What Page Of The 5e Dmg Has Area Of Effect

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Jul 25, 2019  A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length. As I understand it, a 10ft Sphere has a Radius of 10ft measured from an intersection, thus will cover any square that is at least 50% covered by the effect of the spell. Spell Area of effect cones - Here is a collection of printer friendly area of effect templates for 1' grid (square or hex) Templates included. But just so people understand, this does not match the 5e rule for cones. The rule is that the cone's width at a given point along its length is equal to that points distance from the point of origin.

The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit.

It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Cross-index that number on the chart. If the number is 1-5, all the attackers hit; if it’s 6-12, 1/2 of them hit; etc., up to 1 in 20 of the attackers hitting on a 20.

I ran a big set-piece battle yesterday: 8 mid-level PCs and 10 gnomes against 20+ drow and other assorted creatures, including a drow spider chariot and a sinister angel. With a wizard and a sorcerer PC and two drow wizards, all slinging fireballs, the mob attacks weren’t much of a factor. With all those fireballs, what I COULD have used was rules for mob saving throws.

If I’d thought about it, I’d have realized that the same chart can be used for saving throws. Instead of subtracting attack bonus from AC, subtract saving throw bonus from DC, and use the chart as normal. For instance, a fireball save DC of 15, minus the drow dex save (+2) is 13, which, according to the chart, means that 1/3 of the drow succeed on their saving throw (and probably survive with 1 or 2 HP left).

In fact, this same chart can be used for ability/skill checks (how many orcs managed to climb the wall? DC minus skill bonus) or any other d20 roll.

To me, it seems this is all you need to run fairly simple battles with dozens or hundreds of creatures per side. The amount of HP tracking is not excessive: for instance, in this unit of 50 ogres, 24 have 15 damage and the other 25 have 30 damage. (For ease of bookkeeping, assume that melee attacks always target the most-damaged creature.)

You might also care about the base size of big units. I assumed that a close-packed formation of 10 Medium troops took up the size of one Large creature. I’d say that 25 troops are Huge and 50 are Gargantuan.

If we do any bigger-scale battles, I might find other rules that I need (after all, the Chain Mail rules are much longer than this blog post) but right now, this is looking pretty good for running big D&D skirmishes.

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Hey! You there! Yes, you!

Why are you so sad? Your DM doesn't let you get a decent mount? You have to release your horse many times because you have to enter caverns, go underwater or other problems? And even if you come back for the horse, it was killed by beasts or robbed by someone?

Worry not, i have what you need here!


The following build is about 2 characters, so grab a friend (or anyone really) and come see the magic.

1st character resume: so you want to make a cavalier or other form of mounted combatant? this one is for you!

2nd character resume: so he made you help with the build? Don't worry, this is gonna be fun for you too!

1st CHARACTER

RACE

CLASS

Take your first Level in Figther. Go for Dueling Fighting Style and get Longsword and Shield as starting equipment.

CAVALIER (fighter 3):

1 - you can (dis)mount for 5 feet of movement, land on your feet if fall from the saddle, and advantage on checks to stay on the saddle.

2 - you can cause creatures you hit in melee to have disadvantage against targets other than you for 1 round while they are adjacent to you, and you can make a bonus action attack on your next turn if they damage someone else (SRT/day)

Fighter 4:this is when thing start to be really fun. take Mounted Combatant feat:1 - You can redirect an attack against your mount to yourself, you gain advantage vs unmounted foes that are smaller than your mount, and your mount gains Evasion (free feat for your druid friend, so he's happier than you by this level)

Fighter 5:now you have extra Attack

Fighter 6:get Svage Attacker, this lets you reroll melee weapon damage 1/turn. you use either of the results, so allways do this and take the higher result once per turn.

Fighter 7:You can grant resistance and 1d8 AC when you or an adjacent creature (your druid friend below you) is hit. This one takes away your reaction, so use it only when really necessary for now, because your polearm master triggers a lot of Opprtunity Attacks that use your reaction.

