No, it would not help you with flanking.
Flanking requires status as a creature, as you mentioned, and nothing about the two abilities linked mention that this is a creature.
We can use this Answer for an example of 'what is a creature'. The ability does not hit at any of these.
The Tentacle is not an independent, or controlled, entity. It has no health, ...
The tentacles are not "Creatures"
The rules for flanking require the target to be flanked by two creatures:
When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
It seems clear ...
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
Emphasis Mine, from the Player's Handbook page on Warlocks, pg 105.
Going by just what the Player's Handbook we get a vague "Maybe, not sure,...
They don't stack; neither one says "increase", instead they give you two different ways of calculating your swim speed. You get to pick the higher of the two.
It's exactly like with different ways of calculating your AC as a barbarian (wearing armor with its AC + dex, or using the unarmored defense class feature for 10 + dex + con. Not adding ...
These features do not stack
Gift of the Sea states:
You gain a swimming speed of 40 feet, and you can breathe underwater.
Gift of the Depths states:
You can breathe underwater, and you gain a swimming speed equal to your walking speed. [...]
So while they do both grant you a swim speed, they would not add together because neither one says it increases ...
You lose the ability to cast find familiar when you change pacts.
Pact of the Chain says:
You learn the find familiar spell and can cast it as a ritual.
So Pact of the Chain is the source of find familiar. If you switch from Pact of the Chain to Pact of the Tome, you lose the ability to cast find familiar familiar. So the question "what happens when I ...
You can't create / materialize something that isn't listed as a "melee weapon" without extra invocations.
There are "melee weapon" weapons that have the Thrown property, like daggers and spears, and you can create one of those out of thin air as your Pact Weapon as an Action, and then throw it with +Cha hit/damage (from Hex Warrior) with ...
And the meaning of type has no bearing on the answer
The rules state that:
...this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
'Every pact weapon you generate' is completely exhaustive: it refers to every weapon that meets the criteria of:
Being a pact weapon
Having been generated by ...
Yes, you can use two handed pact weapon with CHA modifier
"Type" refers to a single entry in the Weapons table such as Sickle or Maul.
Interestingly enough, the Player's Handbook never refers to weapon types as it does for tools or armor. For armor PHB p144 explicitly states:
The Armor table collects the most commonly available types of armor ...
A Hexblade can choose a ranged weapon, but that doesn’t make it a pact weapon
The Hexblade patron allows a Warlock to select a weapon to grant it a variety of benefits, many of which are fairly similar to the benefits that the pact weapon of a Pact of the Blade Warlock receives.
However, there are a variety of differences. Most importantly, the Hexblade’s ...
Hex Warrior does not change the types of weapons you can conjure with The Pact of the Blade feature.
Nothing in Hex Warrior indicates that it changes what weapons are available for Pact of the Blade. Rather, it states that Hex Warrior applies to your Pact Weapon, whatever that weapon happens to be:
If you later gain the Pact of the Blade feature, this ...
Thematically yes, mostly.
If you’re just going off of thematics, a Pathfinder 1e Witch is an almost direct equivalent to the D&D 5e Warlock with the Pact of the Chain option. There are three key differences here:
The Witch’s patron does not inherently involve a pact or contract like is the case for a Warlock in 5e, and may not even ...
Not totally equivalent
Witch hexes are similar to warlock invocations: permanent or infinitely-usable magics. You even get a similar number of them. And like warlocks, witches pair their unlimited magic with more traditional, limited, spells. Finally, of course, witches and warlocks have similar fluff, being associated with patrons and having somewhat “...
The two are thematically very similar.
The witch in Pathfinder 1st edition is an arcane spellcaster who gains power by communing with an otherworldly power.
This is fundamentally very similar to the D&D 5e warlock, an arcane spellcaster who draws their power from a pact with an otherworldly power.
There are a few differences. For example, the Pathfinder ...
This incomplete* list is taken from this Reddit thread:
Bigby's Hand: Strength (Athletics) check with Forceful Hand, or a grapple check (either Athletics or Acrobatics) with Grasping Hand
Black Tentacles: Strength or Dexterity check to escape
Bones of the Earth: Strength or Dexterity check to escape if successfully restrained.
Control Water: Strength (...
Yes. Jumping uses your available movement.
The rules for long jumps state:
Either way, each foot you clear on the jump costs a foot of movement.
Tomb of Levistus says:
your speed is reduced to 0
When your speed is reduced to 0 by Tomb of Levistus, you no longer have movement available to use on your jump, and your speed is 0 on your next turn, so your ...