If the Cavalier's Strength changes, does the number of special attacks against marked creatures change as well?
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The Cavalier gets the Unwavering Mark ability which states (emphasis mine):
Regardless of the number of creatures you mark, you can make this
special attack a number of times equal to your Strength modifier
(minimum of once), and you regain all expended uses of it when you
finish a long rest.
In most cases, it would be fairly easy to figure out how many of these special attacks the Cavalier can make, because the Cavalier's Strength usually does not fluctuate. But a lot of things can happen during a busy adventuring day, for example, Strength damage by some nasty monster, some kind of transformation magic or the ingestion of mystical potions. All these things could temporarily alter the Cavalier's Strength. So my question is:
If the Cavalier's Strength changes, does the number of special attacks against marked creatures change as well?
I assume the answer is Yes, but I'm not sure how to handle it if the Cavalier's Strength increases or decreases for just a little while.
dnd-5e class-feature ability-scores
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up vote
6
down vote
favorite
The Cavalier gets the Unwavering Mark ability which states (emphasis mine):
Regardless of the number of creatures you mark, you can make this
special attack a number of times equal to your Strength modifier
(minimum of once), and you regain all expended uses of it when you
finish a long rest.
In most cases, it would be fairly easy to figure out how many of these special attacks the Cavalier can make, because the Cavalier's Strength usually does not fluctuate. But a lot of things can happen during a busy adventuring day, for example, Strength damage by some nasty monster, some kind of transformation magic or the ingestion of mystical potions. All these things could temporarily alter the Cavalier's Strength. So my question is:
If the Cavalier's Strength changes, does the number of special attacks against marked creatures change as well?
I assume the answer is Yes, but I'm not sure how to handle it if the Cavalier's Strength increases or decreases for just a little while.
dnd-5e class-feature ability-scores
Before reading the Cavalier subclass, I didn't know about this Unwavering Mask Feature or what it does. That's why I included the whole feature. But you're right, the rest of the feature is not really part of the question.
â hohenheim
2 hours ago
Ah if you are worried about people finding what you are referring to you can also point to something like dnd beyond or, (I think) Xanathar's page.
â Sdjz
2 hours ago
I assume the same issue would be true of other class abilities that rely on other abilities, such as the number of times, say, a Light Domain Cleric can use Warding Flare if their Wisdom ability score is temporarily decreased...
â NathanS
2 hours ago
@NathanS: Exactly.
â hohenheim
2 hours ago
add a comment |Â
up vote
6
down vote
favorite
up vote
6
down vote
favorite
The Cavalier gets the Unwavering Mark ability which states (emphasis mine):
Regardless of the number of creatures you mark, you can make this
special attack a number of times equal to your Strength modifier
(minimum of once), and you regain all expended uses of it when you
finish a long rest.
In most cases, it would be fairly easy to figure out how many of these special attacks the Cavalier can make, because the Cavalier's Strength usually does not fluctuate. But a lot of things can happen during a busy adventuring day, for example, Strength damage by some nasty monster, some kind of transformation magic or the ingestion of mystical potions. All these things could temporarily alter the Cavalier's Strength. So my question is:
If the Cavalier's Strength changes, does the number of special attacks against marked creatures change as well?
I assume the answer is Yes, but I'm not sure how to handle it if the Cavalier's Strength increases or decreases for just a little while.
dnd-5e class-feature ability-scores
The Cavalier gets the Unwavering Mark ability which states (emphasis mine):
Regardless of the number of creatures you mark, you can make this
special attack a number of times equal to your Strength modifier
(minimum of once), and you regain all expended uses of it when you
finish a long rest.
In most cases, it would be fairly easy to figure out how many of these special attacks the Cavalier can make, because the Cavalier's Strength usually does not fluctuate. But a lot of things can happen during a busy adventuring day, for example, Strength damage by some nasty monster, some kind of transformation magic or the ingestion of mystical potions. All these things could temporarily alter the Cavalier's Strength. So my question is:
If the Cavalier's Strength changes, does the number of special attacks against marked creatures change as well?
I assume the answer is Yes, but I'm not sure how to handle it if the Cavalier's Strength increases or decreases for just a little while.
dnd-5e class-feature ability-scores
dnd-5e class-feature ability-scores
edited 2 hours ago
asked 2 hours ago
hohenheim
2,027843
2,027843
Before reading the Cavalier subclass, I didn't know about this Unwavering Mask Feature or what it does. That's why I included the whole feature. But you're right, the rest of the feature is not really part of the question.
