52

This is going to be difficult to balance Having advantage on a roll is roughly equal to having +5 to your roll, and having disadvantage is roughly equal to having -5 on your roll, as suggested by applying advantage and disadvantage to passive checks. Your suggested change would require somebody to have 5 different sources of advantage to get the same bonus ...


47

Yes, it "stacks". There is a ruling on combining game features, but that is only talking about ongoing continuous effects. i.e. the effect that is causing ongoing damage rather than the damage itself. Consider the example given there: For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if ...


45

They take damage from both fireballs The key for me is the word "effects" from your quote: The effects of the same spell cast multiple times... I would argue that the damage dealt from the fireball is not an "effect" in the context of what your quote is talking about. This spell simply deals damage and has no additional "effects". Furthermore (as ...


44

The rule on Combining Magical Effects (PHB 205) states: The effects of the same spell cast multiple times don't combine So no, the effect of the enlarge spell can't be stacked on the same creature.


38

No Both of them requires reaction to use. You only have one reaction per turn, so you can only use either, but not both.


34

Giving a +1 modifier is, under the vast majority of circumstances, weaker than giving Advantage Below is a table with two sets of Columns: The possible results for a regular D20 roll, no other modifiers The possible results for a D20 roll made with advantage, no other modifiers \begin{array}{r|lcr|lcr} & & \text{Normal} & & & \text{...


30

Nope, they don't stack. Page 197 of the PHB: Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of nonmagical fire is reduced by half against the creature, not reduced by three-...


28

The table lists the bonus you have at that level. They are not in addition to the previous levels. So for a Level 6 Monk, he would have a proficiency bonus of +3, a Martial Arts die of 1d6, and a unarmored movement bonus of +15 (45 ft total). Note: For a multiclass character, proficiency bonus is based on total character levels not individual class levels.


27

Your attack roll uses a specific weapon; when dual-wielding you will use one weapon and then the other The rules on Two-Weapon Fighting state: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. ...


26

No, they don't. From the Monk's Martial Arts feature: You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. From the Tavern Brawler feat (PHB, p. 170): Your unarmed strike uses a d4 for damage. Both abilities replace the unarmed strike damage die; they don't add to it. So if you have both abilities, you would still ...


25

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 ...


24

Bardic Inspiration and Guidance both say "the creature can roll [the die] and add the number rolled to one ability check". Adding is adding - nothing prevents you from adding other bonuses. Bardic Inspiration only specifies the limitation of having one Bardic Inspiration die at a time. From Jeremy Crawford, the man himself: Do bonuses from Bardic ...


24

For your specific example, you simply gain the Light cantrip, there's no interaction as a result of the overlap. You wouldn't gain an additional cantrip of your choice, or any other effect. For other feature interactions, it depends on whether the feature in question actually says anything about its interaction with other features. For example, Gloom ...


23

The rules you've quoted on combining magical effects are unambiguous - these two effects stack, since they're not from the same source. As for how they stack, the answer is your fourth choice. While in previous editions the rule was that multipliers stacked additively, not multiplicatively, 5e has no such rule. Likewise, 5e has no concept of "base value". ...


23

Features of the same name do not stack This is a rule found in Dungeon Master's Guide and Xanathar's Guide to Everything. Xanathar's version is more elaborate: Combining Different Effects Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when two or more ...


21

No. Per Basic Rules p7 and PHB p12: Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, ...


21

As you know, Powerful Build and the Bear totem ability stack. For the same reasons, Brawny and the Bear totem ability also stack. However, Brawny and Powerful Build won't stack. You count as if you were one size larger for the purpose of determining your carrying capacity. Your size is Medium. When you get Powerful Build, you count as Large for the ...


21

Two separate saves (if the strongest/most recent spell ends). While both spells are maintained, the most potent or most recent one is active. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap, or the most recent ...


21

No, they don't. You can infuse only nonmagical items and an infusion turns an item magical. From page 5 of the Artificer Returns document: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item.


20

The order in which the spells were cast matters Dnd-5e has no ordering system for combining effects. In many video games, there is a set order, usually on a per-effect basis, which means that Spell A + Spell B == Spell B + Spell A. The system checks for these modifiers in the same order every update. In Dnd-5e, there is no set ordering system. Because ...


19

Yes, these abilities should stack fully. While previous editions had rules around stacking multipliers, 5e doesn't, and even if it did, Powerful Build doesn't directly multiply your carrying capacity - it just makes you count as Large. Your carrying capacity as a Str 20 character = 20 × 15 = 300. Then being a Large creature (from Powerful Build) doubles ...


19

No, proficiency bonuses never stack Your proficiency bonus can’t be added to a single die roll or other number more than once. - D&D Basic Rules V0.1 Chapter 1, P. 7 You can only ever receive a proficiency bonus once regardless of how many sources grant you proficiency in it. When picking skill and tool proficiencies granted by a background or ...


19

No Natural armor bonus is a type of bonus that does not stack with itself (like most bonuses). If you have a +1 natural armor bonus from, say, race, it will not stack with the natural armor bonus granted by another ability. However... Certain abilities, like the barkskin spell or amulet of natural armor, specify that they grant an "enhancement bonus to ...


19

Game effects, not just magical effects, of the same name don't stack. See the DMG errata: Combining Game effects (p.252) This is a new subsection at the end of the “Combat” section: Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—...


19

The Battlerager's Reckless Abandon feature says: Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points The Reckless Attack feature says: Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide ...


19

More than one caster can benefit from hunter's mark on the same target Hunter's mark only benefits the caster of the spell. There is no overlapping effects to combine. From the text for hunter's mark I have highlighted ever reference to the creature that gains the effects: You choose a creature you can see within range and mystically mark it as your ...


18

Sorry but... Temporary Hit Points Do Not Stack If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. PHB198 So, the best I can offer you is this. You carry around ...


18

Once ever. Once. Not once per day, or once per casting, but simply "once". The meaning of "once" in the English language is clear, and means you can't benefit from it a second time. If a spell or something can only be used once per day or once per long rest, it says so in the description. The spell ceremony is a rare case where you can only benefit from ...


18

This works, but you are making 3 separate attacks. You also could do more on round 1 Round 1 is rather standard, all you're doing is casting a spell, but that's all you're doing. You have an available bonus action and also an action granted by haste that you simply aren't using (or haven't mentioned using). Round 2 is somewhat complicated but works out ...


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