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2

Yes, by casting it as a ring with the damage side in-ward you are forcing all creatures withing to have to make the save throw again regardless of whether or not they try to escape. As you observe everyone within the ring is within 10 feet of a wall so if they stay, they have to make a save. Likewise if they try to leave they will enter the wall and be ...


1

Mage hand requires using your action to control it. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. That means it's an ...


1

Mage Hand's description reads: You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a ...


0

Dual wielding requires you to "hold" or "wield" a weapon. You can't wield or hold "unarmed strikes" so they shouldn't count for dual wielding. Otherwise this part of "martial arts" wouldn't be necessary since it basically states that you now (unlike before) can dual wield with unarmed strikes: When you use the Attack action with an unarmed strike or a ...


14

Yes. An unarmed strike is a one handed, simple, melee weapon, as such it counts as a weapon for TWF. So for both of your cases, it would be valid. It's even valid for a non-monk as that strike is available to anyone who is proficient in Simple Weapons. The key is that it's not available to someone wielding a shield, an item or a non-weapon implement in ...


2

This depends on your setting. Many elements of D&D 5e backgrounds need the context of specific setting context in order to make a specific rulings. For example the answer to your question is very different if you are playing a typical pseudo-medieval setting like Greyhawk versus a setting based on John Boorman's Excalibur. In Greyhawk the answer is not ...


1

This heavily depends on who your characters are, what they are doing, and where they are doing it. Who: If you're characters are low level adventurers, even the best stocked company is not going to entrust them with high value gear. They'll probably get some riding horses, armor if they really need it and access to weapons. What: If they just need it for ...


-1

When I read about a slam attack, I picture something akin to the following picture: It could be one hand, or two hands, but it's basically a top down motion, not necessarily a "body slam", but just a regular, "slam".


0

This depends on your setting. Many elements of D&D 5e backgrounds need the context of specific setting context in order to make a specific rulings. For example the answer to your question is very different if you are playing a typical pseudo-medieval setting like Greyhawk versus a setting based on John Boorman's Excalibur. In Greyhawk the answer is ...


1

A slam attack is basically a very forceful, blunt, body attack. Picture a zombie attacking, it's not going to punch you. It's going to slowly and methodically hit you with it's arms, or headbutt. With something that moves a bit quicker, like a doppleganger, this is representative of the fact that it can attack in numerous different humanoid forms. So ...


0

From a balance viewpoint: A platemail or war horse would greatly exceed the wealth-per-level recommendation of a low level character. Providing them would likely be quite unbalanced. The rules for the Soldier background do not define properly what's simple and what isn't. It also doesn't say how much you can request (I can requisition torches? OK, I ...


0

Consider the speciality/role of the soldier. A support staff like a cook won't be able to requisition the same things as an officer. I'd even say a cook who requires a horse would probably be told to walk or buy one himself. But he could ask for food, access to the kitchen, any equipment related to his job etc. Yes if you rolled badly this part of the ...


4

I'd say no, they can't get a plate armor or a war horse at early levels. It isn't unbalancing to give such items, just too much to ask for only a few levels in his belt with a soldier background. You aren't even that important yet. Take note that 5e defines Tiers of Play. At early tiers (the first and second) the characters are basically just getting there, ...


0

The text says simple equipment, I would not say that a Full Plate categorizes into simple, maybe some leather or chain could, that is up to the GM I think. Weapons have categories (simple, martial, exotic), so armors could be "categorized" some way, simple armor should be something the average man could wear with no proficency or small effort.


8

This is going to be up to the DM, but if you are the DM asking what you should do, I would suggest that "temporary use" means "for as long as you need to complete a concrete objective task". The temporary use is referring to both the horses and the equipment. You have quote the exact text wrongly, leading to the confusion: your rank to exert influence ...


0

Here is a great spell sorter excel sheet that someone created. It allows you to sort and filter spells by name, level, school, class, and sub class. Click here for a direct download


0

Ultimately I'd say it would come down to DM fiat/fluff. If you look up the definition of slam you get "shut (a door, window, or lid) forcefully and loudly". Though it can be a very generalised term. It could be a full body slam as you suggest i.e "the zombie sort of trips and slams into you, dealing X damage" or some form of graceful, acrobatic attempt, it ...


9

Since previous edition references are OK, this is what the 3.5e Monster Manual has to say (page 312, under natural attacks): Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.


