5E Series Coal Sample Preparation Apparatus Application - 5E-DCA250x 150 Double Roller Crusher is used to crush medium hard material, which is widely used for the sample preparation in coal mines, power plants, metallurgy, geology, chemical industry and scientific research. Features - 1. Easy to operate, available to adjust discharge size by single-handwheel. 2. Visible dial gauge ensures the precision of particle size. 3. Disassemble side guard with purge function, convenient to clean. 4. Hermetic structure improving the operation environment and reducing sample contamination. 5. Durable material for roller to decrease the maintenance costs.
Features:1. Easy to operate, available to adjust discharge size by single-hand wheel. 2. Visible dial gauge ensures the precision of particle size. 3. Disassemble side guard with purge function, convenient to clean. 4. Hermetic structure improving the operation environment and reducing sample contamination. 5. Durable material for roller to decrease the maintenance costs.
An opponent who approaches you, when entering your melee range, would invoke an attack of opportunity. If you hit them them their speed drops to 0, ending their movement and leaving them too far away to attack you. On your turn you attack once, then take a 5ft step back. Rinse and repeat until your opponent is dead.
Combos like this are always beatable. DnD, especially 5E, is well balanced. When something seems broken, its usually one of two things: setting up the combination is likely super ridiculous and would only be effective on the rare occasion, or most likely, the rules have been misinterpreted.
Trying to build or create broken combos in DnD has some appeal, but thats not really the point of DnD. The game has rules that are meant to aid your collaborative story telling. A great deal of the games fun is derived from its tension, challenge, and uncertainty. Players trying to abuse rules or overcome challenges on technicalities destroy this tension.
If you get a rules lawyer in your group, explain the situation to them. You dont have to bend, break, or even alter rules to prevent this kind of munchkin game play. You just need to fairly interpret the rules and adjust your mechanics to match.
There is nothing wrong with a player trying to play their character optimally, but they should never try to abuse the rules for some cheap trick. Its your job as the DM to reign in this behavior and make sure everyone in the group is able to have fun.
Have you seen anyone try any unstoppable combos in your games? Wed love to hear about them! Were working hard to answer more reader questions and create frank discussions on the interactions and interpretation of rules. If you have thoughts, comments, or questions of your own, reach out.
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Booming Blade is a fascinating cantrip. Between somewhat murky language and unclear use-cases, there's a lot of confusion among the 5e community about how exactly you're supposed to use the Asmodeus-blasted spell.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
Most of the confusion about its use cases stems from the following fact: if you're in range to use the cantrip on an enemy, then they're in range to hit you, so why would they ever move from their position, thereby triggering the damage? This leads to all kinds of theory-crafting on how to force target of the spell to move, which inevitably leads to strategies that are either too difficult or too costly (in terms of action economy or combat resources) to be practical.
One of the problems that melee combatants face once they get Extra Attack is that Extra Attack is only usable on your turn. As such you cannot use Extra Attack as a readied action. What you can do, however, is ready Booming Blade and take advantage of the extra attack damage at higher levels.
If you are a frontline fighter (such as an eldritch knight, Hexblade bladelock, high elf barbarian) you might prefer the enemy attack you rather than go around you and attack the squishy caster in back. Depending on your build you might do more damage with an extra attack than with Booming Blade even if the target moves. What Booming Blade offers, however, is a way to incentivize the enemy to stay put. Sometimes even a regular wizard/sorcerer/warlock might want to be a substitute tank if they managed to avoid damage in earlier combats and the regular tank is low on health.
There are many enemies that can retreat without provoking opportunity attacks. This can be especially inconvenient if you cannot just follow them (they can fly, they are faster than you). Booming Blade help keep them nearby so that you can attack them next round.
This is especially applicable for Arcane Tricksters who can Booming Blade and then disengage but it can be also helpful for someone who is willing to risk an opportunity attack to keep the enemy from following. For example you are a warlock facing a bandit. You could disengage but the bandit will just follow you. You could dash but so can the bandit so you will end up in the same situation. But if you booming blade and then retreat and the bandit stays put you can then dash on the next turn and the bandit will be unable to catch up.
There are a lot of enemies who are fragile, magic casters, sneaky, or ranged fighters. They would love to run and hide if you get into combat. Booming Blade deals extra damage if these targets run, so it can help you control the fight by forcing them to take extra damage, or stay in an unfavourable situation.
Fighting packs of goblins at low levels illustrates this problem. When a goblin gets hurt at all, the cowardly creature is likely to flee or at least try and put distance between themselves and the PC so they can hide and use ranged attacks. Using Booming Blade makes running a less appealing choice, so they are forced to stay and fight and can be easily dispatched.
