5e How To Calculated Pact Weapon Dmg
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- 5e How To Calculate Pact Weapon Dmg In Mac
- Ultimate Pact Weapon 5e
- D&d 5e Ultimate Pact Weapon
- 5e How To Calculate Pact Weapon Dmg Build
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Dual Wielding is the red-headed stepchild of martial combat in 5E. It is objectively inferior compared to the alternative: 2-Handed Weapons in terms of damage. The gap is so big it’s laughable. Without magic items and fancy builds Dual Wielding so.
- 1Weapon Qualities
- 1.4Critical
Weapon Qualities
Here is the format for weapon entries (given as column headings on Table: Weapons, below).
Cost
This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Damage
The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Weapon Damage by Size gives weapon damage values for weapons of those sizes.
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Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
---|---|---|---|---|---|---|---|---|
— | — | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
— | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
— | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 |
1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 | 6d6 |
1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 3d6 | 4d6 | 6d6 |
1d3 | 1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | 6d8 |
1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 3d6 | 4d6 | 6d6 | 8d6 |
1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | 8d6 |
1d6 | 1d8 | 1d10 | 2d6 | 2d8 | 3d8 | 4d8 | 6d8 | 8d8 |
1d8 | 1d10 | 2d6 | 2d8 | 2d10 | 4d8 | 6d8 | 8d8 | 12d8 |
Critical
The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
×2
The weapon deals double damage on a critical hit.
×3
The weapon deals triple damage on a critical hit.
×3/×4
One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
×4
The weapon deals quadruple damage on a critical hit.
19–20/×2
The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)
18–20/×2
The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)
Range Increment
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight
This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.
Type
Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
5e How To Calculate Pact Weapon Dmg In Mac
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special
Some weapons have special features. See the weapon descriptions for details.
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The Darkblade
This is a combat build that will skip over things like background and skills. It uses playtest material in the unearthed arcana, so stuff may change when updated into RAW(if ever).
The build is a multiclass of Fighter, Warlock, and Sorcerer. It is a Gish-style build, that focuses on three main effects:
Two-Hand Fighter- Gives a good foundation for melee combat and saves some ASIs/Levels to make this build viable.
'Divine Smite 2.0'- Warlock's Hexblade Patron(UA: Warlock & Wizard) grants a Curse Bringer Sword. You can expend spell slots to deal [2*spell slot level d8] additional slashing damage on hit.
Darkness- Sorcerer Shadow Origin(UA: Light, Dark, Underdark!) lets you throw out darkness like candy on Halloween, and you can see through it!
BUILD
Stats are taken from PHB Point Buy setup: 15/10/15/8/10/13. STR>CON>CHA
The best race is Mountain Dwarf for the Str/Con bonus. 17/10/17/8/10/13
Level Fighter to 2. You get Great Weapon Fighting and Action Surge, which will make you help offset the late Extra Attack from warlock at Level 7.
Level Warlock to 5. You will take Blade Pact and spells are mostly irrelevant. Just pick some good support/mobility spells.
Hexblade: A non-concentration hex? With Critical range? Why not!
Eldritch Invocations: Thirsting Blade, Curse Bringer, Improved Pact Weapon.
Level Sorcerer to 13. Pack in the spell slots and sorc points.
Shadow Origin: Free Darkness, Free puppies, and you don't blink. Optionally, you can skip level 2 in Fighter for a 120ft teleport at 14.
Metamagic: Quickened and Twinned will matter in combat, others are up to player preference.
ASI Allocations:
3 should be used to get STR/CON to 20 for +5
Feats should be Great Weapon Master. -5/+10 is usable with darkness due to advantage and will save spell slots on Low AC minions. Take this when you are comfortable getting hits in darkness.
Ultimate Pact Weapon 5e
MATHS
This assumes level 20, no magical gear, except your +1 Curse Bringer Sword.
Flat damage: GWM +10, STR +5, magic +1, curse +6
To Hit: GWM -5, STR +5, prof +6, magic +1
D&d 5e Ultimate Pact Weapon
Attacks against low AC trash mobs.
GWM + HexBladeCurse Attack
Attack against a High AC Tanky Minion/Boss
HexBladeCurse + 7th-level Smite + Second Attack using 6th-level Smite Converting from img to dmg download.
The dream. Low AC damage sponge. Using GWM, and smite on all three attacks.
GWM + HexBladeCurse + 7th-level Smite + Second Attack using 6th-level Smite + Cleave using 5th-level Smite
None of these take advantage of Action Surge which would be two additional attacks, which if hit can be a high damage 'Smite'.
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