Master gets an entire extra attack plus an additional Hunter's Mark of damage to a marked creature. Fey Wanderer gets a free concentrationless summoned Fey.
Who's got some good ideas to bring this feature up to snuff?
This was discussed here:
https://www.reddit.com/r/onednd/comments/1g8su2h/no_exhaustion_for_skipping_a_long_rest/
I would summarize this as "it wasn't in the 2024 PHB so why should it be in the 2024 PHB?"
Fair enough, many reasoned, let's wait for the new DMG to drop.
Well, it's dropped. But does it contain any rules for becoming exhausted by not sleeping?
I'm playing a Goolock and trying to figure out if Hex gained from the Fey-Touched feat would be affected by the Psychic Spells feature.
This is the text for Psychic Spells:
Psychic Spells
When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.
At 10th level, with Eldritch Hex making the target have disadvantage on the saving throw, Hex becomes a much stronger spell, usable even outside of combat. The interactions with Charm Person would be interesting, especially with no Verbal or Somatic components from Psychic spells, and the spell slots economy would take advantage from a free casting of Hex.
Since Hex is normally a Warlock exclusive spell, I am not sure if getting it from Fey-Touched would change that for the purposes of Psychic Spells.
Any opinions on this would be greatly appreciated (my DM is very strict on RAW).
Just starting a new campaign with 2024 rules. I’m a lvl 2 Warlock and thinking Celestial as my subclass. Does Radiant soul apply to Hellish Rebuke? Thanks.
Hi, I will run a new game. It will be about magical forest. Rules say that we can use 5e races if we remove ability score improvements. Does this really work? Can I use aarakocra, fairy, changeling, harengon or triton if i remove ability score improvements
Is the first rule below from the PHB an exception to the next rule? For example, could a 5th Level High Elf cast Misty Step as a Bonus Action without expending a spell slot on the same turn as casting a leveled spell as an Action? I’m pretty sure that is correct, but I want to make sure.
“Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day.”
“On a turn, you can expend only one spell slot to cast a spell. This rule means you can’t, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.”
Can Quickened Spell be used with racial abilities? For example, could a 3rd Level Drow Quicken Faerie Fire to reveal an invisible opponent or gain Advantage on a follow up cantrip with an attack roll?
“When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.”
Hi everyone, this is a new phrase in a new spell. I've only seen it in this spell and it could really change its power depending on how you interpret this line. The spell is Yolande's Regal Presence, a 5th level enchantment spell that was released with the 2024 PHB. The wording of the spell is as follows:
You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.
I'm not sure if I'm just misreading something or forgetting one of the basic spell-casting rules so please forgive me if this is dumb, but I can see two interpretations here:
My inclination is obviously towards #1, but #2 would obviously be super cool and I cannot see how the wording would disallow it. The rest of the language seems so clear that it's making me question if #2 could be legal. For example, it does not say "you can force the creature to make this save only once per turn" or even "a creature is only affected by the emanation once per turn." It's a 5th level concentration spell after all and it can only be cast on self. As a GM I know I can choose to rule it however I see fit, but is there anything in the 2024 PHB or DMG that clarifies this?
Thank you in advance!
When you start/build/plan a character, do you do it with the expectation of finding certain magic items , or perhaps the hopes of finding specific magic items?
Or do you build it to be as normal and independent as possible, and any magic items you find are just gravy on top??
I feel there are items that are popular enough that most early level characters would have at least heard of them; Gauntlets of Ogre Power, Bracers of Defense, Enspelled items*. Just to name a few.
I bring this up as I start to plan a Gish character, and debate on whether or not to take Fighter or Paladin for a one level dip to start. If I plan to get an Enspelled item, with the Shield spell, I would be better off taking Fighter vs Paladin. If I choose Pali, I’d make a more self sufficient character, but his power could be redundant/obsolete to found magic items.
Hey all!
Quick question, would the benefits of charger work when the character is mounted? Say i have a mounted paladin who wants to take charger, if they move at least 10ft forward while mounted on their turn, and then attack, do they get the benefits of the charger feat? Or is there a meaningful difference here between the character and the mount RE: movement?
