dnd 5e – Does the Booming Blade spell’s damage from moving trigger before or after an opportunity attack?

Booming Blade triggers first.

Let’s start with quotes from the specific abilities:

Booming Blade says:

If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

Opportunity Attack says:

The attack interrupts the provoking creature’s movement, occurring right before the creature leaves your reach.

When not using a grid, a character stepping even one foot away has “willingly move(d)” and triggers Booming Blade. An opportunity attack follows if they continue to move and “leaves (the other character’s) reach”.

Fighting on a grid is an optional rule, and shouldn’t have any material effect on how a spell plays out. It’s more granular nature should not change the order things trigger. In effect, as soon as the victim declares their intention to move on a grid, Booming Blade triggers. The Opportunity Attack triggers when their movement is about to carry them to a square outside the character’s reach, but before it actually happens (relevant for things like Sentinel).

Related “Trick”

Combine Booming Blade with War Caster. Hit the target with Booming Blade on your turn. If they move, they take the damage. When they provoke an opportunity attack, hit them with it again. If they keep moving, they take the damage again.

dnd 5e – Which Rogue archetype does the highest damage for my Highwayman build?


A single-classed Rogue who fits the Highwayman (Stand and Deliver!) archetype / trope.
Not to be named Dennis Moore

Build framework and Constraints

  • vHuman, Rogue, with the subclass of either Arcane Trickster or Swashbuckler.

    If you can point to a different subclass that is much better than either of the above, that’s welcome. Swashbuckler is a strong thematic-based choice due to the character concept (and I like the boost to Initiative) while the Arcane Tricksters I have seen in action have great flexibility, and some nova damage bursts (shadow blade) that have raised my eyebrows.

  • Character level from 1-12. Campaign may end before 12, but take it to 12 for this case.

  • Assumptions:

    • Criminal Background
    • Crossbow Expert as the vHuman feat taken at level 1.
      My assessment is that this offers an early game damage boost that will benefit the party.
    • Party Face: this character is also the party face. That has to be folded into the build.
    • Other PCs(as of this writing): Druid(Stars), Fighter(Battlemaster), Barbarian(Ancients)

Rough Build Plan

S 10 D 15(+1) C 14 I 10 W 10 Ch 13(+1)

  • at 4th ASI Dex(18)

  • at 8th ASI Dex(20); I am open to a feat here (some Tasha’s half feats
    add expertise, SS for damage).

  • at 10 ASI Dex (20, if feat at 8) or Feat

  • at 12 Feat (Alert is a strong contender, as is Lucky)

    I have reviewed a number of Q&A here on Sharpshooter as a feat, and feel that getting the Dex higher so that to hit is maxed out is a pre-requisite for that feat. If we had a cleric (bless) I might feel differently. (If I am wrong about this, an explanation of why is welcome).

Proficiency(7): Deception(Crim), Stealth(Crim), Intimidation, Persuasion, Investigation, Perception, Sleight of Hand(vHuman)
Expertise: Stealth, Intimidation(or persuasion?). at 6: Investigation, Thieves tools

Bottom Line – more is better, if it’s damage

Which archetype give me the best damage for this character concept; Swashbuckler or Arcane Trickster?
(Also, if my build plan is out to lunch, show the better build plan)

dnd 5e – As a Warlock, can I cast Vampiric Touch on myself to grant my pact weapon an extra 3d6 necrotic damage?

No, you can’t improve an existing melee attack with the Vampiric Touch

The Vampiric Touch spell states:

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

So, firstly you take the Cast A Spell action and expend a 3rd level spell slot. Then you deal 3d6 necrotic damage, if you succeed with the melee spell attack. This melee spell attack is a part of the spell — you literally have to touch the target with “your shadow-wreathed hand” to apply the spell effect.

Within 1 minute, you can repeat this action without expending more spell slots, providing you maintain the concentration. So you have to choose — either you make a weapon attack with your pact weapon, or you make a spell attack with the Vampiric Touch.

See also Can you apply the Vampiric Touch and Shocking Grasp damage together in one attack?

pathfinder 1e – Do thistle arrows deal their bleed damage in addition to the normal effects of a bow shot, or instead of it?

Thistle arrows “deal damage as a bleed effect for 1d6 rounds after a hit”. Does it cancel their normal damage, or does it essentially double the total damage dealt on the round when the arrow is shot?

