There are no rules that allow for this.
The Player's Handbook/basic rules for falling provide no guidance whatsoever:
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids ...
Just attune to the item or stay away from the dragon for 24 hours.
The rules for attunement state:
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.
So if you are ...
Under certain conditions, yes
The Rescue Maneuver
The rescue maneuver begins on the pegasus's turn and requires the following:
The paladin is falling normally, and has not yet hit the ground.
The pegasus has sufficient flying speed to reach a point 500 feet directly above the paladin before the end of its turn without using its action.
The pegasus begins ...
Let the probability of the target passing its save be \$p\$. It will be easiest to enumerate the ways a creature can successfully avoid turning to stone.
To avoid turning to stone, a creature must either make the first save, or fail the first save then get three successes with no more than one more failure. The last roll must be a success. This gives us five ...
Magic Items are secondary to the design of 5e
In a tweet, Chris Perkins said
If your 5E characters have no magic items, the game would still be
balanced. Magic items are pure candy.
The designers created D&D 5e to be able to function without assuming characters have magic items, and magic items do not appear in the Player's Handbook (Though some of ...
This is not a distinction made by the game rules.
We must assume here that in some standard environment1, mage hand can lift with exactly the force required to lift a mass weighing 10 pounds in that environment; this is the most straightforward reading of the spell description.
Then, if we assume that the force output of mage hand is consistent, we would ...
Make teleporting a mode of movement
There is no standard wording for expending movement to teleport. However, the basic movement rules already allow for different modes of movement:
Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you'...
RAW, it appears to work.
There is no guidance given for the order in which these two effects would occur. Both happen "at the end of a short rest". So when it comes time to roll hit dice at the end of the short rest, we can ask "am I attuned to the periapt?", and the answer will be "yes", because it is the end of the short rest.
Only if you have a feature that permits the familiar to make an attack.
The description of a vial of acid says:
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an ...
No official guidance is given in the rules, however rather than looking at exact height/weight ranges, you can instead look at this list I made and ask yourself if the player is closer in size to a sheep than a human, or weighs more like a horse than a normal person.
Badger, Bat, Cat, Crab, Fox, Frog, Hare, Hawk, Lizard,...
It really depends.
The "basic arrangement of limbs" is talking about being, for example, a bipedal four-limbed bilaterally-symmetric creature. That is to say, you have two arms and two legs, and your right and left halves are more or less laid out the same but mirrored.
A changeling can't turn into, say, a wolf, which has the right number of limbs ...
While there doesn't appear to be a simple table in Dungeons & Dragons 5th Edition dnd-5e, there was one in the Dungeons & Dragons 3.5 dnd-3.5e Dungeon Master's Guide 2003, 29. Though it's not as necessary in 5e to have a 'rule for everything', size in 5e is almost exclusively defined by the space a creature takes up in combat. The rest of the ...
Normal familiars can't
Throwing or splashing a vial of acid (same goes for alchemist's fire and holy water) requires you to make a "ranged attack against a creature or object".
A familiar from the find familiar normally can't do this, because "A familiar can't attack".
...but Pact of the Chain warlocks' familiars can
If you are a warlock ...
Silence affects an area.
It's written in the description:
Silence. No sound can emanate from within the area, and no sound can reach into it.
Creatures are not mentioned here. This effect obviously targets an area, not a creature. The effects that apply to creatures all have the phrase "affected creatures" in the description:
Courage. Affected ...
Height is never really defined
There's a reason you don't remember such a chart, because 5e doesn't have one. It doesn't really spend a lot of time on height outside of cylindrical spell effects and player characters. The same goes for verticallity in general, really.
The only part the game really defines (PHB 191) is the creature sizes dictating the space ...
Acid, alchemist’s fire, antitoxin, oil, perfume, or soap.
We see in Xanathar's Guide to Everything under "Alchemist's Supplies" in the Tool Descriptions section (p. 79):
Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. ...
Rounds, and where necessary turns, are used whenever there is a need for fast-paced tracking of time, regardless of whether or not it is in combat or not
This is hinted at in the optional rule for Xanathar's Guide to Everything for resolving simultaneous effects:
Most effects in the game happen in succession, following an order set by the rules or the DM. ...
Changelings can both change themselves into an arbitrary imagined form and into forms of specific creatures they have seen, provided the form they are becoming have the same basic arrangement of limbs as their current form
The relevant text for the ability is:
As an action, you can change your appearance and your voice. You determine the specifics of the ...
An unbounded number of simulacra (provided you have access to enough diamonds, or the wish spell)
has a modified version of the Simulacrum spell
This modified version of the spell has the following modifications:
It allows multiple duplicates of the same creature to be created
Requires a powdered diamond worth 5,000gp as an additional ...
All damage that flows directly from a successful attack is "the attack's damage"
This includes weapon damage, magical damage (like the cold damage of a frost brand), class abilities like sneak attack or divine smite, spells like Hex or Hunter's Mark and so on. Basically, if the damage can be done simply by succeeding on the attack roll, it's "...
No, there is a distinction between Verbal Commands and Mental Commands
When a spell or effect calls for you to issue a command to a creature, it will ask for a Verbal command or a Mental command. Consider the text of Dominate Person:
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. ...
Dndbeyond does not currently support modified crit ranges, but Roll20 does.
Using the dnd5e sheet provided by Roll20, you can add a specific "Scorching Ray + Hex + Hexblade's Curse" attack in the Attacks & Spellcasting section that does what you want.
When modifying the attack a "Crit Range" option is provided, defaulting to 20, which ...
Like you said, a Monk can Dodge as a bonus action, at a heavy cost.
All Monks get Patient Defense at level 2. It costs 1 Ki to activate, and uses your Bonus Action, and 1 Ki point of the Monk's notoriously limited pool. This limits the Ki abilities you can use until your next Short Rest, it also gives up your Bonus Action, meaning no Flurry of Blows and no ...
I see a lot of accurate information here, but I haven't seen anybody mention the portion of the rules about why it's "Wisdom (Perception)". Yes, it is a Wisdom check that you add your proficiency bonus for if you have Perception proficiency. But there's more...
The other reason is that, as the GM, you can call for different Perception ...
The spell refers to units of mass.
The hand can’t... carry more than 10 pounds.
'Pounds' here is a noun - something that can be carried. A force cannot be carried. You can carry 10 pounds of metal, or ten pounds of flour. You cannot carry ten pounds of force.
The fact that Mage Hand is limited by mass rather than weight shows us that D&D ...
My interpretation: no, it doesn’t provoke an attack of opportunity. “Stepping” into the boarder ethereal involves no motion on the material plane, just as returning from the ethereal plane to the material involves no movement:
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy.
Any movement occurs ...
Fighter seems like the most exciting choice. Action Surge once per encounter is a significant damage boost. Your choice of Rune Knight seems reasonable; I imagine you'd take the Stone Rune and Cloud Rune, both of which help prevent damage. The standard Battlemaster Fighter is also a strong choice because the maneuver dice turn into more effects and also ...
Planar travel doesn't provoke opportunity attacks
There are two reasonable interpretations I can see for how planar travel should be treated mechanically. You could either treat it as teleportation to a destination on another plane or as movement from one plane to another. I'm not certain whether one or the other of these is correct, but in this case it ...
About Space Controlled
What we get from official sources about size is about the area you have control over:
2 1/2 by 2 1/2 ft.
5 by 5 ft.
Giant rat, goblin
5 by 5 ft.
10 by 10 ft.
15 by 15 ft.
Fire giant, treant
20 by 20 ft. or larger
Kraken, purple ...