44

You have to be poisoned to take the damage (he is correct) The description of the Potion of Poison says: If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. [...] If you don't fail the ...


43

Multiclass Barbarian Any character who is not proficient in medium armor (and has 13 Strength or more) can multiclass (if using that optional rule) into Barbarian to gain proficiency in martial weapons without gaining proficiency in any new armors. Multiclassing Proficiencies \begin{array}{|l|lr|} \hline \text{Class} & \text{Proficiencies Gained}...


36

There are four types of d20 rolls in 5e: Ability Checks, Saving Throws, Attack Rolls, Miscellaneous (everything else). The Stone of Good Luck gives its bonus to the first two - this includes death save throws because they are saving throws and Initiative because it is a dexterity ability check. It also gives its bonus to passive ability checks like passive ...


36

The Gauntlets aren't armor Every magic item has a category they belong to: Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wondrous items. Armor Unless an armor’s description says otherwise, armor must be worn for its magic to function. [...] Wondrous Items Wondrous items ...


33

You cannot activate magic items with Fast Hands The section on activating magic items specifically calls out this case: If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item. (DMG 141)


20

Lore and In-Universe Story Support Not everybody who crafts a magical item is equal. If some ancient riverside civilization was tormented by a black dragon named Smog, they may very well task one of their greatest bardsmiths to make an arrow to deal with the creature. Said bardsmith may very well go "Okay, I need to make an item that works great against ...


18

7.166 for a 22-card deck, 12.5 for a 13-card deck Xirema has it basically right, albeit approximately. But we can do this without code and get a precise answer. Take a 20-card deck. Odds of drawing a terminal card are 3/20, so expected number of draws are 20/3, which is 6.66... Now take a 21-card deck. We have a 4 in 21 chance of pulling either the self-...


18

They recharge at the DM's chosen point which happens every 24 hours From the sidebar on page 144 of Xanathar's Guide to Everything: RECHARGING WITHOUT A DAWN Some magic items can be used a limited number of times but are recharged by the arrival of dawn. What if you're on a plane of existence that lacks anything resembling dawn? The DM should ...


17

A 6th-level Illusion Wizard with Illusory Script, Detect Thoughts, and Forgery Kit proficiency Illusion Wizards get access to the following feature at 6th level: Malleable Illusions. Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the ...


16

Blank Paper and suggestion Ultimately, the Doctor is simply convincing someone that the paper says something that makes sense to the viewer. This can be done with the spell suggestion: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures ...


16

Amulet doesn't interact with comprehend languages The spell comprehend languages utilizes a target of self that allows you to: ...understand the literal meaning of any spoken language that you hear. You are the target of the spell and you are able to understand the languages being spoken around you. The amulet is specific in that: You can't be ...


16

Technically, you can draw the entire deck if you like. Others have handled the deep-math version of this answer, and I salute them, but if all you want to do is get as many cards to trigger as possible, the actual upper limit is much simpler Declare that you intend to draw the entire deck. Wait 1 hour. Every card in the deck leaps out and takes effect ...


14

There (probably) isn't The wand destruction check is a flat d20 roll with no particular name or mechanic. AFAIK, all the features that interact with a d20 roll are limited to, at least, "attack roll, ability check or saving throw", e.g., Halfling's Lucky and Wizard's Portent. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or ...


14

No. It does not include attack rolls, which are done with a d20. Attack rolls are distinct from ability checks and saving throws; they are their own type of roll, even though they include a modifier associated with an ability. It does give its bonus to death saves, however, which are saving throws even though they are not associated with an ability.


13

There is no practical limit The first line of the description of the deck specifies: Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. [...] If you fail to draw the chosen number, the remaining number of cards ...


13

The requirements are separate The table lists requirements separately for each kind of horn and nothing in the wording indicates a cumulative requirement. If you need further confirmation, note that the wording used for requirements is always singular (emphasis mine): The horn's type determines how many berserkers answer its summons, as well as the ...


13

Scope limitations Theik provides a very nice example, but in general, the mechanical implications are in limiting the use of the arrow. A DM may simply not want it to be more general use and plans(hopes?) you use it in a very specific situation where you'll really need it. There can be many reasons for this, but the mechanical benefit is more for the DM to ...


13

A suit of mithral armor that fits a Medium creature The wording is indeed confusing, but the key is in the capitalization. Creature size is always capitalized. For example, the description of oil of etherealness says: The oil can cover a Medium or smaller creature [...] (one additional vial is required for each size category above Medium). "Isle of the ...


11

You can't store the spell in the Ring without using a slot Unfortunately, casting darkness with sorcery points makes it not storable in the ring of spell storing. (Copy pasted from my answer here), based both on the description of the ring: The level of the slot used to cast the spell determines how much space it uses. And the tweets by Jeremy Crawford: ...


11

Yes. You need to hold the scroll on your turn, and have it in your hand by the time you wish to read it. Casting the spell by reading the scroll requires the spell's normal Casting Time. This is required, because object interactions (like getting the scroll from somewhere) happen on your turn, and you need access to the scroll to read it, by the ...


10

For a 22 Card Deck, the average draw is approximately 7.161 cards Knowing that the Fools and Jester Cards will remove themselves from the deck if drawn, we therefore know that the odds of drawing one of the "stopper" cards (Talons, Donjon, or The Void) is 3/22, 3/21, or 3/20, depending on whether those two cards have been drawn yet. So on the first draw, ...


10

All creatures take the same [base] damage 5th Edition D&D doesn't stipulate that there's an "order" to which creatures get hit first by Area-of-Effect effects, and the effect of the Piercing Arrow Shot is to turn an arrow into an area-of-effect. Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this ...


9

There is no written limit to the number of cards that can be drawn, so yes, you should be able to declare however many cards you like. Yet the results are likely to be disastrous. There is a relevant twitter exchange from 2017 where Christopher Perkins responds lightly to an inquiry by an interested twitter user, G. Collet: ‑ is it possible to fan the ...


9

Only 2 magic items specifically grant immunity to the charmed condition According to this D&D Beyond search, only 2 magic items specify that they grant immunity to the charmed condition: Greater Silver Sword (legendary) Staff of the Forgotten One (artifact) Being a legendary item and an artifact neither of them is usually easily accessible, ...


9

The Pole of Angling can be activated or deactivated freely (no action required) The rules for a magic item requiring a command word do not imply that any action is required by default: A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is ...


8

Comprehend Languages has a range of self so you're not targeting the person wearing the amulet in your example, you're targeting yourself. Since you're not targeting the wearer of the amulet nor are you using a scrying sensor (you're using your own senses here) you would be able to understand them yes.


8

Talk to your DM Character creation with a new DM is going to rely on their decisions about what you can use. While they may allow you to transition your current character, they may also not if the campaign isn't yet at that level or for any other reason (like not allowing multiclassing.)


8

Create Bonfire might work Create Bonfire creates a self-sustaining magic fire that lasts for 1 minute. However, as it is a cantrip, you can repeatedly re-cast it to keep the fire going longer. It can deal fire damage and ignite flammable materials in its area, so it definitely produces heat. However, it continues to burn even if no flammable materials are ...


8

The holy avenger was officially part of the Forgotten Realms since the beginning. The official beginning of the Realms in a game publishing sense1 starts in 1987 with the Forgotten Realms Campaign Set—the “Grey Box”—published for first edition AD&D. By that point the holy avenger was already an integral part of AD&D, appearing in the DMG (1979) on ...


7

There is no feature, spell, etc that can do what you want. The only way to ensure that the wand doesn't destroy itself is to never use the last charge.


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