i so want to write/run a heist adventure one-shot in the vein of Reservoir Dogs, in which we get the pre-heist and training montages and so on, and then skip over the actual heist and deal just with the aftermath of whatever shitshow went down during the heist.
this is 100% inspired by the mountain goats’ new album Bleed Out
Tempest domain clerics can roll max damage on lightning and thunder spells, is there any way to roll max damage on necrotic spells?
As far as I'm aware there's no way to guarantee max damage for necrotic spells for a cleric. However, the Evocation wizard's 14th-level Overchannel ability lets you maximize the damage of certain wizard spells, so if they are level 5 spells or lower and deal necrotic damage, this is possible there. Additionally, one option on the Wild Magic Surge table results in maximum damage for the next damaging spell you cast, which could feasibly be necrotic damage, but of course, you have to actually roll that result first.
If this is about cleric things specifically, then the answer is no, not really, unless the DM offers some kind of homebrew perk (such as a blessing, boon, or magic item).
just realized that healing potions are the only potion where the effects are “permanent,” insofar as they don’t wear off after a minute or an hour or whatever, they just stay.
i would be so fascinated by a mechanic for healing potions where yes, you regain X number of hit points, but after one minute the effects wear off, and you’re back where you were before you downed that potion.
imagine a character goes unconscious, so their ally forces a healing potion down their throat to get them on their feet again. they charge back into battle, finish off the last enemies, and then they sway and collapse, their friends frantically calling their name.
or better still, taking a potion to regain some quick HP just before a big fight, charging into the front lines, and feeling the wooziness that means you’re about to lose the effects and go down next round.
what about ending a battle and scrambling to bandage up your allies in the last seconds before the healing potion wears off?
But in practice it works out a little differently, usually you’re not just moving 30ft on your turn and that’s it. within those 6 seconds you’re also often making 1-3 attacks (or as many as 6 if you’re a fighter), casting 1-2 spells, or using a couple different abilities. In practice, that means that the total time you have to run is less. you basically spend 3 seconds moving your 30 ft and the remaining 3 seconds doing everything else.
That’s why the Dash action doubles your movement; it’s you choosing to run further to the exclusion of doing something else, and why characters trained in sprints (like monks and rogues) can Dash as a bonus action.
I was doing some calculations for my dnd spell list and apparently 30 feet per turn works out roughly to 3.4 miles per hour.
3.4 miles per hour is a brisk walk for me and I'm 5'5". My legs are not all that long. This means that if you move 30 feet on your turn in combat you're just, powerwalking toward your adversary it's probably not even a jog
the english major in me is still fucked up over deciding that in my campaign, Mystra is a Macbeth figure, Kelemvor is a Hamlet figure, and Cyric is a Brutus (Julius Caesar) figure. Cyric stabbing his dearest friend to death in the last moment ‘because I loved Rome more,’ Mystra seeing the meaninglessness of life and craving immortality and committing unholy murder to achieve glory and godhood, Kelemvor well-meaning and devoted and losing everything through inaction;