A612: No it will not expand one of your spell slot as you only expand spell slot when casting a prepared spell. Also, it will only be a spell you can cast as spells added to spellbook must be of a level that you can cast.
Q613: Why to start with 150 gp instead of 100 like in 4th ?
Q614: I've wound up in an agonizing argument regarding whether the OPTA prohibits playtesting online (eg. via Roll20 and the like). Assuming all players are members of the playtest, is online playtesting legal?
A614: You can playtest D&D Next online if you signed the OPTA. I've run quite many games.
Q: 615 Can a fighter use wide-arc expertise and then use cleave if he kills the first adjacent foe? What happens if he uses wide-arc expertise, kills two foes...can he then use cleave on another adjacent foe?
A615: No because a creature damaged by a Wide Arc is not reduced to 0 hit points by a melee attack for Cleave to trigger, only the attack triggering Wide Arc is. Also, Cleave work only once on each of your turn.
Q: MM mentioned warlord will be a fighter option. Does that mean it'll be like a wizard tradition or cleric domain? I think he mentioned gladiator and knight were shaping up as fighter builds - does warlord fit within that category?
A616: Mike refers to the more inspiring abilities Fighters can choose from possibly folded into distinct build i suppose.
I'm planning on creating a Revenant Sorcerer for D&D 4e. First question is if I play a Revenant I get to pick another race so do I get the race features such as Stone's Endurance for the Goliath?
This is a question about the Cosmic Sorcerer and its phases. If I choose the Phase of the Sun it says "At the start of your turn each enemy adjacent takes fire and radiant damage equal to your strength modifier". Does this apply only once per encounter or every single round?
Crimson_Legen this is a Q&A Thread for D&D Next, not 4E, you should ask 4E questions in the 4e Rules Q&A instead. With that said, let me answer you quickly;
A617: No. A Revenant's Past Life feature only let you be considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites. It doesn't give any racial features of said other Race.
A618: Phase of the Sun apply at-will, whenever you start your turn.
I would like them to merge Deadly Strike with Multiattack (like MM talked about awhile ago).
EDIT The Playtest Packet was updated on April 15 and now 041512 Adventure - The Mud Sorcerer's Tomb contain all monsters statblocks.
Yeah that stealthy update went unoticed...i suspect some R&D staff to have the Bushwacker Trait : ))
Somebody get to the Q&A guys to ask
1) if they plan on letting us mix and match to build our own sub classes...
Well I want my fighter to have X warlord power, and Y &Z Duilist powers along with some basic pluses from warrior, and that will make MY Samari warrior.
2) How far can a sub class change the basic class, ex: could we have an Archivast tradtion for wizard that learns cleric spells instead of wizard ones? or would it have to be a build for cleric?
We'll know all this with when the next Packet comes out...
I have been reading the forums and may have missed if this was asked but when picking feats can any class pick any expert feat such as a fighter picking disarm traps? I didn't see where they could not.
Please post numbers in front of your questions.
Fighters must choose martial feats when they are gained. However, the feats that all characters get can be spent on any feat (subject to usual prereqs).
Q620 Flaming Sphere is listed as a level 1 spell in the index, but level 2 in the description. Is it first level for wizards and second for druids?
A620: Considering that Flaming Sphere has always been a 2nd level spell and that it's written 2nd level conjuration in its description
A620: I'd rule the same. It seems to most likely be a typo in the Wizard's spell list.
Q621: If I was inclined to modify creatures(in this instance making a Red Dragon stronger), how should I approach the subject?
Extra details: I am in the process of creating my first adventure and the "final fight" for my party would be against a ridiculously strong Devil(Asmodeus). The reason I'm asking if I can make a Red dragon stronger is I have planned that the wizard, who gave the party this quest, to be in shackles at the boss fight, and if the party chooses to free him before they get killed, the Wizard(who coincidentally is a high priest for a red dragon cult) will summon a Red Dragon to come and fight Asmodeus while the party get a chance to run. In the end it would all be a "dream"(they went back in time or something shady/mindfck like that) and if they chose, they could re-visit the ruin/tower/underground temple in their actual timeframe.
Q 622: Did that make any sense? :/
A621: If the Red Dragon is intended to fight Asmodeus rather than the PCs, i wouldn't update it and would just narrate it while the party run.