1

Though I'm pretty sure it's not described in official rules, slam could probably be any kind of unarmed bludgeoning attack. Personally, I think of it as a two-handed, close-fisted bash with the arms brought from above the attacker's own head, forcefully down onto its enemy's body. Like swinging an axe down to chop wood, but without an axe.


1

Someone posted a list on Reddit that may fulfill your need. https://www.reddit.com/r/dndnext/comments/2ehj0t/wizard_spells_organized_by_school_download/


11

As is noted in your answer, the mechanics here are pretty clear: The vampire takes normal damage from Sunbeam (6d8, with the option to repeat on subsequent turns) and Sunburst (12d6). In the case of Sunbeam, the vampire takes an additional 20 damage at the start of its turn, if within the 60-foot radius. The vampire doesn't take extra damage from ...


4

"Damage" isn't damage If you have to put "damage" in scare quotes, it's not damage. Dipping a quill in ink doesn't damage ink, it just moves it about. Conjuring a weapon Using a minor conjuration dagger in combat is less certain, because "normal wear and tear" for a blade is nicks and chips, which is non-catastrophic damage, but is indeed damage instead ...


1

Simply put, to attack you roll 1 20 sided dice (1d20), you add 4 extra score on top of your rolled score, and now you have your attack score. For example you rolled a d20, and it turns to be 17, now you put 4 to make it 21. Your enemy's AC is 16, so you hit him. Now roll 1d10 plus your damage modifier. Good luck !


0

Try battle master ranged fighter, you can trip someone from distance, multiple times after you get your extra attacks, and still be as tough as melee fighter. This will make you a ranged "controller" so to speak, so damage is an aftertought. This build is bes used by crossbow wielding fighter though, you can pin or trip a flying dragon from afar


6

Actually, I think I have it: Sunlight Hypersensitivity (SHS) only triggers when Vampires start their turn in sunlight. Which means that, RAW, SHS only responds to environmental conditions (i.e., is there sunlight shining on the Vampire's square?). So, neither the beam itself nor Sunburst's burst seem to trigger SHS--only the Vampire starting its turn in the ...


-3

Beastmaster is good when you can get creative and use your animal companions for non-combat utilities. Case in point is Flying Snake, it has poison attack, flying, and in small category. Use it to kill the BBEG in his sleep, profit !


1

Extra AC is always better due to flat bonuses on attacks and bounded accuracy, while damage is a scaling increase based on CR. Saves are based on abilities now so increasing Wis is always bettter than extra HP. This is assuming that you use Array and put your highest att on Dex > Cha > Wis due to Sorc Multiclassing.


1

D&D Next, as of present, has no direct equivalent to either Take-10 nor Take-20. At present, 4 "final" rulebooks have been released: The Starter Set, the Players Basic Rules, the DM's Basic Rules, and the Player's Handbook. Yet to be released are the Dungeon Master's Guide, and the Monster Manual. The passive scores, generated using a base of 10, are ...


3

The rules as written support the use of sentinel/polearm master + war caster to work as you intend. Balance wise this also seems fine to me as it costs you two feats in order to achieve this. Since you are playing a sorceror that means you have access to 5 feats or ability increases, assuming 2 will be used to max charisma and 1 for elemental adept that ...


2

If you want to increase frequency then Polearm Master as it grants an opportunity attach when an opponent enters your reach. A more frequent occurrence than a opponent using a disengage action to leave your reach. The other benefit of Sentinel is allowing you take a reaction to make an attack action on an opponent within 5 feet of you while attacking an ...


4

Summary You can use your one reaction to execute an opportunity attack to attack with the dagger if the opponent steps out of 5 foot reach. Or the Whip if the opponent steps out of 10 feet reach. But you only get one or the other as you only get one reaction until after your next turn. Since a whip is not a light weapon you can't use two-weapon fighting ...


4

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 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put ...


4

3. The text says you spend as many points as the level of the spell. So you spend as many points as the slot you use for the spell. When you cast Fireball as a 4th level spell, you're expending a 4th level slot and you're casting a 4th level spell. So you'd spend 4 points.


4

No. Sadly there is not officially one available at this time. This is the kind of thing that is under the purview of the D&D digital tools which have yet to be released. There should be searchable, sortable lists of spells in DungeonScape, but as that is not in beta yet, the answer to this question is currently NO (There was a really cool fan created ...


4

This is entirely up to the DM. The examples given for half and 3/4 cover lead me to believe that his would probably be half cover, if it provides any cover at all (it wouldn't have in 4th). However, there are no real rules regarding what constitutes half/three fourths cover, so this is left entirely up to DM discretion at this point. The way I would rule ...


