D&D 5E Rules Q&A: Ask a Simple Question, Get a Simple Answer

Post/Author/DateTimePost
#1

Plaguescarred1

Jul 02, 2014 19:06:10

The purpose of this thread is to serve as a catch-all for minor questions about 5E Rules, Mechanics etc... 

 

When asking a question, preface it with a Q# where # is the next number according to whatever the last question was.

When answering a question, preface it was A# where the # corresponds to the question # being answered or quote the question and answer it directly.

 

Everyone is welcome to ask or answer simple questions here.  This Thread should help reduce the clutter of redundant threads.

#2

Karnos

Jul 02, 2014 20:19:25

Q1

Is there a prize for asking the first question?

#3

Nicodaudel

Jul 02, 2014 20:22:54

A1:

#4

celtwarrior

Jul 03, 2014 10:44:00

Q2, starting equipment, ch 5 of the basic rules has starting gold if we do not use the equipment from the background, however do we also not get the equipement from the class if we use the starting gold from ch 5?

#5

celtwarrior

Jul 03, 2014 10:50:12

Q3, arcane focus; while implementing does this item need to be held?  if so can it be incorprated into an other item?  for example a battle axe with a crystal pommel?  since the staff can be both a weapon and an arcane focus then there should be other similar options

#6

Plaguescarred1

Jul 03, 2014 10:52:19

A2: You either start with equipments from your class + background or you roll your starting wealth and equip yourself.

 

A3: Ask your DM. I suppose it can but the entry for arcane focus doesn't really discuss it.

#7

MrHemlocks

Jul 03, 2014 11:17:34

Plaguescarred wrote:
#8

alienux

Jul 03, 2014 11:33:42

MrHemlocks wrote:
#9

Jordan175

Jul 03, 2014 13:14:19

Q5: Can the "Dueling" fighting style (basic rules pg 25) be used while using a shield?

#10

Plaguescarred1

Jul 03, 2014 13:19:02

A5: Yes it appears so.

#11

Drayven27

Jul 03, 2014 13:20:23

A5. Without clarification from WoTC I'd say that goes to DM call. Since shields aren't on the weapon chart I would say that as written you would still qualify as only having one weapon. The same would be true if you tried to use a shield for duel wielding. Personally, in the spirit of what they seem to be going for with dueling I'd say the shield invalidates it.

#12

mellored

Jul 03, 2014 13:52:04

I don't see any balance issue with using it with a shield.

#13

Cerius

Jul 03, 2014 17:08:59

Q6: Is there any mechanical difference between a halberd and glaive?

#14

E-Tallitnics

Jul 03, 2014 19:54:42

Cerius wrote:
#15

Drayven27

Jul 03, 2014 20:13:23

Q7: Dual wielding, how does it stack with extra attacks for fighter. Since you are only technically making 1 attack action it would just be main hand, main hand, off hand right?

 

edit: nevermind, I see that the off hand attack is a bonus action and you can only take one bonus action per turn so that answers that. Leaving the question up here though in case someone else has the same one.

#16

celtwarrior

Jul 03, 2014 20:23:25

Q8, flanking, is there advantage with flanking?

Q9, sneak attack with spell, the sneak attack says it must be used with ranged or finess weapon, can it be used with a spell? for example shocking grasp?

#17

celtwarrior

Jul 03, 2014 20:42:04

Q10, searching the basic pdf, i was searching for the word finesse and while it did show up in most placed it did not for all.  for example in the sneak attack description it was not found even though it is there?  can we get a completely searchable version of the pdf?

#18

Nicodaudel

Jul 04, 2014 1:24:55

A10: A printer-friendly version of the Basic Rules was released shortly after the formatted version. It lacks the custom page background and has fully searchable text. Visit the official download page, and click on the second link.

#19

Xeviat-DM

Jul 04, 2014 1:53:23

A5: +2 damage is a statistically better gain than "reroll 1s and 2s once" with 1 dice weapons, so I'd feel weird letting Dueling work with a shield. Dueling with Longsword and Shield would net 6.5 average damage (gain of +2) and +2 AC, where Greataxe rerolling 1s and 2s is 7.3 average (gain of 0.8); this highlights an imbalance with 2d6 weapons; rerolling 1s and 2s makes their average 8.33 (gain of 1.33), meaning we'll probably see more Greatsword fighters than Greataxe fighters (more so than already, what with their 0.5 advantage).

#20

Loinofbeef

Jul 04, 2014 2:31:25

Q11: Guiding Bolt 1st level spell,  4d6 damage + advantage on next attack against target until end of your next turn. Is this a typo? Damage seems too high

 

(Reply to #20)

Daxarth

Loinofbeef wrote:
#22

Plaguescarred1

Jul 04, 2014 2:18:34

A8, There's no rules for flanking.

 

A9, No Sneak Attack cannot be used with spells.

 

A11: Guiding Bolt grant advantage only to the next attack roll until end of your next turn, not all of them.

#23

MrHemlocks

Jul 04, 2014 5:48:49

alienux wrote:
(Reply to #20)

ProphetSword

Loinofbeef wrote:
(Reply to #22)

celtwarrior

Plaguescarred wrote:
#26

Jay_Ibero_911

Jul 04, 2014 6:44:39

celtwarrior wrote:
(Reply to #26)

celtwarrior

Jay_Ibero_911 wrote:
#28

celtwarrior

Jul 04, 2014 6:48:37

Q12, fists, is the unarmed strike considered light and/or finesse?  can you use it with two-weapon fighting for example?

#29

Jay_Ibero_911

Jul 04, 2014 6:49:05

celtwarrior wrote:
#30

Plaguescarred1

Jul 04, 2014 6:54:08

A12: No unarmed strike doens't have any of those properties.

#31

Tichrimo

Jul 04, 2014 8:52:36

Q13: Am I reading two-weapon fighting correctly?  Simply by wielding two Light weapons I can make two attacks at no penalty to the attack roll?

 

P.S.  Hi Plague!  Long time no see.

#32

ProphetSword

Jul 04, 2014 8:58:34

Tichrimo wrote:
#33

Plaguescarred1

Jul 04, 2014 9:51:55

Tichrimo wrote:
(Reply to #32)

Tichrimo

ProphetSword wrote:
#35

celtwarrior

Jul 04, 2014 11:33:15

Q14, Prestidigitation, i assume this is up the DM but can we get and idea of the intended maxiume size of this part of the spell or the limitations on a 'trinket'?  i can 'fit' a beach ball in my hand but i could not hold a lead ball the size of a beach ball, however, spell has a range of 10 feet so one does not need to hold it.


• You create a nonmagical trinket or an illusory image
that can fit in your hand and that lasts until the end of
your next turn.

#36

Plaguescarred1

Jul 04, 2014 12:05:41

A14: Its size is something tiny enought to fit in your hand (several inches i'd say) with a weight correcponding to the material it is made of. Within these parameters it'd be up to the DM wether something can be created or not through the use of Presdigitation.

#37

Leugren

Jul 04, 2014 15:59:21

Q15.  If someone hides within a lightly obscured space, do you take disadvantage on Wisdom (Perception) checks to spot that creature?  If so, then how does passive perception work in such a case?  If not, then when exactly do the rules for disadvantage associated with lightly obscured areas actually come into play? I must admit that I'm a bit befuddled as to how the rules for hiding interact with the new rules for lightly obscured areas.  Hiding generally always requires some level of concealment or cover after all, and I can't believe they intended for almost all checks made to spot hidden creatures to be made with disadvantage.  In the recent "Lost Mines of Phandelvin" podcast, for instance, I did not see the DM imposing disadvantage on the players' attempts to spot the hidden goblins, even though the goblins were lightly obscured by foliage.

#38

Lokiron

Jul 04, 2014 16:12:45
Q16 Why is the hand crossbow a 'light' weapon? Two weapon fighting is not written to work with that weapon. I do hope it works.
#39

E-Tallitnics

Jul 04, 2014 16:43:28

Leugren wrote:
#40

Furio74

Jul 04, 2014 20:16:37

Q17: For a "long" rest, I don't understand how you ever fully regain your HD. You only ever get back 1/2 your total HD.

 

Page 67: 

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. 

#41

AaronOfBarbaria

Jul 04, 2014 20:31:01

A17: Take two long rests without spending any hit dice between: 1/2 + 1/2 = whole.

#42

Nicodaudel

Jul 06, 2014 11:51:08

A17b: Alternatively, as with certain other exceptions, you can assume that the minium after rounding is always 1. Thus, PCs would regain 1 HD after a long rest at 1st level. (NOTE: This rule needs to be clarified at some point, as the Basic Rules seem ambiguous at best on this point.)

 

EDIT: Mike Mearls confirmed on Twitter that the minimum HD recovered should be 1.

 

‏@nperkins Do 1st level characters get their Hit Die back after a long rest or do they have to rest two days in a row?

‏@mikemearls they get it back - believe it should be minimum 1 with long rest

(Reply to #42)

Particle_Man

Q18a) If a high level halfling fighter rolls a 1 on a saving throw and uses the halfling ability to reroll and still fails, can the halfling then use the fighter ability to roll the die a third time?

 

Q18b) What about if the same character rolls a failure the first time, using the fighter ability to reroll, gets a natural 1 the second time, and wants to use the halfling ability to roll the die a third time?

 

Q18c) What if the initial saving throw was rolled with advantage or disadvantage, and the red die was a natural 1 and the green die was a failure?  Could the halfling fighter use the halfling ability to reroll the red die and the fighter ability to reroll the green die?

#44

E-Tallitnics

Jul 04, 2014 21:54:39

Particle_Man wrote:
(Reply to #44)

Particle_Man

E-Tallitnics wrote:
#46

Nyarlathotep5150

Jul 05, 2014 0:29:43

Q19: Not really a question, I think I know the answer. However, it is ambiguous and should probably be cleared up in later updates. In the basic rules, it keeps switching back and forth as to whether you can spend inspiration on any roll, or only on rules which relate to your backround traits. I'm pretty sure it's any roll (as that is what is said in the actual section explaining it, as well as the actual play video). But when explaining what inspiration is and later when explaining advantage, it says that it can be spent to gain advantage on rolls relating to your backround traits.

#47

Plaguescarred1

Jul 05, 2014 2:56:35

A19: Inspiration can affect any attack roll, saving throw or ability check. If you have inspiration, you can extend it when you make an attack roll, saving throw or ability check. Spending your inspiration gives you advantage on that roll. Aditionally you can give it up to give another player character inspiration. (Basic D&D pg. 35)

(Reply to #38)

Lokiron

Lokiron wrote:
#49

Plaguescarred1

Jul 05, 2014 3:52:42

A16: The hand crossbow's light property currently does nothing for it as it can't be used while two weapon fighting being not a light melee weapon. But that could change with future game elements allowing it.

 

#50

JRutterbush

Jul 05, 2014 4:08:29

Q/A17: The wording is very ambiguous on that. The phrasing "up to... half" could also imply that, for example, if a level 8 character had 2 hit dice left, a long rest would bring them to 4 hit dice (half their total hit dice), not add 4 hit dice to their current number. I agree that it's probably supposed to be adding, not resetting, but I can understand how people would get confused given the poor choice of wording.

#51

AshesAsh

Jul 05, 2014 5:38:06

Q20: I don't really get the rolls on 'Devine Intervention'. At 10th level you have a 10% chance of your deity to intervene and that goes up to 19% (rolling the percentile dice). If you reach lvl 20 it's suddenly 100%. Am I missing somethng here or is it really that hard to get Devine Intervention? 

#52

Pizzamancer

Jul 05, 2014 6:00:22

Q 21:  Can you overhannel a cantrip?

#53

Dracones

Jul 05, 2014 6:31:08

Q22: Faerie Fire is listed in the spell descriptions but not the spell lists for cleric or wizard. In 3.x it's normally a druid spell, but do clerics or wizards get it in 5e?

#54

Pizzamancer

Jul 05, 2014 6:39:57

Q 22 Overchannel does 2d12 damage for each level of spell the second time you cast it.  Does that really mean you can overchannel cantrips all day long with no penalties?

#55

Pizzamancer

Jul 05, 2014 6:50:37

Q23 Empowered Evocation question.  Do you add your Int mod to each magic missile damage roll?

#56

MrJamela

Jul 05, 2014 6:57:54

Q24 - Does using Halfling Nimbleness to move past an opponent cause an opportunity attack unless the halfling in question uses the Withdraw action to move past him?

#57

Pizzamancer

Jul 05, 2014 7:06:11

A24: Yes.  If you move out of an opponent's threat range, you will get an attack of opportunity.

#58

Plaguescarred1

Jul 05, 2014 7:21:42

A22: No cleric or wizard do not get faerie fire.

#59

Plaguescarred1

Jul 05, 2014 7:24:01

Pizzamancer wrote:
#60

Pizzamancer

Jul 05, 2014 7:34:38

I think you are wrong on that one Plague.  The play test was distinctly worded differently.  It doesn't say each damage roll in the basic rules, it says the damage roll.

#61

Plaguescarred1

Jul 05, 2014 8:29:47

Pizzamancer wrote:
(Reply to #41)

Furio74

AaronOfBarbaria wrote:
#63

Jay_Ibero_911

Jul 05, 2014 8:35:12

Furio74 wrote:
(Reply to #45)

E-Tallitnics

Particle_Man wrote:
#65

SeanCaruso

Jul 05, 2014 8:51:50

MrJamela wrote:
#66

E-Tallitnics

Jul 05, 2014 10:00:27

Pizzamancer wrote:
(Reply to #26)

celtwarrior

Jay_Ibero_911 wrote:
(Reply to #67)

E-Tallitnics

celtwarrior wrote:
#69

E-Tallitnics

Jul 05, 2014 14:22:18

Q25: The Dueling fighting style states that you get a +2 to your To Hit modifier as long as you're not holding another weapon. So that means you can hold a shield for the classic Sword & Board fighter. However my question is based on an assumption, but it's a good one: What then happens to that fighter if she takes (the assumed) Shield Master Feat!? Would they then lose the +2?

#70

geoffnsandiego

Jul 05, 2014 14:22:47

Q26: So starting skills for PCs, am I safe to assume they get Int Bonus + number listed for class, so for example a Human Wizards with Int 16 gets 5 skills in which she is proficient? I looked through the starter box and baisc rules and couldn't find this explicitly stated.

#71

Chimerasame

Jul 05, 2014 14:38:02

A26: I do not believe you get any extra skills for having high intelligence in this edition. Far as i can tell the only way to get more skill proficiencies is to multiclass or to spend a feat on them.

 

Q27: Relatedly -- I thought I remember from the playtest you get extra *languages* for having high int, but I didn't catch mention of that in the basic rules. Has that been removed or did I miss it?

#72

Chimerasame

Jul 05, 2014 14:51:45

Plaguescarred wrote:
(Reply to #71)

E-Tallitnics

Chimerasame wrote:
(Reply to #68)

celtwarrior

E-Tallitnics wrote:
#75

Chimerasame

Jul 05, 2014 15:50:51

celtwarrior wrote:
(Reply to #59)

Particle_Man

Plaguescarred wrote:
#77

JRutterbush

Jul 05, 2014 23:47:55

Chimerasame wrote:
#78

ivstin

Jul 06, 2014 4:07:24

BaronOfHell wrote:
#79

mykesfree

Jul 06, 2014 4:04:43

Can a monster with Multiattack shove a creature in durring its multiattack?

 

Pg 74 Shoving a Creature
Using the Attack action, you can make a special melee
attack to shove a creature, either to knock it prone or
push it away from you. If you’re able to make multiple
attacks with the Attack action, this attack replaces one

of them.

The target of your shove must be no more than one
size larger than you, and it must be within your reach.
You make a Strength (Athletics) check contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics)
check (the target chooses the ability to use). If you win
the contest, you either knock the target prone or push
it 5 feet away from you.

#80

Plaguescarred1

Jul 06, 2014 4:19:21

A28: Yes a monster that can multiattack can replace one of them to shoive a creature.

 

 

(Please remember to number # your questions!)

#81

fastvette2

Jul 06, 2014 6:36:10

Q29:  Can the Dash Action be taken more than once on a turn (eg. Using Dash as an action and dash as a bonus action via Cunning Action or Haste)?  Would this give a movement of 3 times the character's speed when used in conjunction with a move?

 

Thanks.

#82

Plaguescarred1

Jul 06, 2014 6:50:02

A29: Yes, nothing indicate Dash cannot be taken more than once per turn.

#83

Chimerasame

Jul 06, 2014 7:44:57

I don't think applying every time to a magic missile makes the Empowered Evocation ability OP. It's quite strong indeed, but it's limited-use (until 18th level), and I don't think it will do as much damage as an optimized weapon-user can pull off at-will at that level of play.

