Glossary of tech & A proposal for ranks of tech
Definition of 'tech' and 'dubious'
Rank 0: no tech
Rank 1: low tech
- Art and communication: you can make the entire sky a certain color (if you're that high up somehow), writing or drawing on anything, making anyone of your choice hear a fart sound, etc.
- Free Pyrotechnics: A fog cloud or something similar can provide Heavy Obscurement, unless the DM rules it as harmful.
Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
You can dubiously read this as that your allies get the AC bonus while you're within 10 feet of yourself. This becomes a lot better if combined with the inifnite AC tech. Credits: Cell.
Rank 2: low-mid tech
Chicken bones Animate Dead (2014): You can target any sort of pile of bones, not just Medium humanoid ones. Order a wings bucket for a minion-in-a-bucket! This was fixed in 2024. Credits: PT, I think?
Clock generates Clock: Clockwork Soul's Manifestations of Order table's 5th option lets you temporarily turn your spellcasting focus into a Clockwork Amulet. You really reliably hit your spell attack rolls with this, for whatever that's worth on a sorc. Credits: me!
For a build which uses this, see Form of Dread's Dao Crusher build. Credits: FoD.
Infinite hands: assuming artwork doesn't count as a rule, nothing says that you only have two hands. This is less dubious with Custom Lineage since that lets you design your race to be one with as many hands as you need. Plasmoid is even less dubious thanks to three hands being supported by artwork.
Replace Nick attack (2024): If you qualify or the Nick attack by qualifying for the Light attack and having mastery in a Nick weapon, then you can replace that attack with using something that replaces an attack, such as ElK's War Magic, Bladesinger or Valor Bard's Extra Attack, Net, or Oil.
Multiclassing and taking ASI's in Wild Shape: You qualify for any prerequisites for multiclassing when you level up while Wild Shaped, and can take feats you don't normally qualify for the same way (or have your stats altered in any other way either permanently or by shape-shifting). Feats you take while shaped apply to your current form only and come and go when you enter and exit the form respectively.
For a build which uses this, see Moon Knight. Credits: Dr Mug.
Oversized weapons (2014): RAW, PC's are monsters. Monsters can have oversized weapons, which are weapons which deal its damage die more times for each size above Medium the weapon is. This is particularly nice for Rune Knight and Path of the Giant.
For more details, see TTB's article on oversized weapons. For a build which uses this, see Rage Fiend. Credits: TTB.
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in "Combat" later in this chapter.
Combining both, you could, for example, make an attack with a Light Crossbow to qualify you for the Light attack, then Juggle to a Sling to Slow a target, then juggle to get and throw a Dagger with the Nick attack.
The Dual Wielder feat may solve logistical challenges this tech causes.
You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make...
The word 'the' bolded here can be interpreted as that you only need to expend a Reaction to make an OA if it's from one of the mentioned conditions. Zhentarim Tactics' condition isn't specified here and therefore can be argued to not require a Reaction. Credits: me!
Rank 3: mid tech
Some rules apply only during combat or while a character is acting in Initiative order. Don't let players attack each other or helpless creatures to activate those rules.
You can bypass this by attacking an NPC who isn't helpless. This requires DM fiat, but something like a zombie or a Pact of the Chain familiar probably isn't helpless.
If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
The tech claims that the target is 'marked' as the first target you hit on your turn, meaning that you deal the extra damage on each hit against this target not just on the current turn, but forever. This is cumulative too, which is quite funny and gives Barb a niche up to mid-high op in just hitting really hard.
What makes this dubious is the matter of whether something is considered the target of an effect which has resolved. If yes, then the tech works. If no, the the tech doesn't work. RAW offers no answer to this. Read the Target rule:
A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon.
This does not answer our question, and I've yet to find any precedent which could confirm whether the tech works or not.
For a build which uses this, see 2024 Optimization Guides' Basic Berserker Barbarian Build. Credits: Nacho.
Ceremony Polyamorous Suicide: Casting Ceremony on your entire party since the spell allows for a poly marriage, to get +2 AC, then having one of the involved creatures die (and optionally get revived) to be able to get the +2 AC back.
Conjure Airstrike: Using Tasha's optional rules for falling damage to drop summons on a target for massive bludgeoning damage. This is most commonly used with 2014 Conjure Animals. This can work in 2024, but there just aren't any mass-summon spells left which can make this work the way just casting CA did.
