dnd 5e – Can the weapon master feat give proficiency with firearms?

The feat gives proficiency with 4 simple or martial weapons of your choice. From what I understand the renaissance firearm weapons in the DMG are classified as ranged martial weapons. So, could this feat be used to give proficiency with say, a pistol?

Also, I know the gunner feat exists. The idea is to get proficiency with the double-bladed scimitar as well on a swashbuckler.

Edit: Please note that firearms are present in my game. Also, I am not trying to get proficiency with firearms or martial weapons. Much like how the rogue says you can get proficiency with simple weapons as well as a select few listed martial weapons, I am trying to get proficiency in a pistol.

dnd 5e – How balanced is this artifact weapon?

You’ve almost created Wildemount’s Lash of Shadows.

Explorer’s Guide to Wildemount officially introduced the Arms of the Betrayers as the weapon analog of Vestiges of Divergence. In comparison to these official items, your Ravel’s Fingernail is exceedingly similar to one of these Arms, the Lash of Shadows. But we need to do some fixing, the poisoning condition is much too strong.

The poison condition effect is probably too strong.

The top end of this weapon seems a little strong to me, but you will definitely find that having a chance to inflict poison every hit will prove much too powerful from levels 5-9 or so, and possibly through every level of play. To compare to the Arms of the Betrayers, the Lash of Shadows introduces a similar poison condition in its dormant state as a once per day feature, with unlimited uses of an extra damage feature. A chance to poison every hit is pretty strong for a weapon received at 15th level, but definitely too strong for earlier levels. I’d recommend something like adding one use per day per tier, so 1/day Dormant, 2/day Awakened, and 3/day Exalted. The progression mirrors the Lash of Shadows, at each stage it introduces a once per day poisoning feature, having three options available per day at Exalted level.

The Lash of Shadows is probably exactly what you’re looking for here.

As I’ve worked through the several revisions of this answer, my evaluation of your item has essentially turned into “you should just make this like the Lash of Shadows”. The balancing suggestions I’ve proposed in the previous section have turned your item into a slightly less interesting version of the Lash.

If you want an Artifact level weapon, just reskin the Lash of Shadows as a dagger. If you want a legendary level weapon, keep the +1, +2, +3 hit and damage progression, make the poison damage saving throw unlimited uses, and make the poison condition (1,2,3) per day based on its current state.

To be clear, the Lash of Shadows is still crazy strong. The unlimited uses poison damage effect is 3d6, with half on a successful save. If this is too strong for your taste, just scale it back a bit, or make it no damage on a successful save.

On Artifacts and “balance”.

As a final note, I would like to offer some commentary on the idea of “balance”. If you’re making an artifact, balance in a more traditional sense isn’t exactly what you’re looking for. The Dungeon Master’s Guide describes artifact as being tremendously powerful:

An artifact is a unique magic item of tremendous power, with its own origin and history. An artifact might have been created by gods or mortals of awesome power. It could have been created in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history.

Some artifacts appear when they are needed most. For others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an item that opposing sides are hoping to claim, or it might be something the adventurers need to overcome their greatest challenge.

Introducing an artifact into your campaign will likely be inherently unbalanced, in the sense that you will have to present the players with significantly more difficult challenges than you would have otherwise. Balance is something of a relative term. If you give an artifact or three to the party without accounting for it in your encounter design, the artifacts will become an automatic win button, and things will got uninteresting quickly. So balance here is going to be about accounting for the power of the items in your encounter design.

time – what is the avg DPS of a wave canon and a lock weapon?

I’m trying to show stats of 3 different weapons:

The first weapon is a missile where the damage is instant upon explosion and the DPS is number of missile/s * explosion damage and these two other weapons:

One weapon type is a laser, its damage increases with time from initial DPS at the speed of 0.3 DPS/s up to a max of 8*initial DPS
What’s the average DPS? Or something that’s comparable to a one off DPS weapon like a missile?

The other weapon is like RTYPE wave gun where you keep the button pressed and its damage goes from amp*maxDPS to maxDPS where amp goes from 0.05 to 1 in 1.3 seconds

dnd 5e – Can a caster ready an action to block a breath weapon with Wall of Stone?

No, this won’t work

The method for readying an action is that you use your action to hold the spell at the ready (pre-casting it), then use your reaction to cast it when a given trigger occurs.

But here’s the catch (PHB, p. 193):

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

If you have readied a spell to cast if a dragon uses its breath weapon, the only time you may unleash the spell is after the dragon has used its breath weapon and the outcome of that has been resolved (finished). Meaning you will cast Wall of Stone after the dragon uses its breath weapon, and thus after you’ve already saved/taken damage from it.

pathfinder 2e – What is the Hardness of each weapon?