 

Overchannelling cantrips all the live-long day worries me more; for the price of "you cannot overchannel a real spell if you do this" you get the repeated benefit of max damage on your bread-and-butter moves. 'Course, even this might not be too bad; *with* Empowered Evocation it caps out at 10+intmod damage, which I think weapon-user strikers can still eclipse, match, or at least *approach*, by 14th level. Kinda weird though.

 

Both of those things are things to watch out for to make sure no new elements magnify their abuse further, but as it stands now I don't think it's gonna result in any mages taking the fun out by eclipsing everyone else.

#84

JRutterbush

Jul 06, 2014 9:21:52

Chimerasame wrote:
#85

Chaosmancer

Jul 06, 2014 9:26:49

Q 30

 

Mainly this is just to confirm that hp works the way I think it does. If I create a 3rd level fighter (with a con mod of +3) I first start out with 13 hp, then add 1d10+3 (or 9) for second then 1d10+6 (or 12) for 3rd for a total of (using the averages) 34 hp. Correct? 

 

My confusion comes from the phrasing that characters gain hit dice +con mod per level after 1st, which seems to mean the con mod bonus is constantly increasing, so a +3 bonus at level 2, +6 at 3, +9 at 4 ect. But this get's to be a little crazy when the bonus gets up to +54 and I'm not sure that is the intent.

#86

Plaguescarred1

Jul 06, 2014 9:35:34

A30: No the Constitution modifier to HP doesn't grow exponentially, it add satically. So your 3rd level fighter would have;

 

1st level: 10 +3

2nd level: 1d10 (6) +3

3rd level: 1d10 (6) +3

#87

Chaosmancer

Jul 06, 2014 10:10:40

Okay thank you for the quick response

#88

Plaguescarred1

Jul 06, 2014 10:13:17

Chaosmancer wrote:
#89

E-Tallitnics

Jul 06, 2014 10:16:10

Pizzamancer wrote:
#90

Plaguescarred1

Jul 06, 2014 11:51:32

R23: Here's Mike Mearls answer;

 

@Plaguescarred Does Empowered Evocation let you add your INT mod to every magic missiles?
#91

obsid

Jul 06, 2014 12:02:30

Q31: Can you sneak attack with a handaxe assuming you throw it?  (I ask because it is a ranged weapon attack, but its not a dex attack so its a little wierd).

#92

Jay_Ibero_911

Jul 06, 2014 12:08:53

obsid wrote:
#93

Wrylis

Jul 06, 2014 14:33:01

Q32: Is there a way to transition from Grappling a creature to Restraining it? Is that a thing? Grappling doesn't seem acutely useful aside from preventing movement, and doesn't have much bearing on combat rolls.

 

Q33: Is there a way to consistently re-establish a method of Sneak Attacking mid-combat? It clearly states you must have advantage on the attack. In this way, it's easy to imagine a Rogue getting a Sneak Attack by attacking while hidden in the beginning of a fight, but after that there is no clear method of guaranteeing Advantage.  Are there consistent ways? Or is this a think-outside-of-the-box situation? (which I would not at all be opposed to).

#94

Backlash3906

Jul 06, 2014 14:46:30

Q34: How does Two-Weapon Fighting interact with the Extra Attack feature that Fighters (and possibly other classes once we see the PHB) receive? Are there additional 'off-hand' attacks for each main-hand one?

#95

Jay_Ibero_911

Jul 06, 2014 14:49:28

Wrylis wrote:
#96

1stLevelSean

Jul 06, 2014 15:04:11

Q35: If an attack reduces a character to less than zero hit points, but not enough for instant death, do they start their next turn (and attempt their first death save) at zero hp, or at some negative number of points?

Ex: I have 12 hp and am at my max. I take 18 points of damage, bringing me to -6. Do I start my next turn at -6 or zero?

#97

Jay_Ibero_911

Jul 06, 2014 15:08:05

1stLevelSean wrote:
#98

E-Tallitnics

Jul 06, 2014 15:26:49

Jay_Ibero_911 wrote:
#99

BigOleBob

Jul 06, 2014 15:45:19

Are the rules for character creation, provided in the 'Next' playtest, compatible with the starter set (for 5e)?

(For level one characters)

 

If minor alterations are required could you list them?

(Just the alterations, not the entire method.)

#100

Plaguescarred1

Jul 06, 2014 15:46:29

R31: The thrown property doesn't prevent Sneak Attack, as long as its a ranged or finesse weapon. A handaxe is neither of those. If it was their intent, its not in sync with RAW.

 

A32: They"re pretty much the same, except for starting gold and ability score array i believe.

#101

E-Tallitnics

Jul 06, 2014 15:48:26

Jay_Ibero_911 wrote:
#102

Jay_Ibero_911

Jul 06, 2014 15:48:34

E-Tallitnics wrote:
#103

Rhenny

Jul 06, 2014 16:15:38

Q36 (I think): for protection style fighter, does it grant disadvantage to all attacks  per turn from one foe (I.e. Claw, claw, bite) or does the fighter have to pick a specific one?   

 

Still not 100% clear on that. 

#104

pauldanielj2

Jul 06, 2014 16:51:24

Q38: On page 65, the rules state "A creature in a heavily obscured area effectively suffers from the blinded condition (see the appendix)". Does that mean that a creature in a dark area wouldn't be able to see a creature in a lighted area nearby?

 

 

#105

E-Tallitnics

Jul 06, 2014 16:40:38

BigOleBob wrote:
#106

E-Tallitnics

Jul 06, 2014 16:31:51

Rhenny wrote:
#107

E-Tallitnics

Jul 06, 2014 16:54:44

pauldanielj2 wrote:
(Reply to #107)

pauldanielj2

E-Tallitnics wrote:
#109

E-Tallitnics

Jul 06, 2014 16:51:42

pauldanielj2 wrote:
(Reply to #109)

pauldanielj2

E-Tallitnics wrote:
#111

E-Tallitnics

Jul 06, 2014 17:44:44

pauldanielj2 wrote:
(Reply to #93)

ProphetSword

Wrylis wrote:
#113

obsid

Jul 06, 2014 17:51:42

Q39:  Lets say im a sneaking around and no one can see me and I have two daggers.  I want to throw my daggers at someone within range with two-weapon fighting.  Does the first attack break stealth so the off-hand attack is not with advantage?  How about with a fighter using the fighters ability to attack multiple times, does the first attack break stealth?

#114

VanRicter

Jul 06, 2014 17:53:15
Q40: Sorry if this question already appeared, I'm working off phone. Am I reading correctly that there are no longer negative hit points? If you get dropped to 0 you fall unconscious and start with the dying saves?
#115

obsid

Jul 06, 2014 20:54:56

A40: Yes, there is no longer such a thing as negative hitpoints.  That said if you get hurt by more then your total hp beyond 0 in one attack (and if your above 0 the amount your above 0 + your full hp), then you instantly die with no death saving throws.

#116

E-Tallitnics

Jul 06, 2014 18:13:41

obsid wrote:
#117

pauldanielj2

Jul 06, 2014 20:24:25

Q41: Is it possible to be hidden from one enemy but not another? In theory, I would automatically say yes, it's self-evident that you could. But, the rules do tend to favour free communication between creatures. For instance, per Page 70: "Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn". This would lead me to think that an enemy you are not hidden from could communicate your position, thus effectively ending your 'hidden' status.

 

For instance, in the example below the goblin could hide from Duncan, since he has total cover. He could not, however, hide from Arkus. So the question is, would the goblin's hide attempt relative to Duncan fail automatically because Arkus could simply alert Duncan to the Goblin's presence?

Example

 

 

#118

obsid

Jul 06, 2014 20:57:54

A41: Just telling the other character where they are within 5 feet doesnt make them not hidden anymore.  The hide rules are fairly explicit that as long as you hide and stay hidden (ie not say anything and they have some cover), and the stealth check beats the passive perception (or any active checks they make) that the person stays hidden (regardless of what the other person says).  You may know aproximately where they are, but not exactly where they are (you can try to attack that spot and hope you hit though! at a disadvantage because you cant see them).  You can also walk up so they no longer have cover, then you can see them, or you can ready an action for when you do see them.

#119

akaddk

Jul 07, 2014 1:54:57

So, let's say that my character is based around dual-wielding daggers and throwing them whenever he can. As I read it, if he has both in hand, he can throw both on his turn at any targets within range. However, what happens next turn when he wants to draw AND attack with two more? The rules say he can draw and attack as one action, right? But can he draw two weapons and attack with two weapons on his turn?

#120

obsid

Jul 07, 2014 1:58:49

akaddk wrote:
#121

pukunui

Jul 07, 2014 2:05:07

obsid wrote:
#122

akaddk

Jul 07, 2014 2:09:39

I can't find where it says that drawing is a "free" action, or how many free actions you're allowed per turn. Personally I wouldn't allow more than one anyway as a default rule but it'd still be nice to know where the rule is.

 

I'm also assuming that the rogue's extra action ability would allow him to draw an extra weapon?

#123

pukunui

Jul 07, 2014 3:20:56

akaddk wrote:
#124

akaddk

Jul 07, 2014 3:31:04

Q: The basic poison listed in the equipment guide says that the poison lasts for 1 minute after application and that anyone hit by a poisoned weapon must make the save against it. Does that mean the weapon remains poisoned even after it's hit a creature, thus allowing for multiple poisonings to occur from the same weapon?

#125

akaddk

Jul 07, 2014 3:33:33

pukunui wrote:
#126

pukunui

Jul 07, 2014 3:41:08

akaddk wrote:
#127

Plaguescarred1

Jul 07, 2014 5:21:18

akaddk wrote:
#128

Plaguescarred1

Jul 07, 2014 5:42:29

E-Tallitnics wrote:
#129

Walstafa

Jul 07, 2014 6:54:14

1. There's no penalty for casting arcane magic in armor now? 

1.b) If no, does that make Mountain Dwarf Wizards (free Battle Axe and Medium Armor spec) the new hotness?

(Reply to #119)

E-Tallitnics

akaddk wrote:
(Reply to #124)

E-Tallitnics

akaddk wrote:
#132

Plaguescarred1

Jul 07, 2014 7:01:49

E-Tallitnics wrote:
#133

Plaguescarred1

Jul 07, 2014 7:01:49

E-Tallitnics wrote:
#134

Plaguescarred1

Jul 07, 2014 7:04:08

E-Tallitnics wrote:
#135

E-Tallitnics

Jul 07, 2014 7:05:33

Walstafa wrote:
(Reply to #135)

Walstafa

E-Tallitnics wrote:
(Reply to #135)

Walstafa

E-Tallitnics wrote:
#138

E-Tallitnics

Jul 07, 2014 7:14:36

Walstafa wrote:
(Reply to #92)

Tichrimo

Jay_Ibero_911 wrote:
#140

Fenn_Grunberg

Jul 07, 2014 7:46:57

Drayven27 wrote:
(Reply to #139)

Chimerasame

Tichrimo wrote:
(Reply to #141)

Tichrimo

Chimerasame wrote:
(Reply to #141)

Particle_Man

Chimerasame wrote:
(Reply to #142)

E-Tallitnics

Tichrimo wrote:
#145

Cyber-Dave

Jul 07, 2014 13:47:15

Q: Is overchannel supposed to work with cantrips?

A: No. But, Mike Mearls thinks that it "works out if you increase the damage by 1d12 per cantrip." 

#146

ivstin

Jul 07, 2014 13:51:40

Big Thanks to Plague for poking Mearls.
Networking win!

 

#ILovethisGame
#ILovethisFraternity

#147

mcintma

Jul 07, 2014 14:08:03

(Asked this in another thread but seems this is a better place for it )

 

Q45 is drawing a potion (or wand, etc) from a backpack considered your one free Use Object? Such that you can now move, locate & draw potion, and drink in one turn? This sounds like alot for 1 turn. I'm wondering if drawing out a potion from a backpack is technically interacting with 2 objects - the backpack (opening the flap, searching) and the potion (grabbing it and drawing it out).

(Reply to #147)

Tichrimo

mcintma wrote:
(Reply to #148)

mcintma

Tichrimo wrote:
(Reply to #149)

Chimerasame

Q46: Is using a potion also a thing possible to do with your one free action? Say you aren't in dire need of it -- could you move+attack+draw on odd turns, and move+attack+drink on even turns? (This assumes you have a free hand.)

 

I notice "stuff some food into your mouth" and "drink all the ale in a flagon" are listed on the same level of free, so it seems to me this would work unless something about potion-use in particular demands it take a 'real' action. Perhaps this is a tradeoff advantage that one-empty-hand "Duelist" folks can enjoy, since they seemingly do not get special advantage of the "Duelist" style over shield-users.

 

Edit: Actually I think if you can drink a potion without using up a real action, one could even take it a step further, reading it such that you can move+attack+draw+drink all in one turn. It says "If you want to interact with a second object, you need to use your action." Drawing and drinking a potion is not interacting with a second object, it's just interacting with one object in two ways. This is kind of stretching it a little bit, maybe.

#151

Plaguescarred1

Jul 07, 2014 17:47:50

A46: While drawing a potion is not an action, drinking one is according to the Basic rules (pg. 49);

 

Potion of Healing. Drinking or administering a potion takes an action.

(Reply to #151)

Chimerasame

R46: Ah. Well, that answers that. Strange it's so much easier to quaff an entire flagon worth of ale, I always pictured potions being significantly smaller than that, like maybe 2-shot-glass size.

(Reply to #94)

Nyarlathotep5150

Backlash3906 wrote:
(Reply to #137)

Nyarlathotep5150

Walstafa wrote:
(Reply to #11)

Stearpyk

[quote="Drayven27"]

A5. Without clarification from WoTC I'd say that goes to DM call. Since shields aren't on the weapon chart I would say that as written you would still qualify as only having one weapon. The same would be true if you tried to use a shield for duel wielding. Personally, in the spirit of what they seem to be going for with dueling I'd say the shield invalidates it.

 

 

I agree twice-- a duelist with a shield just sounds unnatural, and without clairification it is the DM's call.  Or with clarification. Or under any circumstances....

 

(I DM more than I play)

 

 

#156

E-Tallitnics

Jul 07, 2014 18:09:26

Nyarlathotep5150 wrote:
#157

E-Tallitnics

Jul 07, 2014 18:16:27

Stearpyk wrote:
#158

pauldanielj2

Jul 07, 2014 21:54:19

Q47: Can you not stay hidden within some sort of obscured area, observing others while they cannot observe you?

 

Page 65 wrote:
#159

akaddk

Jul 07, 2014 22:43:49

pukunui wrote:
#160

McCaster

Jul 08, 2014 2:01:09

Q 47: The "Potent Cantrip" ability of the wizards evocation tradition states "when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any)"

Of the three damage dealing wizard cantrips (fire bolt, ray of frost, shocking grasp) all three use ranged attack rolls, none require saving throws. Is there a way of using this class ability?

#161

Sebkha

Jul 08, 2014 5:20:19

Is a handaxe really supposed to be a light weapon, or is that an error in the current weapon list?  It seems odd that it overshadows all the light martial weapons: easier to use, and throwable, same 1d6 damage.

#162

Plaguescarred1

Jul 08, 2014 5:26:59

A47: No wizard saving cantrip currently exit in Basic rules, but more will be added

 

A48: The handaxe is intended to be a light weapon so it can be used while two-weapon fighting.

(Reply to #161)

Overpromises

Sebkha wrote:
#164

MrHotter

Jul 08, 2014 9:19:46

Q49: Can a halfling ride a dwarf into battle?

 

The rules say: 

A willing creature that is at least one size larger than you and has an appropriate anatomy can serve as a mount. 

 

A dwarf is one size larger than a halfling, and with enough ale he could be willing. Does he have the right anatomy? I'm wondering if they are talking about creatures that walk on at least 4 legs. 

 

The halfling could sit on the dwarfs shoulders I would think.  Since a lance could be used one handed while mounted, I think this would be great for my halfling fighter.

#165

Plaguescarred1

Jul 08, 2014 11:25:10

A49: Probably but you better clear it with your DMs. There's another DM who thinks its cool;

 

  ‏@Plaguescarred Can a halfling use a dwarf as a mount if willing?
#166

Novama

Jul 08, 2014 10:54:51

Q50: What would be the typical amor class for an iron door if the characters wanted to beat it up with weapons prior to trying to force it open? DC is 60 for trying to force it open, but that's a bit too high if the character wanted to just beat on the door for a bit before trying to bash it down.

