AC represents your defenses, trying to move to avoid an attack: ducking and weaving, being hard to hit.
I think it's within the rules to say "I let the attack hit me". This represents your character not trying to avoid the attack, which your AC covers.
When the arrow, poisoned dagger, or whatever hits you, you then use your reaction to use Deflect ...
Why, of course - but it won't do what you think.
The Forge Domain cleric's Artisan's Blessing Channel Divinity option (XGtE, p. 19) states:
Starting at 2nd level, you can conduct an hour-long ritual that crafts
a nonmagical item that must include some metal. The creation is
completed at the end of the hour, coalescing in an unoccupied space of
The Forge Domain cleric's Channel Divinity: Artisan's Blessing (XGtE, p. 19) states:
Starting at 2nd level, you can conduct an hour-long ritual that crafts a nonmagical item that must include some metal. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
You choose whether to use it at the end of a short rest
Like you quoted, the timing for the ability is simply:
When you finish a short rest, you can cast one of the following spells
This means that each time you finish a short you can choose to use this feature (you don't need to plan ahead). However, once you choose to use it, you must wait until you ...
No, you do not need to provide material components
The specific wording of the ability is that "...you can cast it by spending 2 sorcery points..."
This implies that by spending the requisite amount of sorcery points, the spell is cast. Even though it doesn't say that you "don't need to provide material components", it should be noted that it also does not ...
I know this kind of answer might be frowned upon for its simplicity but here goes:
There is no reason why a DM would be forced to allow you to do that in its game as far as RAW goes ... but there is also no reason why a DM would be forced to disallow it.
Spirits are fickle entities. Unpredictables. Cryptic. A bit alien, too.
They do not answer to the ...
The Shadow Magic sorcerer's Eyes of the Dark feature makes no special mention of components, therefore they must be provided as normal.
[...] [Y]ou 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 cast it with ...
All creatures take the same [base] damage
5th Edition D&D doesn't stipulate that there's an "order" to which creatures get hit first by Area-of-Effect effects, and the effect of the Piercing Arrow Shot is to turn an arrow into an area-of-effect.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this ...
The other answers offer some options, but I'd like to offer another option.
Bear in mind that the below uses content from Fiendish Codex I and is to some considered cheese....
Dark Chaos Shuffle
This is considered a pretty simple way of getting rid of feats gained from class features or other sources that are unwanted.
The first is to find someone who can ...
The are several methods of changing feats after the fact.
The Retraining rules from Players Handbook II allow you to replace feats after the fact.
The general Retraining rules start on p.191, the feat retraining rules are found on p.193.
The psionic power Psychic Reformation allows one to retroactively select anew feats, spells, skills, and powers taken ...
You cannot perform somatic components if you are restrained, if your hands are full, or if your armor gets in the way. Without somatic components, you can keep your hands full and ignore any arcane spell failure on your armor, and restraining you will not prevent your magic. Plus, you don’t have to move your arms or hands around to cast your mysteries—even ...
You may not have to if the DM'll let you retcon just a little
Unearthed Arcana on Monk Variant: Fighting Styles, in part, says
A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting ...
It uses different ability scores
Stealth uses Dexterity (Stealth) check and is countered by Wisdom (Perception) check.
Insightful Fighting uses Wisdom (Insight) check and countered by Charisma (Deception) check.
Depending on creature you are fighting against, one might have more chances to work than the other.
Insightful fighting is a good option to have
Yes, attacking with advantage, as well as sneak attack, when hidden is great, but there are at least two reasons that Insightful Fighting could sometimes situationally be the better choice for your bonus action.
Hiding isn't always possible
Just because your Rogue has Cunning Action and can hide as a bonus ...
I would think that making The Blighter's blightfire hurt the blighter is not only silly but utterly counter-intuitive. In the abilities very description it states that the blightfire is "similar to a burning hands spell but with a range of 10'" obviously this implies that it's a 10' cone.
Also, I played a blighter into epic levels (49th) and let me tell ...
No, a transmuter wizard is not considered a shapechanger
Shapechanger is a tag which is given to certain creatures.