Dao Crusher: This tech uses an interaction between EBARB, the Crusher feat and Dao Genielock's ability to deal extra Bludgeoning damage equal to your PB to first deal that Bludgeoning damage, then activate Crusher to push the target 5 ft upwards, then EBARB them with the angle you got to push them diagonally upward to deal fall damage and knock them prone.
For a build which uses this, see Form of Dread's Dao Crusher build. Credits: FoD.
Dirge perma-speed reduction (2024): Dirge halves the creature's speed on a success. Permanently. It's best to intentionally fail your saves against this spell. Credits: Cell.
For a build which uses this as well as a complete list of applications, see The Generous Stoner. Credits: NMW.
Rage states:
"...If you are able to cast spells, you can't cast or concentrate on them while raging..."
Wild Shape states:
"You can't cast spells..."
Self-Explanatory, you can concentrate in Rage as long as you can't cast [spells], which is the case in Wild Shape.
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage [...] The blade vanishes immediately after it hits or misses its target [...]
If it's all attacks, then how the hell could that work with the blade disappearing after the first?
- The attack is every attack made with the Attack action, and you must attack with the blade for all of them. This means that you're somehow supposed to make attacks with a non-existent psychic blade. You're required to attack with something that's non-existent, which results in a crash. This reading belongs in the RANFS section.
Before I explain the 2nd reading, you must first understand the philosophy of functionalism. I'm not joking. This is required to make this interaction not crash the game.

Despite being materially different, we can all agree that, in all of the above images, there is one chessboard. This is because we're not looking at the matter the boards are composed of, but at their function of being a chessboard. Functionalism is a philospohical movement which divorces the material substance with its function. Here, while the matter differs in each pictured object, we cn still recognize that all of these objects have the function of being chessboards. If you don't get it, then please read up on functionalism before reading the rest of this tech.
Back to the stupidest tech you've ever read:
2. The attack is every attack made with the Attack action, but you mustn't attack with the blade for all but one of them whilst applying the function of attacking with the blade to all of them. This circumvents the issue of calling for a non-existent-weapon attack entirely by making you attack with something else. See it as this: we're not making attacks with the psychic blade, but we are using the function of the psychic blade by attacking and possibly damaging with it. Since we still have the attack open, we can make an attack with another weapon/unarmed strike, which causes us to use the function of that weapon/u.s. in addition to the function of the psychic blade, resulting in practically making n attacks with the (function of the) psychic blade and n-1 attack with another weapon/u.s., where n is the number of attacks we make as part of the action.
I can't figure out a ruling which is both RAW and not either fucking stupid or requiring the power of the philosophy of functionalism to be true in DnD and applicable this way. Credits: me!
Spell stacking: Spells which target a certain creature and end upon a certain trigger, like Death Ward and Guidance. can be 'stockpiled' by casting it repeatedly on the same target. Once casting #1 expires, casting #2 stops being suspended and can immediately go into effect.
For a build which uses this tech, see TTB's Death Warden or FoD's Plafond Pupil. Credits: TTB.
Suggestion suffocation: You can Suggest a creature to choke or drown themselves to death, because suffocation gives Exhaustion, but doesn't deal damage, and only the latter does Suggestion ban. Credits: Idk.
Unarmed Strike replacement stack: Pay attention to any feature which let you replace damage dealt with an Unarmed Strike: Unarmed Fighting, Tavern Brawler, Martial Arts, 2024 Dhampir, Dance Bard. Under the assumption that you can replace something with nothing, you can make all of these replace the damage on one Unarmed Strike, dealing big damage. Credits: Haen.
Rank 4: mid-high tech
- Inter-class subs: You can swap to a subclass from any of your classes, not just the one your sub normally belongs to. For example, if you're a Peace cleric 1/War Magic wizard 6, then you could replace Peace with a wizard sub, or War Magic with a cleric sub. Were you to swap Peace for Chron, then you'd get Chron's features whenever you hit a wizard sub feature level.
- Keep spells: If you swap from a class which adds spells to your list, you'd keep any spells you obtained that way. For example, at warlock 10, you could switch from Undead to Genie whilst keeping Phantom Steed and Death Ward (assuming you obtained those spells).
- Switch every sub at once: Going back the Peacechron from earlier, you'd actually have to get Chron on both cleric and wizard were you to swap to Chron on either. This is because you swap "all your old subclass features", which isn't phrased in a way which lets you only swap the features out from the class you're taking. This is a major nerf to the tech, especially in 2014, due to constricting dipping options by replacing any sub features you gain from those dips.
