Can Imps talk?
Yes. Yes they can. It's not really very complicated; it says so right there in the rulebooks. They also say how short and long rests work, and even have some recommendations for adventure pacing that could give a DM an idea as to how much/little time pressure is 'normal'.
What to do when your DM hates Warlocks, you unknowingly made a ...
Ask your DM whether it's supposed to be viable to decipher it, or whether you were supposed to find the clues in game.
Given that they used a genuine (even if simple) cipher and a proper script hiding an actual message, it seems likely that they meant for cracking it in real life to be an option. But it might just be that they never expected anyone to ...
No, Of Course Not.
First, this is not what the feat says. It says you can mimic the speech of a person, or the sounds of a creature. It says absolutely nothing about understanding the speech as it is being spoken, much less performing the kind of complex adaptation involved in learning the language whole.
Second, this is just not how languages in the ...
The find familiar spell allows you to summon a spirit that takes the form of an animal from a list, as a pact of the chain warlock you are allowed to choose the imp form.
An important sentence in the spell is the following:
the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
In each of your examples the term "humanoid" could be replaced with "people". A more common-language approach may be easier to work in-game than trying to shoehorn a more awkward word.
The only thing lost is the distinction between humanoid and non-humanoid personages (for example, the Beholder mentioned in the question). However, ...
No answer we can give you will help you deal with the real yardstick of “what’s fair” you will need to clear: your DM. Settling this kind of thing is their job anyway, and bypassing them risks making a little nothing into a conflict.
Just ask your DM. “Hey, I’m sorry, I rushed making my PC and never noticed I was supposed to choose a favoured enemy language....
You ask about the effect:
What would the consequences be of removing Common from a large
majority of creatures?
It often makes the game needlessly difficult
We - the people I played with from about 1975 to about 1987 - tried this in early versions of the game1, in a variety of ways, and it simply slowed down play with little to no other benefit ...
I am afraid that there are no solution that fits all need. All have drawbacks and advantages.
Accents, if you can do them, work great. Pick a real life language and use an outrageous accent of the same for your Blurbnish. Clearly, the more outlandish and caricature the accent, the better as long as it fits the tone of the game. If the game is real life, ...
When you 'learn to do' something that doesn't mean that you are forced to do it. The ability makes it clear that you are merging your ki to translate the message, and just because you know how to do that doesn't mean you are forced to do that.
The whole point of ki is control of one's self.
Generally beneficial abilities like this have absolute wording,...
There is good support that it probably means "shield" or "barrier" or "gate" or the like
I agree with Miles Bedinger's answer noting that dwarven words relating to "shield" start with "bar", and that this may be a clue to the semantics. To wit:
barak: "backbone, strength, shield"
barakor: "those who shield"
There are further considerations that support ...
The only monster in the MM that knows the cant is the Assassin (p. 343).
In the DMG about creating NPC-s we find a table on page 90 that lists knowledge of the cant as a possible NPC "talent". However that table is not intended to represent the populace of the world and should not mean that a random 5% of the people know this secret language. It rather ...
Comprehend languages only lets you understand the literal meaning of the words.
For the duration, you understand the literal meaning of any spoken language that you hear.
Thieves cant states that the message is coded so only thieves would understand.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon and code ...
This is a place where you should probably revert to descriptive GMing rather than reciting the character's lines.
Say something like:
The Elf approaches you (the dwarf) and says something in a language you don't understand. It sounds like elf talk to you, but you don't have any idea what he's saying.
Your player can then react to this situation. If they ...
Dragon Magazine 278 (December 2000)
A Dwarven Lexicon (p44)
Many non-dwarven races also use the Dwarven alphabet, even if they use
different pronunciations and meaning for the characters. The gnomes,
longtime allies of the dwarves, adopted the Dwarven script ages ago to
facilitate communication in trade and their shared war against
goblinoids. Bugbears, ...
We have three different things to look at here.
Comprehend Languages says...
For the duration, you understand the literal meaning of any spoken language that you hear.
It goes on to talk about written messages, but this is all we have for spoken language.
You know Druidic, the secret language of druids. You can speak the ...
There aren't any options at level 3
There's a few options that seem like they might work, but they won't quite do the trick
Comprehend Languages won't work because it only affects the caster (and does not translate for the caster)
So the Sorcerer and Wizard could learn Comprehend Languages to at least understand what the dragon is saying, but they wouldn't ...
According to Volo's Guide to Monsters (p.33), Mordenkainen's Tome of Foes (p.29) and Out of the Abyss (p.246), Gnolls are created in the wake of Yeenoghu's great rampages across the planes. Originally, they were packs of hyenas that feasted on the corpses left behind by the great Demon Lord. They now breed true, but it's entirely possible that new tribes of ...
Languages don't come from stats, ability scores, or skills. They come from race, and possibly from class or background.
By virtue of your race, your character can speak, read, and write certain languages. (PHB p.17)
From their first mention languages are set out as a racial benefit. Two exceptions arise--Druidic and Thieves' Cant--as class ...
Sources where they first became available to players:
PHB = Player's Handbook
MM = Monsters Manual
MToF = Mordenkainen's Tome of Foes
SCAG = Swords Coast Adventurer's Guide
VGtM = Volo's Guide to Monsters
GGtR = Guildmasters' Guide to Ravnica
WGtE = Wayfinder's Guide to Eberron
DMG = Dungeon Master's Guide
Unless you and the players speak Elvish, you have three options:
Say that they're speaking another language without saying what it is.
Say that they're speaking Elvish.
Say a few Elvish words for flavor.
To decide which option to use, think about the effects of each:
The party only knows that this language is one they themselves don't speak.
While elves get Common and Elvish, high elves get an additional language of their choice.
Extra Language. You can speak, read, and write one
extra language of your choice. (PHB p.24, "High Elf")
With two more languages of choice from their background this gives a high elf acolyte a total of 5: Common, Elvish, and 3 of their choosing. In the case of the ...
Yes. From 5e PHB, p. 123
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
Script refers to the characters used. To an Orc, text written in Dwarvish would have familiar letters, but otherwise would make no sense to him.
Your comparison between English and French is spot-on: both have the same script, but being able to read English does not help you understand French. Compare this to for example English and Chinese: not only do you ...
Thieves' Cant isn't a written language, thus there would be nothing to understand via a spell.
Nowhere in the quote you've pulled (or the PHB) is thieves' cant ever described as a written language. This is because thieves' cant is both verbal and physical communication. Some word substitution (1 to 1) is used, but it is largely based on metaphor and ...
There is no limit, because languages can be learned during downtime
From the SRD section on Downtime Activities, under Training:
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
First, you must find an instructor willing to teach you. The GM determines how long it ...
The PHB explains it on page 123:
Some of these languages are actually families of languages with many
dialects. For example, the Primordial language includes the Auran,
Aquan, Ignan, and Terran dialects, one for each of the four elemental
planes. Creatures that speak different dialects of the same language
can communicate with one another.
RAW is unclear, but Sage intent seems to require a common language
As you've noted, RAW doesn't provide enough detail to answer this by itself.
Sage Advice doesn't have anything specifically answering this, but there are some related questions that illuminate the intention behind Thieves' Cant:
Can Comprehend Languages understand Thieves’ cant?
No, the character with the actor feat cannot converse in a language they don't know.
Faithfully mimicking the sounds of an orc is definitely fair game. Conversing even in a rudimentary way in a language they don't know is essentially getting all languages for free, and is not included with the feat.
The player has misinterpreted "speech"
The actor feat ...
Thieves' cant is not a language but it's treated as one mechanically
It's a class feature (though I'm not sure anyone's debating this) because it's detailed in the list of a Rogue's class features. Beyond that...
I think you've hit one of those places where the game rules have attempted to fit a round peg into a square hole. Mechanically the way the rules ...