A622: It is, but personally both as a DM and player i am not a big fan of NPC coming to fight NPC while the PCs are passive spectators.
Q:623 Can you double move? Like sacrafice an attack action to move your speed?
A623: Yes you can do so through the Hustle action. (How To Play PDF pg. 14)
Q625: What are the dimensions of a Stinking Cloud? The spell description says a "20-foot-radius cloud", but when you have spider climbing, levitating and flying creatures and players, it's kind of important to know how high it is. Is it effectively a 20-foot-radius hemisphere? I guess I'm thinking that the gas is described as very dense, and can be dispersed by moderate wind, so does it hold its shape for a full 10 minutes if he caster concentrates on it?
Q626: Does your mouth/gills/air intake vent need to be within the radius of the stinking cloud for you to take poison damage? Can you avoid or gain advantage on the saving throw if you hold your breath or cover your head? Or does it permeate your skin? What if you're inside a portable hole being carried by someone holding their breath and encased in full plate armour, running through the cloud?
Q267 When you use a spell that has a cloud area of effect, you choose a point of origin and it extends in a radius around that. When you use a battle mat, is the point of origin the center of a square or a corner? If it's the center of a square wouldn't only half of some squares be enveloped? How does that work? Or does the radius extend from the boundries of the square?
A625: A Stinking Cloud extend outward 20 ft in all direction from the point of origin. (How To Play PDF pg. 23)
A626: No. The poisonous effect will affect a target within the Stinking Cloud wether it breath or not.
A627: There is no guideline on how to apply Area of Effects on a battlemap yet. I use a corner myself.
A620 - Druids have traditionally received spells later than other classes, as a result we are playing it as a level 1 for Wizards and level 2 for Druids.
A267 - Spells play better on a hex map as you can target the point where 3 hexes meet and count outwards. If you want to use a battle map I recommend moving away from squares until the battle map rules are published.
The rogue in my party(a rake) was wondering if he can do a Isolated strike(advantage vs creatures who have no enemy - besides the rogue ofc - in a 5 ft radius) and a Sneak Attack(disadvantage on attack for extra damage) at the same time.
I said yes, because SA is a special ability, while IS is a passive ability. Right or wrong?
Q629: Monk using pike and hafted weapon feat. Although the description says "like a quarterstaff" the pike doesn't become a finesse weapon does it? So I assume it just adds the "Double" property to become a 1d8 piercing/1d4 bludgeoning "Double, reach, two-handed" weapon. Are both ends effectively thus considered light for the purposes of two-weapon fighting? (No Dual Wielding feat required?)
Q630: Do both the bludgeoning and piercing ends of the Hafted Pike above have reach?
Q631: Where are the shuriken? And will we be able to throw two a round? ;-)
Q632: When is the next playtest package being released?
A629: No it doesn't have the Finesse property, but you are considered to have a Light weapon in each hands when wielding a Double weapon.
A631: The Shuriken haven't been published yet so we don't know we'll be able to throw more than one.
A632: WoTC didn't give a date for the next packet.
Ranger/Two Weapon Fighting/Slayer of the Colossus confusion -
Q633 - Is an attack action, while two weapon fighting, two (2) attacks or one attack with two (2) hit rolls and up to two (2) damage rolls?
Q634 - Does Slayer of the Colossus (Ranger Benefit) allow the second weapon, if you are two-weapon fighting, that hits in a round to do extra damage?
Q635 - Is it possible to use Slayer of the Colossus (Ranger Benefit) on both damage dice in the same round (two-weapon fighting) provided that you hit the same creature in the previous round?
A633: Two-Weapon Fighting is 2 attacks, one with each weapons.
A634: Yes since the second attack can qualify as the next time you deal damage before the end of your next turn.
A635: Yes since it has no usage frequency limitation (ex. 1/turn).
A single attack action while dual wielding means you attack with both weapons. Attack rolls and damage rolls are separate for each weapon. (How to Play p.16)
Q636: Are saving throws ability checks?
A636: No. Making an Ability Check (How To Play PDF pg. 01) and Making a Saving Throw (How To Play PDF pg. 02) are two different things.
A637: Electrum piece is one of the currency worth more than silver that has almost always been part of the D&D economy. It can also represent rare currency of lost empire.
