dnd 5e: Does mastery of class armor also increase the skill score of the domain feat?

The basic rule for armor states:

Anyone can wear armor or tie a shield to an arm. However, only those who dominate the use of armor know how to use it effectively. (…) If you wear armor with which you have no competition, you have a disadvantage in any skill check, save cast, or attack roll involving Strength or Dexterity, and you cannot cast spells.

Normally, when you reach certain levels, you can increase your skill score (s) with a pair of increases of +1 (or an increase of +2). The feats are an optional alternative to get those +1 increases.

Some feats include an increase in statistics in addition to its other benefits. It turns out that most armor feats are like that.

But, at the relevant levels, you must choose between getting the +1 in your statistics or take a feat (if your DM allows feats to be used). You don't get both:

At certain levels, your class offers you the Ability Score Enhancement feature. Using the optional feat rule, you can give up taking that feature to take a feat of your choice.

dnd 5e – How far can a bugbear, holding a range weapon, with the Polearm Master feat, get his Opportunity Attack?

I have created a barbarian bear that uses a halberd weapon, and I will take Polearm's dominion as a feat.

Bugbears have the Long-Limbed feature:

When you do a melee attack in your turn, you reach it is 5 feet bigger than normal.

The property description of the Reach weapon says:

This weapon add 5 feet to your range when you attack with him, as well as determining its scope for attacks of opportunity with him.

The second benefit of the Polearm Master feat (PHB, p. 168) says:

While wielding a glaive, a halberd, a pike, a cane or a spear, other creatures provoke an attack of opportunity. When they come within your reach.

Making a standard melee attack is quite simple. You can attack anyone in 15 & # 39; (5 & # 39; for normal, plus 5 & # 39; to bugbear, then add 5 & # 39; to reach).

How far can you attack someone coming towards him?

So my reach is usually 15 & # 39 ;. But according to the description of the bugbear, those 5 & # 39; additional are only when I make an attack in your turn. Then its effective range is only 10 & # 39 ;.

According to Polearm Master, I can take an attack of opportunity when they come within my reach; which is normally 15 & # 39 ;. But I only get those 5 additional feet in my turn, and since this is another creature that uses its movement, it's not the character's turn.

So, can you attack when someone is 15 feet away, or do you have to wait until they are within 10 feet?

PS There is a sister question about Polearm's dominance and how to abandon my threat range.

pathfinder 1e – Deadhand style feat duration

As written, this feat has some undefined qualities and I am interested in knowing more specific details. As of now, I am not aware of any errata or comment from the developers that I clarify.

Deadhand style, since Horror adventures

Benefit (s): By using this style, if you have at least 1 point in your ki group, you get a +2 bonus on saves against the effects of fear, and the Intimidate CD against you increases by 4. As a quick action, you can spend 1 point of your ki group to boost your unarmed attacks. Creatures struck with your unarmed strokes must succeed with a Will's save (CD = 10 + 1/2 of your character level + your Wisdom modifier) ​​or be shaken by an amount of rounds equal to your Wisdom modifier. This is a fear effect that affects the mind.

How long do your unarmed powers remain strengthened? A single blow, a round, a minute, while maintaining the style, more time?

According to the recommendation of several others, this has been divided into two separate publications.

Related question

pathfinder 1e – Deadhand Style Feat Stacking Fear Effect

As written, this feat has some undefined qualities and I am interested in knowing more specific details. As of now, I am not aware of any errata or comment from the developers that I clarify.

Deadhand style by Horror Adventures

Benefit (s): By using this style, if you have at least 1 point in your ki group, you get a +2 bonus on saves against the effects of fear, and the Intimidate CD against you increases by 4. As a Quick action, you can spend 1 point of your ki group to boost your unarmed attacks. Creatures struck with your unarmed strokes must succeed with a Will's save (CD = 10 + 1/2 of your character level + your Wisdom modifier) ​​or be shaken by an amount of rounds equal to your Wisdom modifier. This is a fear effect that affects the mind.

Will hitting a creature several times cause an increase in the severity of the fear condition? Most of the effects that cause fear will specifically list that they do not (such as Bullying to demoralize), but there is also the general without stacking rule, so I'm not sure.

Related question

Another related question

Pathfinder 1e – Deadhand style feat function

As written, this feat has some undefined qualities and I am interested in knowing more specific details. As of now, I am not aware of any errata or comment from the developers that I clarify.

Deadhand style, since Horror adventures

Benefit (s): By using this style, if you have at least 1 point in your ki group, you get a +2 bonus on saves against the effects of fear, and the Intimidate CD against you increases by 4. As a quick action, you can spend 1 point of your ki group to boost your unarmed attacks. Creatures struck with your unarmed strokes must succeed with a Will's save (CD = 10 + 1/2 of your character level + your Wisdom modifier) ​​or be shaken by an amount of rounds equal to your Wisdom modifier. This is a fear effect that affects the mind.

I have two questions about this feat. The first is, How long are your unarmed attacks with power? A single blow, a round, a minute, while maintaining the style, more time?

