dnd 5e – Using two-handed weapons with one hand?

I was recommended to post this here because at that time I did not realize that I was following up a previous question with a new one.

This is my question and reasoning behind this. What about a two-handed style domain and a two-handed weapon style domain? It's true that I don't know much about 5e. I'm running out of the ability at Baldur & # 39; s Gate that allowed my half-orc to have two war hammers in the melee battle. Is it still applicable or …?

I'm curious because I thought about playing a half-dwarf half-Goliath siege ax with double hilt.

Although I have also considered a half giant half dwarf with the same weapons.

Thoughts? Advice?

dnd 5e: Does the Hexblade Warlock & # 39; s Hex Warrior feature allow them to use Thirsting Blade on a weapon without a pact?

My question is, can I use Thirsting Blade with my gun without a pact?

Example, I have a +3 long magic bow with which I used the Sword Covenant ritual to transform it into my Covenant Weapon. (I can only get this out now when I invoke it and I can't get a sword)

I can use the Hex Warrior to channel my will through 1 weapon that I play to use my Charisma Modifier for attack and damage rolls. (once for a long break)

Would I still be able to attack twice when performing the attack action with the Sword even if it is not my Covenant Weapon?

You can attack with your pact weapon twice, instead of once, each time you perform the Attack action on your turn.

dnd 5e – What is the history of the Artificer class for 5e?

The first version of the Artificer was published in early 2017 (article, pdf). In this first one they were a 1/3 spellcaster (the same progression as an Eldritch Knight or Arcane Trickster), they chose several magical items as part of their level progression and had two subclasses; Alchemist and Armorer.

The second iteration arrived in early 2019 (article, pdf). The class was now rescaled to 1/2 cast (the same spell progression as Paladins and Rangers), obtained magical items like Infusions and had Alchemist and Gunner as subclasses. This version also introduced a unique class spell: arcane weapon.

In May of the same year, the third iteration was published (article, pdf). This version made little or no change in the base class, but introduced two new subclasses: Archivist and Battle Smith, updated the spell list and added some new infusions.

Then in November 2019 Eberron: emerging from the last war was released. This book contained the finalized version of the class (p. 54). The notable changes of the last iteration are:

  • There is no archivist subclass
  • Alchemist subclass noticeably changed; Alchemical homunculus and right arrow; Experimental Elixir
  • Do not arcane weapon
  • Several infusions were changed to have higher level requirements (from 4th and right; 6th and several others) Many hands bag removed; Servant Homunculus added; Improved wand and right arrow; Enhanced Arcane Approach
  • Some changes in the characteristics; including the elimination of the function that allows changing cantrips in short or long breaks.

In addition to releasing in Eberron: emerging from the last war, the base class and the Alchemist subclass were added as Appendix D to the living document Wayfinder guide for Eberron.

dnd 5e: Has this random area spell deviation house rule been broken?

Whenever an AOE spell is cast, the actual target center (for circles) or the target angle (for cones) differs from the intended target by a factor of 5 feet / degrees * spell level / caster level. The direction of the deviation is determined by throwing 1d8 with 1 representing “north or up” and the clockwise direction each subsequent number represents a quarter of change (1d2 for left or right cones)

Explanation

My players and I use Fantasy Grounds for our online role play.

Until now, every time there is an area of ​​effect spell (spike growth, fireball, etc.), I simply draw a circle or any center at the point they indicate and use it to track the spell's AOE. Everything is fine, but due to mechanics, it produces a couple of undesirable consequences:

  1. They get laser precision, being able to cast spells that affect the maximum number of enemies and never hit an ally.
  2. They are aware of where the effects begin in order to avoid the affected areas while the enemies do not.

For the second point, we have simply agreed not to show you where the exact area of ​​effect is, I will see it but they will not. That improves it, but you can possibly take it into account with precision by simply counting squares on the map.

Therefore, we have agreed to introduce some randomness into the "target" of the spell. You try to put the center somewhere, but since you're human after all, you don't make it perfect.

The current line of thinking is to make it small but remarkable, perhaps at a distance of up to 2.5 to 5 feet from its intended goal. It is easy to make it random, but there have been chats to make it depend on the level of the spellcaster against the ability of the target or the level of the spell (that is, the distance from the intended target is 5 feet * spell level / spell level pitcher).

Example

You are a level 5 wizard who casts a fireball spell. Select a target center and roll 1d8 to get 5. The fireball hits a point approximately 3 feet below the desired location.

Note

After seeing the linked question, I still prefer this to a control against an AC. It is not this system, no matter how good you are, you will never get it exactly right (which is the good aim that works in real life). The better you are, the closer you get, but a level 15 wizard will still be wrong for a few feet.

dnd 5e – Can you launch a major restoration to cure an unknown condition?

The description of Greater Restoration is:

You imbue a creature that touches with positive energy to undo a debilitating effect. You can reduce the level of depletion of the objective by one or end one of the following effects on the objective:

An effect that captivated or petrified the target.

