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  #91  
Old May 29th, 2021, 03:46 AM
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There's a part in the Giant's Might feature's description that perplexes me, the sentence describing how the size doesn't change if you "lack the room". In particular, I'm not quite sure what's supposed to happen to a character that uses the feature in a 5 feet wide space (for example in a corridor or between two other creatures). Do they remain Medium or turn Large, squeezed in the space?
As pointed out in an answer I already got, given a Large creature can fit in the limited space by squeezing, there's nothing physically stopping the growth in the situations above. However, the problem I have with this interpretation is that it would make one of the main feature of a subclass straight up deleterious in many cases. Besides, I could see "room" also being interpreted as space available, with space by RAW defined as the area a creature can control effectively ("large enough for that creature", as mentioned in the Squeezing section); in this way the feature would definitely be less punishing in limited spaces.
I would like to hear the opinion of others on the matter, and if there's something I'm missing.
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  #92  
Old Jun 1st, 2021, 11:47 AM
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Quote:
Originally Posted by TCoE p44
Giant's Might
3rd-level Rune Knight feature

You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:[list][*]If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.[*]You have advantage on Strength checks and Strength saving throws.[*]Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
So, from my understanding of the feature's reading, it's to prevent the PC from growing in an area where they shouldn't and abruptly snapping their neck. Comical as that sounds that's really the prime reason I can think of. To save a player who didn't think things through from a cruel DM. The feature doesn't state that the extra boons are reliant on the size. So if Ulgor is in on his hands and knees squeezing through the 3' tall stone passageway he doesn't need to worry about snapping his bones and dying from internal hemorrhage when he calls upon the magic of the giants to grant him strength when he tries to kick off the iron grate at the end of the passage.

Often times there is plenty of space available even when in combat for someone to grow in size. Unless utterly surrounded on each side there should be room. Even if that were the case, they would still gain the advantage to their Strength checks/saves and gain that +1d6 to weapon/unarmed strikes due to the giant's magic flowing through their body.
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Last edited by Retry; Jun 1st, 2021 at 11:48 AM.
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  #93  
Old Jun 1st, 2021, 03:00 PM
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Quote:
Originally Posted by Retry View Post
So, from my understanding of the feature's reading, it's to prevent the PC from growing in an area where they shouldn't and abruptly snapping their neck. Comical as that sounds that's really the prime reason I can think of. To save a player who didn't think things through from a cruel DM. The feature doesn't state that the extra boons are reliant on the size. So if Ulgor is in on his hands and knees squeezing through the 3' tall stone passageway he doesn't need to worry about snapping his bones and dying from internal hemorrhage when he calls upon the magic of the giants to grant him strength when he tries to kick off the iron grate at the end of the passage.

Often times there is plenty of space available even when in combat for someone to grow in size. Unless utterly surrounded on each side there should be room. Even if that were the case, they would still gain the advantage to their Strength checks/saves and gain that +1d6 to weapon/unarmed strikes due to the giant's magic flowing through their body.
I'm aware the other bonuses don't rely on the growing larger part, what I'm wondering is what happens exactly in the case the PC only has a 5 feet wide space available.

For example, let's say the character is in a 5 feet wide corridor and uses Giant's Might: do they remain Medium or do they turn Large, but forced to squeeze (with all the penalties associated)? Because, technically, a Large creature can fit in a 5 feet wide space, but it sure can't fight effectively in it.
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  #94  
Old Jun 1st, 2021, 04:35 PM
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I'm not sure of the official ruling, but I think it is that he would be Large and have to squeeze.

This limit is also stops casters from using this spell to destroy structures.

-me
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  #95  
Old Apr 21st, 2022, 01:09 AM
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Which spells and/or magic items have in their descriptions that they can cure insanity?
If any, which book(s) can they be found in?
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  #96  
Old Apr 21st, 2022, 08:09 AM
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Since Madness is considered a variant rule it would be difficult to find any spells/items that outright state they cure it. You could surely find some 3rd party/homebrew spells and/or items but I don't believe there are any in the official sources.

However, on p.258 of the DMG, where it covers the various degrees of insanity, there is an entry for 'Curing Madness.'
It states that the spells Calm Emotions can often suppress the effects of madness while Lesser Restoration will free a character of short-term or long-term madness. Although, depending on the source of madness a Remove Curse or Dispel Evil spell might be required, it is up to the DM to decide. A Greater Restoration spell or stronger is needed to cure someone of indefinite madness.
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  #97  
Old May 3rd, 2022, 02:01 AM
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Thanks for that, Retry.
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  #98  
Old Jul 12th, 2022, 09:40 PM
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I can find no strict rules on "returning a thrown weapon to its owner." So is it safe to assume that a thrown weapon is out of play until the battle is over? The main weapon that brings this question to mind is the Javelin of Lightning. I would really hate to have that used against me after each time that I threw it at the enemy.
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  #99  
Old Jul 12th, 2022, 10:18 PM
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"The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon."

So, you don't have to worry about it being used against a character in that same encounter... Unless it takes place just prior to and after dawn.

You have to go pick up anything you've thrown, unless you have a character or item feature that produces some kind of returning effect.
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  #100  
Old Jul 12th, 2022, 10:52 PM
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Outside of the Artificers infusion (Returning Weapon [TCoE p.29]), any magical item/class ability that grants such feature, or the Boomerang; once thrown it is on the PC to fetch it.

The assumption is given that, once combat is over, a PC will stop to Which, some DMs might treat as ammo - so that introduces a chance of losing the item.recover all lobbed weapons from the field. Everything else falls to individual DM ruling.
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  #101  
Old Nov 17th, 2022, 07:54 PM
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2nd level Warlock, Fathomless Patron from the Tasha's book. Is this viable for combat?

Round one- Summon a Tentacle of the Deep (bonus action) and attack a foe (standard action) with it.

Round Two- Bonus action to move, if needed, and attack with the existing tentacle. And then standard action to cast Eldritch Blast.
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  #102  
Old Nov 17th, 2022, 08:24 PM
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Tentacles of the Deep act much like the spell, Spiritual Weapon.

When you use a Bonus Action to summon it you can immediately attack something with that same bonus action. On following turn(s) you can use your Bonus Action to move and attack once more. In both cases the summon/move and attack are packed into the Bonus Action for that turn - despite two different actions occuring.

What this means is you are free in all of those turns to use your action to do as you please! (Aka Eldritch Blast )
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  #103  
Old Nov 17th, 2022, 08:27 PM
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Thank you.
Follow up- can a Tentacle be summoned whilst underwater? I'm not seeing a Verbal component.
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  #104  
Old Nov 17th, 2022, 08:48 PM
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Not a problem!

The ability only puts one requirement on where the tentacle can be summoned: a spot the PC can see within 60ft. No components are needed to summon it, it just springs into being. So you can summon it under water, on the wall, ceiling, etc.
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  #105  
Old Nov 17th, 2022, 09:24 PM
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So you know, I'm with my tabletop group right now. I agree with your assessments, and so does the DM.
Thanks again.
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