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50

The DM is charged with making rulings on a huge variety of things that go on in the course of playing the game. You can make your case for why you think it should be a given way, and then await a ruling. Once the ruling has been made at the table, the DM is right.(1) During play, accept that and then press on as the other players wish to play for fun ...


46

First of all: Welcome to DMing! It can be super fun and rewarding, and I hope you enjoy it. One of the things that most DMs learn when they're playing a game that works like 5e is that you don't always have to follow the rules. If it would improve your game, you can totally rewrite or ignore parts of the rules. This is usually referred to as Rule 0, and ...


43

Sand is one thing used by scribes to blot ink, so that a document can be handled or moved soon after working on it, without dripping or smearing. You can assume it sees use as a matter of course while the character is mapping a dungeon or composing a letter. Apart from that intended use in a scholar's pack, it can probably be put to many creative uses under ...


40

There is nothing in Alert that prevents you from being pickpocketed. Surprised is a very specific state which refers to the beginning of a combat. Surprise is a state where a creature is unaware of another creature when combat begins, in this case the surprised creature a) cannot take an action on its first turn and b) cannot take reactions until after its ...


31

Yes. Adjucating the actions of non-player characters, including (but not limited to) hostile NPCs, is one of the primary jobs of the DM. This is also mentioned in the Combat chapters of the PHB (p. 189) or the Player's Basic Rules (p. 69): The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player ...


30

Being on the Paladin spell list means that the spell is available, and the Paladin can prepare this spell. Since Banishment is an oath spell, Vengeance Paladins always have this spell prepared. Refer the Oath Spells section on page 85: ... Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of ...


29

Maintaining the AD&D Feel If you want to maintain the AD&D feel of this module you have to keep the following in mind: it's a death-trap. I have played it, I have DMed it and I have spoken to many people who fondly remember the way their characters died in it; I have never spoken to anyone who finished it although I and a few others have escaped ...


27

DMG p. 260 When adventurers defeat one or more monsters-typically by killing, routing, or capturing them-they divide the total XP value of the monsters evenly among themselves. If the party received substantial assistance from one or more NPCs, count those NPCs as party members when dividing up the XP. (Because the NPCs made the fight easier, ...


24

There is no concept of below 0 Hit Points in 5e. You are either above 0 or at 0. If you read through the Damage and Healing section in the PHB you will note that it constantly refers to creatures dropping to 0HP but never below. As such, Spare the Dying works exactly as stated: You touch a living creature that has 0 hit points.


23

Nothing Happens From the PHB, page 282 The disk follows you so that it remains within 20 feet of you Given that it cannot move to within 20 feet of you, it won't move. It would consider the cart as an obstacle. Your best bet for your "tenser's physics defying discmobile" would be for the wizard to get on a horse and let the disk follow. Everybody ...


22

Not really They're two completely different systems, and you'll get quite a headache trying to figure it out. It'll be much easier to just pre-make some new characters for them then to try and make a 4e character work in 5e. For a few interesting points: a 4e character, even a Wizard has in the region of 25 hit points and about 5 or so Healing Surges; a 5e ...


21

Spells that require concentration end when you die. Aside from that, a spell has to specify that it ends when you die for this to be the case. First up, we have the base duration rules: A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their ...


21

Surprise is about Combat Surprise is only something to be considered when combat starts. In a non-combat encounter a creature may be amazed, startled, flabbergasted, dumbfounded or shocked but they can't be surprised. Surprise is a quasi-condition Surprise is something that happens to creatures; it does not happen to "sides". Surprise is a quality of ...


20

There is no RAW answer, so it's up to the DM. The way I would rule is that if there is no Patron there is no power. I would do this with the divine classes as well. I don't do it to be mean to the player, but for the cool story options it provides. From a story perspective, there is a really cool way you can handle this (I've done it but used a Cleric and ...


20

Yes it would, ...probably. A lich Rejuvenation ability is triggered when the lich is destroyed. The petrification condition states that a petrified creature is incapacitated and transformed to stone, but not destroyed. So, if you manage to petrify a lich, it will become a (very ugly) statue until it is de-stoned... or someone smashes it into pieces. You'll ...


19

Using Twinned Spell only uses one spell slot. This is because you are not casting two spells, rather you are making a single spell hit more than one target. "...target a second creature in range with the same spell..." However, it's worth noting that you can't cast Fireball with Twinned Spell. Quote from PHB page 102 (emphasis mine) Twinned ...


19

You trigger the effect of this spell once. The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. Just as the spell text says, this will trigger the next time you hit a creature with a weapon attack. Not every time you hit a creature ...


19

That is correct. As you quoted, each wizard's spellbook notation is unique, therefore you can't prepare spells from someone else's book. You must first copy the spell into your own book (deciphering the notation in the process), after which you can prepare it as normal.


19

There are several spells which involve knowing the name of a person such as Legend Lore and Locate Creature, but for both of these descriptions of the person work just as well. The only 3 spells that I found involving a requirement to know the name of a creature are these: Gate — “When you cast this spell, you can speak the name of a specific creature (a ...


18

The rule for knocking a creature out is as follows: Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls ...


18

No. Consider that: Verbal (V) ...the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. If you can argue that this is ALL that is needed to cast a purely verbal spell, then anyone or anything with a mouth can cast it. Let's get more basic: suppose you don't have spell slots left to ...


18

No, a monk can't use their Martial Arts feature with improvised weapons. Monk weapons are: short swords and any simple melee weapons that don’t have the two-handed or heavy property. Unfortunately, simple melee weapons are weapons that are in the "Simple Melee Weapons" category on the weapons table, and improvised weapons aren't present there. ...


18

As the GM I would not worry about it at all. IMO the cardinal sin a DM can do is make the players feel "safe". Don't confuse balance with maintaining a FAIR/consistent world but frequently the two get confused when talking about balanced. Yes a level 18 character should not have to fear a single skeleton but I don't fear a bee or a fire ant but I still am ...


17

The problem in question isn't really covered by the rules. However, there are rules which govern fire in real life that you can use to determine whether a fire will be stronger or burn longer. And those rules can be found with this image right here: In order for there to even have a chance for there to be a fire, there needs to be an ignition source, a ...


17

The definition of Uncanny Dodge covers this for you: Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Fireball is not an attack anymore than spike growth is. This is supported in the PHB pg. 195: If there’s ever any question ...


17

From page 74 of the 5e Basic Rules: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Or in the PHB p.195: 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 ...


16

Yes See pp. 173-174 of the PHB, specifically the delineation of the "three main rolls of the game--the ability check, the saving throw, and the attack roll" and the following description of skills: "Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in." [Emphasis added.] Any History check ...


15

In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon ... This is the crux of the matter, If the weapon can be treated as a qualifying simple weapon, then the DM ...


15

Critical Hits When you score a critical hit (roll a natural 20 on the attack roll), you roll double damage. Therefore, you'll probably want to bring a second weapon die, depending on what weapon you'll be using. Greatswords and mauls are a 2d6 weapon, so you may want four d6s if you plan to use one of those. Half-orcs and barbarians each have a feature ...


15

5e does not have any limit on belt pouches. For that matter, neither did 3.5e; that one even had the belt of many pouches which contained no fewer than 20 pouches (10 of which were magically hidden, and all 20 of which contained extradimensional spaces à la bags of holding, but 10 of them are described as appearing to be regular belt pouches, albeit ...



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