â hohenheim
2 hours ago
Ah if you are worried about people finding what you are referring to you can also point to something like dnd beyond or, (I think) Xanathar's page.
â Sdjz
2 hours ago
I assume the same issue would be true of other class abilities that rely on other abilities, such as the number of times, say, a Light Domain Cleric can use Warding Flare if their Wisdom ability score is temporarily decreased...
â NathanS
2 hours ago
@NathanS: Exactly.
â hohenheim
2 hours ago
add a comment |Â
Before reading the Cavalier subclass, I didn't know about this Unwavering Mask Feature or what it does. That's why I included the whole feature. But you're right, the rest of the feature is not really part of the question.
â hohenheim
2 hours ago
Ah if you are worried about people finding what you are referring to you can also point to something like dnd beyond or, (I think) Xanathar's page.
â Sdjz
2 hours ago
I assume the same issue would be true of other class abilities that rely on other abilities, such as the number of times, say, a Light Domain Cleric can use Warding Flare if their Wisdom ability score is temporarily decreased...
â NathanS
2 hours ago
@NathanS: Exactly.
â hohenheim
2 hours ago
Before reading the Cavalier subclass, I didn't know about this Unwavering Mask Feature or what it does. That's why I included the whole feature. But you're right, the rest of the feature is not really part of the question.
â hohenheim
2 hours ago
Before reading the Cavalier subclass, I didn't know about this Unwavering Mask Feature or what it does. That's why I included the whole feature. But you're right, the rest of the feature is not really part of the question.
â hohenheim
2 hours ago
Ah if you are worried about people finding what you are referring to you can also point to something like dnd beyond or, (I think) Xanathar's page.
â Sdjz
2 hours ago
Ah if you are worried about people finding what you are referring to you can also point to something like dnd beyond or, (I think) Xanathar's page.
â Sdjz
2 hours ago
I assume the same issue would be true of other class abilities that rely on other abilities, such as the number of times, say, a Light Domain Cleric can use Warding Flare if their Wisdom ability score is temporarily decreased...
â NathanS
2 hours ago
I assume the same issue would be true of other class abilities that rely on other abilities, such as the number of times, say, a Light Domain Cleric can use Warding Flare if their Wisdom ability score is temporarily decreased...
â NathanS
2 hours ago
@NathanS: Exactly.
â hohenheim
2 hours ago
@NathanS: Exactly.
â hohenheim
2 hours ago
add a comment |Â
1 Answer
1
active
oldest
votes
up vote
9
down vote
accepted
Yes
As I would interpret this, if your Strength mod goes up you get extra uses, and if the Strength mod goes down, they disappear.
The way to handle this with temporary changes is that as long as the changes last, your changed Strength modifier determines the number of uses you have between long rests.
Example of a changing Strength Mod
If you normally have a +3 mod and you have used it twice, and then your mod goes down to +2, you can't use it until your mod goes up again.
A bit later, a magical effect causes your Strength mod to go up to +4 - you can make 2 more uses.
If you use those 2, and then later your mod goes back to +3 (magical effect wears off) you can't use it as you have already used it 4 times.
If your mod goes back up to +4 again you still cannot use it as you have already used it 4 times since your last long rest.
If you want an extra use you need to get your Strength mod boosted to +5.
This would work similarly to changing your maximum hitpoints because of a changing Constitution mod:
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 Hit Points for your first three levels, and then roll your Hit Points for 4th level using your new modifier. Or if youâÂÂre 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. (Basic Rules, p. 61).
1
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
9
down vote
accepted
Yes
As I would interpret this, if your Strength mod goes up you get extra uses, and if the Strength mod goes down, they disappear.
The way to handle this with temporary changes is that as long as the changes last, your changed Strength modifier determines the number of uses you have between long rests.
Example of a changing Strength Mod
If you normally have a +3 mod and you have used it twice, and then your mod goes down to +2, you can't use it until your mod goes up again.
A bit later, a magical effect causes your Strength mod to go up to +4 - you can make 2 more uses.
If you use those 2, and then later your mod goes back to +3 (magical effect wears off) you can't use it as you have already used it 4 times.
If your mod goes back up to +4 again you still cannot use it as you have already used it 4 times since your last long rest.
If you want an extra use you need to get your Strength mod boosted to +5.
