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6

The ability gives no indication that they have to move in any particular direction, therefore they can move wherever they want. And no, you don't tell them where to move. I mean you can (effectively make a suggestion) but they move of their own free will, meaning they can choose not to move, and there's also nothing stating they have to follow your ...


-1

Part of the intent of 5e was to do away with the need for minis and a battle mat. WotC knows that many RPGers from 2nd Edition on up are used to battle mats, but 5e is intended to break that trend. For us old timers who played AD&D and OD&D, the minis made it feel too much like War Hammer (which is a great game), but D&D is supposed to be ...


5

It depends It could, in theory, be done. But there are two DM judgement hurdles built into the rules as written that you must clear before you can proceed. Is it the same task? The Eldritch Knight and the Cleric both have what it takes to cast the spell each on their own. The spell is on each of their spell lists, and that's all the spell scroll item ...


15

No. You don't need a board for 5e. 5e is intended to be played however you'd like. Some groups (like the ones I GM), prefer to use a battle mat and minis to represent the play space. However, other groups have success either running the game entirely in their mind, or by tracking things much more loosely using pencils and graph paper, or just any kind of ...


8

On page 200 of DMG under Spell Scroll it says: A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the spell is unintelligible. If the spell is on your ...


2

The presumption that the permanence changes the duration is incorrect. It says "the transformation becomes permanent." The change is permanent after an hour. It's not the duration becoming indefinite, or the concentration requirement being removed. It literally says the effect—the transformation—is permanent.


-2

For ALL intents and purposes for fighting styles; Fighter, Paladin, and Ranger included....there is this bit on the end: PHB pg72, pg84, pg91 Fighting Styles: "...You CAN'T take a Fighting Style option more than once, even if you later get to choose again..." Since the only way you would ever be able TO choose more than once is through multiclassing, ...


12

It depends on how good your weapons are, and how good your kung-fu is. Making multiple attacks is the key, and there are two rules available to obtain them. Two weapons fighting (PH p.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 ...


15

Yes, if multiclassing is allowed. You can take 2 levels of Paladin to gain an additional fighting style, and/or 2 levels of Ranger to gain another.


-3

The spell has 3 independent ending conditions. 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. Duration ends Target drops to 0 hit points Target dies As stated in the spell by concentrating for 1 hour the spell ...


8

I've found the reason to remove the weapon on the 6th level. KI-empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. So if you want to make magic damage, either you need a magical monk weapon or your mighty fists of doom.


0

Have you considered that exploration is not their thing, just your thing and you are trying to force it upon them? In any case the best approach, as is always in TTRPG's is to communicate with all of the involved. Start by asking what they expect from your game, after having listened to them explain your view. Then discuss any differences, like are they open ...


3

I think the fundamental problem here is that you seem to be asking about wild beasts / mounts in your question, but actually specifically mean dragons. In many non-DnD settings, dragons are simply apex predators; a rather specialized and powerful animal. In Dungeons and Dragons, dragons are quite a bit more. Their intellect varies from low-human to ...


0

PHB p. 198 While you're mounted, you have two options. You can either control the mount or allow it to act independently. Inteligent creatures, such as dragons, act independently. An independent mount retains it's place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it ...


4

You have a few options: The Animal Handling skill (PH p.178) usually applies to domestic animals, but would still be relevant to the lengthy and difficult process of raising a wild one. The level 1 spell Animal Friendship (PH p.212) will tame a beast with Intelligence less than 4 for 24 hours if it fails a Wisdom save. This is a short term solution, but ...


8

You gain the effect of an injury poison continuously while the poison remains potent. From the catalogue of poison types (DMG p. 257): Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. In the case of Basic Poison (PH p.153) the duration is quite ...


2

No official rule lists a dagger as a spellcasting focus. The various spellcasting foci are listed in the "Adventuring Gear" table (PH p.150): Arcane focus: crystal, orb, rod, staff, wand Druidic focus: sprig of mistletoe, totem, wooden staff, yew wand Holy symbol: amulet, emblem, reliquery In addition, a Bard can use a musical instrument as a focus. ...