Is using such arrows at least once on every potentially vulnerable enemy optimal?

dnd 5e – Does the 3rd benefit of the (UA) Fizban’s Platinum Shield spell stack with Evasion, so that the character only takes 1/4 damage on a failed Dex save?

The new UA, Unearthed Arcana: Draconic Options, introduces a 6th-level spell called Fizban’s platinum shield that can be cast on a creature within 60 feet of the caster, granting them a few benefits. The description of the final benefit reads as follows:

  • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

This has the same effect as the Evasion feature of a Monk or Rogue (or Hunter ranger, maybe).

Since this spell benefit and Evasion have the same effect but different names from different sources, would they stack with each other?
For instance, in the case of a 7th-level monk failing a Dex save against the fireball spell while under the effect of this spell, would they take a quarter damage?

dnd 5e – Do weapons looted from creatures that are larger than Medium in size retain their damage when wielded by Medium-sized PCs?

Technically speaking, yes. The looted weapon will still deal extra damage.

Big monsters typically wield oversized weapons that deal extra dice of damage on a hit.

The “that” is pretty clear – the weapons deal extra damage, not the monster.

However, you should be extremely cautious in making these rules (and weapons) accessible to players. The rules on creature size are in the PHB, but these rules are in the DMG. They’re not meant to be easily accessible to players.

A player who is making a conscious effort to gain advantage on their attacks can do so fairly easily. That makes wielding oversized weapons a pretty nice option for any player who wants to build around it. At the very least, if you’re planning to allow this, consider implementing the suggested rule that it is impossible to use a weapon two sizes too big.

dnd 3.5e – Is the damage from Snap Kick fixed like, for example Insightful Strike or can you add any more bonuses to it?

Snap Kick states the following (emphasis mine):

When you make a melee attack with one or more melee weapons (including
a standard attack, full attack, or even a strike maneuver), you can
make an additional attack at your highest attack bonus. This attack is
an unarmed attack that deals damage equal to your base unarmed attack
damage + 1/2 your Str bonus
. You take a -2 penalty on all attack rolls
you make this round.

My character has Shadow Blade and therefore can add its DEX to the damage, and also has the possibility of making Sneak Attack with Assassin’s Stance and adding even more damage with Craven and some other maneuvers. Do these bonuses affect Snap Kick’s attack too? My theory is that it does since it does not specify that it doesn’t like with Insightful Strike (emphasis mine):

As part of this maneuver, make a melee attack. If this attack hits,
you do not deal normal damage. Instead, you make a Concentration check
and deal damage equal to the check result. Your Strength modifier,
your weapon’s magical properties (if any), and any other extra damage
you normally deal do not modify this check (including extra damage
from class abilities, feats, or spells).

Since both writings are from the same book, I can assume that they are consistent in that if it would not be possible to add the bonuses, it would have an addendum equal to the one in Insightful Strike, but I’m not sure and that’s why I’m asking.

dnd 5e – Can an animated sword, made of adamantine, take damage via magical fire?

The ruling “has a basis in fact” insofar as the DMG account of how objects are effected by different damage types is extremely permissive (DMG p. 246):

Objects and Damage Types: Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.

Note that this doesn’t even establish, for example, a hard and fast rule for a common sense ruling like paper being vulnerable to fire damage. So it is certainly not that case that the rules clearly state that adamantine objects can’t be immune to fire damage.

Of course, these rules specifically apply to inanimate objects. You say:

In this instance, it was an animated sword that was attacking us, and therefore a creature, no longer just an object.

I feel that this undercuts your concern over an object’s damage resistances/vulnerabilities/immunities. After all, if it is a creature, the DM can modify a creature’s stat block in any way they would like. The DM is not restricted to creatures in the Monster Manual. Your argument seems to turn on the DM using the object material to make the case that the adamantine sword was immune to fire damage. But note that the statistics for the flying sword (and you don’t specifically say that the “animated sword” is a Monster Manual flying sword) cannot be derived from the object properties. According to the DMG, steel has a suggested AC of 19, the flying sword has a DEX modifier of +2, so arguably it should have an AC of 21. Instead, it only has an AC of 17. For reference, adamantine has a suggested AC of 23. Did the sword you were fighting have an AC of 23, or 25 with DEX bonus?