Figther 8:Feats wise your damage is now maxed, so it's time to take your STR to 20.

Figther 9:Reroll a failed save 1/day.

Fighter 10:Creatures within melee range always provoke while moving, and until your turn you reduce the speed of opportunity attack targets you hit to zero.Now no one can escape your grasp when you get there, enjoy making a hell of its life!

Figther 11:now you attack 3 times per Attack action. great or perfect?

Figther 12:Congratulations! Now you have 20 STR and maxed out your damage input per level. It's time to be a tankier son of a mother that enjoys poking his spear on his enemies (family friendly joke? if not will take this off kk)

Figther 13:Now you reroll 2 failed saves per day.

Figther 14:You can take Resilience for +1 WIS (making it 14 and granting +1 WIS mod) and proficience in WIS saves. I recomend a lot so the enemies can't controll you. If you don't want this, take +2 to CON and be a thoughier nut to crack

Figther 15:It says you can charge it while mounted, so let your druid take down your target, and it will need to succeed against YOUR DC! (with 20 STR, you get DC18)

Fighter 16:+2 CON, no takebacks

Figther 17:2 uses of Action Surge plus a third use of indomitable.

Fighter 18:Now you are going to give me a hug and a kiss. Did you miss that time when you take opportunity actions infinite times? Now you can do it again! Remember you had to spend your reaction to grant resistance to you or your mount? Use it now, and on each othe creature turn you get a special reaction turn to use a opportunity attack. So now you can hit as many enemies as you can reach. Did i mention you have a reaching weapon and a mobile mount? Gotta catch'em all!

Fighter 19:Now you are the tankiest you can be, with 20 CON

Fighter 20:You finally reached here. You and your friend are real warmachines, ready to take on the deadliest treats to the world. To spicy it up even more, you now attack 4 times each action, for a total of 16 attacks in 2 rounds (with Action Surge). Wait, you can take one bonus attack each action, so its 18. Wait, you can taka as many opportunity attacks you want and you trigger them by any enemy that enters your range or moves inside it, so feel free to ride against hordes of monsters, they will take more damage than they can do to you.


2nd CHARACTER

you have to play this build with your friend that wants a horse, but let me tell you a secret: he is your support actually. He's there to give you all you needed on you druid build but couldn't get before!

He's giving you Evasion, he's triggering your Sentinel feat every turn, he's tanking all the hits against your low AC, he even gives you resistance to damage and attacks against you have disadvantage. So now all you need is a few things to have you fun carrying a meat shield on your back:

RACE

Bugbear:The only thing better than a tall bugbear hiding and getting 2d6 extra dmg, is a BIGGER BEAR doing the same thing!

Dragonborn:Can a bear spit fire? It's a decision for the DM to make, since its a case of treating the breath attack as a anatomic thing or as a magical thing.

Firbolg:A hidden bear or a hovering Cavalier? Also +2 WIS and +1 STR is perfect for the build.

Goblin:Small goblin into Large Bear? Get your fury of the Small to still work against bosses, and get nimble escape to Hide a Bear anywhere? Sign here please!

Goliath:Bigger is Tankier

Half-Orc:Second Life is Best of all traits. An extra dice to crits is a nice plus one!.

on your attributes, go for STR 16, DEX 10, CON 16, INT 8, WIS 14, CHA 10 if you wanna multiclass in Barbarian. if not, go for STR 10, DEX 10, CON 11, INT 14, WIS 15, CHA 14. you're gonna shapeshift all the time, so it doesn't matter your STR, DEX or CON scores, they're gonna be the chosen animal's scores.


CLASS

Druid 2:Choose Moon archetype for the best shapeshifting forms. Many of them have multiattack, so you already do great damage by yourself from lvl 2.

Druid 4:Get Sentinel. Now you are ready to destroy everything.