17

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 ...


11

It doesn't handle enhanced magical foci. In order: No, a normal dagger doesn't count as a spellcasting focus. (In theory a "dagger" specifically created to be a spellcasting focus could be made, but then it probably wouldn't function well as a dagger.) Spellcasting foci only remove the need to use material components. They don't enhance spellcasting. In ...


13

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 ...


0

I have refereed the Lost Mine of Phandelver twice. The essential trick is to think of what you would be seeing if you were actually there and then roleplay that as the referee. Since you are presenting a situation that leads to adventure this will provide a natural way to hook into the information that the player need to proceed. There two broad ways for ...


3

I would simply tell them — out of game — that a big part of the game is exploring and looking for hidden stuff, just like searching fallen foes. This holds true in any RPG, even the video game ones. One of the big differences is that in the table top RPGs you don't get anything given to you (hints or other information) unless you ask.


14

Give them a reason to explore You are most likely correct that a mini-lecture on the benefits of exploring in game will not get your players to explore more (and may annoy them, as well). You telling them that exploring is a good thing will never be as good as them realizing that they need to explore on their own. But what you can do is provide ...


4

To borrow the information previously shared... You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (...) This weapon counts as magical for the purpose of overcoming resistance and immunity to damage. (PHB 107) You can transform one magic weapon into your ...


3

I believe we are forgetting the direct nod to 'Downtime Activities' that the DMG entry alludes to. DMG pg 231 : "...must spend Downtime with the trainer..." PHB pg 187 Downtime / Training : "...The DM determines how long it takes....Training takes 250 days and costs 1gp per day..." The entry in and of itself kind of contradicts itself. Training ...


-2

You can have any number of golems running around with you in addition to as many undead as your character can control. However, undead have the limitation that you can only control as many as your character's powers can support, but a golem is completely independent of your character's power level. If it were cheaper, a golem would be just a straight-up ...


8

From Hex's stat block: Duration: Concentration, up to 1 hour Therefore, even if there is no creature to bounce to, Hex lasts as long as the Warlock concentrates on the spell for up to 1 hour. If there are no creatures left to bounce to, a Warlock can continue to concentrate on the spell until a new one enters his range and use his bonus action to apply ...


4

Well we could take this into the real world to answer. A fine layer of rust will have no appreciable affect on a sword or armor's effectiveness, though it could make joints stiff. However, if the amount of rust is enough to appreciably reduce the effectiveness of the item, then it means an appreciable amount of material has been lost. You can't just add ...


11

The RAW are silent on this exact point So, firstly if you want a specific written rule on how to repair rust-monster-damaged weapons and armor, you're not going to find them in the currently published rulebooks. 'Permanent' The key word here is 'permanent' which can have two interpretations, again not specified by the RAW. not temporary (ie will not ...


5

Spreading out bonuses over time is better Strength is a key ability for most warriors so they are likely to want to increase it as they level up. If the sword you're making sets strength to a high value later on this could make their earlier resources put into strength feel meaningless. Obviously being strong without magic has its own advantages but if the ...


14

Yes, but... Yes, this does mean that it is possible to gain feats without qualifying for them with levels in a class. But this is not intended to be a loophole to get infinite feats. On the contrary, it should be a rare occurrence, and a reward for pleasing someone powerful by doing something remarkable. As the first part of the Training section you quote ...


15

Yes, but it's not common The rules you're referencing are in a section of the DMG suggesting rewards for characters for DM's looking to go beyond the usual treasure. As such how often they appear in a game, and what form they take, is very much up to the discretion of the DM. If you're interested in something like this you should talk to your DM about it ...


4

A dragonborn's draconic ancestry only affects the type of the characters breath weapon and their resistances, by RAW. Dragonborn are described (PH p. 32) as, "...generations of interbreeding have created a more uniform appearance...", so we know that not every dragonborn's ancestry is immediately apparent. However the dragonborn entry (PH p. 32) does talk ...