23

10 yes (sort of), 20 no. Taking 20 was not a thing in 4th edition, and is similarly absent from 5th. Taking 10 however is sort of a thing in 5th, but it's not implemented the way you might think it should be. Basically, the way "taking 10" works in 5e is that every ability (And by extension, skill), has a "passive" score (Basic Rules v2 page 59). This is ...


6

Just Common and Draconic. From Page 123, under Languages, languages are dictated strictly by race, class, and background. It gives no mention to possibly choosing a different language if you already know one, nor does it say anything similar on page 125, where your reference to skills / tools comes from. While you could add a house rule that would not be ...


3

The description of "Short Rest", on page 186 of the PH, contains the following precise verbage: A character can spend one or more Hit Dice at the end of a short rest, up to ... Because of the identical phrasing, the rules as they are written allow for a bard's Song of Rest ability to trigger only for some other gain of HP with the same phrasing. If a ...


2

I'm currently playing the module with 3 groups, one of which I'm DMing. the group I'm DMing is level 3 SO it's been a cakewalk for them. In the two other games I'm playing I am making frequent use of my medkits and medicine skill to keep the party alive. Remind your players to help each other, and also rmembrr as DM that there are no negative hit points. ...


3

Having been running the Encounters version... You need a Cleric or a Paladin in the party. Bards simply don't have the ability to magically heal, and that is what's needed. Potions don't make up for the lack of magical healing. 0HP does not equal dead. If you're not running Adventurer's League play, then you can let them level up once they get 300 XP... ...


2

I am not yet really familiar with the fifth edition, but as far as I know, it seems important to me to also consider that +2 WIS is also a boost to your save and some skills which can drastically affect your survavibility. Instead of giving you my very own answer which may not be your depending your style of play, I will give you list of pros for each ...


13

Unarmored Defenses and Draconic Resilience are both AC calculations and thus do not stack. Only one of the two will apply, unless there was something else you wanted a dip into monk for that is suboptimal. You might also consider the tough feat if your table is allowing feat use as it provides +2 hp per level of survivability over +1 to hp or AC from a ...


5

Dragon and Dungeon Magazine were not cancelled but put on hiatus In years past, when we found ourselves at the lonely crossroads between game editions, the magazines simply went from one edition to the next with nary a breath in between. This time is different. As we turn our attention to the next D&D rules set, we’re putting Dragon and Dungeon on ...


1

The +1 AC is just for hits. +20 HP is for everything. There really is no better option. It depends. It depends on your GM, your place in the group, your combat behaviour... it basically depends on the question: do you lose a lot of HP to getting hit? If yes, then take the AC improvement. If not, then take the HP. That's something only you can evaluate, no ...


10

The plus 1 AC gives more survivability. At level 20 where you would actually gain 20 hp, monsters are doing so much damage that 20 hp is not worth the extra 5% of missed hits.


3

Reading the RAW there are a couple of things we can say for sure: Those effects are permanent, because there is no time limit. Unlike some other surges, no special way to end them, like sneezing or remove curse, is mentioned. In 5e there is no "permanent" keyword for duration. Most permanent spells are instantaneous and cannot be dispelled. Even wall of ...


3

By a strict interpretation of the rules, in a very game-oriented way that is kind of hard to explain logically as the behavior of a real animal, the companion only attacks when you use up your own action to command it to do so. At higher levels, you get to basically share your own extra attacks, but it's not a net win. That makes beast companions ...


3

SlyFlourish, producer of several books and tips for DM, noted that at level 1 it was a deadly grind. It might be intentional but I didn't like it that way so I've up-leveled or made them level 2 very quickly. It was a grind at level 2 but a GOOD grind. At level 1 it's deadly. Twitter Source With that in mind, consider leveling them up right away, ...


10

I think this ties directly into What happens when you target a "magical effect" with Dispel Magic?, because the rule is "roll on the Wild Magic Surge table to create a random magical effect", emphasis added. It's possible that these can be dispelled. Interestingly, only the blue skin effect notes that remove curse can be used. If a player isn't ...


6

Nets only USUALLLY have disadvantage. A net isn't a very good weapon, what with its inherently short range, although if you can land it you'll grant your side a fairly substantial advantage against your opponent. (Literally -- they suffer disadvantage on attacks and dexteriy saves, and latter attacks against them will have advantage.) A careful reading of ...



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