This would work similarly to changing your maximum hitpoints because of a changing Constitution mod:
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 Hit Points for your first three levels, and then roll your Hit Points for 4th level using your new modifier. Or if youâÂÂre 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. (Basic Rules, p. 61).
1
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
add a comment |Â
up vote
9
down vote
accepted
Yes
As I would interpret this, if your Strength mod goes up you get extra uses, and if the Strength mod goes down, they disappear.
The way to handle this with temporary changes is that as long as the changes last, your changed Strength modifier determines the number of uses you have between long rests.
Example of a changing Strength Mod
If you normally have a +3 mod and you have used it twice, and then your mod goes down to +2, you can't use it until your mod goes up again.
A bit later, a magical effect causes your Strength mod to go up to +4 - you can make 2 more uses.
If you use those 2, and then later your mod goes back to +3 (magical effect wears off) you can't use it as you have already used it 4 times.
If your mod goes back up to +4 again you still cannot use it as you have already used it 4 times since your last long rest.
If you want an extra use you need to get your Strength mod boosted to +5.
This would work similarly to changing your maximum hitpoints because of a changing Constitution mod:
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 Hit Points for your first three levels, and then roll your Hit Points for 4th level using your new modifier. Or if youâÂÂre 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. (Basic Rules, p. 61).
1
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
add a comment |Â
up vote
9
down vote
accepted
up vote
9
down vote
accepted
Yes
As I would interpret this, if your Strength mod goes up you get extra uses, and if the Strength mod goes down, they disappear.
The way to handle this with temporary changes is that as long as the changes last, your changed Strength modifier determines the number of uses you have between long rests.
Example of a changing Strength Mod
If you normally have a +3 mod and you have used it twice, and then your mod goes down to +2, you can't use it until your mod goes up again.
A bit later, a magical effect causes your Strength mod to go up to +4 - you can make 2 more uses.
If you use those 2, and then later your mod goes back to +3 (magical effect wears off) you can't use it as you have already used it 4 times.
If your mod goes back up to +4 again you still cannot use it as you have already used it 4 times since your last long rest.
If you want an extra use you need to get your Strength mod boosted to +5.
This would work similarly to changing your maximum hitpoints because of a changing Constitution mod:
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 Hit Points for your first three levels, and then roll your Hit Points for 4th level using your new modifier. Or if youâÂÂre 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. (Basic Rules, p. 61).
Yes
As I would interpret this, if your Strength mod goes up you get extra uses, and if the Strength mod goes down, they disappear.
The way to handle this with temporary changes is that as long as the changes last, your changed Strength modifier determines the number of uses you have between long rests.
Example of a changing Strength Mod
If you normally have a +3 mod and you have used it twice, and then your mod goes down to +2, you can't use it until your mod goes up again.
A bit later, a magical effect causes your Strength mod to go up to +4 - you can make 2 more uses.
If you use those 2, and then later your mod goes back to +3 (magical effect wears off) you can't use it as you have already used it 4 times.
If your mod goes back up to +4 again you still cannot use it as you have already used it 4 times since your last long rest.
If you want an extra use you need to get your Strength mod boosted to +5.
This would work similarly to changing your maximum hitpoints because of a changing Constitution mod:
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 Hit Points for your first three levels, and then roll your Hit Points for 4th level using your new modifier. Or if youâÂÂre 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. (Basic Rules, p. 61).
edited 17 mins ago
Sdjz
8,62634285
8,62634285
answered 2 hours ago
Dinomaster
5808
5808
1
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
add a comment |Â
1
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
1
1
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
True but i was aiming to anticipate an follow up question.
â Dinomaster
1 hour ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
Please review the edit to make sure it is consistent with your meaning. I was going to just add a reference, but I noticed a few typos, and then ...
â KorvinStarmast
22 mins ago
add a comment |Â
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Before reading the Cavalier subclass, I didn't know about this Unwavering Mask Feature or what it does. That's why I included the whole feature. But you're right, the rest of the feature is not really part of the question.
â hohenheim
2 hours ago
Ah if you are worried about people finding what you are referring to you can also point to something like dnd beyond or, (I think) Xanathar's page.
â Sdjz
2 hours ago
I assume the same issue would be true of other class abilities that rely on other abilities, such as the number of times, say, a Light Domain Cleric can use Warding Flare if their Wisdom ability score is temporarily decreased...
â NathanS
2 hours ago
@NathanS: Exactly.
â hohenheim
2 hours ago