A curse, which includes tuning the target with a damn magic item

Any reduction to one of the target's skill scores

An effect that reduces the maximum hit point of the target

Some of these may be known effects (exhaustion, maximum hit point, etc.) while others may not be known to the caster (charm, curse). Does it have to be explicit when launching Major Restoration on what effect it is healing, or can it do it "just in case"?

dnd 5e: does a monk decide to use a slow fall after the damage is rolled?

On the fourth level, the monks get the Slow Fall class feature:

Slow fall

Starting at the 4th level, you can use your reaction when you fall to reduce any fall damage you receive by an amount equal to five times your monk level.

My question is, does a monk decide to use his reaction to the slow fall before or after the fall damage is rolled?

Usually, when slow fall opportunities have arisen for me, it doesn't matter, I have nothing else to use a reaction at that time, so I will always use it even to deny a single damage. But recently a situation arose in which I wanted to save the reaction for something else, but whether it was worth it or not the reaction depended on how much damage I received from the fall.

My first inclination was that the monk must decide before throwing the fall damage, because other similar abilities that affect the throws explicitly say that they can be used after the throw is made, but before the result is determined and Slow Fall it do not says that.

But in thinking more, I am not sure that it is correct, because this does not affect whether a result is a success or not. I imagine a fall that lasted two turns, a monk presumably cannot use the Slow Fall during the first turn and expect the damage reduction to continue until the second turn (when the fall ends), so it makes more sense than what You're reacting is the end of the fall when damage is inflicted, not the fall itself.

dnd 5e: are spears in 5e a single use item?

I cannot find a single information on this subject. My group shares the DMing between our three different ongoing and concurrent campaigns, and twice this problem has arisen.

Okay, there is the DM fiat that I always meet, although reluctantly. So, without any RAW or RAI that I can point out, it has been ruled that "… historically, combat lances were primarily used as a massive ordeal cargo weapon designed to interrupt an infantry phalanx, knocking down most of the that they are beaten and with only a few suffering serious injuries, due to the frequent breakage of the spear to the forced contact ", as happens during the fair and, therefore, the weapon is useless. Then another spear is pulled from a squire, for another "race."

But here are my doubts about such a break. It is also historically known that spears designed for fighting were removed from the metal piercing tip and spun on purpose, then covered with carved or molten iron cuffs (read as fragile), balls and even small shields the size of a hand. This was done to eliminate the possible death that pierces the armor. Therefore, when the forceful force of the spears in the just made full contact, it could bend and break more easily.

So, in our game, after the initial charge attack (with or without my use of the Charger feat), and upon landing a blow, it is that my spear has deeply impaled the creature and this must let it fall or retreat my mount away To take out the spear. And if my launch was a failure, it is a d2 launch that, on the other hand, the spear broke when hitting its armor.

I don't know any other weapon in 5e that has such a cost, both in the heat of battle and in the armory. My only hope of saving these two costs is (1) always hit, then & # 39; No-Action & # 39; release it, followed by a free Action to pull my Warhammer, one and (2) always roll a 2 on d2.

I need help friends, are the spears supposed to be single use?


1: Play a Noble Human Cleric (War Domain) (Knight Variant) designed to ride a War Horse in most battles, or on foot if inside or underground, hence the Warhammer.

dnd 5e – Can a dryad spell a demon?

I have a concept that I want to use from a dryad that calms a demon, which will be the past of a demon as the first step to redemption. So, is there any way for a demon / demon to be enchanted by a dryad, if this could happen in the rules? If not, is there any way to solve that problem? The demon is a yochlol, who cannot return to his original plane, and is having an attack of rage in a forest and is destroying the forest with what they touch.

dnd 5e – In D&D Beyond, how to create a shield that gives a ranged attack?

In D&D Beyond, I am trying to essentially create a Captain America shield. If I make a shield of its kind, I can't seem to make it attack at a distance as an option.

I tried adding a modifier and used the Ranged Weapon Attack - Bludgeoning modifier with a damage roll and dex as the primary statistic. When equipped for a character, the AC increases by 2 as it should for a shield, but there is no luck that a ranged attack appears in the action attack section of the character sheet.

Can anyone give me some direction on how to make this happen? Does it need to be created as a weapon that gives a AC bonus to imitate what makes equip a shield? It feels like a hack.
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dnd 5e – Storing long cast time spells in a glyph

You can store none spell of the appropriate level in the protection glyph

Glyph of protective states (my emphasis):

When you enter the glyph, choose explosive runes or a spell glyph.

(…)

Glyph spell. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of the creation of the glyph.

(…)

If you create a spell glyph, you can store any spell up to the same level as the slot you use for the protection glyph.

Any spell means there is no restriction (including longer casting times) of which spell can be cast with a protective glyph.

The secondary spell is cast as you are creating the glyph, not how you are foundry the glyph The glyph is a spell effect that you enter after you cast the spell (it is an effect that can only arise as a result of a successful cast).

As a result, as part of the enrollment process, the secondary spell must be cast. This means that the total time spent casting spells for a successful spell protection spell is 1 hour + the casting time of the spell to be stored.