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11

No, Two-Weapon Fighting does not apply Two weapon fighting requires that you be using a light melee weapon. Melee weapons can be used to make melee weapon attacks. The magic stone spell creates objects with which you can make a ranged spell attack only. This spell attack uses your spellcasting modifiers for attack and damage, regardless of who is using the ...


0

This tweet by rules designer Jeremy Crawford is as definitive as an answer could get: Question: can a monk use more than one aspect of the Open hand technique in a turn? Could I knock one opponent back 15ft and knock one prone in the same turn if both attacks hit? Answer: Open Hand Technique can be used whenever you hit with a Flurry of Blows ...


19

No; what the rules actually say is one bonus action per turn We will frame this answer using the action economy as written in Chapter 9. {my italics and bolding throughout} Your Turn On your turn, you can move a distance up to your speed and take one action. As you state, you will take the Attack action (rather than perhaps the Dash, Disengage, ...


4

RAW, no. PHB pg189 You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. Specific over general. The rules state that you receive your movement, one action, one bonus action, and one reaction . If a specific rule contraddicts a general rule, the specific rule ...


33

Level 33 should be a good enough level. Seriously though, you're talking about a weapon that weighs 325 pounds. That's heavier than Dwayne 'The Rock' Johnson would be if he were wearing full plate armor. Unfortunately, this is a super cool weapon that was never meant for a PC to have. One way you can tell that this axe isn't meant for PCs to have is that ...


-4

Level 1 is fine. Really. Have a second look at the description: ...It is sized for a giant, weighs 325 pounds, ... Emphasis mine So my ruling as a DM would be that yes you can try to fight with it, but you'd be terribly disadvantaged. The weight of the weapon alone means that you'll be constantly encumbered unless your STR score is a 22+ (which is ...


6

The monk can negate the disadvantage after it is applied. The rules for making an attack are given in the Player's Handbook on page 193: 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. Choose a target. Pick a target within your attack's range: a ...


1

If they actually happen simultaneously, it is up to whoever's turn it is. As you pointed out, it might not necessarily be the monk's turn. Generally this interaction would probably be happening on either the monk or warlock's turn, so I imagine it would generally resolve to that player's favor. You also linked the answer about whether reactions interrupt ...


-1

As they each activate at the same time, one can not be used because another was used Since they each must activate as the attack roll is being made, which is a specific time that they can be activated, they all have the exact same time that they must be activated. One can not be activated and then the other, they would have to be activated simultaneously ...


24

The monk has to touch the opponent. You're operating under the misconception that "try to touch" means that failing is part of the spellcasting. This is not the case - it simply means that if you fail the attack roll, you failed your "try". To score a successful hit, you still have to actually touch the opponent (or his armor). However, the monk can't use ...


9

This doesn't work as you want it to. According to game rules, the Monk character must do one of: Use the Cast Spell action, to make a Melee Spell Attack with Shocking Grasp. Use the Attack action, to make one or more melee weapon or unarmed strike attacks (which they may then follow up with Bonus Action with Martial Arts and maybe Flurry of Blows if they ...


2

Double headed magic weapons are (sort of) two magic weapons As stated in the section on Creating Magic Weapons (p551 of Core Rulebook): Creating magic double headed weapons is treated as creating two weapons when determining cost, time and special abilities. In many ways this is the way double-headed weapons are treated in combat - there is very ...


-2

No making an attack is a specific kind of standard action, casting a spell is a different kind, even if you hold it, so cleave cannot apply to it. Also attacks with bows don't have reach they have range increments. The only time the term reach is used is in conjunction with a melee attack. Melee Attacks: With a normal melee weapon you can strike at any ...


3

Someone else also pointed out to me about the word reach. The glossary doesnt contain it. There is a definition for the weapon property, but that doesnt apply in this case. Many spell effects talk about reaching the target but that could be more favorable than anything. In this context, “within reach” is what is also known as your “threatened squares,”1 ...


-1

The mirror image spell description says: A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The condition that a duplicate can only be destroyed by an attack that hits it explicitly excludes attacks that do not hit it, like an area spell (fireball) or that have other effects. The key here is that it ...


1

I believe that both heads would have to have the dancing property for this to work. Each head of double weapons has to be enchanted separately and do not share enchantments.


14

Basic Stabby Stabby The PHB has the following to say on Two-Weapon Fighting: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. There's a few key elements here. The character has to take the ...


-1

1 round, no prep or help. 234 to 1724 damage. 979 average damage, plus banishment. Half-Orc +1d12 on crit Feat Orcish fury +1d12 Feat: heavy weapon master +10 Skill: Poisoners Kit Ring of 3 Wishes Scroll of time stop Vorpal Great axe 1d12 +3, 6d8 vorpal Belt of storm giant strength +9 Purple worm poison (12d6) Lv 3 Rogue assassin, 2d6 dam, auto ...


14

Yes, you can use the attacks of the new form First, to clear up a potential misreading: the "equipment" that polymorph refers to is the gear of the target before it changes forms. The gear "melds into the new form," and thus cannot be used. As a T.Rex, your... game statistics, including mental ability scores, are replaced by the statistics of the ...


2

Bugbear +2d6 sneak Feat: heavy weapon master +10 Lv 2 cleric, grave domain x2 all damage Lv 2 Paladin smite 5d8 Lv 3 Rogue assassin, 2d6 dam, auto crit Lv 3 Fighter surge, +1d8 superiority Lv 10 Bard, whisper college psychic blade, 5d6 dam and secrets for banishing smite 5d10 Action: path to the grave curse opponents gets vulnerability to all damage. (...


18

(Xanathar's Guide to Everything, page 28) Under Arcane shot, when first describing the feature it says: Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve ...


4

A creature's fists can be a natural attack called slam (see the table in the link) or, as it is written below the table, they can be just old, plain unarmed attacks. Some creatures do not have natural attacks. These creatures can make unarmed strikes just like humans do. The Ogre has no slam attack, just club and javelin attacks, so their fists are ...


1

Knocking someone prone is de rigeuer for grapplers Independent of the specific classes, all grappler builds work towards knocking their opponent prone. See The grappler’s manual.


7

No If the description of the ability doesn't say that the ability modifier should be applied to the damage, then it isn't. In the Damage Rolls section of the Players Handbook (or Basic Rules), it states: When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage. A spell tells you which dice to ...


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