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61

Short answer: whatever makes sense. When in battle, you generally don't just strike at random foes. Depending on the combatant's training and role they will choose different targets. Each creature you decide to send into battle should have some preferred tactic to utilize and as the DM, you get to decide what tactic makes the most sense. Some examples: A ...


48

You don't need to go to the effort of plotting to kill her off. What you do need to do is speak to your GM and your group and tell them what's on your mind: your character doesn't have much to do, and you'd like to roll up a new one. At that point, you may still need to come up with a plan of how your character can exit stage left, but you'll have their ...


34

tl;dr: Demiliches were originally weaker than regular Liches back in AD&D. The Lich is found in the 1977 Monster Manual, and the Demi-lich is found in the 1983 Monster Manual II. The Demilich's description is a duplicate of that found in the Tomb of Horrors adventure. Back then, a Lich was what we might think of today as a template. It had the powers of ...


30

In an "anything is possible" game, this is fair. In this kind of game, it is necessary for players to actually, truly believe that they can get themselves into so much trouble that they will not have a "final warning" that their PC is about to die, and Death is the most (and often only) effective teacher in this regard.* And fortunately, players always get ...


30

I think there's two reasons why it would make sense for magic item creation costs to be as high or higher than purchase cost, that fit with the idea of D&D and the stories portrayed: Most of the permanent stuff for sale is ancient For most of it, it doesn't matter how much gp a caster once spent for it. The magic item for sale in the Bazaar of the ...


28

First up, the RAW. This is pretty simple: Divine Sense works on celestials, fiends, and undead. Player characters are all humanoids (see page 11 of the PHB), and the Tiefling traits do not say anything about making the character a fiend in any way. Next, we have the lore. In 3.5e, tieflings were the descendants of actual fiends, whereas in 5e, they are ...


28

Yes. This is a correct interpretation. As Tuggy points out, without calling it such, this is the coup de grace mechanic in 5e. If you're unconscious and you get hit from 5' away it's a critical hit, being a critical hit means it's two failed death saves (And a chance to kill you outright if it does your max hp damage). This seems very much to be the ...


28

The scope of "types of instrument" is illustrated by the PHB The full text of the passage you quote from says: Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument you can add your proficiency bonus to any ability checks you make to play ...


26

You are misunderstanding a vital element of the rules. There are not two different kind of saves. What you're reading as "Spell Save" is actually "Spell Save DC". It is used to calculate the save difficulty of spells casts by your character. Spell save difficulties are not set by the DM. When you cast a spell that calls for the target to make a saving ...


26

D&D 5e just isn't this simulationist The question can't be answered by the published D&D rules, as the game is not meant to simulate such interactions in any way 'realistically'. The intent of Gaseous Form is to give various advantages of movement and protection to the user, and though there are limitations it is not meant to be accidentally deadly. ...


25

Deflect Missiles is a reaction: Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. You can only use one reaction per round. From the PHB, page 190: When you take a reaction, you can't take another one until the start of your next turn. So he can do it once between each of ...


23

Yes, and this is explicitly stated on page 114 of the Player's Handbook in the "Your Spellbook" sidebar in the Wizard class description. It works exactly as you are hoping: If you lose your spellbook, you can use the [procedure in the preceeding paragraph] to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of ...


23

No. An arcane focus is made specifically to be an arcane focus. DMs can houserule this differently, but by default an item must be explicitly constructed to be an arcane focus (PHB, p. 151; emphasis mine): An arcane focus is a special item — an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item — ...


22

The general rule is that you can only take each feat once Page 165 Player's Handbook. You can take each feat only once, unless the feat's description says otherwise. The Magic Initiate feat does not list an exception to that rule which means you can only take it once. Except that the Magic Initiate feat encapsulates a choice of options. You have to ...


22

Tracking is mentioned only briefly, in/around the pages you mentioned, in both the PHB and the DMG. And as you pointed out, in the PHB and in the DMG it doesn't specify tracking as having any maximum speed. On PHB page 181, under Travel Pace: A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search ...