I have found that Arcane Trickster in particular can make effective use of Booming Blade. An enemy force consisting of tanks, and back liners is vulnerable to rogues. Rogues can easily flank the back liners and take them out with heavy damage. Enemy back-liners can always choose to run away (maybe disengaging) against a normal rogue, but ATs have familiars and Booming Blade, so if you run away then you can expect Booming Blade damage and a sneak opportunity attack.
This is similar to the Fancy Footwork feature of the Swashbuckler Rogue. It allows you to freely disengage from an enemy after an attack, regardless of whether you hit or not. Mobile also grants an extra 10ft of movement, giving you more versatility in approaching, attacking, then putting distance between yourself and the target.
When combined with Booming Blade, this means you can get a free disengage after the attack, forcing the creature to either take the damage, or else be limited in its options the following turn. Mobile has good general-use buffs that synergize well with most classes and requires no additional actions (and in some cases such as Rogues and Monks, can save them their bonus action by giving free disengage from the target), meaning the opportunity cost is minimal.
I've used the Booming Blade/Mobile combo on both a Bladesinger Wizard and an Arcane Trickster Rogue, and both were able to use the spell very effectively. Combined with a Druid party member who had Moonbeam, we were able to consistently force enemies to take damage whether or not they moved.
This spell is the domain of Sorcerers, Warlocks, Wizards. These classes do not have a natural Extra Attack in a round 1. Meaning that when they attack with a weapon, they only get one shot. So adding a little extra potential damage is not a bad thing. Also remember, beyond the early levels, it does add extra damage no matter what. Moving just adds to it.
Booming Blade is not a cantrip for full casters; if you are in melee range you are probably trying to get out of melee range, not do a bit of extra damage. It's also not a great choice for Arcane Knights at higher levels, since you'll be forsaking extra attacks in order to do an extra few d8s of damage, maybe. However, a few situations where Booming Blade could shine:
This works for a swashbuckler or any character with the Mobile feat; alternatively, a rogue willing to spend their bonus action on a disengage Cunning Action. At higher levels, booming blade + sneak attack could be a lot of dice to roll ...
DISCLAIMER: Most of these use cases are for roguely types; when you use a cantrip to make an attack, you are not using the attack action and, per PHB 195, you can't use a second weapon. This means that you only have one chance to make your sneak attack, which can be a questionable gamble for a 1-3 d8s of damage.
Anyways, at one point, I spent a lot of time theorycrafting a character that uses Booming Blade, but when I took my high-elf swashbuckler to the table, I found that it was much less risky to get extra damage by dual wielding, assuming that there was a significant chance that I miss on my first attack. The spell is highly situational, and I would advise you against building a character around it, though it does have uses!
It seems to me that one can classify the possibilities, how to use Booming Blade effectively within combat, into two categories. The first type regards the ways to make use of the damage that takes/would take effect when the enemy willingly moves and multiple approaches have been discussed within other answers on this site. Therefore, I will focus on the second type: Ways and situations in which one can take advantage of the on-hit additional damage that Booming Blade deals starting from level 5:
At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. (XGE/SCAG, emphasis mine)
As it has already been noted, this improves melee attacks for primary spellcaster classes such as Sorcerer and Wizard. However, with one of these classes you probably want to avoid getting into melee range anyway and this limits the use of Booming Blade. So how do we use the Booming Blade on-hit effect effectively as a Barbarian, Fighter, Monk, Paladin, Ranger, Warlock, etc.?1
Booming Blade clearly has no synergy with Extra Attack: On the one hand, using Extra Attack (e.g., from the Barbarian, Fighter, Monk, Paladin or Ranger class) requires to take the Attack action first (and the same holds for the Thirsting Blade Invocation from the Warlock). On the other hand, to use Booming Blade one takes the Cast a Spell action and then does a melee weapon attack (not an Attack action) within this action. So, for an action you have to choose one or the other, but not both. However, even the aforementioned classes can benefit from using Booming Blade - if they can anyhow get access to the spell - and here are ways that came to my mind:
Features such as Extra Attack, Thirsting Blade or Improved Divine Smite come at a level (typically 5 or 11) that a character has in the respective class and they increase the damage dealt starting at these levels. Similarly, the damage of Booming Blade increases at levels 5 and 11, but these levels refer to the character level, i.e., the sum of levels that the character has in each of its classes. This does not make a difference, say, for a Paladin of level 5. But when multiclassing, this may make a world of difference!
Say, you're Warlock 3/Bard 2 or Paladin 3/Sorcerer 2. Then you cannot use the Warlock's Thirsting Blade or the Paladin's Extra Attack at least for 2 level-ups, while Booming Blade already does the 1d8 on-hit thunder damage in addition to your usual weapon attack damage. This difference becomes even larger the more you multiclass and allows you to benefit from low-level class features of multiple classes (in particular of those classes that are presumed to be front-loaded) while still keeping up with melee attack damage.
