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81

The "Attack action" is a specific action; attacks are anything with an attack roll. Before diving into the differences, this section on page 192 of the PHB is useful: When you take your action on your turn, you can take one of the actions listed here, an action gained from your class or a special feature, or an action that you improvise Emphasis mine ...


79

The answers so far tell you how to allow this but don't address the follow-on problem - that the player is looking for a way to disable an opponent without having to eliminate all of their hit points. The problem with allowing this is that you're over-powering the players relative to the NPCs. So the first conversation should be "if you can do this to ...


64

RAW, yes. An illusion is not a creature. The rule is clear that Bobby must attack a hostile creature, or take damage, to maintain his rage. Spirit of the Rule If Bobby does not know that what he is attacking is an illusion, and not a hostile creature, then how is that any different, from Bobby's point of view, from actually attacking a hostile creature? ...


63

The Beatings Will Continue Until Morale Performance Improves It does exactly what it says it does. The Drow House Captain can attack an ally with the whip, and that ally gains advantage to attack rolls. The Captain is flogging subordinates in hopes it will make them fight better, and in this case, it actually works. Note that the whip attack does not ...


52

Yes, a fighter gets their extra attack when using action surge Action surge gives you an extra action on your turn: On your turn, you can take one additional action on top of your regular action and a possible bonus action. There is no restriction on what this action can be used for. Using it to take the Attack action would indeed then trigger Extra ...


51

No The 'Extra Attack' feature is worded so you only benefit from it when you attack in your turn. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn Reacting to something is not in your turn, it's in the turn of the triggering creature.


51

You can use the rules for Improvised Weapons Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon ...


49

Called shots are a great story device that can make combat seem terrifying and more dangerous, but should never be incorporated mechanically. It creates a situation that slows down combat, which slows down the game and makes it harder for the DM to move the game experience along. It also gives insane and unnecessary power to the players. This isn't to say ...


49

Yes, you can! Look at Players Handbook p. 190. Moving between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.


47

Prone was an excellent choice You said that the cleric wanted "to stop [the ghoul from] hitting people and make it easier to hit." The prone condition has the following two applicable features: The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. ...


45

The sword itself is making the attack, it's just using your modifiers The dancing sword item description says (emphasis mine): ...the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 ...


44

Hit dice have no impact on attacks Your Hit-Dice have nothing to do with your attacks, and are related to your HP max and HP recovery while resting. They're "hit dice" as in "hit points", not as in "hitting enemies". Two Weapon Fighting attack sequence (At level 1) Attack with first dagger (Main action) Roll 1d20 + 3 (dex mod) + 2 (proficiency) If this ...


44

One niche method of doing this is the shillelagh cantrip The shillelagh spell states: The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. ...


43

GRAND TOTAL: 12 ATTACKS** **This is based on a single class build with a standard attack scenario of enemies(or against a single BBEG/foe). The 12th attack does require some help to activate. A 20th level Fighter-Samurai with the following abilities/buffs would get: Standard Attack Action: 4 Attacks Action Surge: 4 Attacks Bonus Action: 1 Attack (this ...


40

No. You quoted the relevant text. Extra attack specifically only triggers when the Attack action is taken, not on any attack. By contrast, the Multiattack racial feature is an action that allows you to take three attacks. Thus, because the Multiattack action is not equivalent to the Attack action, Extra Attack does not trigger. Additionally, you do not get ...


40

An Erinyes is a monster, not a race This means two things: one is that you're not actually supposed to be playing as one, and the other is that if you REALLY want to be playing as one, you shouldn't use its stats as-is on top of your existing class features. The distinction between monsters and PC races is not arbitrary. Mechanically, monsters are designed ...


39

Resistance and advantage are two separate mechanics Advantage has to do with rolling the dice, resistance has to do with reducing damage in half. Easy illustrative example is a Dwarf Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). {Basic Rules, p. 15} ...


37

Under no circumstances is a wand classified as a one-handed weapon. It does not appear on the weapons table, and all it is capable of doing is letting the user cast the spell contained within: This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile ...


36

Magic! Seriously, though, the bard knows how he does this even if we struggle to understand how it could be done. Lots of special abilities in a fantasy game are unexplainable. Nobody knows how to cast a fireball spell or turn undead either, and those remain an acceptable part of the system. The real problem we have is when we read something like this... ...


36

Yes, this is part of the GM's role. Adjudicating the actions of non-player characters, including (but not limited to) hostile NPCs, is one of the primary jobs of the DM. This is also mentioned in the Combat chapters of the PHB (p. 189) or the Player's Basic Rules (p. 69): The Dungeon Master controls all the monsters and nonplayer characters involved in ...


36

The paladin should only get 3 attacks for 2 reasons. The first is that, yes, you are limited to one bonus action per turn. The second is that Polearm Master states: When you take the Attack action [...] you can use a bonus action to make a melee attack... And the Extra Attack class feature states: Beginning at 5th level, you can attack twice, ...


36

Yes, a hit that deals 0 damage for any reason is still a hit. This is because the attack roll dictates whether it is a hit or not, not the damage roll (see Player's Handbook p. 194 in the section on Attack Rolls): When you make an attack, your attack roll determines whether the attack hits or misses. The attack roll occurs prior to rolling damage and ...


36

The Fighter gets to declare and resolve each attack severally, as he likes: This follows directly from the "Making An Attack" section of Chapter 9: Combat. Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. 1. Choose a target. ... 2. Determine ...


36

You cannot activate magic items with Fast Hands The section on activating magic items specifically calls out this case: If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item. (DMG 141)


35

Firstly, Extra Attack is a class feature, not a feat. Secondly, Extra Attack says: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. To cast Fire Bolt, you take the Cast a Spell action, not the Attack action. Extra Attack only applies to the Attack action.


35

Can all of those 8 PC's surround and attack the enemy creature (following a square 5x5 feet square grid) in one round? Yes, trivially answered on PHB p.191. How many members of the army can attack a single creature at once? All of them. Assuming two dimensions, swords, and no movement, you'll get 24 medium attackers. 8 medium creatures with 5' reach ...


35

I don't think there is a formula that will give us that +0. The bat is a very weak creature, with a CR 0. Most likely, the D&D designers just didn't want him to have a negative attack modifier, so they set it at 0, despite having -4 STR and +2 DEX. If the attack was strength-based, the bat would need a +4 Proficiency (a bit high for a CR0 creature). ...


35

No, it's not a loophole. On their turn, PCs either Attack or Help Your Turn On your turn, you can move a distance up to your speed and take one action. (Basic Rules, p. 72) Actions in Combat Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object (Basic Rules, p. 74 & 75) Pick one, unless a game ...


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