New answers tagged

-2

Tempest, Twilight Domain and War Domains have bonus proficiencies with martial weapons.


1

Yes. Frightened and Madness are different effects with different rules. Frightened and Madness are different effects with different rules. Immunity to one does not confer immunity to the other, because the rules don’t say anything about that. They each have their own rules, and apart from a specific effect using both together, there is no interaction between ...


0

Superior Invisibility is listed on the chart, referencing the Faerie Dragon. It isn't quite the Stalker's ability, but turning invisible as a bonus action (with concentration) means the monster will virtually always be attacking from invisibility, and at minimum will be invisible to the first attack against it each turn. The chart only specifies an effective ...


6

How to choose a name is up to you In the end, it's all up to you how to choose a name. You could open a dictionary at a random word, look for a name with a specific meaning or use your favorite author, but in the end it is up to you to choose a method to come up with a name. What makes a name: Parts of a name A name is more than just one word. In fact, it ...


1

This feat's first two points seem to work well enough to be balanced, if a bit heavy on the feet of Spell Sniper and Crossbow Expert. With your third point though, that one has a few issues, specifically from Eldritch blast, interactions with cantrip and level spell interactions, and the general damage boost. Eldritch Blast Now if you didn't know, Eldritch ...


16

In Lore: It's complicated. Firstly, there are smatterings of evidence here and there, and it's hard to pull together all the pieces, but none of the lore I've found proves that it would be impossible. Regardless, there is no reason you should constrain yourself to existing lore, rather than creating your own, even if it subverts your players expectations. ...


5

Permanent invsibility increases Challenge Rating by 3. Assuming (dis)advantage is ±5 to a roll, CR increases by 2 before accounting for the invisibility being permanent. The conventional wisdom is that advantage and disadvantage roughly translate to a ±5 to a d20 roll (for more details see the last section of this answer). Taking this rough assumption, we ...


2

You really like temporary hit points, don't you? All jokes aside here's my review of each of your points: Fighting spirit - helps get the longevity going in a hopefully non-intrusive, non-abusable manner Seems balanced to me, altough a bit tedious. Depending on how experienced your player(s) are going to be, it might be a bit of a hassle remembering to ...


0

Play Without Map and Minis - Theater of the Mind Some tables play without a grid. In 5e, unlike some other editions, the grid is an optional rule, not a core rule. It is so common that we often take for it for granted that people are using grid squares. 5e can be played entirely "theatre of the mind" without maps and minis at all. I personally ...


0

Hiding is a viable tactic in melee. Remember that the limitations for hiding are: The DM decides when circumstances are appropriate for hiding. ... You can't hide from a creature that can see you clearly That means if you are fighting in darkness (and even dim light depending on the circumstances) you can hide even in melee range. You can also utilize the ...


4

The lance targets the named creature, so that's exactly what it does Usually in order to target something you need to have a clear path to the target: To target something, you must have a clear path to it, so it can't be behind total cover. However Raulothim's Psychic Lance skips the usual process, and jumps straight to having the spell target a creature: ...


4

In this situation, you cannot move When moving on a grid, movement is measured in squares; to enter a space that costs four times as much movement, you must have four squares of movement available. The rules on Playing on a Grid state: Squares. Each square on the grid represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the ...


4

The Player's Handbook gives example names for each race, so you could start there. If you don't like any of those, there are lots of sources to take names form. You can borrow a character name from your favorite fantasy novel, maybe modify it somewhat or chose something similar to it. Coming up with a name used to be the hardest part of character creation ...


18

Let's cover a basic premise first: You can name your character whatever you want. Or perhaps more usefully, you can name your character anything your table/playgroup is ok with. I'll get back to that. If you want consistency with existing lore, or just not have to come up with a name of your own, each race option has a list of example names (see eg. Elf ...


-2

You can target a creature under total cover, but unlikely you may hit them. There are two relevant parts in the description of the spell. The former is (emphasis mine): If the named target is within range, it becomes the spell's target even if you can't see it. There are several ways in which a creature can not be seen: for example they may be hidden, ...


11

Monsters Are Individuals The Monster Manual (pg. 7) gives you explicit permission to make the monsters what you need for your story. The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, ...


11

You're the DM - you tell us. You have the power. It doesn't matter if TSR or WotC or I or anyone else says they can or they can't; it's your adventure, if you want it so, make it so. What other people have said (like you should care) Since their original origin story in Dwellers of the Forbidden City where they were created from humans in a dark ritual ...