Excluding the Fighter, all (sub-)classes only get one use of Extra Attack within an Attack action, so assuming all attacks hit, the damage dealt during an action is twice the weapon's damage. On the other hand, Booming Blade deals the damage of one weapon attack plus 2d8/3d8 thunder damage (levels 11-16/levels 17-20) on a hit. So whenever this 2d8/3d8 is more damage than one weapon attack, the mean damage one does is better with Booming Blade.2
Say, you're level 17 (not Fighter nor Paladin) with the Extra Attack feature (or the Thirsting Blade Invocation), wielding a 1d8 magical (+2) weapon using a +5 damage (e.g., strength) modifier. Then (with a 5% crit chance) taking the Attack action as well as Extra Attack does 2*11.725=23.45 average damage (assuming a hit), while a hit with Booming Blade (including the chance to crit, but excluding the secondary effect!) does 25,9 average damage. On levels 11-16, however, this difference is less significant and probably even negative, depending on your damage (and crit) modifiers as well as your weapon.
If an enemy provokes an opportunity attack, you can use your reaction to make one melee attack against that enemy. Note that you don't take the Attack action, so Extra Attack does not apply to an opportunity attack. However, if you have the Warcaster feat, instead of making the usual melee opportunity attack, you can cast Booming Blade at that enemy using your reaction. Not only does this hinder the enemies movement by threatening the secondary damage of Booming Blade, but (as a character of level 5-10/11-16/17-20 and on a hit) this attack does 1d8/2d8/3d thunder damage in addition to the usual melee attack damage. That thunder damage is straight on top! Of course, the Warcaster feat is a costly investment, but if you can also benefit from its other advantages, it may be worth it.
Quite a few enemies have resistances, in particular against bludgeoning/piercing/slashing damage. So it can be very beneficial to circumvent these resistances by using the thunder damage of Booming Blade (a damage type seldom resisted throughout the Monster Manual).
Suppose you're a character that wants to add damage dice on a critical hit. You could be a Warlock who uses Eldrich Smite, a Paladin using Divine Smite or a College of Whispers-Bard using Words of Terror. In each of these cases, adding a damage dice comes with a fixed cost (e.g., the use of a spellslot or of Bardic Inspiration), while the benefit is doubled on a crit as each damage dice is rolled twice. Now if your chance of scoring a critical hit is low, it is probably beneficial to attack multiple times (using the Attack action and Extra Attack) to increase your chance to hit critically at least once (and then add those juicy additional dice). However, if your chance to crit is high enough to deplete your resources (spellslots, etc.) over the course of one day even by attacking only once per turn, then using Booming Blade clearly is beneficial as the on-hit damage of Booming Blade (1d8/2d8/3d8 at levels 5-10/11-16/17-20) is doubled on these crits. Unfortunately, there are many variables that determe the point from which on it is advantageous to use Booming Blade instead of the Attack action + Extra Attack (even more so since spellslots or Bardic Inspiration may be used for other purposes). Thus, one probably has to intuitively estimate within play whether to use Booming Blade or a normal Attack action + Extra Attack.
1 If a class does not provide Booming Blade as a cantrip (as it holds for most "melee" classes), one can access Booming Blade through the Magic Initiate Feat or by dipping into Sorcerer, Warlock or Wizard.
2 If we're analysing the damage of a single-class Paladin, then one would need to compare 2d8/3d8 thunder damage with the damage from one weapon attack including the extra 1d8 radiant damage that Improved Divine Smite provides.
Application: walk up front for engagement too short of movement? Cast Lightning Lure to bring your new friend in for a lovely chat. They do not want to be with you - whack - use your reaction to cast Booming Blade via the War Caster feat. They now take extra damage as they move away from you. Depending on their speed you can easily follow them for simple attack actions, or, do the "We're best friends now" combo again if they have a higher speed.
Note: this starts to be even more effective at 7th level when eldritch knights have war magic allowing them to cast and then attack as a bonus action. It starts to plateau in raw damage in higher levels however.
This combination makes the player character keep a stronger control on the map by basically making one enemy be stuck on said PC, also the possible enemies trying to bomb rush past you for your allies backline. This makes it great for sword and board characters whom have high AC with shield spell. The only downside of the combo is that Lightning Lure is a Strength Saving throw which means if you want this to be effective then you do need a focus on Intelligence to ensure a harder DC.