#167

The_Eye_of_Kyi

Jul 08, 2014 11:13:20

Q51: in regards to ability score bonuses: The Mountain Dwarf is the only race in the basic pdf that has a +2 bump to a stat, in this case Str. The remaining "sub-races" all only get a +1 bump. For example hill dwarf gets +1 wis, stout halfling gets +1 con. Is this a typo? Should the mountain dwarf have only a +1 bump to str? 

 

 

#168

Jay_Ibero_911

Jul 08, 2014 11:25:34

Novama wrote:
#169

AaronOfBarbaria

Jul 08, 2014 11:39:45

A51: No, it isn't a typo. No, it shouldn't be only a +1 bonus to Strength.

(Reply to #164)

E-Tallitnics

MrHotter wrote:
#171

E-Tallitnics

Jul 08, 2014 11:52:08

Jay_Ibero_911 wrote:
#172

al8b8

Jul 08, 2014 12:06:57

Q52: Does casting a spell while being  in a foe's threathened area provokes "Oportunity Attacks"?
And if so, what are the method for solving the effect of the attack on the spell casting?

#173

SeanCaruso

Jul 08, 2014 12:14:47

al8b8 wrote:
#174

JossVladd

Jul 08, 2014 12:21:30

I tried asking this in the player help section but upon reflection it might go here instead?

 

Q053 This has been a debate through the playtest with dispel magic. It states: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
 
If an enemy mage has cast slow (a 3rd level spell) on a party of 4 PCs, how many times would a caster have to dispel? Once because they can select the magical effect or 4 times because you must select each of the creatures? I now know that a more elegant solution would to run up and beat the mage until he loses concentration but we didn't have that option before! 
 
Thanks in advance!

(Reply to #172)

The_Eye_of_Kyi

al8b8 wrote:
#176

Particle_Man

Jul 08, 2014 13:08:02

Q54 Am I right in assuming that if you are 7 hours into a long rest, and have to fight a combat, then you have to start all over again (rest for 8 more hours, for a total of 15 hours) or get none of the benefit of the long rests?  That is rough on spellcasters!

(Reply to #174)

Tichrimo

JossVladd wrote:
#178

JossVladd

Jul 08, 2014 15:09:17

R53: Thanks! Thats what we thought, if they left out spell effect I guess we would have had no issue. Thanks again!

#179

E-Tallitnics

Jul 08, 2014 15:35:25

Particle_Man wrote:
#180

Furio74

Jul 08, 2014 15:52:46

Q55: How does the spell system work? There is the Wizard (or Cleric) table that shows how many spells and of what level you can cast. But then, under the description (Page 30) "Preparing and Casting Spells", there is an additional comment:

 

"You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots."

 

How does this comment and the spell table work together? If I read this having and Intelligence of 10 (no modifier) and being Level 1, I would only get 0+1 (for level) = 1 spell to cast. Using the table for Level 1 I would get 2 1st level spells.

 

Also, how does the section work? "if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook" 

 

Why does the exmample seem like having a different Int level would affect the number of spells you can cast? In this example, they use Int 16, and then saying that "spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook" ", how is this derived? And how does this make sense, if you look at the Wizard table, you should only be able to cast (being 3rd level) 2 2nd level spells, not 6. Please clarify.

 

 

 

 

 

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. 

(Reply to #178)

E-Tallitnics

JossVladd wrote:
(Reply to #180)

Chimerasame

A55: Oh good, one I know!

 

So, for Wizard, you have three different things to think about:

 

1. Known spells. At first level, you get six first-level spells of your choice to put in your spellbook. (Also three cantrips.) Every time you gain a wizard level, you can add two more spells to your spellbook of any level for which you have spell slots. (It's unclear to me whether this includes cantrips, the implication seems to be that it doesn't.) So at 2nd level you can gain 2 more known spells of 1st level.

 

2. Prepared spells. You can *prepare* spells equal to intmod+level. So in your example of an int 10 level 1 wizard, you can indeed prepare only one spell. Not a very effective wizard, but, better off than the fella who has a negative int mod and decided to try and be a wizard anyway, I spose. Normal first level wizards would have int 16-17 or so, which means a +3 modifier, so 4 prepared spells. You can prepare spells of any level you know, so if you're a 20-int 10th level wizard, you have 15 spells to prepare... you could prepare 15 first level spells, or 3 each of 1st, 2nd, 3rd, 4th, and 5th, or any other combination adding up to 15.

 

3. Spell slots. (Back in 2nd and 3rd ed this used to be the same thing as prepared spells, which is perhaps the source of some confusion in oldschool players.) However, now it's different. At first level you have 2 1st level spell slots, regardless of your int. So, take that int 16 example -- say you have prepared Magic Missile, Burning Hands, Sleep, and Grease. You can cast two magic missiles, or two burning hands, or one magic missile and one burning hands. (Or, you can mix in sleep and grease, as you like.)

 

Short version: casting prepared spells does not expend the prepared spells; they stay prepared until you take a long rest and change them. Your prepared spell list merely represents the spells you've got immediate access to on the fly. Casting spells expends spell slots, which must be restored by resting in one form or another.

#183

akaddk

Jul 08, 2014 16:07:59

E-Tallitnics wrote:
#184

E-Tallitnics

Jul 08, 2014 16:13:37

Furio74 wrote:
(Reply to #182)

Furio74

Chimerasame wrote:
(Reply to #185)

Chimerasame

Furio74 wrote:
(Reply to #184)

Furio74

Ahh, thanks. So in 5E having a higher intelligence basically gives you a benefit of having more spells at the ready ("prepared"). The ability to "cast" these still depends on your level, and therefore the "Spell Slots". Correct?

 

 

E-Tallitnics wrote:
(Reply to #187)

Chimerasame

Furio74 wrote:
#189

E-Tallitnics

Jul 08, 2014 17:41:05

akaddk wrote:
(Reply to #112)

celtwarrior

ProphetSword wrote:
#191

akaddk

Jul 08, 2014 21:21:47

celtwarrior wrote:
(Reply to #183)

Particle_Man

akaddk wrote:
#193

lawrencehoy

Jul 09, 2014 1:14:07

E-Tallitnics wrote:
#194

lawrencehoy

Jul 09, 2014 1:14:58

E-Tallitnics wrote:
#195

E-Tallitnics

Jul 09, 2014 2:33:24

lawrencehoy wrote:
#196

Novama

Jul 09, 2014 10:55:22

Q55: what circumstance provoke opportunity? sword coast rules state that only moving away from creature provokes opportunity and that's only if done without disengaging. 

#197

JesterOC

Jul 09, 2014 10:59:07

Q56: Wall of Stone states the following

 

"The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp."

 

So can it be used in grasslands or sand dunes, or on a wooden sailing ship, or is the qualification that it needs to merge with stone only if you use it as a bridge?

 

 

#198

mellored

Jul 09, 2014 11:41:00

Q ##: Are thrown weapons considered ranged weapons?

 

i.e. can i sneak attack with hand axes, light hammers, or tridents?

#199

alienux

Jul 09, 2014 11:46:28

JesterOC wrote:
#200

Plaguescarred1

Jul 09, 2014 13:22:12

mellored wrote:
(Reply to #199)

JesterOC

alienux wrote:
#202

mellored

Jul 09, 2014 13:27:38

Can you grapple and do a running jump, dragging the person across a pit?

Can you grapple and climb, dragging a person up?

(Reply to #152)

celtwarrior

Chimerasame wrote:
(Reply to #196)

E-Tallitnics

Novama wrote:
(Reply to #202)

E-Tallitnics

mellored wrote:
(Reply to #201)

E-Tallitnics

JesterOC wrote:
#207

Novama

Jul 09, 2014 14:06:09

E-Tallitnics wrote:
(Reply to #206)

JesterOC

Thanks. I thought so, just wanted a sanity check.

(Reply to #207)

E-Tallitnics

Novama wrote:
#210

WastingX

Jul 09, 2014 16:40:49

Is a Warhammer really only 2 lbs? Has anyone else noticed that some of the weapons seem rather light?

 

 

#211

Mentitor

Jul 09, 2014 18:54:47

Q60 a.) Would an improvised weapon similar to a club be considered a light weapon?

         

         b.) Would a ranged weapon used to make a melee attack be considered a melee weapon?

 

         c.) Could I make a two-weapon attack with two hand crossbows being used as melee weapons?

#212

aljergensen

Jul 09, 2014 19:14:53

Q61 I'm confused about poison.  If you make a save, you take no additional poison damage.  What happens if you fail the save?  Do you need to make another save on your next turn to avoid more damage?  When do you make the save?

 

Page 105 of the basic rules talks about the poisoned condition, so in at least some cases it's an ongoing thing.

(Reply to #211)

aljergensen

Mentitor wrote:
#214

Chimerasame

Jul 09, 2014 19:22:38

A60: 

... For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon...
#215

FireballFace

Jul 09, 2014 21:45:34

     You are a Rouge. You end up in a fight. You win initiative you attck and then disengage using your Cunning Action? What happens next? Do reroll initiative and if you win can you continue the pattern of attacking and disengageing as long as you win initiative?

#216

E-Tallitnics

Jul 09, 2014 22:17:43

aljergensen wrote:
#217

lawrencehoy

Jul 09, 2014 22:36:44

E-Tallitnics wrote:
#218

E-Tallitnics

Jul 09, 2014 22:43:14

Poophead wrote:
#219

DelShiftB

Jul 10, 2014 0:24:11

Q63:

a: What's the weight of the Explorer's Pack on page 46 of the PHB?

b: What's the carrying capacity of a backpack?

 

I ask because I'm calculating the contents of the explorer's pack as being almost twice the limit of the backpack.  That, and a reference for backpacks indicates that's just for some day/overnight trip rather than something that needs to be for longer travel. 

#220

hsponaugle

Jul 10, 2014 0:35:23

Q64  In combat Is there a Charge Action?   I have looked through the Starter rules and the Basic rules and haven't found it. I have found it mentioned in the forums.

#221

Plaguescarred1

Jul 10, 2014 2:49:25

A63: There seems to be no weight for explorer's pack unless each items are counted individually. The carrying capacity of a backpack is 1 cubic f00t/30 pound of gears.

 

A64: There's no charge action.

(Reply to #219)

Overpromises

A64: The hempen rope and bedroll can explicitly be strapped to the outside of the backpack, leaving the Explorer’s pack only 7 pounds over the weight limit. The waterskin and two torches can implicitly (since all three are items) also be strapped to the outside of the backpack, leaving it at the weight limit. The optional encumbrance rules, however, would leave some characters encumbered by the total weight of the Explorer’s pack.

#223

Overpromises

Jul 10, 2014 6:33:20

Q65: How loud is the verbal component of spellcasting? Specifically, can it be spoken quietly enough to make Dexterity (Stealth) checks without penalty?

#224

Plaguescarred1

Jul 10, 2014 6:59:06

A65: The BD volume level of verbal component for spellcasting isn't specified and will be up to the DM to determine how quietly can it be.

 

 

#225

mellored

Jul 10, 2014 7:38:37

Plaguescarred wrote:
#226

joshred

Jul 10, 2014 7:56:17

Q66:  Can spells with somatic components be cast while restrained?  They rules indicate that a character needs at least one hand free, while the restrained condition doesn't offer any specifics.  Is it meant to be up to the DM?

#227

AaronOfBarbaria

Jul 10, 2014 8:25:02

A66: Yes, it is meant to be up to the DM - restrained could mean anything from the character being held around the waist so they can't move toward someone/something, or it could mean that the character is wrapped in a straightjacket and chained to a wall.

 

The only question that applies to spellcasting is "does the way in which you are being restrained restrict the use of both of your hands?" and if the answer is "no" you can cast spells just fine.

#228

Plaguescarred1

Jul 10, 2014 9:05:00

mellored wrote:
#229

Novama

Jul 10, 2014 10:56:41

Q67: When creating level 1 character with build buy, can any stat exceed 15 before racials? Ex: use 12 points to get score of 16 and so on.

(Reply to #229)

E-Tallitnics

Novama wrote:
#231

Plaguescarred1

Jul 10, 2014 12:17:55

mellored wrote:
(Reply to #231)

Chimerasame

R57: Huh, that's interesting; not what I expected. I don't think there's anything that makes that out-of-hand yet, but that'd probably be something to watch out for depending on how future bonus-for-ranged-or-melee mechanics are written.

#233

AaronOfBarbaria

Jul 10, 2014 16:42:13

R57: I think it is important that we all note that, for at least this answer, Mike has given his answer as what call he personally would make - which isn't exactly the same thing as him saying that is what the rules intend for you to do.

#234

obsid

Jul 10, 2014 19:04:50

R57: That said Mike would know the rules better then anyone else.  He might correct himself (esp if one of the other developers talks to him) but its about as authoritative of an answer as you are going to get.....
I'm also asking questions about this (its a part of the rules not spelled out very well):

 

@obsid: Can a someone use the "Hide" action in half cover, or three quarter cover?  (in addition to total cover & heavily obscured)
@mikemearls DM call - can the creature duck down behind the cover?

 

@obsid: a person is hiding with 30+ stealth, and moves to half cover or 3/4 cover, or a lightly obscured area can they stay hidden?
@mikemearls: same as below answer - a bit situational dependent. in general i'd allow it.

 

So far it looks like it may require total cover/heavy obscured area to enter stealth/hiding, and then once there you can stay stealthed as long as you have some cover.  Still trying to clarify this.

#235

terryoc23

Jul 10, 2014 19:32:42

Plaguescarred wrote: 

 

"A22: As written yes since cantrips are 0-th level spells.. But i am not sure its the intent. A more reasonable interpretation would probably be "2d12 necrotic damage for each level of the spell (minimum 2d12)"

 

I don't agree here. Sure, at 14th level you could spam overchannelled Ray of Frost all day, but every time you do so after the first, the penalty for overchanneling grows by 1d12... Which represents a huge opportunity cost. So, for example, if you cast overchannelled Ray of Frost three times, the penalty is now 4d12 per level of the spell if you cast a non-cantrip with overchannel. If you do that then decide you want to overchannel Fireball, you'd be taking 12d12 damage. That's a pretty good chance of knocking yourself out and even a chance of instant death if you do that. I personally would save Overchannel for real emergencies.

(Reply to #235)

obsid

terryoc23 wrote:
#237

terryoc23

Jul 10, 2014 19:57:37

R57: The ruling from MM seems ambiguous to me. I am not certain he understood the question, because if he did the answer is nuts. With great weapon, you are making a melee attack with two hands. With Sneak Attack, you are making a ranged attack. A weapon like a trident is both a "ranged" weapon and a "two-handed" weapon, but it seems to me that it is not both at the same time. It has three modes in which it can be used: Single-handed, two-handed, or ranged. You hold it totally differently when throwing it than with a two-handed thrust, and you don't let go of it when thrusting. 

 

On another point: If it can be two-handed and ranged at the same time, then you could theoretically have a 20th-level rogue multiclass with one level of fighter using Great Weapon and Sneak Attack and rerolling any 1's on all of the ten Sneak Attack dice (because that's part of the damage roll), which strikes me as absurd.

(Reply to #236)

terryoc23

obsid wrote:
(Reply to #237)

Chimerasame

terryoc23 wrote:
(Reply to #239)

2Chlorobutanal

Chimerasame wrote:
#241

mellored

Jul 11, 2014 7:31:53

2Chlorobutanal wrote:
#242

autolycus

Jul 11, 2014 7:53:49

Q68: Page 74., Opportunity Attacks: It states "The attack interrupts the provoking creature's movement". Does this mean an AOO will halt the target in its tracks, stopping it from moving further?

 

#243

OgreBane99

Jul 11, 2014 8:52:40

Q69: Does moving out of cover/concealment or whatever is allowing you to "hide" instantly remove the "hidden" condition?  i.e.  A goblin successfully hides behind a tree on his turn.  He then moves from around the tree to attack a PC 15' away, going into melee to stab the PC.  Doing this causes him to step out from cover of the tree and be in full view of the PC.  Does this instantly cause the goblin to no longer be hidden? 

 

 

edit: question number

(Reply to #242)

E-Tallitnics

autolycus wrote:
(Reply to #243)

E-Tallitnics

OgreBane99 wrote:
#246

OgreBane99

Jul 11, 2014 11:03:54

R69: So it's very hard to attack from hiding with melee, unless invisible or in a dark room.  That's unfortuneate.

#247

mellored

Jul 11, 2014 11:14:27

OgreBane99 wrote:
(Reply to #246)

E-Tallitnics

OgreBane99 wrote:
#249

Plaguescarred1

Jul 11, 2014 12:39:58

R69: DM can always determine you stay hidden under certain circumstances;

 

BR 60 Hiding:  In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen.

