Tag Info

New answers tagged

1

The only official product of this type is the spellbook cards from Gale Force 9. I just got mine (literally yesterday), and they seem pretty good. Some of the more complicated spells have an incomplete summary and a reference to the PHB, and I have heard complaints about them online. Anything else you might be able to find that includes the full text of ...


-3

Why not take Fighter 8 / Warlock 12 to get most of the feats, extra attacks, and maneuvers from Battle Master?


8

No, you can't use a mirror to target Sacred Flame in this way. Note that this isn't about line of sight; the relevant section is on page 204 of the PHB, in the Targets section of the Spellcasting chapter: A Clear Path to the Target To target something, you must have a clear path to it, so it can't be behind total cover. The rules for total cover ...


1

About a month at most. This article explains that the real issue here isn't actually oxygen deprivation, but Carbon Dioxide poisoning. In a 10 foot cube room, he calculates that a person at rest could survive for ~24 hours, half that if they're moving about and actively doing things (ie: looking around for an exit), and half again if they're doing strenuous ...


8

The standard monsters that I could find in the Monster Manual with the ability to cast dispel magic are: Death Knight (pg. 47) Glabrezu (pg. 58) Drider with the spellcasting variant (pg. 120) Drow Priestess (pg. 129) Lich (pg. 202) Mummy Lord (pg. 229) Pixie (pg. 253) Androshinx (pg. 281) Gynosphinx (pg. 282) Mezzoloth (pg. 313) Nycaloth (pg. 314) ...


8

There is a simple answer with regards to the basic lock and the hunting trap, both listed in the PHB on page 152. Since these are nonmagical items, a player proficient with the correct artisan's tools can use the Crafting rules under Downtime Activities (page 187) to craft these items. I'm not going to reproduce the whole section here, but a player could ...


8

No. Wizards has not licensed a German translation of D&D 5e. D&D 5e also does not have an open license, so any instance of the text of all the spells appearing on a Web site would be illegal, in any language.


4

Several 5e designers have addressed rules questions over twitter—Jeremy Crawford, Mike Mearls, Chris Perkins and Rodney Thompson.1 However, Mearls stated in his reddit AMA that his answers are in his experience only and Crawford is the "official rules expert." Perkins also tweeted that Crawford is the "resident rules sage" and affirmed that Crawford provides ...


-2

You target the first target only. All the others are determined randomly. If there are less than four total targets, then you already know who gets hit, if there are more then you need to work it out. I work it out based on who is closest to the first. Role if he gets hit, go to next closest and do the same. Repeat until all bolts are spent, even if you ...


6

There's no way to reason one way or the other about this outside a DM's particular campaign, since this is explicitly the DM's domain to decide and the game provides no defaults. In the context of the Dungeon Master's Guide chapter on the planes, the DM is given instructions explicitly and repeatedly to decide — according to their taste and campaign-design ...


3

As for whether there's anything in the PHB to support your players plea for "more"; well no, there really isn't. As AgentPaper states, spells work exactly as they say in their description, so mechanically Minor Illusion doesn't really do much, and it's up to the DM to decide what happens beyond that. Granting advantage on an attack roll or a certain ability ...


-1

I prefer the "special tea" approach, taken from the Wheel of Time series. An herbal tea made from commonly available plants which, when consumed, makes a spellcaster unable to cast spells for a certain period of time. The brew can be prepared by any herbalist, but tastes strongly of anise, has a medicinal/metallic aftertaste and it burns slightly like ...


8

You can only take 1 action per turn. PHB, page 189: On your turn, you can move a distance up to your speed and take one action. The "Attack" action and the "Cast a Spell" action are both actions, listed on page 192. So if you take the Attack action, you can't also cast a spell that requires 1 action to cast (such as firebolt). The Fighter's Extra ...


0

If you take an attack action you may only make up to as many attacks as granted by extra attacks. So at level 20 you may make up to 4 attacks. You cannot use one of those to cast a spell. As a fighter you can use ACTION SURGE to make a 2nd action, which would then allow you to make your attacks and cast a spell. This can only be done once per short/long ...


5

The spell does exactly as it says; anything further is at your (the DM's) discretion. If you go strictly by what's written in the handbook, the spell has no mechanical effect whatsoever. It's purely your prerogative as to what effects it has, based on whatever criteria you want. The most that the rules say about distractions and hiding is this excerpt from ...


9

The answer is the level of the spell slot you use to cast the spell. From the Player's Basic Rules, page 78: Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her ...


6

From page 201 of the PHB: Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. Since the spell itself takes on the level of the slot you use, you would use the "spell slot's level" to determine the amount of targets you can ...


