5e Dmg 249 Targets Area Effect
Posted By admin On 03.12.20Hi Guys,
We are actually playing the UltraModern 5E in Fatasy Grounds, and is full of new weapon properties that I wuold like to automate on weapons, but i need your help for some of them:
Super Heavy:
You suffer disadvantage on attack rolls with the weapon.
If your Strength is less than 18, you are knocked prone.
Armor Piercing:
If an opponent has immunity to the weapon’s damage type, the opponent has only resistance to that weapon instead of immunity.
Autofire Attack:
It's uses 5 or 10 rounds of ammunition instead of 1.
Explosive:
Explosive attacks inflict bludgeoning damage, and also deal extra damage to creatures vulnerable to fire as if they dealt that damage type.
If you hit the intended target with an explosive attack, roll all damage dice twice and take the higher values.
Laser
Laser weapons deal fire damage.
If you hit with a laser, you gain a +1 bonus to your next attack roll against the same target.
This is lost if you don’t fire at the same target or if you miss.
If you roll a critical hit, the target is blinded until the beginning of your next turn.
Magnetic
If you roll a critical hit with a magnetic weapon, you inflict additional damage equal to twice the weapon’s tech level.
Mastercraft
A mastercraft weapon deals +1 damage if any of its damage dice result in a maximum result.
Nuclear
Nuclear weapons inflict force damage, and also deal additional damage to creatures vulnerable to necrotic as if they dealt that damage type.
If you hit with a nuclear weapon, every subsequent hit on the same target gains a +1 bonus to damage.
This is cumulative up to the weapon’s tech level and is lost if you don’t hit that same target before the end of your next turn.
If you roll a critical hit, the target is poisoned until the beginning of your next turn.
Pincher
Pincher weapons inflict lightning damage.
If you roll a critical hit on the attack roll and the target is not immune or resistant to lightning damage, the target takes additional damage equal to twice the weapon’s tech level,
and the target has disadvantage on ability checks and attack rolls until the beginning of your next turn.
Plasma
Plasma weapons inflict force damage, and also deal additional damage to targets vulnerable to fire as if they dealt that damage type.
Creatures immune to fire are only resistant to plasma weapons.
If you roll a critical hit with a plasma weapon, you inflict twice the tech level in additional damage on this turn, twice the tech level -1 on the beginning of your next turn, twice tech level -2 on the beginning of the following turn, and so on until 0.
Directed Energy: As many times a day as the weapon’s tech level, you can attempt a directed energy attack—make a single attack, firing a single shot, as an action.
On a hit, roll all damage dice twice and take the higher result, add all relevant modifiers as normal, and add twice the weapon’s tech level.
Each creature within 5 feet of the hit target also suffers damage equal to twice the weapon’s tech level. If you miss, the initial target suffers half damage with no area effect.
Shotgun
Shotguns do +3 damage if fired at targets within 10 feet.
At long range, they inflict half damage.
If you roll a critical hit, the target is knocked prone.
Sniper
Sniper weapons list a bonus.
If you are proficient with the weapon, you can use an action or bonus action to aim, gaining the bonus on your following ranged attack with the weapon against a creature at least 25 feet away. The bonus is lost if you move, are moved, or after you make a ranged attack with the weapon (whether you hit or not).
This bonus is cumulative for up to two actions.
Sonic
Sonic weapons inflict thunder damage, and also deal additional damage to targets vulnerable to bludgeoning as if they dealt that damage type.
If you roll a critical hit, the target is deafened for one minute.
Can you please help me to understand which one of thos properties can be automated, which one not and which one can be used with some workaround?
Many thanks!
From D&D Wiki
5e Dmg 249 Targets Area Effect 1
- Area of effect (or AoE ) is a term used in many role-playing and strategy games to describe attacks or spells that can affect multiple targets within a specified area. Spell vamp have reduced effects when used with AoE abilities. Chain area of effect spells start their effect with a single target, but, if there is another valid target within the range of the chain, the effect will jump to.
- Open Game Content (place problems on the discussion page).; This is part of the 5e System Reference Document.It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license.
- Area of effect (or AoE ) is a term used in many role-playing and strategy games to describe attacks or spells that can affect multiple targets within a specified area. Spell vamp have reduced effects when used with AoE abilities. Chain area of effect spells start their effect with a single.
- The area of effect is the target, and as your pic clearly shows, the cone's origin is not inside of its area of effect. 'If you are in the area of effect of a spell you cast, you can target yourself' So you cannot target yourself with a cone of cold because you are not in the area of effect. Unless you also want to take all 8d8 cold damage.
- Per the targets in area of effect guidelines on DMG 249, 20-foot-radius sphere affects 4 targets so total DPR is 398. This is literally off the charts; we can extrapolate the table to say this is about CR 35 for damage. Saving throw DC 25 is also off the charts so let's say that's also about CR 35.
- Jan 23, 2016 D&D 5E: Area of Effect. On page 249 of the DMG, under Adjudicating Areas of Effect, it has this table with conversions for estimating how many targets are hit with an area of effect spell when using a battle grid. I’ve found that in both of my current campaigns, bringing out the battle grid usually slows things down significantly.
A list of Tables in the DMG and their Page Number.
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Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
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When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue'sSneak Attack feature, you roll those dice twice as well.
Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Bludgeoning. Blunt force attacks–hammers, falling, constriction, and the like–deal bludgeoning damage.
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Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
5e Dmg 249 Targets Area Effect List
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon's breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
Psychic. Mental abilities such as a mind flayer's psionic blast deal psychic damage.
Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters' claws deal slashing damage.
Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
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This is part of the 5e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith. |