I meant silver sorry. You are right there was no ep in 3E's economy, i stand corrected.
When spellcasters cast a spell that requires the target to make a saving throw, do you take the spellcasters main ability into the modifier.
For example a Level 1 Wizard (Spellcasting bonus +1) with a 18 INT (+4 Modifier) casts a Ray of Frost on a orc.
The orc is required to make a DEX saving throw. Is this saving throw
10 + Intelligence Modifier (+4) = 14
or is it
10 + Spellcasting Bonus (+1) + Intelligence Modifier (+4) = 15
Sorry if this question has been asked before!
A638: You include your relevant ability modifier into the spellcasting DC along with your spellcasting bonus if any. For exemple, a Wizard spell's DC equals 10 + intelligence modifier + spellcasting bonus (Classes PDF pg. 47)
Q639: A monster does 5d8+6 plus 4d10 necro damage. What's its critical?
A640: If a Imp scores a ctitical hit with his Sting it should deal 1d4 + 7. The 2d8 + 1 poison damage that occur thereafter is not maximized because it's the result of a failed saving throw and not a damage roll you'd do normally as part of the attack otherwise.
Q 641: How many HP would you assign to Slippers of Spider Climbing?
A641: I don't know, your pick is as good as mine. There is currently no guidelines for giving HP to magic items.
Hmmm. There is some wording under durability, but I had no idea where to start with the HP or damage points a pair of shoes can take. Is 10HP unreasonable?
Durability and Hardness is not defined yet no. Sure. It'd shoot for 10 HP with resistance to nonmagical weapon.
For spells like Ray of Frost, do I roll to-hit?
IE - Bob cast ray of frost at an orc:
1. Bob rolls 1d20 + Spellcasting bonus + int modifer. If this roll meets or exceeds the orc's AC, it hits.
2. Then the orc rolls a dexterity save DC = 10 + Spellcasting bonus + int modifer.
Seems odd to me that the orc gets effectively 2 chances to dodge (His dex component of AC & the dex save).
A642: Ray of Frost has no attack roll. The target make a dexterity saving throw only.
Q643(?): When a spell requires concentration, is there any limitation on hour far you can move from the spell's area of effect without breaking your concentration? More than 100'? Breaking line of sight? Behind a door? In the next town? On another plane?
A643: No, distance from an area of effect is not a factor that can break your concentration unless otherwise noted.
Q644: The javelin, dart and dagger and both Finesse and Thrown weapons. Finesse means you can choose Str or Dex when making an attack. Thrown means you can make a ranged attack using Str not Dex, and that you can make melee attacks too. Clearly a melee attack can use Str or Dex. But can a thrown attack use Dex (since Finesse applies to any attack) or just Str (as per Thrown)? They appear to conflict.
A644: The Finesse property says you can use strenght or dexterity modifier for attack and damage rolls when making any attack, not just melee, so if you use a weapon has both the Finesse and Light Thrown Property to make a ranged attack, you will still have that choice. Basically, when you make a melee attack with a weapon or a ranged attack with a Thrown weapon, you use your strenght modifier, unless it has the Finesse Property that lets use you either strenght or dexterity.
Q645: If your character is dieing at -5 HP and on its death saving throw it gets a natural 20, does the character go to 0 HP then gain the 1 HP or does he simply go to -4 HP?
A645: 0 then 1 HP. When you are healed when your hit points are below 0, your hit points total first changes to 0, then you had the hit points regained. (How To Play pg. 18)
Q646: Actually Two-Weapon Fighting (How to Play, p16) states "When you wield two light melee weapons at the same time, you can use your action to make an attack with each weapon. ..." Now the Dagger, Dart, Javelin, Spear, Bolas, Handaxe and Light Hammer are all melee weapons with the Thrown property. The Dagger, Handaxe and Light Hammer also have the Light property. So if I'm wielding two weapons, each of which is either a Dagger, Handaxe or Light Hammer, by RAW I should be able to use my action to make an an attack with each weapon. It doesn't say the attacks have to be melee attacks, just the weapons making the attacks are melee weapons.
So can I not throw two of those 3 weapons as my action? Or throw one and make a melee attack with the other as my action?
And if I have the Dual Wielding feat, can't I throw a Dart/Javelin/Spear/Bolas as well as a Dagger/Handaxe/Light Hammer? Or swing a Battleaxe and throw a Handaxe?
