It's a flame now. You probably want it in a lantern, even if it's not going to burn you.
Magic and tech are essentially the same in this game.
There are no rules for throwing a rock at a lantern and splash damage from it in 5.5e.
Weirdly, though this has been a topic that goes back to 1e AD&D, both you and the YouTuber Pack Tactics mention this issue this week.
The truth is, people in our world hung lanterns on belts sometimes. It just makes sense to keep your hands free. This is a Flemish miner from 1906 using a...
Yes he notes it's atypical. The fighters simply reliably dishing out a lot of single-target damage quickly in the first two rounds, and being able to make pretty much any save for those rounds, is really what's happening here.
And that would apply just as well to some monster-oriented combat...
Every level of Champion is both 1) something really useful, and 2) boring.
Improved crit (twice)
Advantage on Init
Added Fighting Style
Heroic Inspiration every turn
Limited regeneration and advantage on death saves
It's almost all passive abilities.
Arise foul thread! OK, so not too old. Just a month off from being fresh. It's still twitching a bit at this stage I think.
Treantmonk just released (on Patreon) or is about to release (on Youtube) a test experiment he ran.
Five 17th level single-class identical Champion Fighters (he ran as...
I was never a fan of prestige classes. They were intended for one special career themed path, and optimizers used them like a Halloween grab bag of candy, Frankensteining one prestige class on another on another in a hodge podge of abilities never intended to work with each other to dominate the...
In general I agree. The Horror one was better. I feel like a lot of these are very conservative in this UA. Like they didn't want people angry at them for trying something new. So instead of something unique and interesting that might need some tweaking, they'd throw in a short range teleport...