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44

If there is no time pressure, rerolling is probably OK. The penalty for failure in this case is that you spend extra time doing it. The more important question is "Was the roll even necessary?" This actually brings us back to one of the key points in the advice for DM in the game manual. It looks like a throw away line, but it's a good guide for when to ...


40

The relevant rules are Wild Shape on pages 66 - 67: You automatically revert if you fall unconscious, drop to 0 hit points, or die. ... If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 ...


33

As a DM, you have the authority to set DCs and other things and the game was designed expecting you to use this responsibility: Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. […] The direction we chose for the current edition was to lay a foundation of rules that a DM ...


25

All you need to play 5e is the Basic set, some pencils and paper, and the standard 7-die RPG dice set. The basic set player pdf has the four core classes, fighter, wizard, cleric & rogue featuring the most simple of their sub-class options allowing player to easily slide into the game and learn it. Additionally it covers the various pantheons of gods ...


25

While the rules seem fairly clear that this should not be possible, consider slightly changing the order of execution to simulate the requested effect without messing up the game: "Sure, you can try to summon the sword inside him. If you make the attack roll we'll say the weapon materializes already buried in his body and if you don't beat the attack roll, ...


25

RAW No damage dice => No dice to double Sucks, but them's the rules. So a critical hit with an unarmed strike does nothing more than 1 damage. The tables in the player's handbook doesn't list a "1d1", just 1 damage. "1" is not a dice roll, it's a number. Of course, the designers do seem intent on making unarmed strikes do 1 damage. I doubt it's a typo, ...


24

Death Ward will trigger the first time you drop to 0 hit points, and Relentless Endurance won't. Then next time you drop to 0, Relentless Endurance will be ready to go. Death Ward, emphasis mine: The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. As soon as ...


24

Cunning Action absolutely does let you Dash again, but Dash doesn't work quite like you're remembering (PHB, p. 192): When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. So it's not multiplying your speed, it's adding your speed to your speed. With only one Dash, ...


23

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 ...


23

Magic weapons and armour are not specified in the PHB. You can find them in the DMG, pages 213 and 152 respectively. Or in the Hoard of the Dragon Queen supplement, page 2. With that said, yes, a +X weapon gives +X to both attack and damage. +X armour gives +X to AC (on top of the AC that armour of its type provides).


23

The Rules-side The spell description says that the caster can make a melee attack against a creature within 5 feet of the weapon. This would indicate that the weapon has not YET hit the target until the roll is successfully made - which, if you could simply manifest it within someone's chest or head or neck, would be a successful hit without a roll. The ...


22

Does Armor Stack? In general, there are two notations for AC: The most common variety sets your AC to a fixed value, and looks something like this: AC = 11 + Dex Modifier (Padded armor) Your AC equals 10 + your Dexterity modifier + your Wisdom modifier (Monk Unarmored Defense class feature) Alternately, some items increase your existing AC, ...


21

Ulmus Glabra aka Ulmus Glabra Montana is also known as Scotch Elm, Wychwood, Wych Elm, and Witch Hazel. (Witch Hazel is a different shrub in the US). It was used to make divining rods and had other reputed magical properties. One of the things you lose by just treating components as "junk" and abstracting them away is that it's one of the remaining sources ...


20

Yes, you can summon a Spiritual Weapon inside an enemy's body. It doesn't have a target, so the usual rules about having a clear path don't apply here. You summon the weapon anywhere within 60 feet of yourself. However, summoning a Spiritual Weapon inside someone won't affect them in any way. Spiritual Weapon does damage when you make a melee spell attack ...


20

The Player's Handbook gives an explicit reference to how darts are thrown. In the section on Underwater Combat (PHB 198) we find: the attack roll has disadvantage [underwater] unless the weapon is a crossbow , a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). This means that a dart is not thrown spinning like a ...


19

There are some basic differences that are both important and unimportant: The basic game does not contain pregenerated characters or adventures. The starter set does. The starter set does not contain character creation rules, full spell lists or advancement past L5 for it's pregenerated characters, the basic rules online do contain this information. the ...


19

No, you can't see the creature's aura, but you can detect if there's magic within 30 feet of you, including magic items he might be carrying, though you can't determine the nature of the items. From the text of Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your ...


18

The spell needs line of sight to work (PHB, p. 285): You unleash a string of insults laced with subtle enchantments at a creature you can see within range. But that doesn't make sense! The target could still hear your magical mockings, and that's what should matter, right? Well, no, actually. The trick here is that the spell isn't actually making ...


18

While it's not entirely clear, I would assume that the 10 feet is added to her speed, then her speed is halved. Points to consider: Both the Monk bonus and the bonus from Mobility are permanent bonuses, whereas the Lingering Injury is meant to be a temporary penalty (lasts until you get a regenerate spell cast on you). If she already had the bonus to her ...


18

Probably not? D&D 5e breaks from the tradition of several more recent editions of D&D by allowing - indeed, encouraging - DMs to make their own rulings on situations rather than following a single explicit canon in regards to the rules. It also - particularly in regards to spells - attempts to be descriptive (of the general effects and feeling of ...


18

Short rests require an hour in which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. (PHB, page 186.) Eldritch Master takes one minute, and doesn't specify what you can and can't be doing in that time. It's unclear (i.e. open to DM ruling) if you have to spend that minute doing nothing except entreating ...


18

Edited to clarify my intention in response to comments Rules From the Player's Handbook: High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either ...


17

The light vanishes under invisibility. Invisibility makes everything the subject is holding invisible. Invisible means you can't see it and can't tell it's there visually. Invisible things don't cause any visible effect - they don't block, reflect, or emit any light: you can see through them, they don't cast shadows, and don't shine light. Someone ...


17

No, an opportunity attack is a single melee attack. From the Player's Basic Rules, page 74: To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. Additionally, multiattack specifies that it can't be used in this way. From the DM Basic Rules, page 6: A creature that can make multiple ...


16

No, you don't have to step through a door (magical or otherwise) to teleport. Dimension Door only has a Verbal component, and its duration is Instantaneous. So you say some magical words, and you're instantly teleported. The description doesn't say anything about a door; it's only the title that contains the word "door". As for why the spell is called ...


16

From Player's Basic pg 76 Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters. Also, next ...


15

Now that the official PHB is out, you can find the complete list of Damage Types on page 196. Sonic would be what is called Thunder. The definition actually makes use of the word Concussive: Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage. If the type of bomb you are referencing is what we have ...


15

Yes, if the grapplee is light enough The rules for moving a grappled creature (grapplee) state (PHB 195, emphasis mine): When you move, you can drag or carry the grapplee with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Moving over to where "drag" and "carry" are defined (PHB 176). Dragging loads in excess ...


15

No, you can't provoke opportunity attacks this way. From the Player's Basic Rules, page 74: You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or ...


15

Tactical Combat requires a challenge. Challenge in D&D combat is going to come from groups of different enemies, environmental challenges, and other activities going on during the combat. Fighting a bunch of goblins isn't that hard. Fighting a bunch of goblins, some with swords, some with bows, backed up by some giant rat skirmishers and supported by ...



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