49

When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute...The object can't deal damage or otherwise directly harm anyone. From the definition ...


30

Your specific descriptions of the Wizard's use of Illusory Reality is not supported by RAW By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that ...


28

It's not as useful as detect evil was in 3e, but it still has niche uses. Divine Sense is basically the 5e version of the 3rd edition Paladin's detect evil, which could be used at will. It penetrated some barriers, detected lingering auras, identified evil NPCs, and helped find hidden enemies. The problem was that 3e paladin used detect evil on every ...


24

Half-elf and half-orc are their own separate races. In D&D 5e, the general principle is that a rule says what it says, and no more. Everything else is up to the DM. The ranger's favored enemy states: Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. Since half-elf and half-orc are both humanoid races ...


21

Yes, you can dispel it The Shadow Arts feature says: Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. The key term here is "cast" because ...


19

Yes: At 5th level, extra attack includes the Longbow The Fighter, Barbarian, Monk, Ranger and Paladin all get Extra Attacks at fifth level. None of them specify "melee" or "ranged" therefore there is no limitation per the rules as written. All of them read the same way. Beginning at 5th level, you can attack twice, instead of once, whenever you take ...


16

Limitations of Illusory Reality Illusory Reality states: By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your ...


16

RAW is unclear, but I believe the intent is that you are still limited to a certain distance; it's not indefinite RAW, the feature is worded in a way that only makes sense in combat when time is divided up into turns, therefore it is unclear what this means outside of combat. However, if I guess the intent of the feature, then I believe it is equivalent to ...


16

Unfortunately, No The introduction to Xanathar's Guide to Everything (page 5) reiterates a rule about concentration: As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly. Therefore, any spells/abilities that require concentration to maintain end when another ...


16

If you have doubts about balance, keep in mind that ultimately that depends on how you as a DM build the campaign and possible encounters where this ability could be used. If you allow your player to by-pass total cover and then you consider that some parts of the adventure would be "ruined" by that, you're free to change it a bit to avoid that problem. If ...


15

No, it's an illusion with no speed. Difficult Terrain does not affect it. The Trickery Domain Cleric's Channel Divinity: Invoke Duplicity states: As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. You are moving the illusion, it does not have a speed. Having a speed ...


15

Yes, the attack would bypass that reistance Creatures that say this only resist B-P-S damage types Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks When a statblock says this, it means that the creature only is resistant to the bludgeoning, piercing, and slashing damage types from nonmagical attacks. Since force damage is its ...


14

Divine Sense can be very useful in particular campaigns/social situations I have played in a number of campaigns where Divine Sense was useful. The most prominent of which was when I ran Curse of Strahd. It was used so much that the paladin player was often running out of uses. Helping the rampant use of this ability is the fact that unlike a spell it has ...


14

No, there is no water in the flask The Decanter (DMG, 161) description heavily suggests that there isn't any actual water in it when not in use(emphasis mine): This stoppered flask sloshes when shaken, as if it contains water. The use of "as if it" suggests that the item itself is just a decanter. There is no water in it when not in actual use, and the ...


13

The Shadow Step feature is not magical The Sage Advice Compendium (page 17) answers the question on determining a game feature as magical as below: Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature: Is it a magic item? Is it a spell? Or does it let you create the effects of a spell ...


13

This change is unbalancing as it makes the Dueling Fighting Style often strictly better than the Great Weapon Fighting Style Let's look at the Dueling Fighting Style (D-FS), it states: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. This is quite clearly meant to benefit those ...


13

Yes, you can Action Surge before taking your first action. In the PHB, Action Surge doesn't mention a condition of using your Action Surge aside from being on your turn. If it had said, "after using your action" this wouldn't work, but because it has no such specifier, you can use your Action Surge before your original action.


12

Avernus is a desert The best descriptions of Avernus I've found are in the Baldur's Gate: Descent into Avernus adventure, under the "Paradise Lost" heading in the introduction (p. 9): Before the Blood War reduced it to a blasted wasteland, Avernus was a honey trap created by Asmodeus, a paradise of infinite delights designed to lure and enrapture mortals....


12

Comparing just the 2nd level abilities to each other, without reference to the other wizard subclass abilities at other levels or even to class features like Spellcasting or Arcane Recovery which might synergize better with some than others is... going to be difficult to make meaningful sense of. Part of the problem is that D&D has a history of some ...


11

When you cast the spell The first part of the sentence has your answer. It states: "Once per turn when you cast a spell". Not "Once per turn when a spell you cast does damage". Keep in mind there are various reasons why you might be able to trigger this ability and not have it have any effect. A creature could be immune to cold/lightning damage. They might ...


11

I'm repeating the same answer I gave on a previous question which I'll link to this one, but I think it still holds: The DMG has a Workshop section for customizing your game, and one of the section is on "changing spell lists". It says (among other things) that: Modifying a class's spell list usually has little effect on a character's power but can ...


11

Yes you can make one additional attack with it (emphasis added) the extra attack is also part of your Attack action, and thus: you can teleport up to 10 feet before each attack applies to it.


10

No. Once you Sudden Strike, you may no longer use Sneak Attack that turn. Sneak Attack is usable once per turn: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack [...] That is always true. But Sudden Strike grants you a bonus action attack and let's you ignore the once-per-turn limitation for that attack only: ...


9

Following the precedent set forth by the Sage Advice Compendium, "immunity to poison" includes both the Poisoned condition and the poison damage type The Sage Advice Compendium has two instances of explaining what "poison" means: Q. Does a monk’s Purity of Body feature grant immunity to poison damage, the poisoned condition, or both? A. That feature ...


8

No: Creatures are only banished for the 1 minute duration From the wording, it appears that the intent of the feature is for the creature to return after one minute, and the phrase "as in the Banishment spell" is used to describe what banishment is, as it's not an otherwise defined term within 5e (as opposed to something like "Stunned", which is a defined ...


8

The ability uses the word "attack" in the strict rules sense. See What counts as an attack? for a summary of that, but essentially provided you are not using abilities that require you to resolve an attack roll or that are called out as being attacks or damaging in the rulebook, all is good for maintaining the charm. Unfortunately, what you cannot do is ...


7

Per the feature description: Eyes of the Dark Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you ...


7

Shadow Step is teleportation. If it were based on "ninja like reflexes" then there would be no way of moving between shadows that are not connected and the characters's movement rate would apply. A human monk with a movement rate of 40 feet can take their full movement then telport an additional 60 feet into a shadow that is on the other side of a deep ...


7

You do have to actually whisper, but nobody else will hear you; what others creatures notice would be up to a GM The feature states: As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear... This is a result of spells and features not having any sort of "fluff" text in fifth edition. This is ...


7

The resistance does not last for the rest of your turn The Spectral Defense feature states: At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's ...


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