dnd 5e: How do I maximize my turns to damage this melee character from Battle Smith?

What would be the correct sequence of actions on the first turn and the next turns for a Battle Smith Artist to maximize the damage?

They are a third level human variant (Dual Wielder feat) with a Force and Intelligence modifier of +3. We are using the 2019-2 version of the Artificer.

They are armed with

They could throw any

  • Arcane Weapon 1d6 (variable) or
  • Scorching blow 1d6 (fire)

And they have the ability to order their Iron Defender as a Bonus Action to attack with a 1d8 + 2 damage attack, or take the help action.

dnd 5e: does a melee attack count as a weapon attack?

I am relatively new to D&D and have been thinking of some versions when I thought of something I had strangely not thought for a while; Ranger, specifically Horizon walker, Planar warrior

As an additional action, choose a creature that you can see within 30 feet of you. The next time you hit that creature this turn with a weapon attack, all damage inflicted by the attack becomes force damage, and the creature receives 1d8 of extra force damage from the attack.

Now the question …

Do melee spell attacks count as a weapon attack? Or should they be explicitly stated in the spell & # 39; Make a melee attack & # 39; I.E. Boom blade?

pathfinder 2e: would all PC melee attacks that cause alignment damage be unbalanced at low levels?

For a campaign, I am currently discussing giving PCs the ability to convert all melee and unarmed damage into alignment damage instead of physical damage, cutting, etc. normal.

One of the players suddenly realized that this makes the attacks extremely powerful and unbalanced at the first level and at the lower levels.

Now I wonder: is there anything I missed that means that having this ability starting at lower levels or level 1 could unbalance things in a normal Golarion campaign?

dnd 5e: What is the maximum number of melee attacks that a character can perform reliably on each turn?

Partially inspired by (but different from) this question.

I have a character concept for a character that performs several attacks each turn as a whirlwind of blades, so I wondered what is the maximum number of melee attacks that a single character could make in one turn each turn. (Therefore, there are no consumable resources such as spaces for spells or waves of action).


  • It must be reliable and repeatable to infinity. (again and again endlessly)
  • You should not rely on any consumable resource, such as spell spaces or waves of action, unless you have a way of not running out of the resource.
  • Hitting or failing doesn't matter. If your strategy is based on hitting, provide counts for both with and without hitting.
  • It must be achieved by a single character without the help of another.
  • It should not require any magic items.
  • You can use any weapon as long as it is not a magic item and is a melee weapon (and is being used as one).
  • You must take all the necessary feats whenever they come from a racial ability (such as a human variant) or are taken instead of an ASI

The most that occurred to me is to have one-handed light weapons with a double hilt as a level 20 fighter. This grants 4 attacks in a normal action plus an additional action attack.

dnd 3.5e – Can you count an improvised weapon as a melee weapon and a distance weapon? Can you add an upgrade to an improvised weapon?

Improvised weapons are left mainly in the hands of the DM. There is very little we can tell you for sure; Most of these questions will have to ask your DM questions.

Improvised weapon both melee and ranged

A weapon can count as a melee weapon and a remote weapon; Many throwing weapons do that. An improvised weapon could be the same: you can hit someone's head with a brick, or you can throw someone's brick, and both would be attacks with an improvised weapon. On the other hand, while, in the appropriate fantasy scenario, we can imagine that a card thrown can hurt someone, I am struggling to imagine how you could hit someone with one in close combat that would hurt him. (Simply hitting them with the card wrapped around your fist probably doesn't count.) Your DM may or may not allow it, but it will probably be reduced to whether or not you can imagine that it really hurts someone.

Mastery of melee weapons and mastery of ranged weapons with thrown weapons

Anyway, if allowed, yes, the weapons thrown can be both a melee weapon and a ranged weapon, and the wording of the Mastery in melee weapons and the Mastery in ranged weapons is that you get the bonus when you use the right type of weapon, regardless of what type of attack you make. And officially, they stack. Then you could get +4 to attack and damage with a thrown weapon if you take both. However, you should ask your DM about it, since some DM may find it cheesy to get both that way. Personally, considering that you've burned four feats in this, I don't think it's a very strong choice, even if your DM allows it: the weapons approach, the specialization in weapons, the mastery of melee weapons and the mastery of Ranged weapons are quite weak feats.

Improvised Magic Weapons

To become magical, a weapon must first be a master weapon. An improvised weapon is, by definition, something that was not made to be a weapon at all. If you made a card designed to be a weapon and with the quality of a masterpiece, it would no longer be improvised, it would be a real weapon. Whether that is possible or not in your game world depends on your DM.


Ask your DM for elegant, perhaps exotic, weapons that are actually armed cards. Sharp metal edges, maybe. Use the statistics for a dagger, maybe. Then you can get versions of masterpieces and put magic on them and there are no questions. Having Really Improvised weapons are a bad idea, there really is no advantage in using them, I checked.