The spell text of Moonbeam refers specifically to 'A shapechanger' not simply 'A creature with the shapechanger abilty'. Gaining your 10th level class feature as a Wizard Transmuter doesn't change you from a Medium humanoid (any race) to a ...
According to Jeremy Crawford, yes
In his tweet
A creature must be designated—with a tag or other text—as a shapechanger to count as one.
Transmutation wizard meets this requirement - "other text" - by having the Shapechanger class feature.
I agree with Zso's answer on your linked question. Shapechanger has always been an inherent non-magical ...
War Magic lets you cast and attack on the same turn.
Question 1: Yes, this lets you attack without the "Attack" action.
The War Magic feature lets you make one weapon attack as a bonus action. This is conditional on having used your action to cast a cantrip, and having a bonus action available.
Logically this implies that the cantrip should occur first, ...
First, the Eldritch Knight's War Magic feature states
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Yes, you can take an attack action with the longsword in your main hand as a bonus action.
The wording of the War Magic feature doesn't specify melee or ranged, only ...
It's probably fine
Insightful Fighting is a little niche; it gives you Sneak Attack against a target when you wouldn't normally get it, but requires a successful check, so is not guaranteed. Counter-Fighting(TM) requires no check, and the attack bonus is not nothing, but is more niche, requiring you to have taken a specific action last round, and while ...
The Order Domain cleric's Voice of Authority feature (GGtR, p. 26) says:
If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If your ally, the intended target of healing ...
The Voice of Authority ability says that the target of the spell "can use their reaction immediately after the spell." There is no stack in D&D, so things are resolved in order, in this case the spell, which heals and therefore wakes the target, then the target making their attack.
If you look at the next part of the text of the Blood Intensity, it says...
This otherwise functions as —and does not stack with—the Intensified Spell feat.
And Intensified says -
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit ...
You sculpt the spell at the time of casting, and your choice affects all the meteors for the duration.
The key issue here is how you interpret Sculpt Spell's "choose a number of them" language. Are you choosing creatures from among those affected by the spell, or do they just have to be creatures you can see?
For most spells, it doesn't matter, as you know ...
As written, Sculpt Spells affects all saves against the spell
As you quote in your question, the School of Evocation wizard's Sculpt Spells feature says:
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving ...
Sculpted for the whole duration
The spell is an evocation spell and it definitely affects other creatures so an evoked can use Sculpt Spells on it. This allows “chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.” It doesn’t impose a limit on ...
There is no save against hex (the spell).
Each spell that requires a saving throw1 will indicate which ability the save is measured against: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Since hex has no such text, there is no saving throw versus hex. (Great spell, eh?)
Hexblade's Curse, the class feature, also has no saving ...
The Lore Master's abilities don't work with spells cast from items
Unfortunately, the Lore Master's Spell Secrets and Alchemical Casting features both have a more restrictive wording than the Sorcerer's metamagic, as they specify the restriction (emphasis mine):
When you cast a spell with a spell slot [...]
If you didn't use a spell slot to cast the ...
No, the base AC of the Wolf remains 10+1+2 (13), if a game effect changes the base AC it says so in the text.
You add your proficiency bonus to the beast’s AC. You do not change the Wolf's base AC to 13 + your proficiency bonus. In other words: the base AC of the Wolf (MM 341) remains 13 (10+1 from natural armour, +2 from Dexterity), and the total is 15 (10+...
A shifter can make iterative attacks as they would with a manufactured weapon
During a full attack, you can normally make one attack for each natural weapon that you have. However, shifters gain the Shifter's Fury class feature.
Shifter's Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. ...
No, it does not allow Advantage on all attack rolls
This is spelled out quite explicitly in the rules you quoted:
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw.
So you did right the first time.
Yes, but it's not perfectly smooth
Currently, as described, there are three ways to drop an infusion.
You can die, and wait a few days. This will cause you to drop all of them all at once, and also requires you do die and stay dead for a few days. It's not a perfect solution.
You can infuse enough items to exceed your maximum, thus causing your oldest to ...