A646: As written, Two-Weapon Fighting is an ability under melee attacks. (How To Play PDF pg. 16)
Note however that Rodney Thompson had an answer in D&D Next Q&A (04/18) that differed from the packet entry in favor of it.
How does two-weapon fighting interact with ranged weapons like loaded crossbows or blowguns? What about thrown weapons? The rules for two-weapon fighting specifically require you to have a light melee weapon in each hand. Thus, you cannot use it with purely ranged weapons. As for thrown weapons, you can, in fact, make a ranged attack with each thrown weapon you are holding with two-weapon fighting; the rules for two-weapon fighting do not force you to make melee attacks, but thrown weapons are likely the only weapons that both qualify as light melee weapons and can also be used to make ranged attacks.
use intelligence to make saving throws against spells that try to overcome intellect ?
y its logical like in 4th
If I created and encounter which had the experience point total of 400 which was an average encounter for my party, yet the number for enemies to players was 2:1, would the experience awarded be raised? Or is it based purely off of individual monster exp?
A648: No it'd only mean that its not an average encounter but tough one for the same XP butget
Q649: I'm not sure if I have already asked this or not, but is the XP required to level up equal to the total number listed on the table, or the difference between that number and the XP for last level? So, does a character that has just reached 2nd level need 950 XP (as listed), or 700 (from 250 at 2nd level)?
A649: The total on the table.
XP are cumulative -- you keep adding to what you have; you never zero out the amount and start over when you've reached a level. As soon as you reach 950 as your overall total, you have reached 2nd level. The 700 means you have 250, and once you have added 700 more to the total (to get to 950), you've made it.
Q650: How does a character gain proficiency with thieves tools?
Q651: Can a divine caster use a 2nd or higher spell slot to cast the cure wounds that he gets from Magical Rejuvenation feat?
A650: You can currently only gain proficiency with thieve's tools via class feature (Rogue's Tool Proficiency) or feats (Disarm Traps & Open Locks)
A651: I don't know , i'd say no i as don't think they are meant to use spell slot at all since non-spellcasters can cast those spells without having slots to use. Also Magic Rejuvenation's spells was not updated with the Spells packet, which still currently grant Cure Light Wounds, a spell that does not exist in 032113 Spells. The replacement is Cure Wounds, which can be cast at higher level and thus the feat does not offer guidance on how they interact with spell slots, if at all.
Q652. Druid wildshape rules didn't appear to clearly identify that the wildshape attacks are "weapons". I assume they are proficient with their wildshape natural attacks. So can a druid apply feats like weapon mastery to their natural attacks?
Q653. If the answer to the above is yes, does the druid attack bonus starting at level 6 count towards the wildshape form? The text for the attack bonus Is that it applies to attacks using weapons they are proficient with. If so, at level 6 a dire cat form wildshape would have +5 (form) +1 (dire) +1 (weapon attack bonus)... correct?
Q654. Do magic +1 weapons and armor affect the druid wildshape forms? Such as +1 to hit and damage, and +1 AC? It's a passive effect so I'm leaning towards yes, but rules weren't clear.
Q655: Does the current iteration of the Monk follow the Two-Weapon Fighting rules when unarmed (2 attacks per round, 2nd w/o ability modifier) as the Monk has two fists and they're light finesse weapons?
No. Fists can not be dual wielded. Unless your character happens to have 4 hands.
Q656. When a druid is in a dire wildshape form and is sized as Huge, does he still have a reach of 5 feet for bear and cat forms or has it increased to 10 feet? Huge creatures only swinging 5 foot reach claws sounds awfully odd as most have 10 or greater reach.
A652. Your game statistics change to that of the stat block so you cannot use feats that your druid has available, this also prevents the use of racial bonuses, etc. while transformed.
A654. A weapon stat bonus is not passive and therefore is not available.
Ref. 032113 Classes P. 16 - The system is very restrictive and I expect it to change as people use Druids in the playtest.
A656. No, you only get what is listed in the new stat block. Forms with reach have reach listed on the stat block, for example this is listed for the Ancient Behemoth.
Ref. 032113 Classes P. 16 and P.19
A655 Not a clear answer on this, but as written I would say that you can only attack once with the Martial Arts feat per round and you would have to wield another light weapon to get a second attack.
