Numerous spells, abilities, and actions change
The boss is stronger in strange ways, because they...
Can try to save four times per round against hold monster and similar save-or-suck spells. Other effects, like a monk's Stunning Strike, are unaffected.
Can grapple or shove four times per round. (One cannot substitute a grapple for an attack within ...
According to The ever useful d20PFSRD:
In a round of combat, you can do either :
1 Full-round action OR
1 Standard action plus 1 Move action (in any order) OR
2 Move actions (effectively trading your Standard action for a Move action)
Plus a combination of :
1 Swift or Immediate Action AND
Any number of Free Actions AND
Any number of "Not an Action" ...
The D&D 5E system already has built-in rules for important creatures acting out of turn or more than once per turn: Legendary Actions and Lair Actions.
Legendary Actions happen a certain number of times each turn (usually three), though some specific instances take up more than one. These actions take place after another creatures turn, interrupting the ...
Multi-attack is an action, so tentacle rod would not prevent multi-attack.
Players get multiattack too (of sorts), not just monsters. The Fighter gets Extra Attack at 5th level. The class feature description states:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (from the PHB, pg 72)
You get one free object interaction on your turn.
As part of your turn, you get to interact with one object for free:
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 your action. For example, you could ...
There are more unintended consequences than I could list
Consider that all of the following things are connected to a turn:
Events that happen automatically during a turn
Possibly other things I may have forgotten.
If all you need is more attacks, then that means you need to fix everything ...
There isn't a way to just take damage barring GM fiat; below are what I found to be the least damaging methods depending on your situation:
If you want to use up your action
Your best option is probably a torch:
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a ...
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Above are the rules for casting a spell as a bonus ...
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
As we can see from the description, it specifies a weapon for the action you want.
If we ...
There are two main issues with this strategy.
Free action switching
First, the rules on free actions mention that
there may be limits to the number of free actions you can perform in a turn
That means there's no hard rule on how many weapon switches you can do, but it does mean the rules allow a DM to place limits on unreasonable weapon switches, ...
Str primary classes become less limited against flyers
Currently warriors using two-handed weapons do much more damage1 in melee than dexterous ones, especially after level 4. In return, they do significantly less damage at range, as they are limited one javelin2 attack per turn, and their defining feat is not usable.
After this houserule their melee ...
Barring environmental hazards (such as fire, thorns, ongoing spells, something to fall off of, or other such things), there are no RAW methods to damage yourself by moving or interacting with an item.
By DM Permission...
Logically, pricking your hand on the end of a dagger, sticking your hand into the flame of a torch or lantern you're carrying, ...
A Spell Scroll has the same cast time as the original spell
This is made clear, after the 2015 DMG errata, in the description for a Spell Scroll:
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without having to provide any of the spell'...
You can do that; Booming Blade damage won't trigger on your turn
Your case 3 works, per the three linked questions that were called out as duplicates.
Does order matter when casting a cantrip with a casting time of a bonus action and another spell?
Casting multiple spells in a single round
Which uses of Bonus-Action spellcasting are legal?
Some spells will trigger more often than normal
An interesting consequence of this is any spell that has an effect with the trigger "at the beginning/end of the target's turn" will trigger more often/earlier than otherwise.
Here are two examples:
Wall of Fire
A creature takes the same damage when it enters the wall for the first time on a turn or ends ...
The Hands of Effort FAQ is what ultimately forbids this.
Armor Spikes: Can I use two-weapon fighting to make an "off-hand" attack with my armor spikes in the same round I use a two-handed weapon?
Likewise, you couldn't use an armored gauntlet to do so, as you are using both of your hands to wield your two-handed weapon, therefore your off-hand ...
Regardless of your example, Magi cannot use a 2-handed weapon with Spell Combat.
The Spell Combat ability establishes this quite succinctly:
This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast.
To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic ...
Unfortunately you do not get a free beam.
As it says, you have to spend a standard action to create the beam.
In 5e Sunbeam was changed so that 1 beam is fired when you cast the spell:
A beam of brilliant light flashes out from your hand
You can create a new line of radiance as your action on any turn until the spell ends.
No luck for 3....
If you gained some amount of fly speed, or had the ability to jump high enough with a spell/item/feature, you could put yourself 10 feet in the air and allow yourself to fall. You could also potentially take advantage of any vertical terrain to gain height as well. Falling doesn't take any action, and you'll take 1d6 bludgeoning damage per 10 ...
Thrown weapons are more versatile than ranged weapons, so they're meant to have that additional cost.
Because a thrown weapon works both melee and ranged, it means a Fighter with 4 attacks can attack 3 melee targets, and another ranged target, every turn (without counting off-hand attacks). With a ranged weapon, to properly engage a group of enemies where ...
Same pool for the Twins but both can adopt a different one unless concentration is required to do so
Quote from Dragon Compendium p.17:
A pair of dvati twins shares all class abilities and spells
slots between them. For example, a 3rd-level dvati bard can use
bardic music three times per day in total, not three times for each
Are maneuvers like spells and bardic music, (1) where they share the same pool of readied maneuvers, and one using a maneuver removes it from both's pools? (2) Or do they ready maneuvers completely independently? (3) Alternatively, do they ready the same maneuvers each day, but each body's maneuvers granted (for Crusaders) and maneuvers used/...