6

No. You're probably thinking of the Dragon Wings feature from the Sorcerer's Draconic Bloodline archetype. Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. - Player's Handbook, pg. 32


3

In 5e characters don't continue leveling past 20th but instead may receive Epic Boons. The DMG p. 231 suggests using epic boons as a form of character advancement for "...characters who have no more levels to gain...", suggesting one each major quest or 30k xp. That said expanding 5e beyond 20th level is entierly workable. A good discussion about how to ...


4

It's all the same. The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. (PHB, p. 163, "Multiclassing: Experience Points") The amount of XP you need to go from Fighter 3 to Fighter 4 is the same amount of XP you need to go ...


4

According to the Monster Manual p. 6-11 a creatures statistics consist of Size Type Tags Alignment Armor Class Hit Points Speed Ability Scores Saving Throws Skills Vulnerabilities, Resistances, and Immunities Senses Languages Challenge Special Traits Actions Reactions Limited Usage Equipment Since Magic Jar ...


3

Reading the description in context gives: You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the ...


1

When read in context this is self-evident (to me anyway) Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you ...


7

A dual wielding melee ranger may take up to 4 attacks, a ranged ranger or a ranger who is single wielding may take up to 3 attacks. Horde breaker allows you to make an extra free attack when there is an enemy within 5' of an enemy you attack weather you are making a melee or ranged attack. Extra attack allows you to take an extra attack as part of your ...


3

For all intents and purposes, it is a creature. This means that any magic or other effects that affect creatures can affect it. Thus healing magic that can work on creatures will work on it. The rules for repairing it are in addition to this and serve to provide a method for restoring HP that does not require magic. It's also worth mentioning that the ...


-2

The ranger would get four weapon attacks if and only if there is another target within 5 feet of the original target. Two would come about from his Extra-attack, the third from a bonus action attack from his second weapon, and the four if there is another target within 5 feet from his Horde breaker. This applies to melee weapons only. Ranged weapons may ...


1

120 feet (probably) D&D 5e has two different kinds of range. Weapon range (expressed as short range/maximum range - PHB 147), and spell range (expressed as a single value - PHB 202-203 and in spell descriptions). A thrown stone, as an improvised weapon (PHB 147-148) has the weapon range of 20/60. A Magic Stone, as per the spell's description has a ...


11

You've already quoted the relevant part: you can't gain it again from another class. Meaning that you can't switch to an alternate because you don't have the alternate to begin with.


-2

This comparison focuses on offense only and is of little worth in my opinion. It doesn't take into account the utility and defensive capabilities of a fighter/wizard compared to an eldritch knight, or how they scale from the ground up. F/W have access to FAR more spells and are able to cast much MORE of them, where EK's spell list is severely limited. Also ...


8

As nothing special is indicated for hurling the bullet with a sling, the normal rules for sling range apply: 30/120.


10

Using a dart like this makes it an improvised weapon, so no proficiency bonus PHB 146: A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. In the weapons table on PHB 148, the dart is listed as a ranged weapon, not as a melee weapon with the thrown property. As such, using ...


11

You are correct. A target brought to 0 hit points by this spell is turned to ash and automatically considered dead. And yes, the Revivify and Raise Dead spells would be useless, as the target's body is now thousands of ash particles. Remember that a lot of the spells in D&D 5E are big on their effects. Now, there are ways around this. True Resurrection ...


1

Unearthed Arcana: Mass Combat Rules I haven't tried this in my D&D 5e game, but it seems to fit your needs so exactly that it would be a shame not to offer it up. As part of the D&D Unearthed Arcana series, Wizards of the Coast offer some free Mass Combat rules. From the promo text: In this second installment of Unearthed Arcana, we build on ...


0

The maximum spells you can cast in a round is 3. Generally it's going to actually be only 2 on your turn, since reactions are usually outside of your turn. On page 159 of PHB: You can only take one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. Quicken Spell, Action Surge, or a spell that ...



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