So, either it’s a creature, in which case the DM has wide leeway (the DM is not restricted to creatures in published works, and even constructs in published works diverge from characteristics of the materials they are made of), or it’s an object, in which case the DM has wide leeway (because most of the rules around objects are suggestions, including AC, hit points, and damage resistances/vulnerabilities/immunities).

For what it’s worth, I probably wouldn’t make adamantine immune to fire damage. If it was forged in fire, fire can unmake it (except for artifacts). Maybe resistant? But I also wouldn’t spend a lot of time thinking about precise damage types for objects, unless it was really critical to the narrative.

unity – ECS – Stats, damage-types & damage calculation


Im quite new to data oriented programming and my goal is to implement a runescape stats & damage mechanic.

This is quite a pretty complex topic : [Runescape-Mechanics][1] and i havent found any ECS related sources on that topic yet.

In the following example we see a bunch of items which modify the weares stats based on a few conditions.
This happens in two different variants, either for the damage calculation only, or as a buff.

Brine sabre and Brackish blade increase damage against crabs.
Silverlight and Darklight increase ability damage by a scaling of 25-124% against most demons. The exact damage bonus is based on your base Attack and Strength, and the monster's base Defence.

The problem

Such a RPG system is very complex. There different damage types, different resistences and other stats.
Having a strong OOP background and no real experience in DOP, i cant find a suitable architecture to fill those needs.

In my current approach every stat is a component. Items and Buffs are structs. A item “buffs” its owner and the buff modifies his stats. This works so far, but i have no idea how i could realise the damage calculation, while still keeping it that flexible as it is in runescape.
This little example would just be able to buff the stats… not deal, receive or modify the damage itself.

// The stats

public struct Health{
  float max;
  float value;

public struct MeeleDamage{
  float base;
  float value;

public struct MeeleResistence{
  float base;
  float value;

// Item & Buffs
public struct Item{
  string name;
  int amount;
  bool equipable;
  List<Buff> buffs;

public struct Buff{
  string name;
  float duration;
  Condition applyable;
  ToBuff stat;
  float value;

Its also important that an entity can also deal damage to multiple other entities in one frame.
How would you implement such an complex mechanic ? Any examples are appreciated !

Do Video Games Damage Our Brains for $15

Do Video Games Damage Our Brains

In the event that you play computer games much of the time, your cerebrum changes – the a greater amount of the supposed dark mass is available in the hippocampus of the mind, the better the idea organ is. The less of them are available, the higher the danger of building up a mind sickness.

The PC game League of Legends is a marvel:

The PC game “Association of Legends” is a wonder: around 100 million individuals overall play it, routinely “Haha”, as it is said among experts. The game, in which ordinarily two groups with five individuals each go up against one another. The standards are perplexing, and winning against different players requires vital reasoning.

Examination affirms numerous a beneficial outcome:

The examination distributed in mid-November 2017 of the University of York in England in Plos One magazine. Regardless of whether the players got more brilliant during that time before the screen or whether it basically helps more astute parts in the class can’t be replied, says therapist Alexander Wade:

We bet on the last mentioned.

PC games are a typical side interest for the youngsters of today. Examination on the impacts of PC betting is additionally prospering and creating many investigations consistently. All things considered, they need to realize how mind and conduct are impacted by this mass marvel.

As opposed to mainstream thinking, the outcomes ordinarily lead to PC games improving the mind capacities included. It is very evident that numerous games don’t improve the whole IQ, however improve singular mind capacities.

Just later did researchers show the constructive outcomes of betting. The individuals who play routinely for an hour are better at rapidly getting circumstances, producing new information and arranging what they have realized into classes.

The justification this is an expanded action in the hippocampus, a region that is significant for learning and might be prepared through PC games. In any case, through extreme playing, a normal of fourteen hours out of each week, the purported dark cerebrum substance endures in the gamer – diminished in places. This is in the orbital cerebrum, which has a place with the front facing projection answerable for higher errands. The more inordinate her game was, the more noteworthy the misfortune.

Just, what’s the significance here? The volume of the dark matter in which the nerve cells of the cortex sit fluctuates incredibly throughout the span of life and relies upon various variables – it is hard to say whether a change is positive or negative.