You have Evasion, from your friend, he redirects the attacks against you to him, triggering your Sentinel to stop the creatures from going anywhere. If they try to disengage, you ignore and give them a good smack to root them.

You can Shapeshift in Swimming creatures, like an octopus and grab everyone!

Druid 4 Barbarian 1:

You get rage to fuel your attacks and gice you resistance to damage that you are not taking for now, but it gets better, BEAR with me here.

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Unarmored defence to get your AC higher as the animal form DEX and CON forms, because you retain all the traits that form can use, and this is one of them.

Druid 4 Barbarian 2:

You get advantaage on your attacks and give advantage on the enemies attacks, but again, they are not hitting you at all, so free advantage in all attacks.

Advantage on DEX saves vc thing you can see gives your Evasion a ++ effect. You won't be getting hit by any area of effect.

Druid 4 Barbarian 3:

Now it's a dilemma. You will take Totem warrior as your archetype, but you have 3 great options to take:

Bear totem: you are resistant on all damage types except psychic while you're raging.

This one is against area of effects that you can't evade, cause you'll only be taking half of the half damage of the area of effect (take the half-offs separately, because you can round down them both ex: you get hit for 19, but you takeonly half for the evasion, now its 9, so you are resistant and tae only half of 9 rounded down, taking only 4 dmg)

Wolf totem: Allies gain advantage on attacks against foes adjacent to you while you are raging.

This one is for when you are fighting something Big as you or Bigger. your cavalier loses his advantage for mounted combat feat and gains it from this trait.

Elk totem: You gain +15ft of speed while raging and not wearing armor.

This one you can take for every other situation, as more mobility means more reach for your pounce combo + the cavaliers charge, and you can enter and exit the battle freely with the extra mobility.

Druid 4 Barbarian 4:

Get Mobile feat. +10 speed and you don't provoke OAs anymore, and ignore difficult terrain when dashing, so now you are free as you can be to roam the battlefield.

Druid 6 Barbarian 4:

Your attacks are magical now

Druid 8 Barbarian 4:

Grab that Charger feat so you can now dash in, pounce with +5 dmg and get away for another round.

Now you can shapeshift in anything with CR equals your druid level/3

Druid 9 Barbarian 4:

You get CR3 forms. It's the greater CR you can choose a Large form from. The only time you can explore greater forms is when you cavalier has a Ption of Giant Size, a legendary item only avaiable on Storm King Thunder adventure. If youare not playing this campaign, drop druid here.

Druid 9 Barbarian 5:

animal forms that didn't had multiattack now can attack 2 times.

Greater mobility for all forms

Druid 9 Barbarian 6:

Another totem choice.

Firefox 16.0.2.dmg. Bear totem: now you can carry all your party stuff and some more, in case anything happens.

Eagle totem: it's not a special sense, like darkvision or blindsight, so it should pass on to your animal forms. ask your DM before choosing this one.

Wolf totem: now you both are seasoned hunters, and no prey can escape your nose, nor can it see you aproaching stealthly

Elk totem: if your party travels too many times to far away places, go for this one and waste only half the time needed to go anywhere

Tiger totem: when everything eles fails your needs, go fo 2 extra proficiancies between Acrobatics, Athletics, Stealh or Survival

Druid 9 Barbarian 7:

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Advantage even on iniciative, and you enter a rage to act on surprise turns. easy peasy

Druid 9 Barbarian 8:

Grab the Grappler (pun intended) feat and make yourself a bigger controller

Druid 9 Barbarian 9:

More rage damage, more weapon dies on crit.

Druid 9 Barbarian 10:

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Comune with nature as a ritual. not that you couldn't cast earlier, but you had to prepare this spell and now you don't need anymore.

Druid 9 Barbarian 11:

Even if someone can get or animal form to 0HP, now you can prevent it by doing a simple CON save. Did i mention it's your animal form CON save? ¬u¬

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