Also, you probably shouldn't take the weapon approach unless something really good requires it. You probably shouldn't take four fighter levels: one feat per level for the first two levels is fine, one feat every two levels is really weak. And even if you do, you almost certainly shouldn't take the Weapons Specialization. That rejects the feats of mastery of weapons, but they are not so good anyway. Instead, I recommend looking at the master pitcher of Full warrior. Bloodstorm Blade of Battle volume It is also good enough to throw. If you want to be based on strength, Brutal Throw of Full adventurer It is good and the ranger can get feats of double attack or ranged attack without skill. If you want to be based on the skill, Dead Eye of Compendium of dragons it can hurt Dex, and if you treat the cards as if they were daggers, Shadow Blade of Battle volume It will too (stack). Swordsage is useful for getting Shadow Blade, and it can have more useful things that you can also do.

dnd 5e – Does coverage affect melee attacks?


The rules for coverage are as follows:


Walls, trees, creatures and other obstacles can provide coverage during
combat, making a target harder to damage. An objective can benefit
of coverage only when an attack or other effect on the
opposite side of the cover.

There are three degrees of coverage: half cover, three quarters of coverage,
and total coverage. If a goal is behind multiple sources of coverage, just
the most protective degree of protection is applied; grades are not added
together. For example, if a target is behind a creature that gives
half cover and a tree trunk that gives three quarters of coverage, the
The target has three quarters of coverage.

Half cover

A target with half coverage has a +2 bonus to AC and skill savings
shots A target has half coverage if an obstacle blocks at least half of
his body The obstacle could be a low wall, a large piece of
furniture, a narrow tree trunk or a creature, whether that creature
is an enemy or a friend

Three quarter deck

A target with three-quarter coverage has a +5 bonus to AC and Dexterity
Salvation shots. A target has a coverage of three quarters if it is
three quarters are covered by an obstacle. The obstacle could be
a portcullis, a cut arrow or a thick tree trunk.

Total coverage

A target with full coverage cannot be directly attacked by an attack or a
spell, although some spells can reach that target by including it in
An area of ​​effect. A target has full coverage if it is completely
hidden by an obstacle.

I would consider that the corner of the wall is blocking at least half of that creature (it could be Bullywug) so that the attacker gets half the coverage in the lower right corner.

I will also notice that a melee attack victim could have coverage if the attacker is attacking with a range weapon and there is a creature between the attacker and the target.

dnd 5e: Would it be unbalanced to allow melee cantrips to be used with ranged attacks?

Both options still require the pitcher / attacker to be within melee range. There is a cost risk for using this. Allowing ranged attacks with them eliminates that cost and greatly increases their power.

Further, Blooming blade it shoots out of motion, so being able to use that range will almost always guarantee a trigger when the enemy closes. This is opposed to the use of a close combat where the caster would have to remain within range, use some kind of mechanic to get away safely or risk the attack of opportunity when walking away.

dnd 5e: What is the melee weapon with a more harmful hand?

For worldly weapons, you have already found the answer.

For magic weapons: a moon blade that has multiple runes and a Lordly Might rod.

Since the story and runic additions to a given moon blade are completely at the mercy of the DM that has that weapon in their world, two +3 war hammers / long swords / rapiers / battlezses seem to be a more "practical" maximum since Tuning with the guns are not required.

But, if you have access to magical items that are "legendary" in your campaign …

A more "practical" answer: a Lordly Might Wand and a +3 weapon

(Thanks to @ V2Blast for reminding me that you can't tune in two copies of the same weapon)

If you press button two, you will get two +3 weapons.
If you press button one, you will get tongues of fire that deal 2d6 of additional damage and your +3 weapon. The tongue of flame adds seven damage on average unless the target is immune to fire / resistant.

The above is not based on the problem of "how many previous owners" has Moonblade's answer.

Could you use a Flame Tongue and a Lordly Might Wand together?

Technically yes. You can press button two to get a second tongue of flame from the bar and end with two tongues of flame. Although you are tuned to what two tongues of fire look like, you are actually tuned to a tongue of fire and a rod of Lordly Might.

If you can find them, you want a Lordly Might Wand and a Flame Tongue

(Long sword or rapier for the tongue of the flame to be with one hand)

What is unarmed melee combat damage in Shadowrun 6th world?

We played the Shadowrun 6 world beginner set earlier this week and we couldn't find the relevant damage anywhere in the rule book or tool cards included. We still don't have access to the full rules, so we wonder how much damage an unarmed melee attack causes.

dnd 5e – When the Madness Crown spell affects me, can I choose what kind of melee attack to make?

Inspired by this question. The spell says

The enchanted target must use its action before moving in each of its turns to perform a melee attack against a creature other than itself that you choose mentally.

So, as I see it, the spell just says that I have to make the attack. If I have several possible melee attacks that I could perform, do I have the option of choosing which one to use?

Consider this hypothetical situation:

  • I'm wielding a short sword in one hand
  • Evil Warlock launches Crown of Madness on me
  • I fail my salvation
  • He orders me to attack my member of the group next to me

Now it's my turn and I have to attack that group member. Do I have to attack with the sword? Can I make an unarmed attack to try to cause less damage to my group member?