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46

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 ...


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

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 ...


27

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 ...


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 ...


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 ...


24

Firstly, the Ranger proficiencies say "Simple weapons, martial weapons". If you look at the Weapons table, you can see that each category has both melee and ranged weapons in it. The Ranger has every weapon in both categories, regardless of whether it is melee or ranged. Secondly, the Fighter proficiencies use exactly the same wording as the Ranger ...


22

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 ...


19

It's out of place in 4e, but 5e is a different game and it's not out of place in any way. You're not missing a rule, just importing expectations into the game that aren't part of it. To avoid being pushed off cliffs or onto spikes in 5e, you do what people do: stay far away from cliff edges, pits full of impaling spikes, and other lethal hazards. ...


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 ...


17

Yes, you can cast spells without your spellbook. And yes, your list of prepared spells will stay prepared until you prepare a new list. In the Preparing and Casting spells section, only preparing a new list of spells actually requires your spellbook. Casting just requires spell slots and a prepared list of spells, and regaining spell slots just requires a ...


17

You would have four cantrips. The general rule is that features from your race, class, archetype, or whatever, are additional to one another. Features do not stack only when explicitly noted by the rules.


17

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 ...


16

Yes, the familiar can grant advantage with the Help action, and its presence adjacent to an enemy can allow sneak attacks. Bear in mind, though, that most familiars have extremely low health and AC, and will likely die in a single hit, requiring 10g and at least 1 hour to resummon.


16

That's the interpretation that makes sense, yes. Since there is no demarcation between fluff and crunch in spells, the whole spell effect is rules. The effect says that it lessens the effect of the triggering damage; when you wonder "how?", the effect supplies the answer: you have resistance. D&D 5e is somewhat resistant to fine-grained timing ...


16

First and foremost, each edition of D&D is it's 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 the edition you are trying to modify when making house rules. ...


15

No, Warlock Spellslots do not count toward the Multiclass Spellcaster table Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) ...


15

This is one of the "portentous runes & glyphs" from the World of Greyhawk boxed set. Here's a pdf of the page on Greyhawk Online (go to the end). It means "uncertain, questionable." Also known as Gygax's rune system, they found their way into many AD&D adventures and such. Greyhawk wise, they appeared on p29-32 of the 1980 Folio, p17 of the Guide, ...


15

The description of Dispel Magic is as follows: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. ...


15

But is there still a minimum INT required to cast spells of a certain level? No. Your spellcasting ability is only used to determine spell save DC and spell attack roll bonus. How low of an INT can an Eldritch Knight get away with? There's no minimum, rules-as-written. Even spells like feeblemind now explicitly state that spellcasting is ...


15

No. Your monster has 4 options for his action: Multi-Attack (Attack 2x with claws) Claws (1 attack) Rotting Gaze Weird Insight Thus, on his turn he can choose to use his action any of these 4 ways. He cannot freely mix and match his action using different abilities, he much choose 1 from this list (or an improvised action, though generally you don't ...


15

Sort of. Alice can fire both crossbows the first turn she wants to, but on turns after that she'll only be able to fire one. The Loading property states: Because of the time required to load this weapon, you can only fire one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you ...


14

Devil's Advocate Answer: Treat this as a high DC ability/skill check, not an opposed check. For all intents and purposes, it is simply much easier to set DC checks by the handy guide reference (in PHB, p. 174) and then have the party/PCs try to make that check, rather than spend the time and effort to workup NPC skills and then spend more time doing ...


13

By the rules, no. The Pact of the Chain says: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. And the find ...


13

No, you can only take one bonus action per turn. From the Player's Basic Rules, page 69: You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. So for example, with your above build, on the turn you use Rage, you can't use any of your other bonus actions.


13

Mike Mearls rules Wall of Force does block spells, including lines of effect Quoting Mike Mearls on Twitter: Aug 28Jim Miller ‏@pokereleran@mikemearls Is there a line of effect in D&D and does Wall of Force block it? Mike Mearls – ‏@mikemearls@pokereleran in general, a barrier that stops physical objects stops spells In terms of this being a ...


12

Yes. The damage from Hunter's Mark is reduced by a Ray of Enfeeblement. Hunter's Mark says: Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack This is "extra damage", and uses the same wording as that of the Rogue's Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one ...


12

The simple answer is that there aren't any right now. The longer answer is that you guys will have to work together as DM and player to figure out what role this creature has in your party, what it can and cannot do in combat and out, and what kind of action expenditure it should require. The closes similar mechanics we have right now are the Ranger's ...


12

You have cast the spell; you lose the slot. The way readying a spell works is that you cast the spell, and then on a trigger you let it go. Picture an old school Dragon Ball Z battle with the characters charging their powers and then letting them go. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction ...


12

The domain spells do not count against your number of prepared spells per day; they are extra, and always prepared (PHB, p. 58): Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You still cast them as normal, spending a spell slot. Divine Domain only gives you more ...



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