(Reply to #248)

Overpromises

E-Tallitnics wrote:
(Reply to #250)

E-Tallitnics

Overpromises wrote:
#252

Jay_Ibero_911

Jul 11, 2014 13:52:41

E-Tallitnics wrote:
#253

ivstin

Jul 11, 2014 16:35:14

Q74 (I think): The rules indicate that you can "interact with one object" for free per turn. Does that mean "dropping" something, too? Example: does dropping your sword count as an interaction if you want to just use that hand to draw another dagger out and throw it?

 

 

(Reply to #253)

E-Tallitnics

ivstin wrote:
#255

Plaguescarred1

Jul 12, 2014 4:23:01

R74: Based on grappling, i'd say releasing or droping held items is not an action or bonus action, its done freely.

 

BR74 Grappling:  you can release the target whenever you like (no action required).

#256

Overpromises

Jul 12, 2014 6:00:25

Q75: Does anything prevent a player from hiding over and over again until they roll a 20 on the check? Obviously if any creature is nearby during that, they would detect the player, but what if they only come along later after he finishes?

#257

gugagurgel

Jul 12, 2014 6:13:37

Q 76: Hy everybody, just a simple question:

 

As a High Elf, I chose Fire Bolt to be my cantrip spell. But I'm a Ranger!!!

At lvl 5, my Fire bolt ups to 2d10 damage? In description, I guess. But I'm note sure.

So, what you think about this?

Thanks 

#258

E-Tallitnics

Jul 12, 2014 6:17:51

Overpromises wrote:
#259

E-Tallitnics

Jul 12, 2014 6:29:18

gugagurgel wrote:
(Reply to #259)

gugagurgel

E-Tallitnics wrote:
(Reply to #256)

Chimerasame

Overpromises wrote:
(Reply to #258)

Overpromises

E-Tallitnics wrote:
#263

E-Tallitnics

Jul 12, 2014 6:34:36

Chimerasame wrote:
#264

E-Tallitnics

Jul 12, 2014 6:42:13

Overpromises wrote:
(Reply to #260)

Chimerasame

gugagurgel wrote:
(Reply to #263)

Chimerasame

E-Tallitnics wrote:
#267

E-Tallitnics

Jul 12, 2014 6:46:02

gugagurgel wrote:
#268

Jay_Ibero_911

Jul 12, 2014 6:47:01

Overpromises wrote:
(Reply to #263)

Overpromises

E-Tallitnics wrote:
#270

E-Tallitnics

Jul 12, 2014 6:53:08

Chimerasame wrote:
(Reply to #269)

Chimerasame

Overpromises wrote:
#272

Jay_Ibero_911

Jul 12, 2014 7:01:47

E-Tallitnics wrote:
#273

E-Tallitnics

Jul 12, 2014 7:06:09

Overpromises wrote:
#274

E-Tallitnics

Jul 12, 2014 7:11:15

Jay_Ibero_911 wrote:
#275

Jay_Ibero_911

Jul 12, 2014 7:15:37

E-Tallitnics wrote:
#276

E-Tallitnics

Jul 12, 2014 7:16:58

Jay_Ibero_911 wrote:
(Reply to #275)

E-Tallitnics

Jay_Ibero_911 wrote:
#278

Jay_Ibero_911

Jul 12, 2014 7:29:11

E-Tallitnics wrote:
(Reply to #275)

aljergensen

Jay_Ibero_911 wrote:
#280

ren1999

Jul 12, 2014 8:24:02

Is the Sleep spell automatic or is it a DC8+wisdom modifier versus a constitution save. The rules don't say.

 

If Sleep is automatic, wouldn't an adventuring party be subject to this nasty spell?

(Reply to #280)

Overpromises

Q77:

ren1999 wrote:
#282

Plaguescarred1

Jul 12, 2014 8:38:54

A77: Sleep has no saving throw, it automatically affect a number of creatures based on hit points.

(Reply to #280)

Chimerasame

I think this is Q77.

ren1999 wrote:
#284

Plaguescarred1

Jul 12, 2014 8:56:41

A78: No it doesn"t use HP, because Sleep determine the total of hit points of creatures this spell can affect creature and undead or creatures immune to being charmed aren’t affected by this spell.

(Reply to #284)

Chimerasame

R78: So just to clarify, your answer is that no the zombie would not 'use up' 10 of the potential-affected HP, and thus the bugbear *would* be put to sleep, correct?

(Reply to #284)

ren1999

A78:Thanks. So, an evil Dungeon Master could sic 3 evil 1st level clerics with the Sleep spell on a party. That spell is so ripe for abuse!

(Reply to #286)

Lord_Kyrion

ren1999 wrote:
#288

E-Tallitnics

Jul 12, 2014 9:15:31

Jay_Ibero_911 wrote:
#289

E-Tallitnics

Jul 12, 2014 9:19:06

ren1999 wrote:
#290

Particle_Man

Jul 12, 2014 9:20:38

R78 anyhow elves are immune to sleep and the party will likely have at least one elf in it.

#291

SylverFlame

Jul 12, 2014 12:48:37

q79: Is ball bearings area of 10 square feet (2 feet x 5 feet) a typo (about half a battlemat square)? Should it be 50 feet (10 x 5, or two squares on a battlemat)? Or 100 feet (4 squares on a battlemat)?

 

EDIT: Updating question number.

(Reply to #291)

Chimerasame

I believe this is 79.

SylverFlame wrote:
#293

Ziusnafallion

Jul 12, 2014 10:54:46

q80: The mage hand cantrip states that you can use your action to control the hand. The spell takes 1 action to cast, so does that mean you can't make use of the hand until the round after you cast it?

#294

Plaguescarred1

Jul 12, 2014 12:08:35
 
#295

Chimerasame

Jul 12, 2014 12:12:26

Plaguescarred wrote:
#296

Plaguescarred1

Jul 12, 2014 12:12:06

R79: 10 feet square seems a written form to say 10 ft2.

(Reply to #296)

Chimerasame

Plaguescarred wrote:
(Reply to #297)

SylverFlame

Chimerasame wrote:
(Reply to #298)

Chimerasame

R79: If it does turn out to 'officially' be 2'x5', my inclination would be to houserule that a player can spend ten times the cost to get a version which would cover 10'x10', but take the same level of action to drop.

#300

Rogue_Scientist

Jul 12, 2014 13:15:05

Q81:  With magic items that regain charges (like the wand of magic missiles), does the DM make this roll and keep it secret, or does the player keep track of magic item charges?  I like the idea of players not knowing exactly how many charges they've regained so many uses of an item have some risk, but as a DM I'm wondering how many item charge tallies I'd have to be keeping track of....

#301

jackbytor

Jul 12, 2014 14:56:03

Q82: "A character must have at least 1 hp at the start of the the "long" rest to gain its benefits. (p67 Basic Rules)

 

So if 2 characters in a party are hurt. One character is at 1 hp and the second is at 0 but stable.  If  the party takes a long rest, the character with 1 hit is fully healed, but the character that has 0 but stable is still at 0?  Seems that is right using RAW. Just need clairification.  This was brought up at my game today. 

 

#302

Gilwen

Jul 12, 2014 15:02:30

R81: I don't see a specific statment in the rules. by default I'd say the player would keep track but there's nothing wrong with the DM keeping track instead to inject some mystery. Although I think the player could end up identifing how many charges by one of the few ways they have to determing properties of magic items.

#303

Lord_Kyrion

Jul 12, 2014 15:08:03

A82: "A stable creature that isn't healed regains 1 hit point after 1d4 hours" (D&D Basic pg. 76). Midway through the long rest, the unconscious character would awaken and could either take a short rest and heal with any remaining hit dice, or the party could extend their long rest to allow him to fully heal.

#304

Gilwen

Jul 12, 2014 15:13:18

R79: for what is is worth I found this link http://mathforum.org/library/drmath/view/58411.html

 

Basically it says X feet square refers to a square X Feet per side. X square feet is a measurement of area that can be any shape and not necesarily square in shape.

So using this information would make the affected area a 4x4 grid spaces on a map with 1 square = 5 feet. Personally this seems like the intent of the rule since it simple and divides into grid based play the best.

#305

fastvette2

Jul 12, 2014 17:30:06

Q83:  Is it possible for a halfling lightfoot to make a hidden ranged attack from behind an ally without incurring a +2 AC to the target due to cover?  Example might be that the halfling takes a 5 foot side step and fires bow with advantage (remaining hidden for this brief moment).  Or is it required to stay obscured and shoot at a reduced accuracy (+2 to targets AC from ally coverage)

 

thanks.

(Reply to #305)

obsid

fastvette2 wrote:
#307

gugagurgel

Jul 13, 2014 3:40:45

Q - 84: Oh God, It's me again....

 

If I'm in rage, can I sustain a spell that needs concentration (like Hunter's Mark)? 

I know that I can't cast. But, can I sustain?

 

Thanks

#308

E-Tallitnics

Jul 13, 2014 6:16:49

gugagurgel wrote:
#309

notBwoen

Jul 13, 2014 11:23:14

Quick question on being hidden. So in the starter set Goblins can Hide as a bonus action. Let's say a Goblin looses an arrow at a PC from 50 feet away and then pops 25 feet back behind a large tree and uses it's Bonus Action to Hide and succeeds beyond the PC's passive perception. Assuming the PC stayed at the same 75 feet away or so is the Goblin able to pop out and shoot an arrow with advantage or does it lose its "Hidden" status as soon as it pops out to make the shot given it's a combat situation and the PC generally saw the Goblin disappear behind the tree despite the Goblin's subsequent stealth check.

 

The section of the rules that makes this unclear to me is:

"In combat, most creatures stay alert for signs of danger 
all around, so if you come out of hiding and approach 
a creature, it usually sees you. However, under certain 
circumstances, the Dungeon Master might allow you to stay 
hidden as you approach a creature that is distracted, allowing 
you to gain advantage on an attack before you are seen."
(Reply to #309)

obsid

notBwoen wrote:
#311

Alvaro.Bastida

Jul 13, 2014 17:37:10

When I level up, how many skill points I will gain?

 

 

#312

obsid

Jul 13, 2014 18:08:02

First please number your questions (so we can refer back to them later by the number), I will take that as question #86.

 

A86: The amount of skills you are proficient in does not change.  You have what you start with and that is it (you do become more proficent over time though as your proficency bonus goes up).  You get 2-4 from your class and two from a background and humans can gain an extra (if you would get the same skill proficency from two sources you can choose any other to replace one of them).  You can lean new proficency in languages or with a set of tools, but not skill proficencies as far as I am aware of.

#313

E-Tallitnics

Jul 13, 2014 18:19:02

obsid wrote:
#314

E-Tallitnics

Jul 13, 2014 18:25:02

Alvaro.Bastida wrote:
#315

MikeFlamberg

Jul 13, 2014 19:24:59

Can a multi class wizard thief use misty syep and then backstab

#316

MikeFlamberg

Jul 13, 2014 19:25:52

Can a multi class wizard thief use misty step and then backstab

#317

Chimerasame

Jul 13, 2014 19:49:56

I believe this is Q87.

MikeFlamberg wrote:
#318

obsid

Jul 13, 2014 19:51:09

[Edit: Ninja'ed ]

 

Agaom please number your questions (so we can refer back to them later by the number), I will take that as question #87.

 

A87:  Offical Multi-class rules are not yet released for 5th edition D&D.  That said Yes if you are a multi-class wizard/thief with enough wizard levels to have a rank 3 spell you would be able to misty step as a bonus action and then sneak attack if you meet its requirements (Its called sneak attack not backstab). 

 

But it isnt usually necessary anymore to do that.  Before you needed to have flanking to backstab/sneak attack but now it only requires advantage or a friendly in melee combat with the enemy.  As such you can be right next to your friend (as long as both of you are in melee combat with the enemy) and sneak attack him and so there is little reason to need to use misty step (additionally moving around an enemy without leaving his melee range no longer porvokes oppertunity attacks and a rogue can use the disengage action as a bonus action through cunning action and then just move past the enemy without provoking opertunity attacks).

#319

DMcatts

Jul 13, 2014 22:35:17

Q88:

 

From previous questions it has already been established that a character gets only (1) bonus action per turn.

 

My question is about a Fighter with the two-weapon fighting style and having extra attacks?  Would you be able to swing your weapons for each attack the fighter has or would it be less due to there only being (1) bonus action?

 

The light weapon property:

Light. A light weapon is small and easy to handle,
making it ideal for use when fighting with two weapons.
See the rules for two-weapon fighting in chapter 9.

 

Chapter 9 rules:

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.

 

As the fighter gains more extra attacks it would make two weapon fighting less appealing compared to a heavy two-handed weapon.

A level 20 fighter can attack (4) times a turn.

With a great sword (2D6 damage) that is 8D6 for all the attacks.

With a scimitar (1D6 damage)  two-weapon fighting and swinging both weapons on each of the (4) attacks would be the same 8d6 damage.

But with the (1) bonus action per turn rule you would only get a total of (5) attacks for 5D6 damage since only (1) could be a two-weapon fighting swing.

 

Two-weapon fighting begins to loose damage to the heavy  two-handed weapons at fighter level 5 when they begin getting extra attacks. 

Not sure if it was intended as the RAW to be this way or if there will be additional rules concerning two-weapon fighting in the PHB.

 

therein lies the enigma...

(Reply to #319)

2Chlorobutanal

A88:

 

You only get one bonus action, so yes, a Fighter only gets 1 off-hand attack per turn, and the value of two-weapon fighting gets progressively weaker as a Fighter's Extra Attack feature gets better.

 

It's not quite as bad as it seems, because (with the correct combat style) a Fighter's off-hand attack does factor in the character's static damage bonuses an extra time (strength/dex modifier, magic bonuses, etc.), but yes, great-weapon fighting seems to outpace two-weapon fighting.  The Action Surge class feature also weakens the impact of two-weapon fighting, because a high-level fighter can attack up to 8 times a turn with a greatsword if they need to.

 

There is a distinct possibility that there will be a Martial Archetype which encourages two-weapon fighting.  It is also possible that two-weapon-fighting will be mainly the purview of Rangers (or possibly Rogues, but I'd prefer this to not be the case).  However, as it stands, it's a little strange that there is a Combat Style which supports two-weapon-fighting for fighters but is not very effective.

#321

Pizzamancer

Jul 14, 2014 6:12:26

Q 89 Can a thief attack with two weapons and then use cunning action to disengage?

#322

fastvette2

Jul 14, 2014 6:23:19

obsid wrote:
#323

E-Tallitnics

Jul 14, 2014 6:43:37

Pizzamancer wrote:
#324

E-Tallitnics

Jul 14, 2014 7:04:19

fastvette2 wrote:
#325

jefersonlucas

Jul 14, 2014 7:13:56

Q91. If I move around an enemy in its threatened squares does that movement provoke oportunity attack?

#326

mellored

Jul 14, 2014 7:30:06

jefersonlucas wrote:
#327

Karnos

Jul 14, 2014 8:28:36

Q92.  How does the Halfling's "lucky" ability work with advantage/disadvantage?

 

Example:  with advantage, Halfling rolls a 6 and 1.  Can the halfling reroll the natural 1, or does he have to take the 6?  If he does re-roll the 1, does he take the result even if it is lower than 6, because of the wording on lucky?

 

Example2: with disadvantage, Halfling rolls a 13 and 1.  With lucky, the 1 is re-rolled and a natural 20 comes up.  Does the Halfling take the natural 20, or does he take the 13 because of disadvantage?

#328

mellored

Jul 14, 2014 8:52:23

Karnos wrote:
#329

Novama

Jul 14, 2014 8:57:13

Q93 What source or rule can i abide by when determining how much to charge my magic people for spell components, what's available (components wise) to buy, and if specific components are rare or extra expensive?

(Reply to #329)

Overpromises

A93: The DM will have complete control over what spell components are available. Note that for material components with no listed price a wizard can use either an arcane focus or a component pouch instead.

 

The intent seems to be that it be possible to partially disarm a spellcaster, rather than to ever have them run out of cheap spell components.

 

There seems to be no written rules governing whether “diamonds worth 300 gp” means a 300 gp bid price or a 300 gp strike price, and within what radius. In practice if they actually pay 300gp for them, that should be sufficient unless they specifically got ripped off.

#331

mellored

Jul 14, 2014 9:28:50

Novama wrote:
#332

TimmyToldYou

Jul 14, 2014 10:06:42

Q94: It says in the basic rules that a caster must have one hand free to perform the somatic components of his spells. It also says that a component pouch can be used in place of material components for a spell, so I don't have to be holding a staff or wand, etc. 

 

My question: Say my High Elf Wizard wields a longsword in one hand and nothing in the other. In a turn, can I cast a spell that requires a bonus action, then put that hand on the longsword and swing it for versatile damage? Basically, does it take an action to put a hand on the longsword? In my heart going on RAW I say no, but it also smells a little unintended.

