2/18/2023 0 Comments Shillelagh spell 5e![]() ![]() Now the request is to basically add spell S' = S plus weapon C gets +1 enhancement bonus and damage increases to 3d8. Spell S = 1st level, 1 min/level, weapon A or B gets +1 enhancement bonus and damage increases to 2d6. Weapon C is martial because the heavy hitter 1d10 is restricted, but is a weak martial weapon. Weapons A and B are appropriate simple weapons. Weapon C = martial two-handed, 1d10 x2, costs 5 gp Weapon B = simple two-handed, 1d6/1d6 x2, no cost Weapon A = simple one-handed, 1d6 x2, throwable, no cost Let's just rip the flavor out and see if it makes sense. Watch out when you are tempted to change mechanics solely based on fluff. Honestly cool character concepts are not solely based on rules, especially not on twisted rules. ![]() This is a deception, either conscious or not. He can defend against a disallowal by stating you ruined his character concept. He thinks up a cool story to match so he can say he's solely interested in the character concept and isn't trying to abuse. This sounds like a classical (as in, it happens from time to time) case of a player finding the shillelagh spells, finding the greatclub, and concluding he has a to-good-to-be-true combination on his hands if he can just get it past the DM. Then again, this will be the main melee character in the party, so it might not be all that bad. I think the player has a nice concept, and I don't want to totally step on it, but I'm also a bit afraid of it. Just looking for some ideas and feedback. Be a lot easier to figure out on the fly with odd sized druids, too. Plus, with a x2 multiplier, it adds to crit damage rather than being multiplied. This works the same on (medium) clubs and staves and would keep damage from getting WAY out of hand, as the weapon size progression tends to look to go to about x2.5 damage as you go up two sizes. That also keeps things like giant druids from becoming REALLY nasty, too.Įdit: Now I'm thinking to make Shillelagh make the weapon do x2 damage. I am thinking that instead of the "2 sizes larger" rule (which is problematic because the table for weapon sizes and damage isn't very clear) would be changed to straight up double damage or a base extra d6. However, when you add in the great club, and someone who can use large weapons, like a goliath, you end up with something smelling of fromage. Will it work with a greatclub? I would tend, again, to say yes, as "club" is a bit vague. The issue now comes with the spell Shillelagh. Okay, not a big problem there, but read on. With worse damage and critical than other equivilant melee weapons, I agreed that it probably should be simple and even if not, druids should get them. This is not something I would allow as a DM, but you never know if you don’t ask, so ask yours and see if it’s an option.Okay, here are a few things that have come up because a player is switching characters in my campaign.įirst, he was wondering why greatclub is a melee weapon. I’ve also heard of some DMs allowing Thorn Whip to be used to pull the caster towards the enemy they struck. Some DMs allow you to move your allies without damaging them but check with your DM first. Though you will deal some damage to them, it may be worth it just to get them out of a bad situation. You could also use it to pull your allies out of danger. You could also use it to pull somebody into a trap you have already set. He will then be very disappointed to find himself on the ground level with you and your companions. Say an archer has a good vantage point on top of a 20-foot building. There are many ways you can use this forced movement, from as simple as moving your enemy closer to you or your fighters, pulling somebody off a ladder, or pulling somebody off of a ledge. On a successful hit, you are allowed to pull your target up to 10 feet closer to you against their will. One of the most unique things about Thorn Whip is its ability to move people around the battlefield. ![]()
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