4

There are two factors at play here. Line of sight and Clear path to target (what previous editions called Line of Effect). Line of sight is only required for the first target. It's not specified as required for the secondary targets so you should not require it. From "Targeting" on page 204 of the PHB: To target something, you must have a clear path to ...


2

I was discussing the matter with my DM. He informed me that the DMG states (alas, I don't have a copy, or I'd provide a page) that the classes are designed and balanced with two short rests as a daily norm. To occasionally have days with only one short rest--or three short rests for that matter--is probably not game-breaking, but it does affect class ...


-5

I've only played 2nd edition AD&D so I don't know if the rules have gone bonkers since then. But the underlying assumption is that the target of your healing spell doesn't object to being healed and doesn't try to avoid it. Otherwise, an unarmored attack roll would be required just like the opposite of cure light wounds (cause light wounds). Any DM worth ...


0

What I find unclearly defined in the rules is how long the benefit to reach lasts when using a weapon with reach. Consider again the text: Reach. This weapon adds 5 feet to your reach when you attack with it. Emplasis added. Clearly we cannot believe that every time you swing a whip your reach increases, first to 10, then to 15, then to 20 and so on. ...


2

You also need to discuss expectations if you haven't already If you just change the mechanics to better fit the style of play that a highly lethal old-school module is written for, you need to discuss the expectations of this style of play with your players too. If you don't talk about these expectations, all that your players will see is that you've ...


2

If you assume Crawford's interpretation, you only have a 5 foot reach for opportunity attacks, and when something moves out of it you choose which weapon or spell to react with. If you assume Mearls' interpretation, then when a creature moves from 5 feet away to 10 feet away, you can make an opportunity attack with your dagger or with a spell from War ...


2

You only get the attack when the enemy leaves your reach, whether that is 5 feet or 10 feet. What matters here is the wording on Opportunity attacks and Reach weapons. Specifically: You can make an opportunity attack when a hostile creature that you can see moves out of your reach. (PHB 195) Reach. This weapon adds 5 feet to your reach when you ...


0

The answer is the same as the related question. If your preferred answer to the related question is, "you get an opportunity attack", then you can replace that attack with a spell instead. If your answer is, "you don't get an opportunity attack", then there is no opportunity attack to replace, and thus you can't cast a spell.


7

Don't be shocked but you asked for a 5e specific answer and not a general answer. You take the wizard's tongue. The wizard will then be unable to cast any spell with a verbal components. I believe this is all 5e spells. If ever there are any somatic only spells you remove the hands as well. It is preferable to keep the hands if possible because you can then ...


6

Going in a slightly different direction: don't go overboard. Most small-time prisons probably have a few minor defenses against spellcasters. They'll have their stuff taken, they'll be behind iron bars, if the jailor expects them to be spellcasters he´ll wear earplugs and hang the key on a 20 pound weight so it can't be Mage Handed and it´ll probably be ...


0

This answer assumes Mearls' interpretation of the reach and opportunity attack rules as requested. The Reach weapon property, from the Player's Basic Rules, page 47: Reach. This weapon adds 5 feet to your reach when you attack with it. Reach is a property of specific weapons. Your reach with your whip doesn't change your reach with your dagger. From ...


2

There isn't a RAW option the can be completely defended. Opportunity Attacks In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack. You can make an opportunity attack when a hostile creature that you can ...


4

Invent something. It can be as simple as "iron shackles and collars block magic". If your wrists are surrounded with an unbroken ring of mundane iron, you cannot do somatic magic. It just doesn't work -- the iron "grounds" it. If your neck is surrounded with an unbroken ring of mundane iron, you cannot do verbal magic. It just doesn't work -- the iron ...


2

Frankly, in the world that 5e has set up it would be difficult at best if you are not using the standard methods of restraining. Outside of an elite prison built for mages, guards that guard them would need earplugs to avoid any enchantment, and some form of hand/finger restriction would be necessary (manacled to their back with gauntlets that restrict any ...


-1

Well, if you don't want to make up a magic item that has a continuous effect of stripping spell slots (manacles of forgetfulness) or keeps them asleep, stunned, paralyzed or otherwise incapacitated; you can blindfold them and use sovereign glue on their bare feet and the cell floor. Without using any magical items and not doing permanent damage to people ...


20

There are a number of different strategies one can take (besides the possibly obvious: remove material spell components/focuses/holy symbols/etc.): Make the jail special Suppress sound (e.g. permanent or ongoing silence) to eliminate verbal spell components Suppress light so that the spell caster cannot, for example, target individuals or locations via ...