The eldritch knight subclass Eldritch Strike feature says when you hit a creature with your weapon they have disadvantage on a spell you cast before the end of your next turn. This strengthens your grip on someone you pulled in with the "We're best friends now" combo since booming blade makes an attack in its casting. This means that even if you missed the Bonus Action attack from war magic you still have a chance to undercut the resistance for the Strength Saving throw of lightning lure via the reaction casted booming blade. Overall making it that much easier to solo someone out.
Another potential use of war caster feat is to cast Earth Tremor when someone is bomb rushing past you and your buddy seem to learn there is no escaping the magic of friendship. With Earth Tremor, especially if you are trying to attract everyone to you, all creatures in a 10 ft radius of you have to make a Dexterity Saving throw and take 1d6 bludgeoning damage (add a d6 per slot level above 1st) and knocked prone on fail or half as much damage on a save and dirt and stone become difficult terrain.
I find this to be an effective cast of the spell - when it's your turn again the enemies around you are knocked prone and you get that sweet buttery advantage. It even synergizes well with the Eldritch Strike feature since you can have two enemies make a saving throw with disadvantage when it comes on and possibly three the next level if you are going for a hey look at me play style via "We're Best Friends Now" combo.
For Roleplaying potential I like to think of it as a Bounty Hunter for having the great utility of controlling others movements to bring them in close warn them if they move or resist that they will have their body violently shake apart
Each of them allows you to move a creature either as a bonus action or when you hit it. This doesn't auto-trigger the damage (it has to willingly move) but if you push it out of its melee range, it will need to move to reengage.
Fighters, barbarians, paladins, and rangers get a little love with 3 new feats in Dungeons and Dragons 5E (D&D). They come in the new book Tashas Cauldron of Everything released on November 17 2020. Im glad my melee friends will get some more options for 5E feats. Lets dive in!
Id call these feats really half feats. The first half of the 5E feats gives a stat boost of +1 to either Strength, Constitution, or Dexterity. The second half of the 5E feats is the flavour well explore some more. As per all feats, they can be selected when when a PC reaches an Ability Score Improvement (ASI) level in a character class.
The first part of the flavour is what your PC can do every turn. Its activated when they make a successful attack with the prerequisite weapon type. The second part adds more spice to critical hits. More fun for crits (critical hits)! Im in!
Offensive Use. Manage an individual opponent on the battlefield. Smack them off a narrow cliff ledge, a rope bridge, or into dangerous terrain (lava or acid pools). Way cool! Hit them closer to the PC who is always just on the edge of the battle. Two or more characters with this feat could conga line a boss monster! That would be fun!
Critical hits grant advantage to attack rolls on the creature until the start of your next turn. This opens up the creature to being targeted by skirmishers (ranger, rogue, monks). The rogue in particular could Sneak Attack such an afflicted creature with devastating effect!
Defensive Use. Slap a creature out of melee with your partys glass cannon (ranged spellcasters) without risking an Opportunity Attack (AO). Deny the use of the Pact Tactics feature by breaking up pairings and/or groups of enemies. Knock a party member closer or further away from an enemy. (Just check with the other player and remember to use non-lethal damage).
A critical hit could allow weaker party members (sidekicks, animal companions, etc.) to finish off an enemy quicker. Focus party attacks on this creature until it is down or the start of your next turn comes.
Do you constantly roll below average with your ranged weapons? Fix it with this feat! Add more damage potential with a critical hit as well. If your a half-orc barbarian youll have a mitt full of dice to roll on crits. Bring an abacus!
This is the perfect feat for slowing down faster opponents. Flying enemies just might not get away as easily. A PC with this feat should charge ahead to meet the fastest enemy. They should interdict creatures who might run for cover. A creature trying to run away should also be a priority target too.
The best PC option for these three feats is the fighter with the champion subclass. The expanded critical hit range will maximum the probability of unlocking the critical hit feature. When unlocked, the party should pepper that enemy until its down.
Piercer should be a must take feat for the rogue. Sneak attack AND get a re-roll on a low die! Seriously. Get a critical hit while sneak attacking and you need a bigger bucket for all the dice youll be rolling.
Of the three feats I feel Crusher is the most powerful. It has lots of flexibility and is tactically robust. It can be used to reposition enemies to the partys advantage and break up formations too. Critical hits just add spice for the rest of the party to join in the fun.
Piercer adds a few hit points of damage if you roll badly. Youll still have to take the second roll so If you re-roll a 2 and it comes back a 1 well The critical hit can be nice to bring extra damage.
Slasher to me seems the weakest feat of the three. Beyond the initial rush into melee the reduction of movement is middling at best. No extra dice or re-rolls and the need for a critical hit to get to something more useful. Id think hard before taking this feat. Better to take the Mobile feat if you want to chase down monsters.Get in Touch with Mechanic