21

It isn't entirely accurate to focus on "one source" in your second bullet point. Having both advantage and disadvantage on your roll from any number of sources always means you have neither. (Even if you have a dozen sources of advantage, and just one source of disadvantage.) From the Basic Rules section on advantage: If circumstances cause a roll to ...


20

Your assumption is correct. Unlike, for example, Spiritual Weapon, Mage Hand doesn't say anything about a free use on the turn you cast it, so it requires your action to cast it followed by your action on a subsequent turn to use it. Minor caveat: An Arcane Trickster can control a Mage Hand with a bonus action, so they could create with their action then ...


20

As the GM, you have the burden of considering the game, not just the moment. Believing you don't have a choice, as indicated by saying: "...I only did what any city guard would have done given the situation." smacks of "My Guy" syndrome, and is something you need to watch out for, since you're responsible for a lot of "guys". As GM's, we all develop ...


20

Your options sorted by how much DM approval they need, sorted from least to most: Rules As Written: Warlock RAW, the only way for you to get yourself a pixie companion is to be a level 3 warlock and select Pact of the Chain specialization. (Technically it's a sprite and not a pixie but I assume "flying tiny fairy" is what you're looking for). So you could ...


19

The answer lies in the text you've quoted: If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. So when you move the Hex, the spell hasn't ended. It's still an ongoing spell, meaning that you don't need to recast it and the duration doesn't change - all you're ...


19

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Given the positioning of the second sentence, I believe it is safe to assume that it is providing an exception to the transformation ending by either of the two ...


19

No, sunlight-sensitive gear is a Drow-specific thing, not a general property of adamantine (OOC -- what do Drow make their gear from? PVC with no UV-resistance modifiers? :P) The applicable entries are p. 142 of the DMG for Drow-made gear: Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It ...


19

The scenario you've provided is correct. Flanking grants advantage to melee attack rolls and Sneak Attack can be applied if the rogue makes an attack roll with advantage. However there seems to be one slight thing you're overlooking. A rogue can choose to apply Sneak Attack if they have advantage or if an enemy of the target is within 5 feet of the target ...


19

Yes Shatter's area of effect is a 10-foot radius sphere. The description of a sphere's area of effect (PHB p. 205) explicitly states: A sphere's point of origin is included in the sphere's area of effect. Similarly a cylinder's point of origin is included in the cylinder's area of effect. By contrast: a cone's [or a cube's, or a line's] point of ...


18

Sleep ignores undead creatures as well as creatures immune to being charmed Quotes from Sleep, PHB p.276: Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Undead and creatures immune to being charmed aren't affected by this spell Sleep states ...


18

A general preface: each edition of D&D is its own game, and rules should be evaluated as such. Just because things happened in old rule sets does not mean that it will in 5e. Though it can be helpful to look at old editions for inspiration, you should be careful of the rules environs of the edition you are trying to modify when making house rules. ...


18

No magic items above +3 exist in 5th edition By design magic weapons and items can only add up to +3 at maximum within the system's bounded accuracy. I've searched through the whole of the DMG treasure section and even legendary weapons only have a +3. Wizards can use Arcane Focus items as an Arcane Focus They are defined as: Arcane Focus. An arcane ...


18

The games are completely different and it would only mislead you. At most, you could get some flavour from the old 2e set, but enough has changed that even for flavour it would hinder as much as it would help. The new Starter Set is a very good introduction to 5e though, so there's no additional benefit you could extract from the old set anyway. Stick with ...


18

I would treat this as if the sorcerer had cast True Polymorph (another 9th level spell) and concentrated for the entire duration to make the transformation permanent. Since you subjected the sorcerer to great additional risk to use Wish to become a dragon (and the sorcerer really wished to be a dragon) you should treat this as a change in reality rather than ...


18

Skill descriptions can be found starting on page 175 of the PHB under the heading Using Each Ability.



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