The Feature does not only apply to Evocation Spells
The feature you are talking about says the following:
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional ...
No, you must start your turn with 0 HP
Under the section titled Death Saving Throws the Basic Rules state:
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw.
Before you start your turn, how many hit points do you have? If it is more than 0, then you will not make a death saving throw, ...
It's unclear but...
Looking at the definitions provided for Wisdom and Charisma on the abilities page, there is not a clear definition of saving throws listed for the abilities.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Charisma measures your ability to interact ...
It is difficult to counteract homebrew rules/items
"Spell resistance" is only ever specified under the 7th level class feature of Oath of Ancients paladin granting resistance to all spell damage to anyone in their aura. This homebrew is basically combining that mechanic with magical resistance or the use of a Rare magic item like the mantle of spell ...
Don't get knocked unconscious
While this is not the answer you're looking for, it's about the best one we can give. An unconscious character can, by the plain English definition of the word, not act. Both in the reality of the game world as well as the rules, that not bleeding out is the only thing your character can do.
If your character keeps getting ...
From a plain English reading, failing by 5 or more means having a saving throw roll that is a number 5 below the normal DC or less (see detailed explanation below). This does nothing in general but certain abilities care about how much you failed your save by. For example, the pseudodragon's sting (emphasis mine):
(..) and the target must succeed on a DC ...
For simultaneous saves, there is an optional rule
Generally, when one is making a saving throw you are making them one at a time in the order they occur. That is the rule that saving throws operate under normally. However, if the saves somehow end up happening at the same time with no logical way to separate them, we do have an optional rule that will help....
If you are OK with a potential TPK: Sympathy
Its permanent, forces creatures to approach and remain within reach and you could easily add a requirement to pet the creature without breaking the spirit of the spell.
The risk is, that you only get a saving throw every 24 hours and its possible for a party to starve to death petting the dog.
You could have a bard Awaken the dog and then teach it to cast Suggestion.
The Awaken spell description says:
After spending the casting time tracing magical pathways within a
precious gemstone, you touch a Huge or smaller beast or plant. The
target must have either no Intelligence score or an Intelligence of 3
or less. The target gains an ...
They are not "both willpower". They're as different from one another as they are from a DEX or STR save.
I know that's blunt, but it's an important lead-in to any answer to this question. The mistaken premise here is that you are defining these explicitly distinct qualities in terms of an analogy (that each equals willpower in some sense), and then are ...
Yes, they will still take half damage.
This doesn't contradict the text at all, because you have successfully protected them from the full force of the spell. You aren't able to protect them completely, but they haven't taken the full damage the spell would have otherwise inflicted.
In my experience playing and running D&D, unless you have an unusually high number of spellcasting enemies, this won't actually be that big of a deal — your once-per-short-rest-advantage feature should cover it. (You might want to move it down from 11th level, maybe starting with once per long rest.)
But, I also want to challenge one of your statements. ...
Your answer is also contained in your first descriptive sentence.
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
If you are flailing around, singing and making saves, that is very obviously distinguishable from death. So just by that caveat alone it would prevent the activity you ...
No, they do not stack
Per the basic rules on multiclassing, specifically under spellcasting:
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated ...
Cleric's Spell Save DC
You are correct that RAW the saving DC is not specified. I have been unable to find any source that officially corrects this oversight. However, I think using the cleric's spell save DC is a fairly safe assumption.
Most cleric features that require a save come under the Channel Divinity set of features. In the text for that feature ...
No, a 1 on the d20 for a death saving throw is still two failures
As you've pointed out, the death saving throw has a specific rule that says:
When you make a death saving throw and roll a 1 on the d20, it counts as two failures. (PHB, p. 197)
It specifically mentions the number on the die, not the total, which implies that even if you somehow managed ...
First we need to understand mechanically how immunity to a condition actually functions when a saving throw is involved. This can be observed by the following situation:
A Wizard casts Sunburst on an Ochre Jelly;
On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute.
An Ochre Jelly is immune to the Blinded condition, ...
Any effect that removes the Restrained condition would suffice.
The ability you quoted states:
The Restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is Petrified until freed by the Greater Restoration spell or other magic.
If the Restrained condition is ...
The immolated creature makes a save as normal and, on a fail, suffers the illumination effect but not the fire damage.
The interesting thing in this situation is that the creature is making a dex save to avoid the immolation. Essentially, they are jumping out of the way of the incoming flames. How dexterous they are has no impact on their immunity to fire.
The spell says, among other things:
You touch a willing creature and put it into a cataleptic state that
is indistinguishable from death.
For the spell’s duration, or until you use an action to touch the
target and dismiss the spell, the target appears dead to all outward
inspection and to spells used to determine the target’s status. The
You probably use your own spell save DC, but RAW is unclear
The description of the Ring of Shooting Stars (DMG, p. 192) does indeed not give a spell save DC for faerie fire. It also gives access to dancing lights and light, the latter of which may also require a spell save DC ("if you target an object held or worn by a hostile creature"), which the item's ...
The Monster Manual entry for the Drow states under Innate Spellcasting (emphasis mine):
The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.
Generally, the spell save DC will be listed in a similar section for all monsters with Innate Spellcasting.
At the start of your turn
According to the official spell description for web:
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw.
The spell, when cast, fills the entire area at once (unless described otherwise by the DM). That means each of you has to make a Dexterity ...
Rules as written (and excluding house rules or specific rules for the effect that called for a save) there is no added effect from rolling a 20 on a saving throw (nor ability check).
The general description of saving throws in the Player's Handbook (p. 179) make no mention of rolling a 20 (nor a 1). However, the DMG section on ability checks and saving ...
The violet fungus would not make a saving throw.
In the PHB, under the "Saving Throws" heading (p. 179), it says:
A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat.
The violet fungus cited as an example would not make a saving throw. It is not resisting the fear spell, it ...
It is the spellcaster's spell save DC
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. (PHB - Saving Throws)
So the person that casts the spell sets the DC (as indicated by the term "you"/"your" which the PHB uses throughout this section to refer exclusively to the caster)....
Typically a spell save DC is 8 + spellcasting ability modifier + proficiency bonus (PHB p205). In the case of the Drow that would be 8 + 1 + 2 = 11.
Proficiency bonus is based on the creature's CR. There's a chart in the Monster Manual (p8) that you can use to check it.
However. I don't know what version of the Monster Manual you're reading because ...
The bite has to hit
From the basic rules on monsters, we can see the following description of the "hit" notation (emphasis mine):
Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation.
Since the cockatrice's Bite includes the saving throw to avoid being petrified after the hit ...
Natural 1s on death saves count as 2 failures
The ability Brutish Durability simply mentions:
Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20
Since nothing is mentioned for rolling a ...