Conditions/situations that grant advantage

Post/Author/DateTimePost
#1

curiousdragon

Mar 19, 2015 13:41:54

I am looking for clarifications on certain conditions that might grant advantage to attackers. I know some of it may be conditional, so please respond with the RAW interpretation and suggested DM interepration (if you so desire) -- which may be different.

 

  • Incapacitated. The PHB (or basic rules) say nothing about this condition giving advantage to attackers, although this seems counter intuititive since the creature is not defending itself and is unable to act (no actions or reactions). (I realize the stunned condition is a superset of incapacitated and includes advantage for the attackers, thereby implying that incapacitated would not convey advantage)
  • [Suggestion]. This is not a condition, but through creative wording this spell could 'suggest' a creature lay down its arms, relax, rest, sleep, etc. Would most suggestions that compel the creature to 'relax' or take a non-hostile stance, grant advantage to an attacker since it would effectively be surprised? How would you rule this as a DM?
  • Charmed. If the charmer attacks the creature charmed, would it have advantage? Seems like out of combat would be yes, but in combat may be uncertain.
  • Dominated. I suspect not, but just adding it to the list for completion.

 

Thanks!

#2

mellored

Mar 19, 2015 13:51:12

You can see the list of conditions near the back on the PHB.

 

Incapacitated often comes along with prone, which does grant advantage to melee attacks.

Charm or suggestion does not.  Though any kind of surpise attack would, so it's possible.

Dominated does not.  Though you can always order them to fall prone.

 

And some spells, like fairy fire and foresight give you advanatge.

(Reply to #2)

curiousdragon

mellored wrote:
#4

jaelis

Mar 19, 2015 13:59:09

I would let you command a dominated creature to act as if stunned, which would grant advantage.

 

Suggestion is always open to debate. But you could probably suggest that the target lie down.

 

I wouldn't say there was a straightforward way to get advantage against a creature that is simply charmed.

 

---

I would not grant advantage against an incapacitated creature on that basis alone.

#5

Illithidbix

Mar 19, 2015 14:45:53

When Basic 5E came out I attempted to make a list:

See

http://forum.rpg.net/showthread.php?732807-Advantage-Disadvantage-in-D-amp-D-BASIC-Master-list

http://community.wizards.com/forum/rules-questions/threads/4144771

This covers alot of the basics, but now of course there are vastly more spells and class abilities.

 

ATTACK ROLLS

 

ADVANTAGE

Hidden/unseen attacker

Attacker is helped by an ally. (Helper within 5' of target and spends their action distracting target.)

Blinded target

Paralyzed target (and any hits are automatically a critical hit if attacker is within 5')

Petrified target

Prone target is within 5'

Restrained target

Stunned target

Unconscious target (and any hits are automatically a critical hit if attacker is within 5')

Target is squeezing in a smaller space.

Using Inspiration.

 

Spells:

Foresight on attacker.

Shocking Grasp: Target is wearing metal armour.

 

 

DISADVANTAGE

Blinded attacker

Restrained attacker.

Prone attacker.

Poisoned attacker

Attacker makes ranged attack roll (weapon or spell) whilst within 5' of a hostile creature.

Long range.

Invisible target.

Prone target is over 5' away.

Dodging Target (taking dodge action)

Attacker has level 3 exhaustion.

Frightened attacker who is able to see source of fear. (regardless if target is source of fear or not)

Attacker is squeezing in a smaller space.

Small creature using weapon with the Heavy property.

Strength and Dexterity attack rolls whilst wearing armour that you are not proficient in.

 

Class

Fighter: Protection Fighting Style. Use your Reaction to impose Disadvantage on an attack against an ally within 5', must be using a shield.

 

Spells:

Foresight on target.

Holy Aura: target within aura.

 

 

 

SAVING THROWS

 

ADVANTAGE

Dodge action vs Dexterity Saving throws

Using Inspiration.