Ref 032013 Specialtes and Feats p. 10 - Martial Arts - note that it is a singular attack
Ref 032013 How to Play p.16 - Two-Weapon Fighting
655: I believe a Monk can have two Unarmed Strike attacks, using Two-Weapon Fighting rules, as the Martial Arts feat states: "Your unarmed strike functions as a light finesse weapon with which you have proficiency." There's not much point using the Dual Wielding feat with it (unless you can enlarge one of your limbs so it's no longer 'light'!) except as a stepping stone to Two-Weapon Strike where you get to add the "relevant ability modifier to the damage of the second attack".
Nothing in the Equipment document suggests "Unarmed Strike" requires two hands.
The "Two-Weapon Fighting" rule (How to Play p16) states "When you wield two light melee weapons at the same time..." It doesn't say "one in each hand" or that you have to be proficient with them. A monk with two hands wields at least two sources of Unarmed Strike, especially since an Unarmed Strike (not Strikes) doesn't have to be a fist - punch/slap/jab. It could be a foot - kick/swipe/stomp. Or even head butt.
Plus does anyone want a Wizard to be able to wield two daggers simultaneously (or two short swords if they're an elf, or two handaxes if they're a dwarf) but the poor Monk to be unable to use two unarmed strikes? Monks already suck enough as it is. ;-)
Just wait about 5 big 'ol seconds and I believe the next Next packet is going to take care of all this Unarmed Strike/Two-Weapon Fighting/Spiked Shield crapola, and then some.
Q/A655 - Follow Up
The only printed rules that I can find for two-handed combat are Ref 032013 How to Play p.16 - Two-Weapon Fighting. Which implies two weapons.
I also believe/agree that the monk can headbutt, kick, elbow jab, etc. with the Martial Arts feat which kind of makes the two hands equals 2 attacks argument silly... why not 3 attacks?
While I agree that the monk plays much better (balance) with two attacks, I can't find anything in the rules to support this.
Q656: What is the Mimic's "Ooze Stability trait"?
Q656 The Succubus' Kiss attack deals 5d10+4 necrotic damage, and if the target fails a saving throw, the target's hit point total is reduced "by the damage dealt by this attack." If the target has Resistance or Immunity to necrotic damage, how much (if any) is their hit point total reduced (on a failed save)?
Q657 Can the Succubus still use its 3d6+3 Claw attack when polymorphed into a small or medium humanoid? (Do the "statistics" which don't change include all its attacks?)
Q658 At least 5 demons seem to be able to summon 3d8, 2d10, or 2d6 dretches. Why aren't dretches in the Bestiary?
Q659 OK, so dretches are given in the S4 Monster Conversions document. They're a Level 1 monster worth 20 XP. Can they really cast Stinking Cloud as per the spell? A 3rd level spell which deals 6d6 damage to creatures (except demons) within 20 feet every turn?
Q660 What happens when 10 dretches each cast Stinking Cloud at the same time in the same place? Do non-demon creatures need to make 10 saving throws a round, facing full or half 6d6 poison damage for each?
Q656: Cannot be knocked prone i suppose. It was most likely renamed Immunity.
Q656: The damage halved reduce maximum hit points.
Q657: Yes since her statistics don't change.
Q658: An oversight most likely.
Q659: Yes the Dretch can cast Stinking Cloud as per the spell.
Q660: Yes each Stinking Cloud's effect apply.
656: So if the Succubus's Kiss deals 32 damage to someone who is immune to necrotic damage, their maximum hit point total is not reduce at all, yes?
660: I couldn't find it at first, but does the "Combining Magical Effects" rule (How to Play, p25) apply so that only one Stinking Cloud spell effect applies for each creature within the range of multiple Stinking Clouds?
Q661: What's the farthest a halfling with strength 19 and movement rate 25' wearing boots of striding at springing can jump?
Q662: Can the halfling jump three times the normal height as well?
Q663: Can the same halfling take an action in the same round after the jump?
Q664: If the halfling is making a long jump to maximize distance, how high do they jump?
Q665: Does the halfling need to make a check to jump? What's the DC?
Q655: If the halfling makes a DC 10 Jump check, can s/he jump 19x3+3=60' (DM Guidelines p5)
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