As currently written, the only rule for creating a new infusion when you already have your maximum infusions is to automatically drop the oldest, so you can't simply choose to drop any infusion. This may change if/when the Artificer becomes official in a book release as it requires additional bookkeeping to track the order of infusions, and 5E generally ...
As Ryan Thompson has pointed out in his answer, this ability does not specify any limits or other prerequisites other than that your target has "one or more of its allies within 5 feet of it." This means that every turn, you gain advantage against such creatures.
This is in line with a paladin's level 7 feature. Most other paladins gain a passive aura that ...
Cull the Herd applies to every attack as long as the conditions are met
The ability doesn't specify how long the advantage lasts because it doesn't have a duration or a limited number of uses. Each time you make an attack, if the conditions are met at the instant you make the attack, then the ability applies and you have advantage for that attack.
While the examples are of simplistic objects/constructions, they are provided to explain/clarify the size limits rather than the allowed complexity.
"you can reshape ice in the area in any manner you choose" implies to me that the reshaping can be as complex as you want. "Stairs to reach inaccessible locations" seems like an intended use of the power.
It's ambiguous, but I think the list that follows is meant to be examples, not a list of options.
I have both played this class and run a game where someone had it, and it's my strong opinion that this should be interpreted very liberally. This subclass is very weak compared to other monk subclasses, and really struggles with resource contention (where ...
Yes, Heart of the Storm works with wands
In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you.
All the feature requires is that you start casting a spell that meets the requirements. And using a wand is still casting a spell, just with the aid of an item.
This combination works
The Life Domain cleric's Disciple of Life feature states:
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Note that this not say once per spell or once per cast or similar wording, this bonus to healing occurs each time ...
No, because it's not anyone's turn.
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s.
Now, we don't normally keep track of turns out of combat, but if someone is trying to take some ...
It is difficult to give a proper answer, as the description on the net attack is too vague:
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
At first glance, the above would seem to indicate that if you use a net to attack, no other attack could ...
You cannot make the second attack with the net
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
In this case you are using an action, bonus action, or reaction to attack and even though you start with a different weapon (in this case a dagger), ...
You can use a reaction to affect initiative rolls.
Initiative (PHB 177):
At the beginning of every combat, you roll initiative by making a
You would automatically become part of the combat, but there is not a single instance, in the rules, that necessitates that you can't start the combat with a reaction with the usual exception of ...
Traditionally, this is a matter of interpretation for the DM.
D&D 5e lead designer Jeremy Crawford has often stated that words not defined in the game rules should be interpreted to use the commonly understood English meaning of the word. When this is ambiguous, as in all ambiguous rules situations, the DM decides.
For example, in this tweet, Crawford ...
Use common meaning for metal
E.g. a common definition:
a solid material that is typically hard, shiny, malleable, fusible, and ductile, with good electrical and thermal conductivity (e.g., iron, gold, silver, copper, and aluminum, and alloys such as brass and steel).
D&D is not a chemistry engine
Along the lines of "D&D is not a physics engine."...
While I'm no expert, it seems that Radiant Sun Bolt is a Spell-like ability and therefore not actually casting a spell, and usable during rage. However it's not subject to the barbarian's rage bonus damage since it is Dexterity based, and the rage damage requires a strength based attack
The lowest reasonably achievable Armor Class is -7
The character, lets call him Colby, to accomplish this absurdly low AC is a character with rolled ability scores resulting in 3 Dexterity, 3 Charisma, and either 3 Wisdom or Constitution.
If 3 Wisdom, Colby requires at least 1 level of Monk, and 3 Constitution requires at least 2 levels of ...
Minimum achievable AC: -5
At least 1 level of the Monk class.
Ability scores must include 3 Dexterity and 3 Wisdom.
Don't wear armor.
Access to someone who can cast the slow and feeblemind spells.
Be playing the Rise of Tiamat adventure module, and acquire a Dragon Mask, an item with the following property:
Draconic Majesty. While you are ...
Polearm Master can use the monk damage die.
The PHB states that the monk damage die can replace the damage die of an unarmed strike or a monk weapon - and with polearm master you are still using a monk weapon to make the bonus attack.
It doesn't increase your damage in any shape or form.
By the time your damage die increases you can either do 1d6+dex ...