4

To limit abuse, mimic Relentless Hex instead of Dash As other answers have pointed out, the Stride ability as written effectively gives PCs a permanent movement buff, which has various exploits such as enabling them to close long distances more quickly and easily kite pursuers that nominally have the same speed as them. You can help limit Striding to your ...


8

I don't see any issues with this, other than that wild magic can be highly disruptive -- but presumably you and the player both know that already and are okay with it. You might check with the other players to be sure they don't mind this kind of crazy happening in their game. While most players like or at least don't mind extreme random effects like Wild ...


2

Yes, this spell can ignore cover. Here's the general rule for spell targeting, already quoted in the question (PHB, p. 204): To target something, you must have a clear path to it, so it can't be behind total cover. And here's the rule that describes the effect of total cover (PHB, p. 196): A target with total cover can't be targeted directly by an attack ...


0

Maybe Firstly, the quoted "Clear Path to the Target" only talks about targeting specifically, while the spell gives you a specific way to target an opponent. If the named target is within range, it becomes the spell's target even if you can't see it. Unfortunately it doesn't specifically mention full cover being overruled, therefore: Most likely ...


1

You cannot target anything behind total cover without an explicit exception Quoting the rules on A Clear Path to the Target: To target something, you must have a clear path to it, so it can't be behind total cover. [...] The Raulothim's psychic lance spell does not state it ignores cover nor that it can go around corners. We can compare this to sacred ...


5

In 5e grids are an optional rule, the rules don't assume you are playing on a grid leading to awkward situations. The movement rules are no help, they just say "you can move a distance up to your speed". The difficult terrain rules say "Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in ...


7

I don't think adding a universal bonus action is a good idea. Bonus actions aren't a resource you need to find ways to spend every turn lest you be sub-optimal. Rather, bonus actions are a way for the game to say "it's free, but limited". Are some bonus actions powerful? Yes, but that's built into the system of the class that has it. A reliable, ...


-1

It's not metagaming I thought I'd challenge your assertions on this one. Imagine you are an adventurer in the D&D universe, put yourself into their shoes. You just killed a cool monster, and start searching to see if it had anything interesting, you found 2 copper. If you think it has more, why wouldn't you continue searching? You go to a library to look ...


5

Dale M's excellent answer covers a lot of your questions. I will try to answer a few things I think were neglected, especially focusing on the issues that may not be clear to you as a new player or with an inexperienced DM. You've got to see something, but you also have agency The party enters a new location, and the GM asks us to roll a d20 for Perception....


7

I would recommend against it TelekeneticBarbarian makes a strong argument about all the ways a character can gain extra movement through normal methods. By adding this as a PC-only bump, you are really just tilting combat in favor of the PCs to make things easier on them, not making them more heroic or "optimal": Squishy characters can now out-...


6

If your DM allows, you could swap Tiefling fire resist for cold resist, like Jester on Critical Role. (The backstory reason was the mix of her father's traits with her mother's standard-Tiefling traits.) Her Hellish Rebuke also deals cold damage. Tieflings have darkvision built-in. This is of course not strictly RAW, essentially homebrewing a Tiefling ...


18

As an action available to everyone, without any investment whatsoever, and in competition to the Dash action (and particularly the Rogue's Cunning Action), your bonus-Dash should be weak. I'd suggest a mere 5 feet of movement, if you're hell-bent on adding this bonus action. It's better than what the players have right now, it isn't a good alternative to any ...


23

I would strongly recommend against this Your players are rejecting already balanced options - feats, multiclassing, spells, items, etc - but asking for a free option that does the same thing. For something to be balanced there needs to be a give and take. In this situation players have no reliable bonus action so the bonus action cost isn't truly a cost. ...


1

Many abilities/spells grant temporary bonuses which might qualify, so for the sake of this post I am only included abilities which can be maintained indefinitely or are simply passive bonuses. Keep in mind the artificer infusions are also just magical items, so you could find those, but that's usually not up to the players. Gaining Darkvision: Devil's Sight -...


23

Darkvision Class Feature with Cold Resistant Race: Twilight Cleric 1st level (Always on, 300 feet) The Twilight Cleric feature Eyes of Night gives Darkvision: You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. ...


4

Setting matters Various settings assume different levels of access to magic. Eberron has a "magic-punk" feel, and generally assumes that magic is relatively cheap and plentiful; the Dark Sun setting vilifies arcane magic (due to the belief that it's ruined the planet) and (based on friends' tales of Dark Sun campaigns) focuses on psionics (which, ...


