New answers tagged

11

Domain Spells are always prepared and don’t count against your total prepared spells. The rules for Domain Spells state: Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you ...


0

Take care of whatever depleted their original food supply. Griffons remain in an area until their food supply has been exhausted. Griffons are highly territorial, so they will not leave an area unless there are serious reason to do so. Changing the Griffons behaviour revolves around solving the issue that leads to depleting their food supply. Thus it is in ...


9

No, you still only take half damage on a failed save The problem is that the both the Fizban's platinum shield spell and the Evasion feature state that you take "half damage"; they don't state that you halve the damage. Whether you have either or both abilities, the damage you take on a failed save is changed from the full amount to half the full ...


10

Does what it says on the tin. The Monster Manual rules for AC state: a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. This indicates that the listed AC on a monster's stat block accounts for the dexterity modifier. ...


4

It is unclear, so the table needs to decide Unfortunately, this mechanic of the Echo Knight is incredibly unclear as to how to adjudicate these things for moving it. I have reviewed other potential similar mechanic like spiritual weapon or telekinesis, but none of those have the same properties of the Echo Knight. Which leaves us with a giant shrug as to ...


3

It is unclear, so the table needs to decide Unfortunately, this mechanic of the Echo Knight is incredibly unclear as to how to adjudicate these things for moving it. I have reviewed other potential similar mechanic like spiritual weapon or telekinesis, but none of those have the same properties of the Echo Knight. Which leaves us with a giant shrug as to ...


4

It is unclear, so the table needs to decide Unfortunately, this mechanic of the Echo Knight is incredibly unclear as to how to adjudicate these things for moving it. I have reviewed other potential similar mechanic like spiritual weapon or telekinesis, but none of those have the same properties of the Echo Knight. Which leaves us with a giant shrug as to ...


3

It is unclear, so the table needs to decide Unfortunately, this mechanic of the Echo Knight is incredibly unclear as to how to adjudicate these things for moving it. I have reviewed other potential similar mechanic like spiritual weapon or telekinesis, but none of those have the same properties of the Echo Knight. Which leaves us with a giant shrug as to ...


5

Yes Nothing prevents an Echo Knight's echo from being moved through water. Players without a swim speed can move through water with a doubled movement cost, so not having a swim speed does not prevent movement through water. However, none of that is relevant to the echo, which has no speed of any kind and is moved '30 feet in any direction' by the Echo ...


13

No The echo's movement in relation to other creatures is governed by a slightly obscure set of rules: The echo is not a creature, but it occupies its space, which is an attribute normally only ascribed to creatures. There are several reasons for which we might state that the echo can occupy another creature's space: 1. The Echo isn't a creature The basic ...


15

Time is measured in turns not seconds In D&D 5e, movement and actions do not consume time, they consume actions. The game is inherently turn based. Actions happen in sequence, usually each action completes before another can begin, the exceptions are movement (which can be broken up between actions or attacks on your turn), Bonus Actions (which can occur ...


2

I think there are two misconceptions which make the tattoos seem too good. I'll cover them first, and then try to give a fair comparison. Spells use their normal casting time Since Spellwrought tattoos make no mention of it, casting the spell requires the normal casting time. This is the same as for spell scrolls (fixed by an errata to the DMG). Magic ...


1

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you ...


12

There are multiple restrictions on the Spellwrought Tattoo The restrictions require a little bit of cross-referencing with the Dungeon Master's Guide and inference, but they certainly exist. To go through your objections in order: Casting Time Since the tattoo does not provide a casting time, we refer to the default rules for how magic items grant ...


6

This is balanced. Plugging these features in to the Detect Balance spreadsheet calculator gives a 25, which is exactly the average for PHB races by that calculator. There's really not much to say on this one - a sign of a good homebrew is difficulty finding problems with it. All of your features have precedent in other races and the number and relative power ...


1

This Path is Overpowered As much as I wanted to like this class and appreciate what you are going for. The current implementation is broken and needs a major overhaul before it is ready for playtesting. I'll break down the class below to explain why. Thematics I have to say that from a thematic viewpoint this subclass is excellent. Each feature fits the ...


2

Yes, with some help You need two spellcasters, 7th level Warlock or Wizard with Metamagic Adept feat (Extended Spell) and a 9+ level Bard, Cleric, Druid or Wizard. If you want a foolproof plan, one of spellcasters must be a Divination wizard who rolled a Portent die sufficiently low (10 or less will do). Pick the following spells: Magic Circle and Summon ...