#333

Karnos

Jul 14, 2014 10:41:51

mellored wrote:
(Reply to #332)

Overpromises

A94: You could have drawn the longsword as one free object interaction per round. It doesn’t seem like a stretch to put a free hand on the sword using the same interaction, or possibly even without using it

#335

mellored

Jul 14, 2014 11:00:43

When you have advantage or disadvantage and 
something in the game, such as the halfling’s Lucky 
trait, lets you reroll the d20, you can reroll only one 
of the dice. You choose which one. For example, if a 
halfling has advantage on an ability check and rolls 
a 1 and a 13, the halfling could use the Lucky trait to 
reroll the 1.

 

Karnos wrote:
(Reply to #333)

Chimerasame

R92: Here is the text:

 

"When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1."

 

Your point is that the "Lucky" description includes the text "must use the new roll," which could theoretically be read to mean that it overrides BOTH dice of the advantage/disadvantage roll. I see what you mean, but I don't think this is what's meant.

 

The way I read this is, the halfling rerolls the 1, as written, and the "must use the new roll" text means that the halfling must use the new roll as that one of the two dice. The other die stays like it is. Then you apply advantage/disadvantage logic to those two numbers.

#337

Karnos

Jul 14, 2014 11:26:05

Ah, that mostly clears it up, thanks.  I was reading the advantage secion on page 4, I have now found the later more detailed explanation.

#338

Regin_Vargtass

Jul 14, 2014 12:52:33

Q95: Regarding proficiency from several sources - from A86 it is made clear that for skills you can choose any other skill to be proficient in. I also think this is true for tools. What about armor proficiencies? Could e.g. a Mountain Dwarf rogue choose Shield proficiency in place of the rogue's light armor proficiency?

#339

Chimerasame

Jul 14, 2014 13:29:06

Regin_Vargtass wrote:
#340

Regin_Vargtass

Jul 14, 2014 13:29:52

R95: Thanks! I had lost the relevant quote myself. I think you are right that the intention is to include skills and tools, but not armor or weapons. 

#341

2Chlorobutanal

Jul 14, 2014 18:52:04

R94:

 

If I recall correctly, the ability to attack with a long sword in two hands and cast spells with a 'free hand' was one of the key features of the Elven Bladesinger kit/prestige class/archetype.  (It was also the case in a MUD I used to play.)

 

I assume that a character holding just a longsword would be allowed to attack with it using the 'versatile' property but otherwise (when not attacking) would be considered to have a free hand (i.e.: could not get the Fighter's Duelist style damage bonus on two-handed, versatile attacks).

 

Versatile itself says ".. when used with two hands to make a melee attack."  I think this falls in line with tweets and opinions about the thrown weapon issue, as far as intent goes - the kind of attack action governs the results, in this case, a two-handed melee attack with a longsword does 1d10 damage, but otherwise a longsword does not occupy your off-hand.  That makes it pretty "versatile" to me

#342

E-Tallitnics

Jul 14, 2014 19:19:28

Chimerasame wrote:
#343

Valheru_Blade

Jul 14, 2014 19:36:32

A90: Yes. In combat you wouldn't normally use Passive Perception. 

#344

E-Tallitnics

Jul 14, 2014 20:14:20

TimmyToldYou wrote:
#345

E-Tallitnics

Jul 14, 2014 20:21:13

Valheru_Blade wrote:
(Reply to #344)

2Chlorobutanal

E-Tallitnics wrote:
#347

JRutterbush

Jul 15, 2014 9:32:06

Q 96: Is there anywhere where they specify that Next uses a "One round, many turns" setup like 4e did? As in, a Rogue can sneak attack once per turn, not once per round, which using the "One round, many turns" concept means that a Rogue could sneak attack on their own turn, then sneak attack again on an attack of opportunity or other reaction attack that occured on a different creature's turn, but still in the same round. That's the ruling I'm using for now, since it worked well in 4e, but I'd love to know if that's backed up by a specific bit of rules yet.

#348

BoldItalic

Jul 15, 2014 10:31:22

A96: Basic PDF p.69, sidebar at the bottom of the first column. Everyone gets one turn each per round.and a round contains as many turns as there are participants.

 

If a rogue gets an AoO attack as a reaction during someone else's turn, then provided the circumstances allow Sneak attack, then yes, I'd agree with you that he gets the bonus even if he has already used Sneak Attack during his own turn earlier in the round.

#349

E-Tallitnics

Jul 15, 2014 11:49:50

JRutterbush wrote:
#350

BoldItalic

Jul 15, 2014 14:19:25

R96:

Hmm. I think the wording needs tightening up. I can see both ways of reading it.

Sneak attack is specifically "once per turn" (page 27). Does that mean once per your turn (of which there is one per round) or once per each turn (of which there are many per round) ?

If the former, then you can't apply sneak attack during an AoO reaction because it's not in your turn. If the latter, you can.

My thinking is, if they meant once per round, they would have said so. But that's not definitive.

 

This is why we have DMs.

#351

Novama

Jul 15, 2014 14:34:28

 

Q97 Can the Javelin (thrown, 2lbs.) be considered a light weapon? 

 

It is single handed.

Weighs less than even some other light weapons.

It has a melee component.

Statistically speaking:

It does no greater damage than other light weapons.

Deals same damage type as many of the light weapons.

Longer range than light handaxe suggests easier to control to make more accurate shots over longer ranges.

 

Edit:

 

Light: a light weapon is small and easy to handle

 

 

(Reply to #351)

Chimerasame

Novama wrote:
#353

WillWiser

Jul 15, 2014 16:55:21

Q98  With Comprehend Languages do they literally mean literal (as opposed to figurative)?

My interpretation would be that comprehend languages gives you normal language understanding comparable to your native language. You may or may not get a joke, sarcasm etc. You do not know hidden meanings unless you could figure them out in your own language. The spell translates but does not teach.

#354

Chimerasame

Jul 15, 2014 17:59:50

A98: They literally mean literal.

 

I would say you would understand metaphorical/idiomatic meaning only if the same idiom happens to exist in your language too (or if the meaning is evident from context.)

 

Here's an example of how an idiom would be translated: in Japanese there's a phrase, "Kaeru no ko ga kaeru." This literally means "A frog's child is a frog." Figuratively it means something akin to the English "The apple doesn't fall far from the tree." If Comprehend Languages were used and someone said that in Japanese, you would get "A frog's child is a frog," not "The apple doesn't fall far from the tree."

 

It's up to you / your group what idioms might exist in Elvish/Dwarvish/Goblin etc, and how close they are to Common idioms. There's a chance some would be understandable, but I imagine some would be pretty off-the-wall.

#355

UltimateDragon

Jul 15, 2014 18:30:11

Can someone please explain dodge to me? It totally confuses me...

 

Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity sving throws with advantage. 

 

Huh?

#356

E-Tallitnics

Jul 15, 2014 19:00:41

UltimateDragon wrote:
#357

Betzlalel

Jul 15, 2014 19:01:36

Q100: The basic rules set only includes 4 races and 4 classes. I know that the full rules haven't come out yet, but some members of my playgroup need assurance that they'll be able to play essentially their 3.5 characters in 5, so I feel compelled to ask this: How many classes and races will the full players handbook include? If you don't feel like or can't answer completely, I would like to know if it will have more, less, or the same as the 3.5 player's handbook.

 

 

#358

E-Tallitnics

Jul 15, 2014 19:52:38

Betzlalel wrote:
#359

lawrencehoy

Jul 15, 2014 21:37:56

BoldItalic wrote:
(Reply to #359)

2Chlorobutanal

R96:  There is no such thing as "one round, many turns" for most features in 5E that I've seen.  In fact, outside of the Reaction rules, which are expressly limited to once "per round," there does not seem to be a way to do things on other character's turns, in contrast to the opportunity actions from 4E.

 

 I would say that the intent is for 1 Sneak Attack per Rogue's turn, otherwise we could get into situations where a Rogue is a better melee fighter than the Fighter.  I see 3 possible interpretations here:

 

1. "Once per turn" means "one time on the Rogue's turn."  This is the strictest and allows only 1 sneak attack from the Rogue per round, and does not allow Sneak Attack on other actors' turns.

2. "Once per turn" means "one time for each turn the Rogue takes," or "You can do this once before the start of your next turn."  This would allow only 1 Sneak Attack per round, similar to the rule for Reactions, but allows for possible Sneak Attacks as reactions.

3. "Once per turn" means "one time on each actor's turn."  This would allow the Rogue to sneak attack once on his turn, and once on the turn of another actor if the Rogue has an attack as a Reaction.

 

I would say that #1 is the safest and easiest option and captures the idea of a precise, surprise attack.

#2 is a small stretch, because it is worded differently than other options (namely, Reactions) that take place outside of the actor's turn.

#3 would be a way to literally interpret the rule but I believe goes against the spirit and balance of the game.

 

If #3 were generally accepted, a common Rogue tactic may be to beg for Haste spells in order to both Ready an attack as well as perform a single haste Attack action, thereby doubling their damage output from a spell which seems to have been designed to be balanced and restricted with high-damage characters in mind (the extra attack action can grant only a single attack - Fighters do not disproportionately benefit, the extra action cannot be Cast a Spell - casters do not disproportionately benefit, Divine Strike does explicitly say "Once on each of your turns" - Clerics do not disproportionately benefit).

 

I think the simplest explanation is the omission of the word "your" before "turn(s)" in the Sneak Attack description was accidental or rather the consequences were unforeseen.

(Reply to #358)

Lord_Kyrion

E-Tallitnics wrote:
(Reply to #361)

E-Tallitnics

Lord_Kyrion wrote:
#363

Jay_Ibero_911

Jul 16, 2014 4:41:55

2Chlorobutanal wrote:
#364

ellisd27

Jul 16, 2014 5:10:32

A Cleric's LIFE DOMAIN lets it cast cure wounds as a spell they don't have to prepare for the day or count against the # of spells. What's to stop this cleric from casting it as many times as they want after combat is over = less need for a SHORT REST?

#365

E-Tallitnics

Jul 16, 2014 6:29:42

ellisd27 wrote:
#366

Novama

Jul 16, 2014 7:06:27

E-Tallitnics wrote:
(Reply to #363)

Overpromises

Jay_Ibero_911 wrote:
#368

Novama

Jul 16, 2014 6:51:25

Overpromises wrote:
#369

ProphetSword

Jul 16, 2014 7:09:33

Q102:  Are there any rules regarding striking with a weapon that has two ends (for example, the Quarterstaff)?  I can't seem to locate anything about that in the rules.

 

(Reply to #369)

Overpromises

A102: There are no such rules in Basic, no. There had been double weapons in some versions of the playtest, but the quarterstaff now has the Versatile keyword instead.

#371

BoldItalic

Jul 16, 2014 7:30:11

R96: A rogue who is a 17+ level thief with Thief's Reflexes could potentially use sneak attack 5 times in the same combat round:

  1. As part of an AoO reaction before his first turn
  2. With an attack during his first turn
  3. As part of an AoO reaction between his two turns
  4. With an attack during his second turn
  5. As part of an AoO reaction after his second turn

 

(Reply to #371)

Overpromises

BoldItalic wrote:
(Reply to #372)

obsid

Overpromises wrote:
(Reply to #373)

Overpromises

obsid wrote:
#375

BoldItalic

Jul 16, 2014 9:14:16

R96: Evidently there is no "simple answer". I've started a separate thread for this topic.

#376

Noctaem

Jul 16, 2014 10:23:01

See my answer in the thread.  This is actually very very simple.  Every creature has a turn within a round.  The rogue can use sneak attack once every turn, so he can do it once on every creatures turn including his own, if he's granted an attack somehow and meets all the requirements as normal.  If they meant it to be used once per round, they would have used the word round.  They did not, it's once per turn.  This is the same way that it worked in 4e.  It's the same language.  There's nothing new about this specific language.

#377

celtwarrior

Jul 16, 2014 10:30:36

Q103, shocking grasp; can a character shocking grasp be cast then move then attack with it? or can it only be cast in melee thus incuring a disadvantage?  

#378

TDarien

Jul 16, 2014 10:51:59

A103: Since Shocking Grasp requires a Melee attack roll, you don't have disadvantage if you're within 5 feet of a hostile creature.  That only applies to ranged attacks.

(Reply to #366)

ellisd27

Novama wrote:
(Reply to #366)

ellisd27

Novama wrote:
(Reply to #378)

celtwarrior

TDarien wrote:
(Reply to #381)

obsid

celtwarrior wrote:
(Reply to #381)

E-Tallitnics

celtwarrior wrote:
(Reply to #376)

E-Tallitnics

Noctaem wrote:
#385

Bantam

Jul 16, 2014 14:31:00

Q104: Do small-sized characters (such as halflings or gnomes) have any issues wielding rapiers, longswords, morningstars or other non-light yet non-heavy weapons in one hand?

#386

AaronOfBarbaria

Jul 16, 2014 16:16:43

A104: No.

(Reply to #380)

Valheru_Blade

ellisd27 wrote:
#388

mellored

Jul 16, 2014 20:24:25

Bantam wrote:
#389

urloony

Jul 16, 2014 21:02:38

Q105: Cleric's are no longer proficient with the Healer's Kit.  Am I correct that proficiency is no longer required for any PC to use the healer's kit?

(Reply to #389)

Valheru_Blade

urloony wrote:
#391

Valheru_Blade

Jul 16, 2014 21:27:58

Q106: Have any examples of 3E style Sneak Attack immunity popped up thus far? I'm assuming we won't have to worry about that in this edition but I haven't been following the play test much at all. 

#392

E-Tallitnics

Jul 16, 2014 22:03:35

Valheru_Blade wrote:
(Reply to #392)

2Chlorobutanal

E-Tallitnics wrote:
(Reply to #363)

2Chlorobutanal

Jay_Ibero_911 wrote:
(Reply to #392)

Valheru_Blade

E-Tallitnics wrote:
(Reply to #27)

VinceP

celtwarrior wrote:
(Reply to #63)

VinceP

Jay_Ibero_911 wrote:
#398

lawrencehoy

Jul 17, 2014 6:21:45

VinceP wrote:
#399

Noctaem

Jul 17, 2014 6:30:26

Yup, it's very important for people to keep in mind that the rules work Specific beats General.  Good on you to verify your work lawrencehoy

#400

1stLevelSean

Jul 17, 2014 7:29:57

Q107: Is proficiency with Thieves Tools a requirement to make a check to disable traps or open locks? It appears that this proficiency simply allows you to add your proficiency bonus to DEX (Sleight of Hand) checks.

#401

1stLevelSean

Jul 17, 2014 7:30:42

Q108: Why isn't the Climber's Kit a tool, adding Proficiency Bonus to DEX (Acrobatics) or STR (Athletics) checks in which rope and steep surfaces are involved?

#402

SeanCaruso

Jul 17, 2014 8:34:45

VinceP wrote:
(Reply to #400)

Valheru_Blade

1stLevelSean wrote:
(Reply to #401)

Valheru_Blade

1stLevelSean wrote:
#405

Nertak

Jul 17, 2014 9:32:37

Q109: The only thing that provokes OA is moviing out of a monster's reach without disengaging?  Casting a spell in melee does not? using a ranged attack does not? and If I move around the monster while never leaving its reach It does not?

#406

AaronOfBarbaria

Jul 17, 2014 10:03:47

A109: Correct on all counts.

 

Remember, however, that making a ranged attack (whether with weapon or spell) roll while within a hostile creature's reach means you have disadvantage on that attack roll.

#407

Noctaem

Jul 17, 2014 10:21:54

A109:  From the basic rules PDF, there doesn't appear to be many things that can provoke an OA in 5e.  The only thing listed in fact is moving out of a creature's reach without using the disengage mechanic, teleporting, when someone or something moves you without using your movement action, or reaction.  Much more restricted than in previous editions, but perhaps they will expand on this as some later point.  So long as you follow this, you won't provoke.

#408

1stLevelSean

Jul 17, 2014 10:35:14

Valheru_Blade wrote:
#409

Valheru_Blade

Jul 17, 2014 13:50:10

1stLevelSean wrote:
#410

lawrencehoy

Jul 17, 2014 22:12:46

R107:

As per the specific rule for Tools (pg. 49) (emphasis mine):

 

"A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock."

 

and

 

 

"Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool."

 

thus

 

  • Certain tasks require the use of certain tools,
  • Proficiency in a certain tool is not required to use that tool,

 

so

 

  • Anyone can attempt to use thieves' tools to pick a lock (via a Dexterity check),
  • Someone proficient with thieves' tools would add their Proficiency Bonus to the Dexterity check,
  • Picking a lock requires the use of thieves' tools (or improvised thieves' tools).