4

In most 5e settings. Adventurers and magic are considered the absolute best of the best and rarities. Its estimated in the Forgotten Realms only 1 in 90,000 people can ever even cast a 2nd level spell. So When you start talking about a 7th level wizard, you might very well be dealing with a 1 in a million individual. And that wizard can only dole out a ...


1

No. The Monster Manual explains how the "Languages" section of a stat block works: The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. The languages a creature can speak are those listed first with no qualifiers. When this ...


7

Mass attacks overwhelm casters. If you spread the knights out to not have them all reside in neat 20 foot radius bunches, the wizard will be really sad when 50 knights show up with pointy things they are trying to poke into the Wizard. 40 foot diameter fireballs aren't all that large outside of a dungeon. Consider the modern day equivalent - infantry move ...


9

One does not simply hire a 7th level wizard if you can simply hire a 7th level wizard Here's where your assumptions about the world conflict with reality. Magic is rare, much rarer than you would expect based on the fact that most PCs know a bit of it. You're playing exceptional characters with special abilities, and your services are not cheap. I wouldn't ...


7

Most undead retain their memory. It depends on the particular creature in question, but most types of undead retain at least some memory of their previous life. Sometimes, the undead has a clear and sharp memory of who they were, like for a mummy, ghost, wight, or lich -- some forms of undeath are, for most purposes, simply life continued by other means. In ...


7

-28 to all ability checks I will give this a try and assume for the time being I can bring a nearly unlimited number of friends(or foes). I find it surprisingly hard to really push the modifier down, but this is my shot at it. Lets start with the easy part, roll unlucky and you get a score of 3 in Dexterity, giving you a -4 for any ability checks you make. ...


8

This varies with the Undead in question, but such information is almost always available in (and often a key part of) their description in the various monster manuals they are found in. It ranges all the way from Liches (who basically keep their entire personality) down to Zombies (who are pretty much clueless about their previous history) and everything in ...


2

Yes, if you're a Bladesinger Wizard. Generally, you're not able to combine Booming Blade with abilities that trigger off of the Attack Action like Two-Weapon Fighting, because there is a difference between making an attack and taking an Attack Action, and casting Booming Blade generally requires the Cast A Spell Action. However, as of the release of Tasha's ...


0

Round One 1st Round: Full round act: cast Hunter's Mark and Hex. Hunter's mark and hex both take bonus action to cast, so can't be cast on the same turn because you only get one bonus action, and bonus action spells can't be cast as an action. Moreover, both are concentration so can't be kept up at the same time; when you cast the second one, you lose ...


-2

There's a lot going on in this question. There was no answer addressing all problems in one place, so thought I'd write one. If you want to cast spells with a weapon in your hand, either War Caster or Subtle Spell will work You don't need both of them. War Caster says "You can perform the somatic components of spells even when you have weapons or a ...


2

You could use Quickened Spell on booming blade and also cast booming blade as an action to get a total of 2 booming blade attacks, although if you hit the same target twice, only one instance of additional damage would be triggered if the target moved. You don't need Subtle Spell, because you are holding the material component (the weapon) and can use the ...


34

Because you have bonuses For your Wisdom (Perception) check you probably have someone with, say 16 Wisdom (+3 bonus) and who is proficient in perception (+2 bonus at low levels). That’s +5 in total meaning that they will automatically succeed on Very Easy checks, have a 80% chance on Easy, 55% on Medium and so on. If this character is trying to perceive ...


-3

When you die outright, you take an amount of damage equal to your current HP + your maximum HP. So, when you go down to zero without taking that much damage, that is when relentess endurance activates.


9

I've used them for an alternate ability score generation method: "best of n attempts". The traditional score generation method is 6 rolls of 4d6, dropping the lowest die from each set. I am typically okay with starting ability scores skewing a little bit higher, so I like to use a "best of" method. That is, roll the traditional way, but ...


8

Probably No You can certainly give the target a dream in which they relive things that happened in the past months. You probably cannot have them relive three months' subjective experience in ten minutes, but that's up to your DM. You can probably convince your target that a dream was real. The spell doesn't explicitly say you can do this, but it seems in ...


5

The key is that it is your creation... Fan Content does not include the verbatim copying and reposting of Wizard's IP (e.g. freely distributing D&D rules content...) I'd take that to mean: Your derivative database is fine; "these spells provoke a CON save" isn't something copy pasted from the book. Stating a spells' range, area of effect, ...


13

A cleric with this feat can cast cure wounds using spell slots without preparing it. You have made the correct observation. The text of the feat is unambiguous: You can also cast this spell using spell slots you have. The feat creates an exception for the cleric. Normally, a cleric must prepare spells to be able to cast them. However, the specific beats ...


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