 

Races

Dwarves vs poison (Dwarven Resilience)

Elves vs charm. (Fey Ancestry)

Halflings vs fear (Brave)

Stout halflings vs poison (Stout Resilience)

 

 

Spells:

Beacon of Hope: Advantage on Wisdom Saving throws and death saving throws.

Charm Person: Target has advantage if caster or creatures friendly to target are attacking it.

Dominate Person: Target has advantage if caster or creatures friendly to target are attacking it.

Dominate Monster: Target has advantage if caster or creatures friendly to target are attacking it.

Foresight: Target for all saving throws.

Heroes Feast: All Wisdom saving throws for 24 hours after eating feast.

Holy Aura: Anyone within 30' that the caster chooses. All saving throws.

 

 

DISADVANTAGE

Level 3 Exhaustion (all saving throws)

Dexterity saving throws whilst Restrained.

Strength and Dexterity saving throws whilst wearing armour that you are not proficient in.

 

Spells:

Dream: Disadvantage on Saving Throw if you have body part/hair clipping etc from target.

Sunburst: Undead and oozes have disadvantage against Sunburst's Constitution saving throw.

 

Items:

Antitoxins: Advantage on saving throws vs poisons for 1 hour.

 

 

 

ABILITY CHECKS.

 

ADVANTAGE:

Helped by an ally.

Using Inspiration.

Charmer to interacting socially with charmed target.

 

Class:

Rogue: Supreme Sneak: 9th level. Dexterity (Stealth) checks if moved no more than ½ move on same turn.

 

Spells:

Foresight: Target, for all ability checks.

 

Items:

Crowbar: Advantage on Strength checks where leverage can be applied.

Magnifying Glass: any check to appraise or inspect a small or highly detailed item.

 

 

 

DISADVANTAGE:

Poisoned (all ability checks)

Level 1 Exhaustion (all ability checks)

Frightened and able to see source of fear. (all ability checks)

 

Strength and Dexterity: Whilst wearing armour that you are not proficient in.

Wisdom (Perception): Target is Lightly Obscured

Dexterity (Stealth): Some Armours [Padded, Scale Mail, Half Plate, Ring Mail, Chain mail, Splint, Plate]

 

(On a semi-relevent sidenote: for the chance of success with Advantage and Disadvantage see this article: http://onlinedungeonmaster.com/2012/...next-the-math/

Or just do the maths yourself: When probability is measured bettween 0-1 then Advantage squares your chance of faliure and Disadvantage squares your chance of success.

E.g rolling a 10+ (= 55% chance = 0.55 probability: So 79.75% chance with 30.25% with Disadvantage)

#6

Barimen

Mar 19, 2015 19:30:21

jaelis wrote:
#7

lawrencehoy

Mar 19, 2015 21:30:58

The Incapacitated condition does not prevent moement; therefore, it doesn't have as great an effect on making a target easier to hit.

(Reply to #7)

curiousdragon

lawrencehoy wrote:
#9

jaelis

Mar 20, 2015 17:35:33

I'm pretty sure hypnotic pattern is not intended to give attackers advantage. But of course you can play it that way if you think it makes more sense.

#10

strider13x

Mar 21, 2015 4:54:38

The beauty (and bane) of the DM adjucation of the Ad/Disad mechanic is in the situation. Each situation is different, so that way players can't simply rote their way into Advantage by following a specific pattern of events! Each encounter must be taken at face value. The DM assessment include things the players aren't aware of (which may lead to Disadvantage, when last time you did the exact same thing and got Advantage!) Trust the DM, if they are following the base rule of D&D (have fun!) then it will lead to memorable stories for all!

#11

lawrencehoy

Mar 22, 2015 19:55:29

curiousdragon wrote:
#12

mellored

Mar 23, 2015 6:05:33

Hypnotic pattern is strong enough without advantage.

#13

lawrencehoy

Mar 24, 2015 9:57:41

curiousdragon wrote: