New answers tagged

-1

How about a potion of giant size and then using enlarge/reduce spell as a stack. The first just states you gain the Huge trait; then using enlarge/reduce, you can therefore double the size of a creature.


2

You can target and (probably) dispel this effect with Dispel Magic First of all, the confusion effect of this attack is definitely magical, because it specifically produces the effect of a spell. This is precisely one of the criteria for determining if an effect is magical. Hence, it is definitely a valid target for Dispel Magic. However, targeting the ...


1

It's magic I kept asking around, and a better DM than I actually thought to read the book. :^) Source: Monster Manual: Zombie Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. ...


0

Step 1: Feeblemind Let's suppose you have a way to successfully stop the creature from being killed by Feeblemind's psychic damage, or that the creature has enough hit points to take the damage and not die, it will have intelligence and Charisma set to 1 which can be rolled for save again every 30 days, thus whenever the creature successfully resists, this ...


0

If you read the entire text of the rule: Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with ...


1

These are all valid points. I would like to contribute to this spell analysis with some detailed analytics. The player is limited by what the spell says, is the golden rule. So with that in mind... Erupting Earth is a "Transmutation" school and there for it alters what is already in existence. Transmutation alters a creature, object, or ...


16

You already made the Dexterity check; its result does not change The enhance ability spell states: [...] The target has advantage on Dexterity checks. [...] And the section on Initiative states (emphasis mine): [...] When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. [...] [...] The DM ranks the ...


1

Yes, it is possible. The problem is Feeblemind killing the target beast, but it is easily overcome. Simple way would be to cast Death Ward on target animal. It's a non-concentration 4th level Cleric/Paladin spell, with duration of 8 hours, so it should be easy enough to arrange at the point you have Feeblemind and Awaken available. That will make it drop to ...


1

This feels quite powerful. I'll go over the abilities one at a time: Constant Flux There is 0% reason not to use this on any roll you would make with Disadvantage, as it gives you a 50% chance to cancel it for free. There is 0% reason to ever use this in any other situation, since you're either getting nothing from it or actively reducing your odds. The end ...


14

Yes Blindsight functions the same regardless of how you have access to it. The rules given in Tasha do not give any restriction on how you can use it so can use it to target creatures using abilities that require you to be able to see the target. As long as the stated restrictions don't apply in order to prevent you from seeing it, you can target a creature ...


-1

Like many things left unspecified, this is up to the DM and the design of his world. I rule that Zombies and Skeletons are just animated by the spell's magic, and the souls have nothing to do with it. Most of the undead, that are higher than that, are animated by the returned soul of the formerly living creature. Indeed some, such as Ghosts, are exactly ...


-1

Your hit points are determined by size and therefore Hit Die. Tiny is d4, Small is d6, Medium is d8, Large is d10, Huge is d12, and Gargantuan is d20. A creature's Hit Die decides their hit points. The number for each die is half the die's maximum plus half a hit point. So, a Large creature, for example, would have a d10, meaning 5.5 hit points(rounded down ...


23

Various Reasons The reasons people have expressed for offense about dice sharing are varied and often personal. Common (three or more instances) reasons I have heard are: Dice luck: the superstitious belief that using other players' dice, or allowing others to use your dice, causes those dice to roll poorly. Dice loss: the players borrowing dice do not ...


0

There are lots of great answers here, but my opinion is that it's always ok to lie to players, as long as you recognize the impact it has on the players. If something is set at DC 15, and the players beat it after beating every single other roll they've made, changing the DC on the fly seems fine to me. On the other hand, if they've been having a hard time, ...


2

Ask your DM. With all the spells and magical effects in D&D 5e, if we tried to create some airtight rules for what could be targeted by dispel magic we’d probably have more exceptions than are worth keeping track of. If dispel magic is a regular feature of your game, it would likely be more helpful to build your own set of individual rulings as your game ...


3

Be a creature with legendary resistances You mention legendary creatures might want to take advantage of this. A common feature of these creatures (Dragons, Demons, not Beholders or Kraken) are legendary resistances, which would let you automatically succeed on 3 eggs each day. Note also that a bag of beans will on average only net you just over 4 eggs, so ...


1

The Charlatan background comes to mind as likely your character would have had to create an identity from scratch to blend in with society. ** Trait – False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including ...