4

Your methods of suppressing spellcasting at a basic level involve denying your prisoner access to spell components. Components come in three varieties: Verbal, Material, and Somatic. To cast a spell with a verbal component, the prisoner must be able to speak loudly. A simple gag or magical silence will do the trick, causing all spells requiring verbal ...


12

I'm going to address this in two ways. The first is with the resting rules as presented in the PHB/Starter, and the second is to have a short chat about the alternative resting rules as laid out in the DMG. First and foremost, we need to talk about how resting works in 5e. Short rests have a timeframe of 1 hour, and long rests have a timeframe of 8 hours. ...


6

It's less a matter of "are the players allowed to rest here" and more a matter of "what will happen if the players rest here". Technically speaking, players can take a short or long rest whenever and wherever they want. However, the world will keep going around them. The adventure doesn't stop just because you want a nap, basically. Try to think of it ...


5

No, you can't light it on fire without ending the conjuration, and still be within the rules as written. The spell doesn't specify that it ends "if [the object] takes 1 hit point of damage", it specifies that it ends "if [the object] takes any damage." Any damage definitely includes burning, tearing, scratching, cutting (with teeth), etc. — and depending on ...


11

Spells do exactly what they say. Nothing more, nothing less. There are a few different kind of spells, but I'm going to explain 3 basic ones and that should cover the bulk of them: The first and most prevalent kind are the healing spells you mention. These, and most other buffing spells actually do not require an attack roll or saving throw, they simply ...


3

The spell description describes the effect and mechanics of the spell. For cure wounds, for example, it states: A creature you touch regains a number of hit points equal to [..]. This spell has no effect on undead or constructs. It does not mention any saving throw or attack roll. Therefore, by rules as written, it is automatically successful ...


0

Great question, but I think the answer is no. The moment 1 single HP of consumption ocurred the whole mess would disappear before it had a chance to do any damage to your target.


0

I think probably yes, other wise you would be able to see through it from the outside. However, it is magic and it's really the DM's call.


2

You make your attack with a quarterstaff using Str or Dex. You then deal damage either as per monk level or 1d6 for staff or 1d8 for versatile. You then choose whether you make a monk bonus action attack or polearm bonus action attack, and get the replacement damage die that comes with the bonus action you chose. As you gain levels only the monk attack ...


0

When I first read the spell description, I also was surprised about the: « [...] nonmagical light can't illuminate it. » At the same time they say that magical light created by a cantrip or a spell of level 1 or 2 will be dispelled, which I would interpret as: « Any light entering the darkness area is destroyed. »¹ That, in effect, means anything ...


8

From the Player's Basic Rules, page 76: If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. So in this situation you can choose to have 5 temporary hit points or 10 - it's up to you. Armor of Agathys specifies that its effect of damaging creatures that attack you happens ...


10

You're somewhat confused, which is understandable since intellectual property rights and D&D is a confusing issue. OGL The OGL is a specific license. Only D&D 3e/3.5e was made open under the OGL. Other games derived from it (like Pathfinder) and totally unrelated games, like FATE, use the OGL. 5e does not use the OGL (their plans are yet to be ...


9

No, darkness doesn't cast a shadow. At least, it doesn't without a particular DM making it a table rule — which would be a totally reasonable ruling to make. To tackle the question though, we must consider the default baseline from which such rulings would be made, avoiding assuming rulings that give us a result from circular reasoning. Darkness not ...


6

Agent Paper is correct in the fact there is no official answer. The present array of ability enhancing spells had their immediate origin in Dungeon & Dragon 3.0 with the spells Bull's Strength, Cat's Grace, etc. A range of 2nd level spells for enhancing a character's abilities temporarily. And the Wizard possessed all of them along with a selected few ...


14

There is no official answer on this specifically that I'm aware of, however it's likely a part of WotC's attempts to cut down on the Wizard's versatility. In earlier editions, especially 3.5, the Wizard had access to just about any kind of spell you could think of. This played a large part in making the "Batman Wizard" who was able to deal with just about ...


0

In addition to the above answers specifying starting equipment a class received, you can choose the starting gold option instead and build your own equipment list. This is an alternative and not in addition to what you get for your class. The starting gold table is found in the equipment section, and I will update the page number later when I get home. The ...


-1

From what I understand, unless such as in the 3.5e example where the cantrip or spell specifially says the cantrip or spell can be executed in conjunction with an attack, that itself IS an attack or action. In fact, even if you read the 3.5e version of the cantrip you posted, it says you do a melee touch attack to do the fire damage, it does NOT mention ...



Top 50 recent answers are included