u/Puffinppp36

Bag of Rats 2 , Homeopathic poison boogaloo (Villainous options 2 problem)

Somebody may have already spotted this, but the new Warrior of Venom monk has a few ambiguous lines in its level 11 feature that could use clarification:

LEVEL 11: TOXIN REFINER
Your body can filter poison. You gain Immunity to Poison damage. Whenever you are subjected to Poison damage, your Envenom Weapon options each deal extra Poison damage equal to one roll of your Martial Arts die, and you can’t gain this benefit again until the end of your next turn. In addition, whenever you ingest a poison, you regain a number of Hit Points equal to one roll of your Martial Arts die.

There are a couple of wording issues here:

1. “Ingest a poison” has no constraints.
There’s no minimum dosage, cost, or limitation specified. As written, a character could repeatedly ingest extremely small or diluted amounts of poison (for example, a waterskin with trace poison) and regain hit points each time. This likely isn’t intended.

2. “Subjected to Poison damage” vs. immunity.
Since the feature also grants immunity to Poison damage, it’s unclear what qualifies as being “subjected to” it. Does this trigger when damage is attempted, even if none is taken? Clarifying this interaction would help avoid table variance.

3. Missing duration on the damage bonus.
The feature states that you can’t gain the benefit again until the end of your next turn, but it doesn’t specify how long the bonus itself lasts.
As written, this can be read as a persistent increase to the Envenom Weapon options each time the feature is triggered, since no expiration is given.

A clearer version might specify something like “until the end of your next turn” or “the next time you use Envenom Weapon,” depending on intent.

This is all meant in good faith—just pointing out areas where the wording could be tightened to better match the likely intent and avoid unintended interactions.

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u/Puffinppp36 — 6 hours ago
▲ 2 r/3d6

Barbarian 6 / Fighter 14 Giant Thrower – looking to refine ASIs and itemization

Heya everyone! Currently building a rather unorthodox barbarian fighter that takes itself for a sorlock blaster... and I wanted to see others views on the order of feats/asi/ which one should be taken. I'll explain the gist of it. Here goes:

Starting barbarian 6 going path of the giant. we are specifically going for:

Elemental Cleaver

6th-Level Path of the Giant Feature

Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

We will be spending most of our time: Throwing either a Maul or a Pike... so we can topple dragons out of the sky and pseudo repelling blast our way to victory.

Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP

We also will want at some point:

Great Weapon Master

Source: Player's Handbook

Prerequisite: Level 4+, Strength 13+

You gain the following benefits.

Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.

Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

Then we will go fighter 14 for 3 total extra attack. I had the choice of battle master or champion and decided champion for crit fishing, but any other cool suggestion would be fun, as i believe any fighter will do...

For fighting style:

Thrown Weapon Fighting

Source: Player's Handbook

Prerequisite: Fighting Style Feature

When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.

This should give us a rather tanky barbarian fighter doing its best impression of blasting, with our attacks being

2d6+ 1d6 from elemental cleave+ 2 from rage + up to 6 from Proficiency Bonus +2 from thrown weapon fighting.

All done at potential advantage since reckless doesnt care that its a ranged attack.

This is the core loop and idea, with it getting an upgrade at level 9 fighter with:

level 9: tactical master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

push twice at our end build then try to topple at range.

The core loop is straight forward, but im honestly not certain which fighter subclass would be the most worth for our build... As we could aim for dpr, more tankiness for a well rounded build or more general shenanigans.

So we have a lot of ASI/feats to take, maybe a different choice of fighter to make, and im at a lost since many things just seem conventionally good here.

Goal: high sustained DPR + battlefield control + tanky,
Mainly looking for best fighter subclass and ASI/feat order.”

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u/Puffinppp36 — 1 day ago
▲ 34 r/dndnext

Giant barbarian elemental cleaver with weapon mastery.

Hey everyone! Simple question today. here are the important parts: Player is a Path of the giant Barbarian using a Maul in 2024 rules.

"Elemental Cleaver

6th-Level Path of the Giant Feature

Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above."

Notably--> a Maul is a weapon and therefore should work with this correct? IF so:

Maul 2d6 Bludgeoning Heavy, Two-Handed Topple

with:

Topple If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Therefore: Can this player actively throw this Maul with elemental cleaver and get topple procs at a range?

ALSO:

Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.

Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.

Great weapon master seems to work with this too right?

Thanks in advance. RAW it seems to work. That said: i wanted to check before making a build thats not functionnal!

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u/Puffinppp36 — 1 day ago