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43

Let me start by saying that this is a well-known potential "fallacy" in the settings/rule interaction Human Level 1 Fighter: "Let me get this straight. You're a hundred and twenty." Elf Level 1 Fighter: "Right." Human Level 1 Fighter: "And I'm sixteen." Elf Level 1 Fighter: "Right?" Human Level 1 Fighter: "And we're equally skilled even though ...


35

3 attacks, that's the answer. It could go up to five with Action Surge, though. Let's detail it: Two-Weapon Fighting (PHB, page 195) When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other ...


32

Elves don't get their first character level until age 120. That means they spend a lot of time until then doing... well... something. If we look at humans and what they learn in their first 15 or so years, we can come to quite a range of different subjects. As toddlers, we learn to communicate. This takes quite a few years to do proficiently. Making ...


32

Yes (Likely). According to 5e designer and official rules expert Jeremy Crawford, "When temporary hit points absorb damage for you, you're still taking damage, just not to your real hit points." On 25 August 2014, Crawford was asked about a similar situation over twitter by @Mathew_Reuther: @JeremyECrawford If my Temporary Hit Points are 10 and I take ...


30

From the Basic D&D DM book p60 Weapon, +1,+2,+3 You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity So you get a bonus to your attack and damage rolls with a +1 weapon.


29

Extra Attack, player's basic rules, page 25: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Note that it specifically says 'whenever you take the Attack action'. Not whenever you attack. From Two-Weapon Fighting, page 74: When you take the Attack action and attack with a light melee ...


27

Under "Chapter 5: Equipment" in the Player's Basic Rules and Player's Handbook: A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. (PBR, p. 49; PHB, p. 152*) The ritual only expends a 1st-level spell ...


27

Recall that the clone is inert before it's activated — it has no personality, memories, or abilities of any kind at that point. The paragraph about the clone's creation doesn't mention memories yet; that comes later in the spell's process. So it's empty and inert, and isn't the same as the original yet. The part of the spell description that does grant the ...


26

Flip your Lost Mines booklet to "Appendix A: Magic Items" on page 52. The "Item Descriptions" heading tells you how to read magic item descriptions. The "+1 Weapon" subheading says in part (same page, emphasis mine for clarity): You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.


26

You can prepare Dispel Magic to instantly dispel whatever spell a spellcaster casts. However, this will not "counter" their spell, rather, it will dispel it as soon as they cast it. So any spell with a duration of Instantaneous will be unaffected. This will only end the ongoing effects of spells which create ongoing effects. This is not at all the same as ...


25

Area effect spells generally don't involve attack rolls. This might be why you're having a hard time finding it. 4e has got you used to making attacks against all targets in an AoE; but 5e doesn't work that way, and therefore doesn't tell you to do that anywhere. (It also doesn't say not to, but naturally it can't include every possible negative ...


23

The flask of oil has this in its entry: As an action, you can splash the oil in the flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon (PHB 152). So for oil, the answer is 20 feet. Improvised weapons in general ...


23

From "Range" Once a spell is cast it's effects aren't limited by its range, unless the spell description says otherwise (PHB p203). Thus no, you don't have to maintain contact (unless the spell says so) when casting a touch concentration spell, just like you don't have to remain in range to concentrate on other spells, as the range is only a ...


23

From the Player's Basic Rules v 0.2, page 35: Using Inspiration If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. Generally, if something lets you wait until after the roll and see how you did before you use it, it specifies that. ...


23

There are a number of different strategies one can take (besides the possibly obvious: remove material spell components/focuses/holy symbols/etc.): Make the jail special Suppress sound (e.g. permanent or ongoing silence) to eliminate verbal spell components Suppress light so that the spell caster cannot, for example, target individuals or locations via ...


23

The spell animate dead says Choose a pile of bones or a corpse of a medium or small humanoid within range. [...] The target becomes a skeleton if you choose bones or a zombie if you choose corpse. So you only need to describe how humanoids transform into skeletons or zombies.


22

The Cure Wounds spell would have restored hit points and consciousness to the Rogue. A dying creature isn't prevented from regaining hit points in any way. In fact, on page 197 of the PHB, under the Falling Unconscious section: This unconsciousness ends if you regain any hit points. Stabilizing is an entirely different process, which does not ...


21

This is how skills are supposed to work! If you are in a situation where there is only one person doing something, and they are rolling a single skill check, then yes, this is how it's supposed to work. Giving help is a natural thing and should be used in situations like this. There is no reason to prevent it unless the task is clearly something that's not ...


20

They are different for 2 reasons Many spells buff ability checks but are not meant to buff saving throws. Because saving throws are mechanically distinct it is easy to simply call-out ability checks without having to say "but not checks to resist spells, traps, or other attacks." Saving throws have proficiency bonus added for specific throws based on those ...


20

If you read the Dropping to 0 Hit Points section of the PHB/Basic D&D rules, you'll find the following paragraph: Instant Death Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum (Player's Basic p76) Thus, ...


20

That's almost correct. Your second attack from Extra Attack is part of the same Attack action as your regular attack, so it should happen before your off-hand attack. The other thing you should know is that Action Surge gives you an extra action, not an extra attack. If you use the extra action from Action Surge to take the Attack action, you get your ...


19

The Simple Part There's an easy way to handle this: "Hey guys, I'm glad everyone's having fun, but things have gotten a little too silly for what I was thinking of. I'd like to scale back the silliness to (point to a book, or movie, or tv series as a common example)." It may not be a hard sell, because your players did take the time to put ...


19

The water breathing spell can be used on other creatures (up to ten per casting to be exact). Creatures like, adventurers or other allies it has.


19

No, with a caveat. No, because Mage Slayer doesn't name this reaction an opportunity attack, so it doesn't count for triggering Sentinel. The caveat is that, well it sure looks like an opportunity attack, RAW aside, so your DM may very reasonably say that it is. So bet on "no", but this is likely an easy house rule to get out of your DM if you bring it to ...


19

Bane has no bearing on a Critical Hit. From page 194 of the PHB: If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter. Since a Critical Hit is determined by the roll of a natural 20, and not by the end result adding up to ...


18

Yes, they can be used out of combat. Bonus Actions aren't special in this regard—all spells take an action of some kind to cast, and if you couldn't take "combat" actions outside of combat, you couldn't cast any spell out of combat. (Or drink a potion. Or remove something from your backpack. Or walk 30 feet.) Combat isn't a special "mode" that the ...


17

This appears to be a result of the races they selected and largely coincidental, not because of an intentional design choice that having a race with a +2 wis mod would be game breaking. The two bits of evidence I'd point to is that though wisdom spell casting is special (in that Wis casters, namely Cleric and Druid, generally don't have spell books and have ...


17

The text you've quoted is the D&D 3.5 version of Produce Flame, not the D&D 5e version. In D&D 5e, produce flame does not grant a melee touch attack, but instead allows the caster to throw the flames as a ranged spell attack. Even if it did involve a melee attack it would be granting a new kind of attack option, not a bonus to damage of an ...


17

Unfortunately there's nothing within the rules that dictates how a Druid must act. Though, the introduction to the class clearly states Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. (PHB, pg.65) Druids are also ...


17

Unarmored movement says ... your speed increases by 10 feet while not wearing armor Martial Arts says ... you gain the following benifits while you are unarmored ... Mage Armor says ... a protective magical force surrounds it until the spell ends ... ends if the target dons armor or ... This spell does not give you armor—it gives you a ...



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