April Sage Advice and Adventurers League

Post/Author/DateTimePost
#1

Pauper

Apr 30, 2015 13:57:03

Not a lot of controversy likely in this month's Sage Advice, which is mostly about the ability check and how it differs from the attack roll or the saving throw, which are superficially similar. The big take-away is that, if an effect or ability applies to one type of roll, it doesn't apply to a different type of roll -- one example given is the hex spell, and the clarification that, when hex says it imposes Disadvantage on ability checks for the chosen ability, that's all it affects -- hex doesn't modify attack rolls or saving throws using that ability.

 

However, one thing AL DMs should be aware of is that some things they assume are attack rolls aren't attack rolls, and the same applies to saving throws and ability checks. For example:

 

- When interacting with an illusion to determine whether or not it is real, the affected character does not attempt an Intelligence saving throw, but an Investigation(Intelligence) check -- proficiency with Intelligence saves would not apply, but effects like hex (versus Int) or guidance (add a d4 to an ability check made during the duration of the spell) would.

 

- Although attempting a grapple is described as an attack, it does not use an attack roll -- it uses a Strength(Athletics) check, and is contested by either a Strength(Athletics) check or a Dexterity(Acrobatics) check from the target of the grapple. As such, being blind (attack rolls have Disadvantage) doesn't affect an attacker's grapple check, and being prone (Disadvantage on attack rolls), restrained (creature's attack rolls have Disadvantage), or invisible (creature's attack rolls have Advantage) doesn't modify the defender's check.

 

- When attempting to hide the practice of arcane spellcasting while in Mulmaster, a character can attempt either a Dexterity(Sleight of Hand) or Charisma(Deception) check; if such a character were frightened (Disadvantage on ability checks and attack rolls while source of fear is in sight), or were subject to a hex against the appropriate attribute, that character would have Disadvantage on the check. (Members of the Cloaks would be aware of these effects and likely make use of them against opponents they suspect may be surreptitiously casting spells illegally. Just a thought.)

 

There are a few effects that apply to all three types of roll -- bardic inspiration dice, for instance, can be used on attack rolls, ability checks, or saving throws as desired by the possessor of the die, and Inspiration can be used to grant Advantage (or negate Disadvantage) on an attack roll, ability check, or saving throw of the possessor's choice -- but as a general rule, be certain that the effect of a particular ability or spell to modify a type of roll actually matches up with the type of roll the player wants to modify before allowing it.

 

Also, the answer to the question about limits on the number of spells cast in a turn is a bit confusing: Crawford clarifies that you could use the fighter's Action Surge ability to cast two spells in a single turn (you don't even need to be multiclass to benefit from this -- an Eldritch Knight can do so easily). However, if you cast a bonus action spell in a turn, any other spell you cast in that turn must be a cantrip, and this is true even if you gain more than one action in that turn. (PH, p.202)

 

This advice seems pretty straight-forward, so unless there is a particularly confusing example provided in this thread, I doubt I'll add anything like this to the Recommended Rulings.

 

Game on!

 

--

Pauper

#2

Stormborn20

Apr 30, 2015 14:19:19

The casting rules are in regards to your turn, not the round.

#3

Pauper

Apr 30, 2015 14:25:23

Thanks! (Blasted time terminology...)

#4

RulesJD

Apr 30, 2015 15:40:55

Another commmon misunderstanding is what happens when there is a tied contested ability check (most commonly found when trying to Grapple a creature).  Per PHB p. 174, if a contest check is a tie, the situation remains the same. 

#5

Undrhil

May 01, 2015 0:32:41

Also, since I asked about it previously in another thread, someone casting Fireball who is being Counterspelled *can* cast Counterspell to counter the Counterspell.  -nods-

(Reply to #5)

Pauper

Undrhil wrote: