

Wait does magical darkness not block anything like line of site?


Wait does magical darkness not block anything like line of site?
Outside of the immunity to Charm it was still a decent use of an action/ready action.
I think you could rule either way on if the zombies/lich would jump off a cliff after the gem, since the spell mentions that they specifically stare at and approach you (not the gem).
So you better jump off and cast feather fall.
Fear,Counterspell, Hypnotic Pattern, Fireball, Haste, and Revivify + Spirit Guardians (for the divine soul sorcerer) are just too good.
Spirit Shroud is also great for Martials.
Ashardalaon’s stride is really really fun in the right place as well. Unmitigated fire damage just for using your move speed? Not always worth the concentration slot, but by far one of the coolest 3rd level spells.
I’m a big fan of Plant Growth too actually. But that’s more Bard and Druid.
I think 5e barbs can use any medium armor and be fine. Depends on edition tho.


I mean dunamancy is space-time magic. If you can manipulate space-time at a fundamental level you can make your own luck. It makes sense to me, even if it does cover a lot of different aspects of magic.
Nah. The whole point of the bottle method is so the player doesn’t know if it failed or succeeded.
The ability Favored by the Gods can ONLY activate if you fail the save/attack roll. Here’s the RAW.
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
So I get that yes I wouldn’t know the number I would fail by (rolling a 2 vs DC 20 or rolling a 15 vs DC20) but this ability would never be useful for Wis saves. Which feels bad.
I do like that shield method, and have used it for shield and counterspell in past games.
This is cool in theory, but kind of annoying if you are trying to modify the roll with something like Favored by the Gods from Divine Soul Sorcerer that specifically can activate if you fail the roll.
You add an additional 2d4 to your attack/save that fails.
I’m not sure if ANY other dice modifications work after knowing failure, but I know this one does. I know when I play divine souls I always like to save it for those random Int/Wis saves that’ll get ya.
Assuming 5e, I think level 20 clerics can just automatically get Divine Intervention once a week. I might be misremembering hahaha


This is the stormwind fallacy


CR has a sponsorship with D&D beyond right? I’m pretty far behind in campaign 3, but doesn’t WoTC own D&Dbeyond now?
So yes. They are bankrolling them. I seem to recall their twitch revenue got leaked a few years back as well. But that doesn’t include sponsorships.
I think I would hate playing a caster or paladin if I couldn’t roll all 8d6 or 5d8 or 6d10 or my damage at once.
Especially once you hit level 5, casters really want that second set. It can slow down combat a fair amount too and some stuff (like Empowered Metamagic) relies on you being able to see your entire dice roll.


Okay but what does the item do?


No worries, we all fail perception checks every once in a while. Or spot checks, depending on edition/game.


BG3 is a video game, no DM to say “oh the rogue with a +17 doesn’t need to roll”
Glad it’s not just me then.