3

Correct, the grappler can't stop this, provided the geometry works out. As you correctly stated, your ally can willingly fail the save to Telekinesis, being moved automatically, and being moved out of reach ends a grapple. There's no option for a grappler to prevent this. However, positioning and enemy reach are important here. Since Telekinetic can only ...


12

When targeting the grappled creature, the grappler is powerless to prevent this. The third bullet of Telekinetic states: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score ...


-1

As your DM I would do one of the following: Case 1: Your animal companion character was not the most important thing for your PC. It matters more that the role is filled and the bond goes beyond the physical animal occupying that role. I don't let you roll death saves. Me and the party have a bit of fun at your expense seeing you stumble for a couple of in ...


1

Does not speak is different from cannot speak A wild-shaped druid often cannot speak any language, simply because they cannot speak, due to a temporary restriction of their physical form. This is a common condition that also affects someone who has been gagged (as StephenTG suggests), someone who is under the effects of a Silence spell, or who is paralyzed, ...


1

Sure. Mordenkainen's Magnificent Mansion creates what is called a demiplane: Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as demiplane, or generated at the desire of a powerful deity ...


12

RAW, if a form's Languages section is blank, that form is immune to detect thoughts. This is the rules as written ruling. A druid wildshaped into a wolf cannot speak any languages, so detect thoughts does not apply, as detect thoughts says: You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. As for ...


3

I'll take a different tack to most of the answers here and say this: If your players prefer storytelling to "winning", lying only ever hurts the game Even if the characters don't know the truth of the world, it can often be beneficial for the players to know. This all depends on what the players at your table do with metagame knowledge. If they ...


10

This is a buffed version of the Tabaxi, with significant unintended consequences. This race is exceedingly similar to the vanilla Tabaxi race, with some improvements. Feature Tabaxi Mitarn ASI +2 Dex, +1 Cha +2 Dex, +1 Wis Speed 30 feet walking, 20 feet climbing 40 feet walking, 30 feet climbing Darkvision Yes No Feline Agility (Primeval Surge) Yes (no ...


-2

Not an answer to the question, but more than a comment Be wary of your level 11 feature which means this no longer requires concentration, that is a pretty huge playstyle change because for 10 levels, which is where most play happens the class will have to work around concentration and will get into the associated habits, then suddenly it will play ...


7

I want to add cheap option that adds considerable kick to your Con saving throw: a single level of Sorcerer with the Favored Soul origin. That gives you access to Resistance or Bless (you can only concentrate on one) and Favored of the Gods, for a whopping +3d4 (or +7.5 on average) to any saving throw once per hour (available while spell slots last). With it,...


1

I am going with the opposite of what RevenantBacon suggests in their answer, but for the same logic. A hostile creature is one that gets too close, looks at them 'funny' or points something dangerous looking at them Undead, specifically zombies have really low intelligence, and that makes it difficult for them to work out what hostile really means. If you ...


32

Hire a Divination wizard You've written: given infinite time, money, support &/or magic to prepare so a good solution is to hire a second-level divination wizard and keep them on retainer. Every day they will roll two d20s for portents; there is some chance that they'll roll high enough for you to make the save. When that happens, you eat an egg, and ...


5

Get a save mod of +19 or more In order to always succeed on a DC 20 save, we need to boost our minimum to 20. The lowest we can roll on the d20 is 1 (note that nat 1's have no special effect on normal saving throws) so we need to boost our mod to +19 (or higher) for a number of rolls. There are a lot of different ways to achieve this, especially since you ...


20

Be a high level barbarian with a cloak of protection standing next to a paladin There are probably complicated methods, but a high level barbarian can have 24 CON, for a +7, and a +6 proficiency. That is already +13. A paladin aura can add +5. The cloak of protection adds +1. That is +19, and you can't roll below a 1 on the save. I can actually think of ...


5

I know this is a super old post however wizards of the coast actually addressed this exact issue in their "Sage Advice Compendium". Page 12, right column, here is the exact quote: Can you also cast a reaction spell on your turn? You sure can! Here’s a common way for it to happen: Cornelius the wizard is casting fireball on his turn, and his foe ...


1

The boring way: You buy them in shops In the Adventuring Gear section of the PHB you can buy arcane foci, holy symbols, druidic foci and component pouches. The listed cost is between 1 and 25 gold pieces. I am pretty sure I have seen similar mentions in other adventures, but I am running Curse of Strahd at the moment and the first shop the party find (at ...