 

Currently, there are no rules for improvised tools; however, the rules for Improvised Weapons (pg. 46) are good guidelines for doing so. An improvised tool that is sufficiently similar to the defined tool would allow the Proficiency Bonus, as well as the appropriate check in the first place (such that, an improvised tool must be similar enough to the defined tool to even be considered as a replacement - in other words, a sword cannot be used as an improvised thieves' tool; but, the tip of stiletto might be similar enough to apply).

#411

lawrencehoy

Jul 17, 2014 22:21:16

Valheru_Blade wrote:
#412

Lucas_Blackstone

Jul 17, 2014 22:26:12

Valheru_Blade wrote:
#413

lawrencehoy

Jul 17, 2014 23:06:04

Lucas_Blackstone wrote:
#414

Valheru_Blade

Jul 17, 2014 23:10:52

R107: Oops, thanks for pointing those sections out lawrencehoy and Lucas_Blackstone. 

 

So apparently you must have thieves' tools to disarm a trap, but don't have to be proficient with them.

 

You must have have the tools and be proficient with them to disarm the lock described in the equipment section. We can't be sure what kind of lock this is (I would assume a padlock but I've made too many assumptions already in this answer) or if it applies to all locks. 

 

I'll update my original post when I get to a computer. 

#415

Valheru_Blade

Jul 17, 2014 23:35:05

Q109: The herbalism kit (Tools, pg 50) specifies you must be proficient with it to craft antitoxin or potions of healing. The lock (Adventuring Gear, pg 48) states you can pick it if you are proficient with thieves' tools. Are there any other examples where a proficiency is required?

#416

lawrencehoy

Jul 18, 2014 1:11:12

Valheru_Blade wrote:
(Reply to #416)

Valheru_Blade

lawrencehoy wrote:
#418

ninthwatcher

Jul 18, 2014 10:50:02

Q#110: Are checks involving skills and saving throws considered "ability checks"? Ex: does a creature that is frightened have disadvantage on saving throws?

(Reply to #418)

Overpromises

A110: Skills are ability checks.

 

Saving throws are not considered ability checks; they are considered a different type of D20 roll. See Basic page 4, under The D20.

#420

DrDragonlance

Jul 18, 2014 10:59:15

Q111 Is there no longer a save versus the Sleep spell?

#421

Noctaem

Jul 18, 2014 11:11:46

A#110

 

Frightened lists that you have disadvantage on Attack Rolls and Ability Checks.  On page 4 under D20 entry it lists Ability Checks, Saving Throws and Attack Rolls to be 3 unique game elements.  So when something calls out that you have disadvantage against one, you don't have it against the others.  It this case you would have disadvantage against 2 of the 3.

 

If you look under page 58, you'll find the entry for Ability Checks.  Basically Ability Checks is anything that requires effort to overcome a challenge and that has a chance of failure.  Like kicking down a door, unlocking a chest, disabling a trap, jumping over a hole, etc..  It can be applied to quite a few things except for Attack Rolls and Saving Throws specifically.

#422

Noctaem

Jul 18, 2014 11:21:06

DrDragonlance wrote:
#423

mrsrockguru

Jul 18, 2014 15:05:02

Ok here goes

 

Q112 -  Can a player or creature where they have rolled a high Initiative defer the action until a later point in the round..

 

e.g Party waiting round a corner, the mage has highest Initiative. Can she wait till the monster steps round the corner or is she unable to act in that round.

 

Having thought about the 'ready spell action' that was not what I was meaning, I was also thinking about the situation with an archer waiting for his target to emerge. It would seam that not to allow deferment would penalise people with high dexterity who are more likely to win Initative roles.

 

 

#424

Noctaem

Jul 18, 2014 14:00:38

mrsrockguru wrote:
#425

VanRicter

Jul 18, 2014 15:27:49

Q113: Just to clarify, I was reading over the box set adventure and got to one of the monsters has 2 claws and a gaze attack.  Because in the description it does not indicate actions am I correct to assume the monster either takes 2 claw attacks or uses its gaze attack each round?

#426

FireballFace

Jul 18, 2014 15:32:44

Q 114-I think. So at 5th level a Rouge can use uncanny dodge every time he gets hit as long as he can see his attacker. Would this include dodging 3 melee attacks from 3 different foes as well as a Range attack from another foe who is 20 feet away? 

#427

Noctaem

Jul 18, 2014 15:35:08

VanRicter wrote:
#428

Noctaem

Jul 18, 2014 15:40:11

FireballFace wrote:
(Reply to #427)

VanRicter

Noctaem wrote:
#430

Noctaem

Jul 18, 2014 16:28:48

VanRicter wrote:
#431

Fralex

Jul 18, 2014 18:01:05

Q114: Are mounts considered land vehicles?

#432

AaronOfBarbaria

Jul 18, 2014 18:12:48

A114: No, mounts are not vehicles.

 

Further info: You add proficiency to mount-related checks through the animal handling skill, while vehicles are different types of tool proficiency.

#433

Noctaem

Jul 18, 2014 18:16:55

Fralex wrote:
#434

Fralex

Jul 18, 2014 18:35:32

Q114 Follow-up: Do you need any sort of proficiency to use a particular mount?

#435

Noctaem

Jul 18, 2014 18:57:46

Fralex wrote:
#436

Particle_Man

Jul 18, 2014 19:01:03

R114:

 

So to maximize your chances, have someone with Vehicles (land) proficiency in the vehicle, and have people with the animal handling proficiency riding the horses pulling the land vehicle. 

 

#437

Noctaem

Jul 18, 2014 19:03:54

Particle_Man wrote:
#438

terryoc23

Jul 18, 2014 21:08:45

Q115: Can a wizard copy a spell from a scroll into his spell book?

Q115.1 If so, does doing so erase the spell from the scroll (as it does in previous editions)?

#439

Noctaem

Jul 18, 2014 21:58:38

terryoc23 wrote:
(Reply to #438)

Overpromises

R115: I think that may be a leading question. I’m not sure that scrolls even exist in 5e in the sense of single use spells written down.

 

If there are any, you may have to wait for the Player’s Handbook or the Dungeon Master Guide for rules describing them.

(Reply to #440)

E-Tallitnics

Overpromises wrote:
#442

Noctaem

Jul 18, 2014 22:12:26

And the PDF lists rules specifically for scrolls being copied in your spellbook anyway.  So even if the item wasn't in the adventure the rules are there.

(Reply to #442)

Overpromises

Noctaem wrote:
(Reply to #443)

terryoc23

Overpromises wrote:
#445

DrDragonlance

Jul 19, 2014 6:18:07

Q116 If you cast Detect Magic on a +1 weapon, what spell school does it return?  I assumed Transmutation because that is the school of the Magic Weapon spell.

#446

Noctaem

Jul 19, 2014 7:01:55

DrDragonlance wrote:
#447

Cerius

Jul 19, 2014 9:05:01

Q117 If a target is grappled, incapacitated or restrained, and is wearing light or medium armor, is the dex mod still added to the AC?

 

I've been with the playtest packet since the very beginning, and I know that the touch AC and flatfooted AC are gone, but in a case like this is seems silly.

#448

E-Tallitnics

Jul 19, 2014 9:44:01

Cerius wrote:
#449

Karnos

Jul 19, 2014 19:19:43

Q118

 

The basic rules, on page 36-

 

 "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."

 

Opinion A: As written, it seems that you can intentionally pick a skill from your class that matches your background skill, activating this clause, which allows you to pick any skill proficiency, rather than being limited to the choices normally availible to your class.  For example a Wizard can't pick Perception as a class skill, RAW.  However a Wizard could pick Religion, and pick the Acolyte background, and then pick Perception instead of getting Religion again from the Acolyte background.

 

Opinion B: When it says you can choose a different proficiency of the same kind, it needs to be one listed for your class.  You still can't pick Perception for a Wizard, for example.

 

Of course, later in the basic set it talks about creating your own background, which lets you pick any two skills plus two total languages or tool proficiency.  This would also make for an easy way to add any arbitrary skills even if they aren't normally class skills for your class.

 

I suspect 'opinion a' is the correct one, but I am puzzled why class restricted skills are a thingh at all, since it seems to be so easy to get skill proficiency outside of that list.

#450

Draykov

Jul 19, 2014 19:42:37

Q119

 

Trying to get into 5E.  This will be my first time playing at all in a while and my first time as DM.  Have only played D&D a couple of times in my life, but always had affection for it.  Anyway, I'm trying to roll up new characters for the starter set rather than relying on the pre-fab ones.  So, the question:

 

Does the pre-fab halfing rouge get 6 skill proficiencies ( acr, dec, inv, perf, soh, stlth) because the character gets 2 from the "criminal" background (deception and stealth according to pg. 38 of the basic rules) along with the 4 picked for the Rogue class (any 4 from acrobatics, athletics, deception, insight, intimidation, investigation, percpetion, performance, persuation, sleight of hand and stealth)?   Also, is the character getting a +7 to stealth because of the double proficiency bonus afforded by "Expertise" for the Rogue class? 

 

Thanks!

#451

AaronOfBarbaria

Jul 19, 2014 19:42:31

A118: Opinion A is correct. The skills listed in each class are not "restrictions" so much as they are "suggestions" based on what is common for that class to be talented in.

 

A119: Yes.

#452

Honorable_Goblin

Jul 20, 2014 1:28:38

Q120: I just want to make sure I understand the "Using Defferent Speeds" subsection of Combat>Movement & Postition>Breaking Up Your Move.

 

Say I have a walking speed of 30 and a fly speed of 60

 

  1. I walk 30 feet then try to keep moving via flying; I am able to fly up to 30 feet, correct? (I subtract the 30' walked from my 60' fly speed, leaving me with 30' available for flying)
  2. I fly 35 feet and land; I am unable to walk any distance, correct? (I subtract the 35' flown from my walking speed, leaving me with less than 0' available for walking... though I could still fly for another 25')
  3.  Does standing up from prone cost movement from your walking speed only? From all of your speeds (if you have multiple, such as 30' walking & 60' flying)? From the speed of your choice (if you have multiple, say 30' walking & only 20' flying)?

Part 3 I'm pretty sure is walking speed only, but I wanted to be certain. Thanks in advance for your input!

#453

Noctaem

Jul 20, 2014 4:23:51

superdude097 wrote:
#454

Malph

Jul 20, 2014 10:33:18

Question on multi-classing:

 

If someone multi-classes, then gets "Novice Power" to swap one of their encounter powers.... can they get "Novice Power" again to swap another encounter power (so they would then have two encounter powers from the class they multi-classed into)? Or, if Novice Power can only be used once, is there any way to get two encounter powers from their multi-class (other then Epic Destiny Martial Archetype)?

 

Thanks!

 

EDIT: I accidently posted this in 5e forum.  Please disregard

#455

Neptune0923

Jul 20, 2014 10:15:45

Q121. I'm a bit confused about surprise where multiple characters are involved.

 

a) So 4 goblins (1,2,3,4) are hiding in the bushes. They are not together. They each make stealth rolls at +6 resulting in: 21, 13, 11, 9.  The passive perceptions of the PC's (A, B, C & D) are 13, 13, 10, 10.   Who is surprised? Who isn't? If it matters, 1 targets A, 2-B, 3-C, 4-D.  

 

b) When do we roll initiative? After the surprise round? 

 

 

(Reply to #454)

E-Tallitnics

Malph wrote:
#457

BoldItalic

Jul 21, 2014 1:42:24

Neptune0923 wrote:
#458

Noctaem

Jul 20, 2014 12:21:02

BoldItalic wrote:
#459

BoldItalic

Jul 20, 2014 15:15:55

Noctaem wrote:
#460

Noctaem

Jul 20, 2014 15:16:32

I looked in the PDF under the Ability Check section and you're right, you just need to match or beat the passive perception in order to be hidden.  My bad there.  

 

So then Goblin 1 and 2 aren't noticed by the PC's at all and Goblin 3 and 4 are noticed by every PC.  How would that translate into the first round?  Do Goblin 1 and 2 get to go since all the PC's are surprised.  Then round 2 begins and every creature acts on its initiative turn as normal?

 

 

#461

BoldItalic

Jul 20, 2014 16:06:15

Noctaem wrote:
#462

Noctaem

Jul 20, 2014 16:28:11

Yeah, I think with practice it would become simple but right now I haven't played enough / thought about this enough to simply give an answer that would satisfy all of the possible outcomes for the given scenario.  But your answer above is satisfactory to me in that it answers the question asked.  I'm just iffy about the finer details and other possible scenarios.

#463

Fralex

Jul 20, 2014 17:19:48

Q 122: When improvising a weapon, you can add your proficiency to the attack if it's similar to one you know how to use. Like a table leg counting as a club. Is there any advantage the club has over the table leg? Why buy a club if they're the same?

#464

Noctaem

Jul 20, 2014 17:44:38

A122:  Because people don't want you yanking out their table legs?  From the information listed, this is something that is at the DM's discretion.  So yes, you can use a table leg as a club and even get your proficiency bonus if your DM allows it, but the club doesn't have any properties and only deals 1d4 damage which is the same amount of damage as if you were doing an improvised attack in the first place.  So it's pretty lacklustre compared to say attacking with a Morningstar, which at least deals 1d8 damage.  If you're happy with d4's for your weapon and no properties, there's nothing stopping you from using a table leg as a club unless the DM decides not to let you for some reason.

#465

homebrewerdan

Jul 20, 2014 18:18:55

Q123: Monster Damage, Stat Blocks

 

Apologies if this has been asked -- lots of pages in this thread now!  I was watching the Youtube walkthrough of the Lost Mine of Phandelver and  I have a question on stat blocks for monsters.  In the video, goblins attack and the DM mentioned how he's run the adventure before so didn't need to look at the stat blocks and knows the damage the goblin does (5 piercing damage for arrows).  However, if you actually look at the stat block, it states "Hit: 5 (1d6 + 2) piercing damage".  So which is it -- 1d6+2 or 5?  All of the monster stat blocks show both a standard damage after the 'Hit:' as well as a throw.  Is it up to the DM to decide whether to roll for damage or just assume the suggested damage?

 

Thanks in advance

#466

AaronOfBarbaria

Jul 20, 2014 18:24:37

A123: It is up to the DM whether to use the listed (rounded average) damage or to roll.

#467

Plaguescarred1

Jul 20, 2014 19:08:07

R122: I find the rules for Improvised Weapon to be contradictory. An improvised weapon being treated as a similar weapon (ex. table leg = club) shouldn't automatically apply proficiency bonus if you treat it as a weapon proficient with? Also should it also have all the properties the similar weapon has since its treated as one? Its how i<d probable rule it.

(Reply to #455)

Overpromises

Neptune0923 wrote:
#469

Plaguescarred1

Jul 20, 2014 19:59:15

A121: How i understands it, no PC are surprised in this encounter because all of them noticed a threat by spotting the goblin with a Dexterity (Stealth) check of 9. Also the initiative is rolled normally as there is no surprised round, only possibly surprised creatures in the first round.

 

 

BR69 Surprise: Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.
#470

Plaguescarred1

Jul 20, 2014 20:07:23

A123: The D&D Starter Set Monster Statistics description for Hit basically say DM can take either of them at their discretion.

 

 

SS55 Hit: As the DM, you have the option of taking the average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. For exemple, a monster might deal 4 (1d8) slashing damagewith its longsword. That notation means you can have the monster deal 4 damage or you can roll 1d8 to determine the damage.
#471

JustyBear

Jul 20, 2014 20:51:39

Q124: Opening and Closing Doors as one interaction

 

I was DMing Encounters the other night, and wanted to have an enemy wizard run away from a fight through a door, which raised the question of whether he could open the door and then close it behind him for free (so that he didn't get hit by ranged attacks).  Here's the rule:

 

"You can interact with one object or feature of the environment for free, during either your move or your action.  For example, you could open a door during your move as you stride toward your foe... If you want to interact with a second object, you need to use your action."

 

So, does opening and closing a door as you move through it count as "interacting with one object"?

#472

E-Tallitnics

Jul 20, 2014 21:00:01

JustyBear wrote:
#473

Walbogz

Jul 20, 2014 22:09:36

Q125: Could you use Grapple or Shove as an opportunity attack?

(Reply to #473)

2Chlorobutanal

A125:  No, not by the letter of the rule.

 

Both Grapple and Shove require the "Attack" action.

 

Basic Rules, page 74:

 

Grappling
When you want to grab a creature or wrestle with it,
you can use the Attack action to make a special melee
attack, a grapple. If you’re able to make multiple attacks
with the Attack action, this attack replaces one of them.

 

Shoving a Creature
Using the Attack action, you can make a special melee
attack to shove a creature, either to knock it prone or
push it away from you. If you’re able to make multiple
attacks with the Attack action, this attack replaces
one of them.

