Avatar of Hekazu
  • Last Seen: 1 yr ago
  • Old Guild Username: Hekazu
  • Joined: 12 yrs ago
  • Posts: 1802 (0.40 / day)
  • VMs: 1
  • Username history
    1. Hekazu 12 yrs ago
  • Latest 10 profile visitors:

Status

Recent Statuses

7 yrs ago
And back I am. Exhausted, certainly, and may need a while for that to wear off, but I'm once more here to read and even write!
2 likes
7 yrs ago
Won't be replying for a while. Am hiking.
2 likes
7 yrs ago
My congratulations to the winners of TI9! Well played gentlemen, well played.
1 like
7 yrs ago
Should have been writing posts. Took part in D&D shenaniganry instead. Got to fix that tomorrow.
7 yrs ago
There's a lot of backlog here on my end. I'm trying my best to lessen it, but replies might be less frequent for a time. A welcome change from the nothing doing I went through though! Thanks partners!

Bio

I suppose it is about time for me to copypaste fill in some information about myself over here just as well. Only took me a few years to getting around to do it.

I am a married individual in my twenties from the country some people dare claim does not exist. The Finland conspiracy is an old joke, you can stop with it now. Not a native speaker of the English language by any means, though I did begin studying it exceptionally early for our country's standards. I suppose it was some sort of a test case. With that out of the way though, what more should I be saying here...
  • I like being nice to people. If one needs to ask why, well that alone is reason enough.
  • I play and Dungeon Master Dungeons and Dragons, both offline and in the past also over here.
  • I enjoy OOC chatter, be it planning the RP or a more casual exchange (not that RP'ing is that serious). I can make do without, but don't be afraid to talk to me.
  • Whatever the case, I'm here to have fun and hone my writing abilities!
I do think that should about cover it, yes.

Thanks for stopping by I suppose! I do also have a Discord account, but I prefer to start anything RP related on the site. At least with people I don't know from the past, that is! But hey, now if you are a longer time contact of mine and happened to read this, now you know and can ask!

Most Recent Posts

@VKAllen That's what I was thinking.

Tell you what, I'm calling for DM action. @darkandstar, could you possibly overrule the turn into your preferred version if @EruditeAssassin neglects to make changes in a timely manner?
I am bothered by the fact we are not advancing. I guess @darkandstar is waiting for @EruditeAssassin to make edits or something...
@xCRAZYxFACEx Yes. As stated on PHB p. 195, section Melee Attacks subsection Two-Weapon Fighting, if you make an attack with a light weapon, you may use your bonus action to strike with your off-hand light weapon as well. The off-hand weapon does not gain ability modifier effect to damage, unless the modifier is negative. Also, if they have thrown properties, you can throw them too. Works the same.
@EruditeAssassin@The Harbinger of Ferocity Yup, can confirm. I'll just elaborate on it for easier understanding in the future!

Let's say a Hobgoblin and Travok were in a fight for some reason. The Hobgoblin will attempt to grapple Travok, rolling their Athletics check. Travok then rolls his own (he could use Acrobatics, but he has chosen the one he has the better modifier for) and the results are compared. On a "success" the grappler gets a hold and the target is subjected to the Grappled status (in this case the Hobgoblin would grab Travok), while if the target rolls higher or there is a tie (as ties mean the situation does not change) the grapple does not begin.

If the grapple began, the grappled person would have 0 speed until they got freed from the grapple, which they can try to do by themselves by using an action. The grapple has no other adverse effects (except maybe disturbing Somatic spellcasting), so you can do all your normal things except move and you can attempt to free yourself.

Again, as your roll (that you would grapple with in your post currently) is far above the Guards roll, you would be free to do whatever. Tarhun is not in a grapple.

Also, I will be posting my things as soon as @darkandstar has posted. You seem to have taken a little head start there @VKAllen
@darkandstar Since you are second guessing yourself, I could look over your rulings. You may ignore my opinions on the matters if you see fit.

Yes, as the guard made his grapple attack earlier on his turn, Tarhun will make their contesting roll as the first thing. Probably with Athletics, giving them a +6 on the roll.

While rolling with disadvantage seems okay at first, my call would be to let it be a single roll. Why? Because the grapple was the guard's action and Tarhun was not occupied during that time. In case of Tarhun grappling them back, well Grapple is an action and you only have one of those per turn.

His damage is grossly off as it is multiplied with the modifier instead of adding it (and the hit was not a critical with a 19, not that that would still imply multiplication). And yes, as it was an improvised weapon, he would only have +4. He has probably simply forgotten this detail, it happens. Of course, if they are intent on grappling my call would be to not let them attack on the same turn, but I am not calling the shots here.

Throwing on the next turn seems fair and correct to me.

Also, the effects of Grapple are as follows (PHB Appendix A, p.290):
  • A grappled creature's speed becomes 0 and they cannot benefit from any bonus to their speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

It does not quite take away the whole turn, as taking away Tarhun's speed would not really affect their plans. Overturning a grapple probably has some rules somewhere in case Tarhun fails the check, but I couldn't find any with a quick look at PHB and DMG, so it's your call. So yeah, you are pretty much correct with things here, a little more lenient on the action economy side but hey, Rule 0 (The DM is always right) and Rule of Cool apply.
@The Harbinger of Ferocity This is correct.

@EruditeAssassin Probably strip it down to the breath weapon. It's up to the DM to decide whether the grapple counter is appropriate, but anything past that is probably too much if you ask me.

Aaaand with that I'll go get some rest. Good night!
@EruditeAssassin Alright, I'll do my own analysis about it and you can correct me where I am mistaken!


  • You seem to begin with your breath weapon, using a single action. You do 2d6 fire damage in a cone, with the opponents making a Dex save for halved damage.
  • You then, instead of contesting the grapple try to turn it onto the guard. This is up to DM to interpret as to how many actions it takes if any, so I won't say anything regarding that.
  • Proceeding to make a weapon attack, you use another action. 19 does not crit unless a class feature/feat says it does and you shouldn't have either. Besides, the damage is a bit off. The modifier is added, not used to multiply :)
  • Then there's the intimidation. Again, up to DM to determine the amount of actions so I won't go into it.


Thing is, you only have a single (1) action per turn in combat as restricted by rules on PHB p. 189. There is quite a lot of extra you have there. Extra attack only apply on the Attack action, by the way, and usually people get them by level 5. Does not work on Breath Weapon though.
@EruditeAssassin Just how many actions is that, I wonder?
@The Harbinger of Ferocity Thanks! Due to how Pact Magic works with multiclassing, I probably won't be taking another dedicated spellcasting class on the side but it was a good read. Now I have even more potential characters popping into my mind, most of which I won't get to play thanks to the line already being as long as it is.

From one subject to another, did anyone of you know that once you reach 18th level as a monk you can zoom around at 180 feet per round? 'Cause you have Unarmoured Movement speed of 60 feet, you spend one Ki point to dash as a bonus action and then dash as your actual action, causing the speed to multiply by three. It makes it so you can quite literally outrun a flying (ancient) dragon. Of course this is assuming you play a character with their base speed of 30 feet.
@The Harbinger of Ferocity Yah, I might have to abandon my idea of taking some Fighter levels. A shame, but given our already strong frontline I guess I could (and should) deviate from my original plan.

I've been trying to stay up to date with the Unearthed Arcana, but as Shadow Sorcerer does not ring any bells I must've missed it. Would you happen to know of any place where I could easily find all of the UA at?
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