Came here from Reddit, can see some stuff from me there too https://www.reddit.com/user/BloodBrandy/

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Joined 2 years ago
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Cake day: August 3rd, 2023

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  • Eladrin do, they have a racial ability called Fey Step which lets them use a bonus action to teleport up to 30ft (With the added options I mentioned earlier). The only other elf race that gets a natural teleport ability is the Shadar-Kai (Elves tied to the Shadowfell and the Raven Queen), who can teleport as a bonus action and at higher levels gain resistance to all damage for a short time after.

    Other Elven subraces don’t inherently have the ability to teleport but do have other abilities, usually some combination of Spellcasting, Weapon Proficiency or Supplemental Skills. The only other thing close to a racial teleport is High Elves can take a racial feat to get the Misty Step spell (Teleport 30ft) with one free cast per short/long rest


  • Eladrin is a subrace of Elf that are more closely tied to the Feywilds, having a form for each season that they shift between based on emotional state and which effects their racial teleporting ability (Spring can teleport an ally instead, Summer deals fire damage to chosen targets on arrival, Autumn can charm up to two targets on arrival, and Winter can Frighten a target next to the point they are teleporting from)

    Synaptic Static is a Intelligence save spell that deals AoE psychic damage and on failure also inflicts a lingering debuff that subtracts 1d6 from the targets attack rolls, ability checks and concentration checks until they pass the save at the end of their turn.

    Dimension Door is a teleportation spell that can carry you and one willing creature of your size or smaller up to 500ft and doesn’t require line of sight






  • Oh that, so she’s been planning this war thing for a while now, it’s been the endgame of our current campaign for about 6 years now. I will point out that, as of the war starting, she’s actually using two systems.

    We have the usual actual D&D battle if the player party actually enters into proper combat, which is largely meant for when we actively move to encounter special units ourselves, which we will be doing next week as we move to try and take out the Countess who heads up the upper markets where slaves are sold.

    But most of it thus far as been an overworld strategy game style of battle she worked up for it, where we have units who’s HP signifies the number of members in that unit (Barring special units such as our party being one unit, a slime rancher we recruited, the Pirate Queen’s crew, etc), and each unit has a set damage number, a set bonus to attack, an AC and a Morale stat, like so-

    Moon Warriors-Infantry HP-8 Attack +5 Damage 1 Morale +3 AC 14 Range 1

    Slime Rancher-Special HP-10 Attack +7 Damage 1 Morale +2 AC 14 Range 2

    Overworld battle is simply attacks of one unit on another, you choose to attack a square in range. For normal units, your damage goes to the least damaged, non special unit in the square (Ala infantry battles), and special units can choose specific targets to press a weakness or go after enemy commander units. If a unit drops below half health, they have to make a morale save or spend the current turn fleeing.

    As an example, my party popped up in the middle of the city with our slime rancher and two platoons of Moon Warriors. This means our square had four units. A neighboring square had two Drow units, so our moon warriors attack there and their damage, if they hit, applies to the unit with the least damage, but either the party or the slime rancher can target a specific enemy unit to try and wipe it out with our better range or damage (The party has 3 damage in overworld). This means the infantry battles are more streamlined and the special units can more specifically target weakened units to lessen the number of attacks against our side.

    Lastly, at the start of each day is the Tide of Battle roll to determine which side resolves their actions first during the day, with two actions per day (Actions currently are Unit Movement and Unit Attack, other things may become available as things progress)




  • So we’re at the start of a war where, thanks to saving a GOO Warlock and getting help from her connections, we’re coming up from the sewers closer to the middle of town while allies attack from opposite sides of the Drow capital.

    While our 160 soldiers went off to secure the borders of the market district as our safe house/staging point, my party (5 level 12 characters, a Half Orc Berserker Barbarian, an Eladrin Celestial Warlock, a part panther Halfling Scout Rogue, a Kobold Rune Knight Fighter, and a Half Goblin/Half Yuan Ti Glamour Bard) stayed behing to go through the 50 CR1/4 Drow warriors in the area we’re in as the war is kicking off.

    Yes, I know they’re they’re only CR1/4, but because their HP was just high enough, this actually did end up being more efficient as I was trying to conserve resources as it may be a bit before we can short rest.

    As it stands, my Eldritch Blast is 1d10+4 per dart, and these guys had 13 HP, so any given dart on it’s own had a high chance to not secure a kill if I was going one dart per enemy.

    With Green-flame Blade, my initial attack would be 1d6+4+2d8 and the rider would be 2d8+8 (since Radiant Soul can add my CHA to fire damage spells when cast, I could have added it to either but kept it to the rider). This just ended up being a more consistent damage in the amount I needed, and the total max is about the same, just split between two targets