Wow, a hot question. My solution follows, although I do not claim this is The Solution.
Make up a simpler system. That applies only to
NPC to NPC interaction
too many NPCs fighting too the PCs
wtf moments for the GM
The system is:
for any decision( attack, skill, luck ), throw 1d6
1 means "worst possible", 6 means "best possible"
Can I attack with bite and claws?
Either Bite or one claw attack. Standard action attacks are normally only one attack, ever.
Do I need to do full round attack to get all 3 attacks?
Yes. At 7th level effective druid level (you get at 7th level but some classes don't) your Big Cat companion gets Pounce. That means on a ...
You don't need to do this, because everyone can already do this
The GM is supposed to confer advantage/disadvantage rather than apply modifiers whenever circumstances are altered to give one combatant an edge over another:
The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a ...
Yes, but it would need a higher cost than one action
5e is pretty heavily based on building advantage in different ways, and the trade off to gaining that advantage. There are two examples of advantage and there costs that I feel relevant, and I think we can find an appropriate cost between them:
True Strike (PHB p.284): the current costs for true strike ...
The RAW is vague here but RAF I'd say absolutely. Anything that assists towards removing or avoiding an obstacle such as a monster or trap should be awarded XP for it. The bard that made a skill check to bribe the guards should be counted as defeating those gaurds, he made a skill check, which would have had negative consequences for failure, and he spent ...
What your DM says
There are no "actual rules" and "ignorable stuff" in 5e rules. There is no flavor text, all rules are "actual" rules.
The True Strike description states
Your magic grants you a brief insight into the target's defenses.
The only mechanics the spell describes is the next turn advantage. Any additional effects ...
Replacing improvised weapon's 1d4 with Martial Arts
While the damage die for monk weapons (and unarmed strikes) starts out as a d4, which also happens to be the die used for improvised weapons, this does not mean that a monk can treat improvised weapons as monk weapons.
The full description of damage for monk weapons makes it pretty clear that the "d4&...
Short answer: DM discretion
Improvised Weapons in use
Technically, improvised weapons are something that the DM could give proficiency to on a case-by-case basis, like a table leg acting as a club. But in this example, a shortsword is typically meant to be used as a close-up weapon, not a thrown weapon.
With the Tavern Brawler feat, you are ...
No, Strength/Wisdom is not added to damage rolls
The rules make no mention of ever adding any modifiers to damage rolls, as you've observed; the closest it comes is that using a weapon appropriate to a target's particular vulnerability does a bonus weapon die of damage, as does scoring a critical hit. Hit points and damage numbers in Knave are deliberately a ...
Technically, "damage from spells" is not a "damage type", and so these rules don't interact with each other at all.
From the Elemental Adept feat:
Spells you cast ignore resistance to damage of the chosen type.
Certain creatures, like wizards of the abjuration school, can gain resistance to all damage done by spells. Since this isn't a ...
Focusing specifically on your use case, where you have 2 full hands, and want to cast a spell with a material component requirement.
I don't think that your DM's ruling is supported by the rules in 2 ways. The first is that dropping an object does not appear to use up your free object interaction. Jeremy Crawford has tweeted
The intent is that letting go ...
Both would need to make saves, or move at 1/4th Speed per turn, but a creature being forced into the area might not have a choice.
Speed is the statistic from which your total movement is calculated from. No distinction on the mode/method of movement is made. The information on caltrops and bearings follows (emphasis mine,)
As an action, you can spill these ...
Yes, it does.
Oddly enough, this rule is found in the introduction to the Monster Manual (p. 8) under "Vulnerabilities, Resistances, and Immunities" (emphasis mine):
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from non-magical attacks (a magical ...
Another potential synergy with Booming Blade is the war caster feat and Lightning Lure particularly on an eldritch knight. I like to call the combo "We're best friends now"
Application: walk up front for engagement too short of movement? Cast Lightning Lure to bring your new friend in for a lovely chat. They do not want to be with you - whack - ...
Yes (max is 3)
There are 3 triggers: When you cast, when they enter for the first time on a turn, and when they end their turn.
So yes if they enter and then end their turn there, they would have to make the save twice.
3 is the max because you could cast the spell during their turn as a reaction, then somehow have them leave and re-enter, and then end their ...
RAW: It would work
The statement is:
when you are wielding in one hand and no other weapon
It doesn't say; "in just one hand". Different statements. If you are wielding in two you are wielding in one, but not only in that one. If I ask you when you are wielding that weapon in two hands: What are you wielding in your left hand? Your answer would ...
There are no general rules for knowing a creature's location.
The Hiding rules say "you give away your position if you make noise", and the Unseen Attackers and Targets rules also say "when you make an attack, you give away your location when the attack hits or misses."
But if you just pick any two creatures A and B, there are no rules ...