5

If you count Critical Role Wildemount, the setting of Critical Role: Campaign 2, is now an officialy published campaign setting for D&D 5e thanks to Explorer's Guide to Wildemount, and the events of Campaign 2 are Wildemount canon. In Episode 8 of Campaign 2, "The Gates of Zadash", Caleb Widogast casts identify for the first time. After having ...


3

Terms that are not game-defined terms are interpreted by the GM What mechanically happens when a Zombie "defends itself against hostile creatures." is up to the GM because these are not game-defined terms. This stance is further supported by the fact that the spell states: [...] the GM has the creature's game statistics [...] What the Zombie ...


0

1. Ability Scores When you're optimizing a specific build, you should start with a goal on what this build should accomplish. From your question, you have already stated that this goal is damage dealing as a two-weapon fighting Eldritch Knight. First, let's look at your stats. STR: 17 (+3), DEX: 18 (+4), CON: 16 (+3), INT: 15 (+2), WIS: 11 (+0), CHR: 11 (+0) ...


10

Yes, there was a description in the AD&D 1e PHB. The spell caster had to ingest a pearl, an owl feather steeped in wine, and a live carp. 😆 It is worth noting that identify was a very complicated spell (pure Gygaxian-style fun) that could only identify one item at a time. The D&D 5e version of the spell is a lot less complicated, and much less ...


3

For generating heat, conjure elemental and create bonfire are pretty good spell choices. I'd also say anything that causes fire damage could also create heat, so anything with a long duration should work. For magic items that already exist, I'd say Flame Tongue might be the go to if your DM agrees that fire damage is capable of heat. It stays burning as long ...


5

As some of the other answers have correctly stated, the Bugbear does not have any ability to grapple at further than the usual 5 feet -- but let's lay that quibble aside. Let's just assume you've polymorphed your ally into a giant and address the real question of whether sticking an arm through a wall of fire will burn. As written in the wall of fire spell ...


7

The other answers cover two good mainstays ("hard to read" and blatant lies) well. I also suggest two more methods you can use with poor insight checks in D&D. "They Seem to be Telling the Truth" This carries slightly different shades of meaning from "they're hard to read." The player receives the same information (...


3

Don't punish your bard for knowing how to play, uplift the other players by helping them with the rules. If they want to kick ass like the bard but are unwilling to invest a little time learning the rules.. well that's on them One thing I did for a group was stop at level 3 and make sure everyone was happy with their choices, if not they could change. That ...


4

Rolling or not? We use ability checks if there is a chance for both success and failure. Here, the PCs want to ascertain if the NPC is telling the truth. When ascertaining information there is always the possiblity that you think a lie is obvious or that there is no reason whatsoever to assume a lie. This would mean that either the chance of success or ...


-1

Bugbear Takes Damage TLDR: What is "inside" in this context? Also, Wall of Fire is a confusingly written spell. This seems very clear cut to me. The text of the spell is: You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thinksic, or a ringed wall up to 20 feet in ...


11

Let me break this into two questions: Is it ok to lie to the players ... Yes, but ... Your role as DM is nicely summarised in the How to Play section: The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers’ actions. Since you are the one and only window the players have into the game, ...


-1

You are constantly "lying" to your players, at all times. Why would this be different? The characters don't exist, the world you're describing doesn't exist, etc. The PC doesn't exist, and the NPC doesn't exist. The core RPG experience is the interplay of pleasant fictions. You are describing the world their characters perceive, and that world is ...


2

I think that the way you read the description for Unicorn Spirit can change your interpretation. Personally, when I read this I read the part saying "if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level" ...


25

A bugbear cannot mantain a grapple with a target 10 feet away. The Long-Limbed trait of the bugbear in Volo's Guide to Monsters states (VGM, 119): When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. And the grappled condition on a creature can end either if the grappler is incapacitated, or if an effect removes the ...


18

At my own table I always say that someone is hard to read or that the player doesn't know on a failed check. The reason for this is because if a player rolled for example a natural one or other low roll that clearly failed and I lie, I've found it often causes issues with players feeling trapped by a decision. For example: the player insights the injured man ...


10

RaW, the bugbear takes no damage. By the rules as written, the bugbear is not in the area that causes damage, so it won't take damage. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side. The bugbear is 15ft away. A creature takes the same damage when it ...


68

A successful Insight check should reveal useful information to players, and an unsuccessful check should emphasize uncertainty In the PHB, the Insight skill is defined as Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves ...


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