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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 ...


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 ...


12

Vision and Light covers this In bright light a creature that's visible or lacking cover can't make Stealth checks. In normal light a creature that's visible or lacking cover can't make Stealth checks. In dim light a creature can make Stealth checks. Creatures have concealment (20% miss chance) against creatures lacking either darkvision or low-light ...


12

Only [...] the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place. You are not creating a vorpal sword; the vorpal property is already on the sword. The relevant rule, quoted above, indicates that only the prerequisites of the new ability are relevant in this case. Thus ...


12

After: You choose to use the feat after successfully saving Here is the order of events as per the rule you quote: 1) You find yourself in a fireball's area of effect. 2) You get to roll your Dexterity saving throw.* 3) "If you succeed" on this saving throw you "can" use your reaction to get the feat's benefit. [The "bold quotes" here are straight from ...


11

Both durations of the spell feather fall are valid The 1st-level Sor/Wiz spell feather fall says that When the spell duration expires, a normal rate of falling resumes. As that can't happen if the spell's target isn't falling anymore, falls taking multiple rounds may exhaust the 1 round/level duration of the spell before the fall ends, at which point ...


11

Probably yes, a sorcerer with an Intelligence score of 2 yet possessing sufficient Charisma can still cast spells with verbal components The GM can rule that a low-Intelligence sorcerer can't cast spells, but the game doesn't outright say such a sorcerer can't cast his spells. Therefore, ultimately, the GM must decide. That's because according to Components ...


11

Short answer: Kind of You can if: you have an additional action to spare (uncovering then covering the coin would count as two object interactions). your DM thinks a closed fist "completely covers" the coin. Long answer The Rules as Written are silent on this exact point, but there are two main rules of relevance here. Object interactions The rules ...


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 ...


10

Story can influence the check beyond advantage As a GM you are the one setting the DC that the players need to meet to find the hidden door (in your example). Maybe thats a DC 20 normally, but their having literally seen which wall/bookcase was used should help them to focus their search, thus rather than trying every object in a room they have a focal ...


10

As you've alluded to in your question, the RAW as far as they go are: If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or is being held aloft by magic, such as the fly spell (PHB 191) At the end of the fall, a creature takes 1d6 ...


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 ...


9

... kind of... The rules on loading weapons say the following (emphasis mine): Because of the time required to load this weapon, you can fire only 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 can normally make. This reads as one piece of ammunition fired per ...


9

Before (unfortunately). The trigger is [being] subjected to an effect that allows you to make a Dexterity saving throw to take only half damage And that is when the decision must be made: when the effect is hitting you. If the decision time was after rolling the save, the trigger would be "after making the roll" or similar. But it says "if you ...


9

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 ...


8

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


8

The important rules, before we begin: Your turn can include a variety of flourishes that require neither your action nor your move. ... You can also interact with one object or feature of the environment for free, during either your Move or Action. ... If you want to interact with a second object, you need to use your action. ... Player's ...


7

From the rules: At the end o f a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. and If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature ...


7

You start falling when you go prone. The only part of the RAW that covers this is a very brief section on page 183 of the PHB, from it we can assert this: She starts falling immediately, on Bob's turn. She hits the ground immediately as well, on Bob's turn. There's not a lot to go on here, other than that, falling happens, and that there is no time so ...


7

The language is thoroughly ambiguous. It can be interpreted in either of two ways: (you can use your reaction to take no damage) (if you succeed on the saving throw) If you succeed on the saving throw, you can use your reaction to take no damage. (you can use your reaction) (to take no damage if you succeed on the saving throw) You can use your reaction ...


6

No, you only ever add half your level to a roll once. The rules explicitly say to add half your level to attack rolls, skill checks, and ability checks, as described on page 67 of the PHB. Per page 267 of the PHB, initiative is an ability check (specifically, it is a Dexterity check). Those rules are (nearly) the only places you're told to add half your ...


6

You get one action per turn. Rotting Gaze is an action. Weird Insight is an action. Multiattack (or single attack) is an action. You cannot use both as that would be 2 actions.


6

If the fragmentary stone can solidly support it, yes. If not, no. Add some tolerances so that the wall doesn't fold like a cheap deck chair when any force beyond its own weight is applied to it, and that should holistically cover all uses that are reasonably fit within the spell description's use of "solidly supported."


5

No, they can't. This is because you didn't use an action that allows you to sustain the grab. The text you've quoted pertaining to sustaining a grab appears to be from the 'Grab' section on page 290 of the Player's Handbook. That section talks about a specific action called 'Grab' that results in a grab. If you use that action, you can sustain it in such a ...


5

Yes or No, depending on how you meant the question. Sneak attack is a once per turn feature, so you may not use it on both attacks. However, since sneak attack affects one creature you hit with an attack if you have advantage on the attack roll, while using a finesse or a ranged weapon, dual wielding is a decent option, as you have two chances to hit and ...


4

Yes. The key part is in the description of the shield: Property: You do not need to use your shield hand to gain the shield’s bonus to AC and Reflex; it floats about within your reach as if you wielded it. So the floating counts as wielding the shield, so the feat bonuses will apply also.


4

No. Each of the entries under "actions" in the nothic's stat block is a standard action, of which the creature can only choose to use one each turn. The Multiattack action specifically allows the nothic to use two claw attacks as part of that action, but this says nothing about Rotting Gaze or Weird Insight. Using either of those two actions would use the ...


4

No, a Nothic cannot Rotting Gaze on the same turn it attacks. Rotting Gaze is an action and cannot be used on the same turn as a multiattack unless it somehow gains another action.


4

Yes, even during the spell time stop an effect that ends at the conclusion of the casting creature's turn still ends at the conclusion the casting creature's turn The 9th-level Sor/Wiz spell time stop says In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to ...



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