- One part of this I don't understand is whether this gives you the new features a number of times equal to the classes you have. For Undead Domain 1/Undead Patron 10, would I have the Undead features once, the Undead features once except for Form of Dread, which I'd have twice, or would I have every Undead feature twice?
- Simultaneous effects: Gaining a
subclass feature and choosing to swap subs are simultaneous effects.
Therefore, assuming leveling up doesn't happen on an enemy's turn
somehow, you could take the first level of your class which grants you a
sub of that class, to then first swap a sub from another class of yours
with a new one you're eligible for, then gain a different sub on the
class you're currently taking a level in.
For example, if you were a Hexblade 1 and gain either cleric lv 1 in 2014 or cleric lv 3 in 2024, you can first swap Hexblade to another warlock or cleric sub and then gain a cleric sub for cleric (taking a lock sub for cleric would be a swap that'd make your lock and cleric have the same sub).
The Terrible True Strike Tech (2024): With Tavern Brawler, you can proficiency with improvised weapons. From there, you can cast True Strike on a cannon to make a ranged roll which deals 8d10+mod damage.
DM willing, you could use the improvised damage table in the DMG to (in ascending order of dubiousness) use the jaws of a godlike creature (like Vecna, or really yourself since you're a full-caster with lv 9 slots), the moon, or the planet you're currently on to deal 24d10+mod damage on a hit.
This becomes low-mid tech if your DM rules that you can only use the cannon as a melee attack roll, mid tech if antimatter rifle is allowed due to being less of an improvement in sustained dpr compared to it, and low if both are true.
For more details, see Sil's True Strike article. Credits: Sil.
Rank 5: high tech
For more details, see Ex-Nihilo ut Omnia. Credits: Sil.
- Invincible: Echoes are invincible for the same reason as Unseen Servant: they're not creatures nor objects, but something else undefined. This makes it impossible to target except for AoE effects.
- Infinite range: You can move the Echo up to 30 ft on your turn, but doesn't limit how often you can do this, meaning you can have the Echo move as far as you'd like and then back since the Echo only disappears when it ends the turn more than 30 ft away from you as opposed to just 30 ft away from you.
- Echoes can fly: As it says on the tin.
- Echoes can go through walls: Also as it says on the tin. Magical forces are weird.
- OA's on forced movement: Manifest Echo gives special rules for the Echo on proccing Opportunity Attacks which let them proc them when a creature is forcibly moved.
- Unseen attacker: If you attack through the Echo while the target doesn't see you, you have adv due to the target not seeing you. If you lack a way to see the target (which is solved in Echo lv 7), then you have dadv on the roll due to not seeing the target, which cancel eachother out.
- Echo Avatar doesn't prevent you from attacking: Echo Avatar is intended to be just for scouting. It lacks a sentence of two to make it function as such.
For a build which uses this, see Ranged Techo Knight. Credits: Fhyr.
Transmogrification: You can use Fabricate to turn objects normally lasting an indefinite amount of time, like from Minor Conjuration or Creation, permanent by casting Fabricate on it. This is because the object consists of the raw materials needed to make a copy of it. Credits: Sil.
Overqualified Unseen Servants: Unseen Servants are able to perform any tasks that a human servant can perform. Now, if there were to be a human servant who can cast spells, like you, then the servant could cast any spells a human servant can cast. You can likely see where you can go with this. Credits: Cell.
Magic weapons on character creation: You may be able to get a magical version of an item you get from character creation instead of the mundane version. For example, you could get a Luckblade longsword instead of a regular longsword. This is dubious due to it being unclear whether your starting equipment lets you get X or lets you get any sort of X. Credits: Cell.
Vomitberry: The worst tech. You can eat a Goodberry and then vomit it out to retain that berry after the duration runs out forever. Credits: Cell.
Wild Magic semicomma grants infinite AC: Read effect #6 from Wild Magic Barb:
Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
Because wotc doesn't know how a semicomma works, every effect except the multi colored, protective lights are permanent. This is a tier above Beast Barb's infinite AC tech due to this also affecting your nearby allies. The effect doesn't specify that the lights cause the AC.
Rank 6: ultra tech (also called Sil tech)
Rank infinite: God exits
Bonus content: Rank -1: fucking stupid tech
We know a vile of acid is an object... but how? By this definition, it should be a composite thing, since the vile and the acid are distinct from eachother. The only way to make this sense RAW is saying that anything which says it's an object despite breaking this definition falls under the specifc-beats-general rule.An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object.
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