#475

lawrencehoy

Jul 20, 2014 23:46:15

Noctaem wrote:
#476

lawrencehoy

Jul 21, 2014 0:03:38

Plaguescarred wrote:
#477

lawrencehoy

Jul 21, 2014 0:10:17

JustyBear wrote:
#478

Neptune0923

Jul 21, 2014 7:12:44

lawrencehoy wrote:
(Reply to #478)

Overpromises

Neptune0923 wrote:
#480

Zackmack75

Jul 21, 2014 8:43:52

Q126 - Is there a penalty/benefit for someone using a ranged attack or spell at a target who's engaged in melee?  Bill is sword fighting with a goblin.  Jimmy the archer takes a shot at the same goblin from 30 feet away.  Does Jimmy have a penalty for shooting at the goblin?  Should be Bill be worried about taking an arrow from his buddy? 

 

#481

Plaguescarred1

Jul 21, 2014 9:02:38

A126: Jimmy could have a -2 to his attack roll due to half cover if the goblin is the opposite side of Bill.

 

Bill has nothing to worry about though as there is no Firing Into Melee rules in 5E that could target him intead of the goblin like in previous editions.

 

BR74 Cover: Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives threequarters cover, the target has three-quarters cover.
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
#482

Neptune0923

Jul 21, 2014 9:41:28

Overpromises wrote:
#483

mrpopstar

Jul 21, 2014 9:53:57

Neptune0923 wrote:
#484

Draykov

Jul 21, 2014 10:06:38

Q127

 

Does the halfing rogue in the starter set gain proficiency with carpenter's tools because the character gains proficiency with thieves' tools twice (once as rogue and again as a character with a criminal background)?  That is, are carpenter's tools an alternate to a second set of thieves' tools? 

 

Thanks!

#485

Plaguescarred1

Jul 21, 2014 10:16:52

A127: Most likely the case yes as the rules let you choose a different tool proficiency if the same is granted from two different sources.

 

BR36 Proficiency:  If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.
#486

Karnos

Jul 21, 2014 12:15:03

Q128

 

If a Fighter who is dual-wielding performs the dodge action, can he also attack with his offhand using his bonus action?

(Reply to #482)

Overpromises

Neptune0923 wrote:
#488

Plaguescarred1

Jul 21, 2014 12:31:18

A128: No since he didn't use the Attack action but a different one, in this case the Dodge action.

#489

Angel7

Jul 21, 2014 19:49:08

Q129:  A Fighter with Two-Weapon Fighting (using 2 short swords) can add his ability modifier to the damage of his off hand attack  Eg: In one round he could attack for 1d6 + ability mod + prof bonus AND 1d6 + ability mod + prof bonus.  A Rogue using two short swords cannot add his ability modifier to the damage of his off hand attack  Eg: in one round he could attack for 1d6 + ability mod + prof bonus AND 1d6 + just his prof bonus.   Do both characters have to use a bonus action for the off-hand attack? or just the rogue?

 

Q130:  The same fighter at 5th level gets Extra Attack. Can he still only perform one bonus action, therefore only one off hand attack in a round?  eg: 1d6 + ability mod + prof bonus for 2 regular attacks and 1d6 + ability mod + prof bonus for one off hand attack?  Or can a 5th level fighter do 2 regular attacks and 2 off hand attacks in one round?

(Reply to #489)

Lucas_Blackstone

A129: Both characters use a bonus action to make the off-hand attack.

 

A130: The fighter uses his attack action. He makes two attacks, because of his extra attack feature. Then he makes an attack with his off-hand with a bonus action.

#491

E-Tallitnics

Jul 21, 2014 20:04:01

Angel7 wrote:
(Reply to #490)

Angel7

Lucas_Blackstone wrote:
#493

E-Tallitnics

Jul 21, 2014 20:19:44

R129: Correct! Even with Action Surge they don't get another Bonus Action. 

(Reply to #492)

Lucas_Blackstone

Pretty much. The extra attack feature means that when that character uses the attack action, they make an extra attack (or attacks). It's also why they don't make two attacks on an opprotunity action for instance. They aren't using the attack action, but using a reaction to make an attack as the rules say. 

(Reply to #494)

2Chlorobutanal

R130:

 

Lucas_Blackstone wrote:
(Reply to #495)

Lucas_Blackstone

2Chlorobutanal wrote:
#497

SilverBulletKY

Jul 22, 2014 5:25:33

Q131

 

Intelligence Saving Throws - When would you ever need to do this?  The DC for a spell saving throw is based on the wizard's intelligence and the spell specifcally states what type of saving throw is needed to resist the spell.  None of the spells in the basic rules list any intelligence saving throws.

#498

Plaguescarred1

Jul 22, 2014 5:34:54

A131:  The DM commonly asks you to use Intelligence when you make saving throw to resist an effect that attempts to overcome your intellect. While there is no such spells in the Basic rules, i'm pretty sure there will be some in the PHB.

#499

AaronOfBarbaria

Jul 22, 2014 5:37:22

A131: There may be spells in the Player's Handbook that call for intelligence saves, or monster abilities in the Monster Manual that call for intelligence saves... though so far it seems that someone at WotC decided to take the obvious Intelligence Save area (illusions) and have those be Intelligence (Investigation) checks instead.

 

Suggested house-rule: Allow a character the is proficient with Intelligence saving throws to add their proficiency bonus to the Intelligence (investigation) check called for by illusions if they aren't already gaining their proficiency bonus to the roll from another source, such as proficiency in the investigation skill.

#500

Alpizarai

Jul 22, 2014 5:50:17

Q132? Are a monster's natural Attacks considered weapon attacks?, like a monster's Natural attack with a claw or a bite... I mean for example like using defensive abilities such as the Rogue's UNcanny Dodge?

 

#501

Plaguescarred1

Jul 22, 2014 6:00:53

A132: Yes, natural attacks are considered weapon attacks. From the Starter Set's Ghoul statblock (pg. 58):

 

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft, one creature. Hit: 9 (2d6 + 2) piercing damage
#502

E-Tallitnics

Jul 22, 2014 5:58:01

Alpizarai wrote:
#503

Alpizarai

Jul 22, 2014 6:33:41

Thanks!

#504

Alpizarai

Jul 22, 2014 7:42:18

Q133 - Sort of a Bonus QUestion about the Turns and rounds Dilema! When using the Thief’s Reflexes Ability: would a character receive access to an additional or "extra" bonus action and also an "extra" reaction at -10 on his innit? Say...If he has already used both his BONUS ACTION (like with Cunning action), and his reactin on some Oportunity Attack?

 

#505

E-Tallitnics

Jul 22, 2014 8:11:43

Alpizarai wrote:
#506

Bluemaze

Jul 22, 2014 8:35:43

Q134

I am still confused on how many spells clerics and wizards get on their "prepared list" for the day.

Does the wis or int bonus affect the total number per day ?

In the Scourge of the Sword Coast intertim rules supplement zip file, Classes.pdf, under Spell Preperation

states, "1 + your cleric/mage level "

The basic rules seem to contradict this, and it is still not clear to me there either.

Thanx in advance.

(Reply to #505)

Overpromises

R133: BR70 actually says “When you take a reaction, you can’t take another one until the start of your next turn.”

 

Your miles may vary, though, since BR72 also says “Remember that you can take only one reaction per round.” If instead one correctly remembers BR70, then this can probably be ignored, but really one of the two absolutely needs an erratum.

#508

E-Tallitnics

Jul 22, 2014 9:49:01

Bluemaze wrote:
(Reply to #507)

E-Tallitnics

Overpromises wrote:
#510

Nertak

Jul 22, 2014 12:09:16

Played 5th edition  starter box for the first time the other day, couple of questions.

 

Q135.  Does flanking exist anymore? If so what does it do?

 

Q136.  Does using a skill in combat use your action? examples

 

(I move behind covering terrain and want to make a hide check, does that take my action?)  

(I want to identify the monsters we are fighting)

(I want to make a perception check to find a monster who has hidden)

(I want  to make an arcana check to stop the magic crystal that is powering the portal letting monsters from another plain enter ours)

 

I read the rules and did not see anything stating when or if these checks take your action

 

Q137.  Do you always have a bonus action available to you? or do you only have a bonus acion if something specifically gives you one?

 

Q138.  Is 5th edition like 4th edition where the game expects you to have magic weapons, armor and neckpiece as you level or you literlillaly fall behind or are magic items more fun or extra.  Like if i'm dming I need to know if the game EXPECTS me to give the wizard a wand of magic missle or if its not expected and can be saved for special loot.  Cause in 4th edition giving magic items was mandatory if you weren't using the inherent bonus system.

 

Thanks for the help.

#511

E-Tallitnics

Jul 22, 2014 12:19:36

Nertak wrote:
#512

Nertak

Jul 22, 2014 12:28:49

thanks for the responce. 

 

Idk if you have the starter box, but if you do can you point me to where it addresses the skill checks in combat and actions?  If its not in there, or you don't have the starter box, can you point me to where it talks about this online?

 

Thanks again

#513

Daedalus1969

Jul 22, 2014 13:31:47

New proficiencies
Q:Is it possible to gain new proficiencies as you level? I didn't see it anywhere in the Basic book or the box set, am I missing it somewhere?

#514

Plaguescarred1

Jul 22, 2014 13:54:02

(Question re-numbered. Please remember to preface your question with a #)

 

A139: Yes you can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options during Downtime Training. (Basic Rules pg 68)

 

Also more proficiencies may possibly be obtained through feats or Multilassing once the PHB comes out we'll know more for sure. 

(Reply to #511)

aljergensen

E-Tallitnics wrote:
#516

Plaguescarred1

Jul 22, 2014 14:08:15

R136: It all depends of the DM of course so YMMV, but here's my opinion;

 

Moving behind covering terrain to hide by making a Dexterity (Stealth) check should require an action. ( see Hide action Basic Rules pg. 70)

 

Identifying a monsters you are fighting by making an Intelligence (Nature) check shouldn't require an action.


(Making a Wisdom (Perception) check to find a hidden monster should require an action. ( see Search action Basic Rules pg. 70)


Making an Intelligence (Arcana) check to stop the magic crystal that is powering a portal should require an action unless it takes no time or effort. ( see Use an Object action  Basic Rules pg. 70)

#517

mrpopstar

Jul 22, 2014 16:49:26

Plaguescarred wrote:
#518

E-Tallitnics

Jul 22, 2014 18:22:18

Plaguescarred wrote:
#519

E-Tallitnics

Jul 22, 2014 18:23:52

Nertak wrote:
#520

lawrencehoy

Jul 22, 2014 22:26:24

E-Tallitnics wrote:
#521

Brightmantle

Jul 22, 2014 23:22:51

Q 140: I notice that the Starter set and the Basic rules conflict when it comes to the Cleric being (proficient) with heavy armor. Will the Basic rules be default? .E. Light, medium, and shields, or will Clerics have heavy armor proficiency? See Dwarven Cleric pre gen. " Chainmail" and Page 16 Starter Rules vs. Page 21 Basic Rules.

(Reply to #521)

2Chlorobutanal

A140.

 

All Clerics of Life (Domain) have proficiency with Heavy Armor as a Domain feature.  Since Life is the only Domain present in the Basic Rules, for the time being all Clerics have Heavy Armor proficiency.

 

I assume the Starter Set Cleric is also a Cleric of Life?

(Reply to #522)

Brightmantle

2Chlorobutanal wrote:
#524

Plaguescarred1

Jul 23, 2014 6:29:26

lawrencehoy wrote:
#525

Angel7

Jul 23, 2014 11:01:09

Q141  Is the playtest material still available?  I downloaded the basic rules and would love to see the most recent Paladin material. Or is it unavailable now as the PHB is only a month away? Thank you in advance.  

#526

Angel7

Jul 23, 2014 11:08:40

Q142:   The Basic Rules make no mention of alignment restrictions and I heard that you can play a Blackguard / Anti-Paladin. I'm hoping this isn't the case as evil characters have always been off-limits to player characters to my knowledge and is fundamentally against the idea of cooperative team play. Is this a new option in 5e?

#527

Draykov

Oct 18, 2014 7:13:32

Q143

 

Is the two-weapon fighting style limited to light melee weapons?  For example, could a fighter using the two-weapon style use a longsword and a battleaxe?  

 

Thanks!

#528

Angel7

Jul 23, 2014 11:18:23

Q143:  I love the idea of magical items/weapons being far more rare in 5e in order to make them more special and coveted. (one of my favorite improvements), but has the system of +1 to +5 weapons been replaced with a different system where magic weapons have unique properties that do not include a plus system to denote their power level ? Was this in th eplaytest material or is it a mystery to everyone until the DMG comes out?  ( and thank you in advance for this fantastic resource too. It's been an invaluable resource for educating  players  and DMs alike to the nuances of the new rules )

(Reply to #525)

E-Tallitnics

Angel7 wrote:
#530

E-Tallitnics

Jul 23, 2014 11:46:43

Angel7 wrote:
#531

E-Tallitnics

Jul 23, 2014 11:47:26

Draykov wrote:
#532

E-Tallitnics

Jul 23, 2014 11:49:54

Angel7 wrote:
#533

2Chlorobutanal

Jul 23, 2014 17:42:48

R144. (Magic Weapons)

 

The "Magic Weapon" spell scales from +1 (at character level 3) to +3 (at character level 11), so, without seeing any magic items, I have been working off the assumption of no more than a +3 item when thinking about the rules.

#534

Draykov

Jul 23, 2014 17:59:32

Q145

 

Does the High Elf race get the wizard cantrip afforded to it regardless of the class of the PC? 

 

Thanks!

(Reply to #534)

2Chlorobutanal

Draykov wrote:
#536

E-Tallitnics

Jul 23, 2014 22:20:18

2Chlorobutanal wrote:
#537

Honorable_Goblin

Jul 23, 2014 22:30:27

Q 146

 

Basic Rules, pg 105 wrote:
#538

E-Tallitnics

Jul 23, 2014 22:48:12

Honorable_Goblin wrote:
#539

BeaumontSebos

Jul 24, 2014 7:31:16

So, either the search is not working for the forum or this questions is so dumb that nobody would even dare ask...

 

As I read the rules, you do not add your your weapon proficiency bonus to damage.

 

I know you add it to your attack, but not the damage.

 

Is that correct? 

#540

Plaguescarred1

Jul 24, 2014 7:35:05

(Question re-numbered. Please remember to preface your question with a # thanks)

 

A147: That's correct, proficiency bonus to attack roll and not damage roll.

#541

Draykov

Jul 24, 2014 12:07:03

Q148 (relates to Q145):

 

If a High Elf PC selects a wizard cantrip that requires a material (M) component, does that mean the PC is required to carry a component pouch in order to use that cantrip? 

 

Thanks!

#542

mellored

Jul 24, 2014 12:13:26

Draykov wrote:
#543

SilverBulletKY

Jul 24, 2014 13:18:26

Q149 - 2 handed weapon fighting.  Would you allow a character to sheathe both weapons on a turn as their bonus action to be able to draw and fire a bow on their next action?  The rules say that you can interact with one object, such as drawing or sheathing a weapon, but I'm not sure it takes much more effor to sheathe 2 daggers.

(Reply to #543)

Overpromises

A149: For an arbitrary character, it would take an entire Action to sheathe two weapons in the same round.

 

They could throw one of the daggers with a bonus action, though. A 3rd level Thief Rogueish Archetype could use their Cunning Action with Fast Hands instead.

 

Edit: The Dual Wielder feat is likely though not guaranteed to grant the ability to sheathe two weapons at once.

#545

SilverBulletKY

Jul 24, 2014 13:40:38

Yeah it looks like it's catered to Rogues for that Fast Hands ability.

(Reply to #543)

aljergensen

SilverBulletKY wrote:
#547

Karnos

Jul 25, 2014 5:11:17

Q150

 

Some clarification is needed, regarding this line on page 58 of the basic rules- "The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure."

 

My interpretation is that it means you make a check when an action is performed that has a chance of a failure.  For example, using Perception has a chance of failure, so you make a check when a character uses Perception.  Based on my interpretation, you would roll even if there is nothing to find.  You would not roll for actions in the game that are not determined by dice, which have no chance of failing, such as walking across a room, picking up an object, or speaking normally in a language you are fluent in.

 

The alternative interpretation is that it means you do not roll if there is nothing to find with Perception.  Or, for example with stealth, you wouldn't roll if there was nobody around to see you.  Meaning it takes it on a case by case basis, and if this particular case has no chance of failure (or no penalty for failure) you don't bother rolling.