Just an honest question I'm not fully sure on!
As far as I can tell, proficiencies in land and water vehicles have disappeared from the 2024 rules. If I’m wrong, please direct me to the rules, but if I’m right, I would really appreciate anyone telling me what rules dictate which characters do, and which do not, know how to sail a ship.
Hello! I got a question for how the damage works for poison damage during 6th level in the new/revamped Moon Druid subclass. I've been reading the new ruleset for druid and I might make some plans on creating a Moon Druid out of these new rulesets and was looking through the rules and possible wildshapes I could possibly turn into and came across this little problem between Poison damage and one of the subclass's new rule for 6th LVL of moon druid. It reads as follows:
"Level 6: Improved Circle Forms While in a Wild Shape form, you gain the following benefits.
Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.
Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws."
The Lunar Radiance is what is causing the most confusion for me atm. Think of this, imagine if I say turned into a giant venomous spider or say a flying snake and I were to hit someone with a bite attack. I know for a fact that I can either do the normal piercing damage or radiant damage thanks to Lunar Radiance, but I wanna know if this also effects the poison damage that comes after? Like if I bite someone as a flying snake, can I do 3d4 Radiant damage instead of poison? Does it only effect one aspect of the attack and not the other? Or does it affect both?
My friend says that they'd rule it if it was the only damage type and not have the second damage type(The Poison) be affected by this ruling. So basically I do the normal piercing/radiant damage on the first damage type while the poison remained the same.
But I wanna double check to make sure if I got this correctly cause causing radiant damage via venom is both a weird and interesting concept that I wanna know may or may not work and if it is even possible to poison something with radiant damage. What's your thoughts?
Trying to make sure I understand the rules correctly.
Invisible Duergar roll stealth higher than any PC passive or active check. 2 pcs are sleeping 2 are keeping watch.
Duergars sneak up next to party and prepare to attack
Roll initiative, all PCs have disadvantage. All Duergar have advantage from invisibility.
PC 1 awake, unaware of enemies
PC 2 sleeps
Duergar turn. They attack each PC, have advantage. Critical hits on sleeping PCs. Miss 1 awake pc. Hit other awake PC. Invisibility drops on each duergar after their first attack. They continue with their turns.
PC 3 awake, takes turn
PC 4 woke up from damage, takes turn
Hey everyone, hope things are going well, I'm currently playing a shadow monk and we just hit level 4. For my ASI I was thinking Grappler, as it would max my DEX and it seems very strong on a monk. My question is, is the feat redudant thanks to the advantage from the darkness, or the other benefits of the feat are worth it regardless of my darkness. Thx in advance
Like, generic +1 to +3 hand-wraps or brass knuckles? Literally any way to get a +3 to your unarmed strikes?
Something I've been thinking about with the new Weapon Mastery rules is that it doesn't seem like the masteries are heavily tied to balance for each weapon.
For example, there are d8 one-handed weapons with the Topple (Battleaxe), Sap (Longsword), Vex (Rapier), and Push (Warhammer) masteries. Rapiers are stronger than the rest since they are finesse weapons, but otherwise they're pretty equivalent - in my experience, the Versatile property rarely matters in actual play, and damage types are mostly equivalent to one another.
There are other masteries that are specific to certain weapon types. The Nick mastery is the most obvious since it's designed for two-weapon fighting, so it's keyed to light weapons. Cleave and Graze seem tied to two-handed weapons, but I'm not sure if that is meant more for balance or flavor. Slow is restricted to ranged weapons and the whip.
How would you feel about a character who, for example:
Quickest example is Enspelld Staff/Armor/Weapon:
Casting something like Healing Word from a staff with bonus action and then a level spell with an action in the same turn?
Cause I read months ago the new rule now should be you can only cast one spell with a spell slot per turn and that anything that lets you cast a spell without using a spell slot is game. Like if an high elf wizard uses misty step from the racial, then he can also cast a leveled spell with his action.
Do items of charges count for this interaction?