8

It is never better than Medium Weapon with GWM Taking disadvantage on all attack rolls is a pretty large penalty. Generally this is a worse idea than using the other abilities available to you. Taking a level 1 barbarian with a strength of 16 wielding a medium or large great axe I created the chart below. (Charts ignores critical hits) As you can see from ...


4

When you already have Disadvantage anyway It doesn't stack with itself, so if you have Disadvantage, you get a free bonus to your damage if you happen to have an oversized weapon. When your target has truly abysmal AC I'm talking "below 10" levels of AC, where you are almost guaranteed to hit anyway. Double chance of rolling a 1 is still just ...


1

DM guidance for building custom monsters has nothing to do with player characters. The intro to the section you quote says: The Monster Manual contains hundreds of ready-to-play monsters, but it doesn’t include every monster that you can imagine. Part of the D&D experience is the simple joy of creating new monsters and customizing existing ones, if for ...


9

It’s up to the DM, but the language does not contain an explicit restriction. This section is actually quite short: Sometimes you pick a skill proficiency that ends up not being very useful in the campaign or that no longer fits your character’s story. In those cases, talk to your DM about replacing that skill proficiency with another skill proficiency ...


4

Yes, you can You will appear in random place in your home plane. You might not return to the plane where you meet the caster of maze spell, if that plane is not your home plane. Your DM might rule that being banished, even for one second, might qualify as 'escape the maze', so the maze spell will end and you don't need to concentrate on banishment. ...


4

Mind blank foils the most powerful spell in the game. Tasha’s mind whip is no challenge. The utility of mind blank is clear: it is meant to protect your mind from any spell, even the all powerful wish spell. That said, it will be up to the DM what counts as affecting a targets mind. In the case of mind whip, it deals psychic damage and is resisted by an ...


0

Your DM created a custom monster. A custom adamantite flying sword that is immune to fire is reasonable. It wouldn't even have that much impact on its challenge rating. OTOH, if the DM instead was simply looking for an excuse for a given tactic of a PC to not work on the fly, that is often a bad habit. As the creator of a world, deciding things don't work ...


0

After reading all of the above, I don't THINK I totally agree with anyone, so... "When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)." Application - The roll itself cannot be less than twice your CON bonus nor less than 2. (Normally the ...


3

There are no available options to do this Which is frustrating for you regarding your preference to keep your monster/NPC making follow PC rules. (Un)fortunately, as DM, you are free to make your NPCs however you like. Yes, it means they can do things that players can't, but the RAW Monsters have abilities that players don't get, either. It's okay to dip ...


4

You can probably come close This does depend heavily on your setting, specifically the details of "what exactly happens to your soul when it dies?" I don't know the answer to that question for any official setting, but if you're the DM then you get to choose for your setting. As long as the answer is something like "Your soul travels to a ...


6

You can copy the same spell in the ritual book multiple times. But you can already cast a ritual spell multiple times when you have inscribed it once. Nothing in the feat and no other mechanic prevents you from copying the same spell into your ritual book multiple times. But most of the time, doing so is a waste of resources because when you have one copy of ...


16

No To put it simply, there are no individual spells (short of Wish) that can do what you want. Either you resurrect someone with free will, or you change their stat block. Alternatives... You are the DM, and you have a great deal of latitude here. As you said, you could just make up some plot device magic spell...but there are some closer-to-RAW solutions ...


7

As noted in the comments, I don't see any benefit to having the spell copied multiple times in the same book (please correct me if I'm wrong). So long as the correct amount of resources are spent for each copying (or GM could rule reduced resources based on available experience, knowledge etc.) there is nothing stopping you from making multiple copies in the ...


7

Large parties can be diffcult to run for any DM. You have a couple options to deal with this. Force split the party Pitfall traps, haunted houses with secret rotating doors, dopplegangers inflitrating the party, Magic maze, etc. By dividing the group, they can handle a lot less at once. This allows you to use creatures such as goblins, zombies and other ...


-1

Balancing is always tricky with large groups. In such a large party i would separate them in smaller groups. Like a secret wall in a dungeon, pulling some of them to another room, or something like that. If you choose to compensate in numbers (+ foes, -hp), you are at risk of some characters outshinning others because of large dmg bursts causing "one ...


2

Since passing items from hand to hand or changing how many hands you're holding something with is not an action or object interaction, it seems to me that in most cases, you can move whatever's in your left hand (e.g. torch, sword, implement...) to your trunk for long enough to load the weapon and then switch it back to your hand, so you wouldn't need to ...


