This D&D Combo Just Got Worse

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DnD Shorts, Dungeons and Dragons, XP to level 3 with Davvychappy, potentially a bit a Critical Role with dungeoneering, tabletop community next to tabletop RPG, dungeons and dragons, Fjord, Beau, Jester, Yasha, Caleb, Nott, 5th edition dragons, 3.5e, dungeon dudes, DM GM, dungeon master, game master tips sprinkle a bit of Caduceus, Mollymauk in the Mighty Nein. Matt Mercer.
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Homebrew: let's just pretend that doesn't exist

bokscyclone
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"I recognize that the council has made a decision, but given that it is a stupid ass decision I've elected to ignore it" -the DM, probably.

The_Redstone_Robot
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Nah, make them resistant to radiant. Let them cook longer. >:)

thegamedoctor
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The new Divine Intervention is very powerful.

Duplicating any Cleric spell of 5th level or lower, daily and without cost is ridiculous.

You are pointing at Hallow, but there are other spells.
Glyph of Warding (placing traps for free)
Magic Circle (Instantly capture planar creatures, who would normally not step into the circle you are creating)
Geas (Normally, it takes 1 minute, which is a long time if they don't want to get quacked)
Planar Binding (Like Magic Circle, but now you enslave them)

Now I am imagining one person casting Summon Celestial, then the cleric enslaving the celestial with Divine Intervention - Planar Binding
And then renewing the Planar Binding every day.
All within RaW, because now instead of telling us that it might give a beneficial action from the deity, such as casting a spell, it just flat out casts a spell.

frantisekvrana
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I think the divine intervention just takes the material component cost off of the spell it does not reduce the casting time to one action because it would mean a bonus action spell now takes an action

captainkaveman
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Yyyeeeah... Some people have obviously never heard of Rope Trick, which is the one way to laugh at this in the end.

johnevans
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I accidentally did one in homebrew.
I had a weapon action (a once per long rest ability to help martials spice up combat) called hemorrhage which dealt your proficiency bonus in slashing damage to the target for every 5ft they move until the start of your next turn (provided the weapon action hits), forced movement could also proc this damage.

Now the issue was that I failed to consider that moving a grappled enemy within your grapple range didn’t cost any movement, you could theoretically spin indefinitely on your turn causing infinite damage to the hemorrhaged enemy.

The solution was simple, just make moving a grappled enemy around cost movement but man was it hilarious and horrifying that a person could just “spin cycle of death” someone.

ERBanmech
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If they’re immune to exhaustion and have ridiculously high con saves, I’m partial to wall of light instead of sickening radiance. Auto hit damage, and if they can’t dispel it, they’re taking about 1800 of it (often shuts off regen too)

NoNo-tlgb
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This requires so much set up and coordination. It needs 3 high level spell casters, Divine intervention, 5th level spell slots on a small spot. The slowest spellcaster to cast Hallow first leaving enemies to pre emptively run out of the AOE.

Meanwhile a single counterspell will disrupt the combo and don't forget that the DM can always bring more enemies outside the wall of force.

terry_the_terrible
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We tried something like this. Our wizard cast Sickening Radiance while the Cleric cast Dawn around the same area, then our barbarian went in and just held the villain 😂, our cleric was a life cleric so he kept the barbarian up while concentrating on dawn

ofgas
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Ah yes, a combo that requires 3 4-5th level spell slots, 2 of which reqire concentrations. Legendary actions exist. Lair actions exist. Enemies can be spread out, or the battlefield can be in a confined space. It's not difficult to make break up the combo.

psylum
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If being exploited, could argue the divines are getting annoyed at how many people are getting microwaved as product of their intervention.

samuels
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I'm picturing a Tarrasque or something all squished up in a wall of force box sitting on a rotating piece of terrain and being radiant damage cooked.

Literally just a magic microwave.

GoodGirlLuna
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If i had a nickel for every time the new rules allowed hallow to break the game...i'd have two nickels

KINGOFTHESPARKS
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We killed a Mummy Lord just yesterday with a 1x1 wall of force + slightly smaller wall of fire. Since the wall of fire is opaque there was nothing he could do. [Edit] Even if he had teleport, we were in a dungeon were even misty step could hurt you badly. The DM put that anti teleport effect there so we couldn't just decide to gtfo if things get dire

AaronCorr
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I'm pretty sure Divine Intervention doesn't allow you to bypass the 24 hour casting time on hallow. It says you can cast the spell without components or using a spell slot.

Guy_With_A_Laser
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There's a sorcerer homebrew that lets you spend some sorcery points to cause yourself to be immune the effects of spell that you cast that you're in the AoE of.
...I had one of my most powerful enemy characters take this feature along with sickening radiance and just fucking *grapple* people. A caster can warp out if they have misty step or the like... but the reaction my poor players gave me was too priceless for me to care when she steel wind strike'd like a judgement cut through a neutral faction army just to pick the commander up by the throat and start boiling them alive on the next turn, and very, very rapidly fucking melted them despite absolutely everything that NPC tried to do.

There's counterplay that's fairly accessible but it rapidly turns into a death spiral otherwise, and that aside it is just the most goddamn intimidating thing I've ever done, she's not even the main villain and people understand more fear of her than of the actual BBEG LOL

Starfloofle
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It's always a good time to explore all the other game systems out there.

tenebrousjones
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Wouldn't Silence also prevent teleportation?

fatihsaidduran
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Force... Cage... its a saving throw if you want to teleport out of it

Roguell
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