I can only find a hardness value for shields. For every other item (but especially weapons) I can’t find anything except the Material Statistics rules – but these are reeeaaally not exact. Is a quarterstaff “thin wood” or “wood”? Is a dagger “thin steel” or “steel”? What about a spear, made of wood and iron?

Are there any sources that talk about determining the hardness of weapons?

dnd 5e – Can I ready an action to block a breath weapon with Wall of Stone?

dnd 5e – Can I ready an action to block a breath weapon with Wall of Stone? – Role-playing Games Stack Exchange

pathfinder 1e – Weapon modifiers before/after a weapon’s title in a stat block: where do they come from, and how are they used?

Below is the entirety of the Melee entry for the NPC in question:

Melee +1 dagger +10 (1d4+4 plus poison), or +1 dagger +8 (1d4+4 plus poison) and masterwork dagger +7 (1d4+1 plus poison)

When looking at a weapon entry, the first number (bolded above) prior to the weapon’s name is usually the weapon’s enhancement bonus. You don’t take this number into account when rolling for an attack – its just for your reference. The second number (italicized above) is the total attack bonus for that particular attack. That would be what you add to your die roll to determine if the attack hits.

As for where these modifiers are coming from, they are calculated based on the creature’s statistics, just as they would be for a player character. For this NPC, it has a +5 base attack bonus, +3 strength modifier, weapon focus with daggers for a +1 and a +1 enhancement bonus on its dagger, for a total of +10.

This particular stat block also provides an alternative option when attacking, signified by the “or”. It lists two attacks, one with a +1 dagger and the other with a masterwork dagger. Since these have lower attack bonus and they’re listed separated by an “and” you can determine that they’re the NPCs attacks when two-weapon-fighting (you can also guess this from its feat list lower in the stat block). When full attacking, the creature can make one attack with its +1 dagger (at a +8 bonus) and one attack with its masterwork dagger (at a +7 bonus).

Note that the stat block has an error and the masterwork dagger’s attack bonus should be 1 point higher each time it shows up.

pathfinder 1e – Question about weapon modifiers on stat blocks

Below is the entirety of the Melee entry for the NPC in question:

Melee +1 dagger +10 (1d4+4 plus poison), or +1 dagger +8 (1d4+4 plus poison) and masterwork dagger +7 (1d4+1 plus poison)

When looking at a weapon entry, the first number (bolded above) prior to the weapon’s name is usually the weapon’s enhancement bonus. You don’t take this number into account when rolling for an attack – its just for your reference. The second number (italicized above) is the total attack bonus for that particular attack. That would be what you add to your die roll to determine if the attack hits.

As for where these modifiers are coming from, they are calculated based on the creature’s statistics, just as they would be for a player character. For this NPC, it has a +5 base attack bonus, +3 strength modifier, weapon focus with daggers for a +1 and a +1 enhancement bonus on its dagger, for a total of +10.

This particular stat block also provides an alternative option when attacking, signified by the “or”. It lists two attacks, one with a +1 dagger and the other with a masterwork dagger. Since these have lower attack bonus and they’re listed separated by an “and” you can determine that they’re the NPCs attacks when two-weapon-fighting (you can also guess this from its feat list lower in the stat block). When full attacking, the creature can make one attack with its +1 dagger (at a +8 bonus) and one attack with its masterwork dagger (at a +7 bonus).

Note that the stat block has an error and the masterwork dagger’s attack bonus should be 1 point higher each time it shows up.

pathfinder 1e – Question about weapon modifiers on stat blocks

Can someone explain to me where these modifiers are coming from before and after a weapon’s title on a stat block? Also, how are these used when rolling for an attack?

Melee +1 dagger +10 (1d4+4 plus poison), or +1 dagger +8 (1d4+4 plus poison)
https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-7/dagger-fighter/

To give some context, I’ve been working on my own NPC’s stat block and couldn’t find a good explanation of where those modifiers were coming from in the books.

dnd 5e – Can the Dual Wielder feat be used to free a hand for casting somatic spells, while two weapon fighting?

No.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Stowing a weapon, doing some stuff, and then later drawing it is not drawing or stowing two one-handed weapons when you would normally draw or stow one. It’s doing so at separate times. A simple english reading of the text does not allow for this interpretation.

DnD 5e also fairly consistently improves on some ability or action rather than granting you additional actions as some previous editions of DnD did. Extra Attack does not grant you an additional Action, it lets you attack twice as a single action etc. Many other abilities are more explicit about this than Dual Wielder, but I am only aware of very few exceptions to this general tendency, making it far less likely that the intent of Dual Wielder is to give you two object interactions per turn if both are spent drawing/stowing weapons, and rather that it is intended to allow you to draw or stow 2 weapons whenever you would normally draw or stow a single weapon (to enable a dual wielder to prepare themselves for battle without needing to use their entire turn to do so).

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