5

There is no clear rule that an adamantine animated sword can or can't take damage from magical fire. Reasonable people may disagree as to whether it should, but absent a specific rule, it is at the discretion of the the DM. The ruling "has a basis in fact" insofar as the DMG account of how objects are effected by different damage types is extremely ...


5

Yes and no. When the DM is writing up a custom monster stat block -- often by modifying a monster that's in one of the books already -- he can of course add (or remove) any damage resistances or immunities that seem appropriate. We can argue about whether or not the logic behind those immunities is valid, but it's entirely the DM's right to make such ...


4

You can use some real life equivalents A good one would be the mongolian horseman messengers. They had a superior network of outposts with rested horses always ready, so the messenger could easily cover up to 190 miles per day. Do you want your postal service to be faster than normal mundane speeds? A Quickling have twice the speed of a regular horse, and ...


6

Refer to the DMG's special travel pace rules The Dungeon Master's Guide includes Special Travel Pace rules for figuring out how quickly creatures can travel when they have an unusual method of getting around: A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn’...


17

This ruling isn't "standard" D&D5e. (Assuming the GM was using the Flying Sword as presented in the Monster Manual.) (Of course, this effectively is a homebrewed animated sword. In which case the GM is free to give it whatever damage immunities they would like.) The Flying Sword (MM p.20) has no immunity to fire. (It is immune to poison and ...


0

I dare say that because the way they worded the effect: On a failed save, a creature can’t speak a deliberate lie while in the radius. That they actually intended for players to be able to feel smart about themselves and think ‘ohh they say speak!’ The people behind D&D have plenty of experience with how phrases in rules are overanalyzed. They could ...


1

Yes, but only if the situation warrants it. Speech is not absolutely necessary. Because it isn't constrained by an accompanying adjective or adverb like "verbal" or "verbally," the noun or verb "command" has the flexibility to be interpreted appropriately depending on the specifics of the situation. For example, any number of ...


2

Think of it like this. Without knowing Chinese, how to read, write or speak it...copy down a page of Chinese text from a recipe book. Then, years later, having learned Chinese, use that page of text by handing it over to a waiter, and you have to eat whatever he brings you. Magic results may be worse than that, it's notoriously finicky, and the waiter can be ...


5

Yes, you can lie non-verbally if you fail a ZoT save The magical zone created by ZoT guards against deception: You create a magical zone that guards against deception But there are multiple ways of satisfying that description. ZoT does not have to guard against all deception, or eliminate every possibility of deception. It just guards against deception. ...


11

I agree that they can lie non-verbally, as the rules specify the the target cannot speak a lie. However, even if they can, the conjurer knows their own magic and will probably just tell others "They need to speak, or else the spell won't work, do not trust their gestures!" They could also just refuse to answer the question. "I do not want to ...


19

Sign language will be at the GM's discretion. As you noted, the effect of Zone of Truth is: On a failed save, a creature can’t speak a deliberate lie while in the radius. There are no explicit rules for sign language in 5e. It isn't provided as a language that may be learned, and it isn't incorporated into existing rules. There are some mentions of NPC ...


-1

By RAW, you can lie non vocally in a Zone of Truth. The Zone guards against deception. PHB page 178 states Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. In the spell description of Zone of Truth, they are not referring to Deception the skill, but the definition of the skill ...


-4

No. Silence can speak volumes. Speaking is not defined in the rules; accordingly, we must look to common usage. According to the Oxford Dictionary, the definition of "speak" is as follows: say something in order to convey information, an opinion, or a feeling. "in his agitation he was unable to speak" [...] (of behavior, an object, etc....


-1

Obtain permission from the living to use their bodies - or spirits - once they've passed. Other answers have detailed several ways you can confirm consent of already-dead creatures using powerful magics to reach between the planes, but the simplest method is to ask the living. I suggest working with your DM to set up a custom background where certain ...


1

I doubt that it qualifies for being controlled From the Mounted Combat section; emphasis mine. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. Note that a mechanical creature which was just created has never received any training. Since the Iron ...


18

I just finished running this section a few weeks ago. First, it helps if you read the whole entry. Also, remember that the entries cannot cover every possible contingency; this section is too dynamic. The description of room 20 reads (p. 75): A lizardfolk shaman is leading two disciples (lizardfolk) in a short prayer to Semuanya. If the party arrives here ...


4

The creature expands into the space of the other creatures A medium creature surrounded by 8 small/medium creatures will occupy its original space and the spaces of 3 of the surrounding creatures in one of the corners. The rules state: Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. There is no prohibition on ...


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