Secondly, Will hitting a creature several times cause an increase in the severity of the fear condition? Most of the effects that cause fear will specifically list that they do not, but there is also the general without stacking rule, so I'm not sure.

dnd 5e: is the moderately armored feat the only way my dwarf can get the shield ability without multiclasses?

I really enjoy exercising rather unusual character constructions, or taking a poor character concept and trying to make it work using min / maxing, buying points and having all levels planned from one to twenty before starting the adventure (skill increases, feats , equipment, etc.) My last project is an assistant that has the greatest potential (which means having a high level of CA in this case).

To accomplish this, my wizard would be a mountain dwarf (starting with a light and medium armor skill), and has 14 Strength. Depending on how the campaign is going, around the time I am getting close to having enough gold to buy a plate armor, I would give up an increase in the skill score in favor of the "Strongly Armored" feat (which also gives me + 1 Force, raise that skill to the score needed to wear plate armor without receiving a movement penalty.

Now, he would have an AC of 18, which is quite high for a wizard. But, as stated, my goal is that my character's AC be as high as possible. Adding a shield to my character's team would seem like a cheap way to get an extra +2 AC for an impressive total of 20. But this is where I finally approach my question.

The shields have a separate ability in 5E and using armor with which you are not competent not only imposes disadvantage in any skill check, save shot, ar attack roll involving Force or Dexterity, but also makes it impossible cast spells Not being able to cast spells would make my wizard meaningless, so for this to work, I would somehow have to gain competition with the shields.

At this point, there are two ways to obtain the domain of the shield in 5E: multiclasses of a level in a class that has domain of the shield or take the "Moderately armored" feat. Multiclassing is not really an option for me, as it would leave me unable to obtain the functions of a high-level assistant. Then he would have to take the feat just to get the shield ability. As I am already competent with medium armor, this seems to me a complete loss of feat. If that is how it is meant to work, it would not take the feat.

So my question is: Is the moderately armored feat really the only way to gain mastery of the shield without multiclasses?

Because it seems a kind of carelessness. Now, you can't reasonably expect developers to consider people like me creating stupidly specific situations like this: a heavily armored dwarf wizard who uses a shield (my character could still perform somatic components for spells even wielding) a shield already that would not wield a weapon). For the vast majority of character constructions, this would never be a problem, but I really believe that the domain of the shield should also be included in the "Strongly armored" feat.

In my other concepts of extravagant characters, I have discovered that sticking to rule books generally works well. My DM also adheres to RAW and does not use any home-made rules. Normally I totally agree with RAW, but this seems a bit silly. According to the rule book, my wizard could hold a chair in his left hand and could still cast spells, but when he holds a shield, this is no longer possible.

Do racial spells count towards spellcasting feat requirements?

For example, Tiefling's Infernal Legacy gives them the Thaumaturgy and Infernal Reprimand spells: they can cast those spells.

For feats like Spell Sniper with the "The ability to cast a spell" requirement, would these Racial Skills apply?

dnd 3.5e – Can you take the feat Defense of two weapons with a double weapon?

Note: This question has been answered for D&D 4e, but I am asking if this also works in D&D 3.5 as systems tend to differ significantly in different editions. (Does a double weapon work with feats of two weapons?)

So, can you use a feat of two weapons with a double weapon in 3.5? The same question also applies to the "Ambidestreza" feat.

dnd 5e – Does the Quicksmithing feat make the Servo Crafting feat obsolete?

In Plane Shift Kaladesh, the Servo Crafting feat grants you a family mechanic through a Find Familar ritual casting. On the same page, the Quicksmithing feat allows you to cast a series of ritual spells, including Find Familiar (as well as some other benefits), and seems to imply that you are doing it by building machines. Doesn't that mean that Quicksmithing fully covers Servo Crafting? Or does one of these exploits do something similar differently?

dnd 5e: can you attack twice with the same hand crossbow if you have the feat Crossbow Expert?

Yes, it is confirmed by Crawford

@mpetruzz @mikemearls Crossbow Expert does allow a character to fire a hand crossbow as an action and again as a bonus action.

Note that then, Crawford himself states that this is simply "how it is written" and that it is "murky"

@MLenser The feat is undoubtedly murky. It is on my list of things to clarify in a future impression. @mikemearls

This tweet response was later included in the Compendium of wise tips

Does Crossbow Expert allow you to shoot a hand crossbow and
then shoot again as a bonus action?
It does! Have a look
in the third benefit of the feat. He says you can attack with one hand
crossbow as additional action when you use the attack action
attack with a one-handed weapon. A hand crossbow is
a single-handed weapon, so, in fact, it can be used for both
attacks, assuming you have a free hand to load your hand
crossbow between the two attacks.

Ultimately, it depends on the discretion of DM if it should be allowed or not. Mearls states

@GX_Sigma @Eoffram_Troyas @Wizards_DnD I would say you must specify a different weapon, not the same weapon twice

However, keep in mind that Mearls is not the official guru of the rules for 5e, Crawford is, and the SAC is an official document. This tweet does not change the fact that the official answer remains: yes.

For balancing purposes, this is essentially giving an additional early attack to, for example, fighters who would not use their Bonus Action on the first level anyway. Even add the dex modifier to the second attack.