 

The problem I have with the second interpretation is that any time a player asks to use Perception and is told to not bother rolling, he immediatly knows there is nothing to see.  Whereas if you do roll, the player doesn't know if there is nothing to see, or if they just didn't hit a high enough DC.

 

Anyway, just looking for some unbiased opinions on this.  The wording in the book is somewhat unclear.

#548

Plaguescarred1

Jul 25, 2014 5:35:08

A150: If a player character is taking an action to search for something, a DM may call for an Intelligence (Investigation) or Wisdom (Perception) check wether or not there is something to be found. I usually just declare what is being seen, heard, smelled etc.. (without enumerating the subject of their search if the check failed) rather than say they find nothing so the checks always appear to have done something. Also a DM can always rely on passive checks or roll secretly for the player if he doesn't want the check result to be obvious.

#549

E-Tallitnics

Jul 25, 2014 6:39:35

R150: Please note that previously in this thread a user specifically asked about a player rolling for a Steath check repeatedly because the Hiding sidebar says, "When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence."

 

That poster felt that the wording of Hiding indicated that it was the Player who initiated the roll, not the DM, and therefore the Player could hide, stop hiding, over and over until their roll was to their liking, and that there was nothing the DM could do to stop them. That's when I quoted the same sentence as Q150 did as proof that ultimately it was up to the DM to initiate the roll, not the player. As it's RAW and would allow the DM to stop a player from abusing the rules. 

 

A DM asking players to roll the dice for something has always been A DM Tell (or Dead Giveaway) that there's something to see, about to happen, etc., for the players. I've seen DMs ask players to periodically roll, even when there is nothing going on, just to keep them guessing! 

#550

iserith

Jul 25, 2014 8:08:24

A150: If there is nothing to find, there is no roll because there is no chance of failure. The PCs simply expend the resource of time and the DM affirms that there is certainly nothing to be found, possibly making random encounter checks if appropriate.

 

If there is something to be found and the check is failed, the DM can use the rules on page 58 which state the DM can allow progress combined with a setback. In this case, the players find something of note, but something else happens to their detriment e.g. they take longer than they expected to find it, they draw the attention of a nearby monster, they leave a clue behind that they were there, etc. Whatever works best in context.

#551

Karnos

Jul 25, 2014 9:00:21

R150

 

Thats a contrary answer, iserith.  Anyone else care to chime in?  Unbiased opinion please, this is something iserith and I disagree on.

#552

sigfile

Jul 25, 2014 9:16:15

Q151: Can a hand holding a spellcasting focus be used to fulfill the somatic component as well? See Basic Rules p79 under "Material (M)."

(Reply to #550)

Overpromises

R150: Note that Basic page 61 includes the sentence “If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result.” which is an example of a rolled check despite a guaranteed failure.

 

A rolled check is not required for an action that has no chance of failure.

 

A DM could rule that a search of an empty room was an automatic success or an automatic failure or a chance of failure. In each case the DM would need to determine the results of any possible outcome, e.g., what does a success or failure mean when searching an empty room.

 

Edit: Note that I am not deliberately equivocating. I would like it if the rules actually described whether a search of an empty room was a success or a failure or a chance of failure, but I cannot find it if they do.

(Reply to #552)

Overpromises

A151: Probably, but not quite explicitly. They say that the hand used for somatic components can also be used to access material components, for which the spellcasting focus qualifies. They don't explicitly describe a situation where the caster is already holding the spellcasting focus. If he were not holding it, he could have drawn it as necessary and put it away again, so it seems implicitly allowed.

 

A common sense approach also says that a spellcasting focus should not interfere with spellcasting.

#555

mellored

Jul 25, 2014 10:20:55

Page 79.  (M)

spellcasting focuses can be used in place of components.

 

 

Somatic (s) still requires a free hand.

(Reply to #555)

Overpromises

mellored wrote:
(Reply to #552)

aljergensen

sigfile wrote:
#558

iserith

Jul 25, 2014 13:18:13

Overpromises wrote:
#559

Karnos

Jul 25, 2014 11:29:46

iserith wrote:
#560

PhantomAOJ

Jul 25, 2014 13:14:04

Domain Spells for Clerics

How often can they be castby the cleric?

The wizard has the Arcane Tradition which allows them to regain 1 spell slot after a short rest.

 

The cleric does not seem to have anything equivelent.

But since they get more spells that seems to be the trade off.


Yet with healing being so limited, You can have your adventures be out of healing after 1 encounter.

 

Any Ideas?

#561

Pauper

Jul 25, 2014 14:20:33

Setting this as question Q151:

 

PhantomAOJ wrote:
(Reply to #561)

Overpromises

Pauper wrote:
#563

BigBobSr6000

Jul 25, 2014 14:42:12

Q152: Is the Dexterity Mod added to the damage of a spell range attack? Such as Firebolt or Ray of Frost?

(Reply to #563)

Overpromises

BigBobSr6000 wrote:
#565

BigBobSr6000

Jul 25, 2014 14:52:45

Q153: Is the Dexterity Mod added to the attack bonus of a spell range attack? To me, if every other range attack gets Dex Mod added to both attack bonus and damage, why shouldn't it be same for spell range attacks that do damage?

(Reply to #565)

Overpromises

A153: They get the spellcasting mod added to the attack roll, and with certain subclass features or similar they can sometimes have the spellcasting mod added to the damage roll.

 

The damage of spells also tends to be high enough that the stat mod to damage is less significant.

 

I can only speculate as to why it is this way, but I suspect that they want spellcasters to have a high spellcasting stat and not necessarily a high dexterity.

#567

E-Tallitnics

Jul 25, 2014 19:24:24

BigBobSr6000 wrote:
#568

BigBobSr6000

Jul 25, 2014 20:40:33

Thank you all for your answers to my questions and for this Q & A forum.

#569

opusmage

Jul 25, 2014 23:20:53

Q154, Do clerics and wizards receive additional spell slots for, respectively, high wisdom and intelligence scores? I thought that had been in the playtest packet at some point but I don't see it in the basic rules.

#570

Plaguescarred1

Jul 25, 2014 23:27:25

A154: No, their spell slots by level are determined by their respective table. But their Wis or Int affect their number of prepared spells though.

#571

Boltahm

Jul 26, 2014 0:35:00

Q155 - Is there a way for wizards to get a proficiency bonus on spells for which there is an attack roll?  For example, Ray of Frost has an attack roll, but Wizards do not have "proficiency" with focuses, so the only bonus to attack roll would be the INT modifier?

#572

BoldItalic

Jul 26, 2014 4:35:20

A155: Wizards do get proficiency bonus on their magical attack rolls, automatically, regardless of focus. It's different to the playtest.

 

Refer to p.30 of the Basic PDF: Spell attack modifier = your proficiency bonus + your Intelligence modifier

 

Magic focus in 5e merely replaces the need for material components in some spells, it doesn't require any kind of proficiency. Again, it's different to the playtest.

#573

Klyrial

Jul 26, 2014 9:13:03

Q156:  I have not played D&D in almost 20 years, but recently purchased numerous books so that I can start a campaign with my three teenage children.  Will we be able to easily transition from 4th to 5th edition if we decide to do so or is it impractical?

#574

thewoozle

Jul 26, 2014 9:55:08

Q157: The Fireball spell requires a ball of guano and sulfer, but it isn't expended on use, doesn't it seem logical that it WOULD be consumed? the cost is negligible and replacing the componant might lead to some fun side-questing. 

(Reply to #574)

Overpromises

thewoozle wrote:
#576

AaronOfBarbaria

Jul 26, 2014 10:21:10

A157: There is not a point in mentioning whether a non-expensive (read: does not have a listed cost) material component is consumed by a spell or not because the intent is for an infinite number of uses of such spells to be allowed by owning a spell component pouch or using an arcane focus.

 

Because of that "which the spell consumes" is a note only found on expensive material components (though, of course, not all of them).

(Reply to #573)

Chimerasame

Klyrial wrote:
(Reply to #574)

aljergensen

thewoozle wrote:
(Reply to #576)

Boltahm

AaronOfBarbaria wrote:
#580

AaronOfBarbaria

Jul 26, 2014 13:05:12

A158: A component pouch or arcane focus is all that is needed, except in cases where a specific cost of a component is listed. In those cases, the specific component - not just the listed amount of money - must be on hand in order to cast the spell.

#581

RCanine

Jul 27, 2014 3:08:16

Q159: The Mountain Dwarf gets proficiency with the "throwing hammer", but I don't see a throwing hammer in the equipment list; there is, however a "light hammer" are these two the same? I'm guessing it's a misprint.

 

Q160: Also, comparing the light hammer and the handaxe, the light hammer seems strictly worse. Is the bludgeoning damage better in some non-obvious way as to balance the difference between these two weapons?

 

Q161: The morningstar is strictly worse than the war pick; the flail strictly worse than the warhammer. Is there a reason for these weapons to exist?

#582

Plaguescarred1

Jul 27, 2014 6:54:57

A159: Its should say light hammer. The weapon changed name after Playtest Packet 102912 but Dwarven Combat Training was never updated accordingly.

 

A160: Not really.

 

A161: Diversity. Weapons must not necessarily be created all equal.

#583

E-Tallitnics

Jul 27, 2014 6:56:34

RCanine wrote:
(Reply to #561)

Regin_Vargtass

Pauper wrote:
#585

Plaguescarred1

Jul 27, 2014 8:00:43

R152: Regin_Vargtass is correct, domain spells are always prepared, and don’t count against the number of spells you can prepare each day but otherwise still use a spell slot when cast.

#586

TimmyToldYou

Jul 27, 2014 8:58:08

Q162:

 

If something says "once per turn," does it mean once per YOUR turn, or once per ANY turn? For example, can a Rogue use Sneak Attack damage on an oppurtunity attack, on someone else's turn?

#587

AaronOfBarbaria

Jul 27, 2014 9:02:36

A162: "Once per turn" means exactly that - once per turn, which each participant in a combat has one of (i.e. "rogue's turn" and "goblin's turn" and "fighter's turn").

 

Something that can only be done once no matter how many participants are in a combat is "once per round," and somethnig that has to be done on your turn, rather than any turn, specifically says "on your turn."

(Reply to #586)

Overpromises

R162: Edit for clarity: Typically without some other exception, a rogue can only make two sneak attacks during most rounds, one on his turn and one additional sneak attack using his single reaction during something else’s turn.

 

As written, a reaction made before the rogue’s first turn seems to allow another reaction that round after the rogue’s first turn.

 

There is a specific exception for a high level Thief Roguish Archetype to get an entire extra turn in the first round, with up to two sneak attacks during this turn.

 

Finally, note that getting any sneak attacks with reactions will be relatively rare, and is absolutely not likely to happen every round. Edit: Maybe if you had a rogue and multiple Battlemaster Fighters or something.

#589

Plaguescarred1

Jul 27, 2014 9:30:42

R162: Rogues are not limited to use Sneak Attack only 2/round. One could theorically make use Sneak Attack more than twice in a round if it was granted an attack without using a bonus action or reaction. The only usage frequency limitation to Sneak Attack is 1/turn.

(Reply to #589)

Overpromises

Plaguescarred wrote:
#591

Plaguescarred1

Jul 27, 2014 9:56:01

R162: I agree its highly improbable that you will be able to do that but i just wanted to point out the possibility  

#592

BoldItalic

Jul 27, 2014 9:56:01

R162 Cross-linking for the benefit of anyone reading this thread in the future: Q#162 is similar to Q#96 and there was a separate thread where the answer was resolved.

 

#593

Draykov

Jul 27, 2014 11:41:20

More questions about creating new characters for the Starter Set:

 

Q163: If a PC is afforded proficiency for  a set of tools based on race, class or background, they only get the actual tools if they are specifically listed in their starting equipment (or if they are purchased with gold), correct?  For example, a Dwarf gets profiiency with one set of artisan's tools (smith's tools, brewer's supplies or mason's tools) based on race, but if the player selects the Fighter class and the Solider background, no tools are supplied in starting equipment so they'd have to buy or find a set of tools in order to actually make use of that proficiency.  Do I have that right? 

 

Thanks!

(Reply to #593)

ProphetSword

Draykov wrote:
#595

kave99

Jul 27, 2014 14:00:53

 Q164 how many pg's dose a spell take up in a spell book. I'm thinking 1 per spell level but I can't seem to find it any where?

 

#596

Plaguescarred1

Jul 27, 2014 16:17:37

A164: I was not able to find this info within the rules, but i'd say 1 spell/page sounds like a good number.

#597

Ramzarius

Jul 27, 2014 14:58:22

Q165: When casting Thunderwave, does the 15 foot cube have to be centered on the caster (From spell entry- "Range: Self {15-foot cube} ...in a 15-foot cube originating from you...")

 

-OR-

 

Is it a 15-foot cube in front of the caster (From the basic rules regarding Area of Effect, Cube: You select a cube’s point of origin, which lies anywhere on a face of the cubic effect.) 

 

If the question is hard to understand, please let me know and I will try to clarify.

 

#598

E-Tallitnics

Jul 27, 2014 15:42:35

Ramzarius wrote:
#599

Boltahm

Jul 28, 2014 0:05:54

Q166-  Not sure how to calculate average damage for a fighter with a great sword (2d6) and the Great Weapon Fighting Style (reroll 1 or 2 on damage rolls, take new result).  If it were 2d6 the average damage would be 7.  With re-rolling 1 or 2 and taking the new roll (even if it's 1 or 2) I'd assume the average damage would increase, but not sure exactly by how much.  Just in my head, looks like average damage jumps to 8.33, but can anyone check me?

#600

BoldItalic

Jul 28, 2014 1:34:05

R#166: Yes, I get that too.

 

For each die separately, there's a 1/3 chance of a reroll (average 3.5) and 2/3 chance of 3..6 (average 4.5) without a reroll.

 

So that comes to 3.5x(1/3) + 4.5x(2/3) = 25/6 = 4.1667 for one die. Two dice = 8.3333, as you said.

#601

JoyrexJ9

Jul 28, 2014 9:14:38

Q167: Rolling a natural 20.
In 5E that only applies to attack rolls, correct? So rolling a 20 on a skill/attribute check, saving throw or spell would not result in an automatic pass/hit ??

 

#602

AaronOfBarbaria

Jul 28, 2014 9:24:58

A167: There are only two circumstances in the 5e rules that treat rolling a natural 20 as something special - attack rolls (where they are automatic hits and critical hits), and death saves (where they result in regain 1 hit point).

 

Similarly, those two circumstances are the only times that rolling a natural 1 is treated as something special - automatic miss (attack roll) or two strikes against the 3 failures that result in death (death saves).

#603

E-Tallitnics

Jul 28, 2014 13:30:33

Q168: Speaking of Death Saves...

 

The rules, in part, state, "Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw." I know of no "features" that assist in them. However Bless, Prayer and Beacon of Hope all aid Saves, with Beacon being the only one that specifically states Death Saves.

 

Does that mean that Bless and Prayer do not?

#604

DM_HEEGZ

Jul 28, 2014 13:50:43

A168

Bless adds a 1d4 to the saving throw, I'd allow it at my table. There is no Prayer spell for clerics in the basic pdf.

 

[edit]

Note that Beacon of Hope (3rd) and Bless (1st) both are concentration spells and can't be stacked. You are choosing between advantage from a third level spell slot and +1d4 from a 1st level slot. I think Bless is far more likely to be used in a Death Save scenario, being routinely prepared. My cleric hasn't hit level 5 yet so I haven't really looked at the level 3 spell selection that closely yet.

 

On further thought, you could stack both spells if you were fortunate enough to have two clerics in your party. 

#605

Plaguescarred1

Jul 28, 2014 17:59:57

A168: Any bonus to saving throws that doesn't specify a specific ability score should apply to death saving throw, so bless and ring of protection for exemple should work fine.

(Reply to #605)

Lucas_Blackstone

A168

To my knoweldge, Warforged are going to be one of the races in the PHB. I would guess that is where a feature would come into play that would affect death saving throws also.

#607

Plaguescarred1

Jul 28, 2014 19:54:26

Lucas_Blackstone wrote:
#608

lawrencehoy

Jul 28, 2014 22:37:55

E-Tallitnics wrote:
#609

E-Tallitnics

Jul 28, 2014 23:09:45

lawrencehoy wrote:
#610

Onelostroad

Jul 28, 2014 23:57:40

I read all previous posts in this thread prior to writing these questions. Sorry if I somehow missed a question previously asked or am asking a question obviously answered in the rules!

 

I just got done running my first session of 5.0 and a couple of things came up...

 

Q169 - The players intentionally knocked a goblin unconscious. How long is this condition intended to last? 

 

Q170a - Is it possible for an active perception check result to be worse than a passive perception check or does the passive perception check act as a lower limit to perception checks? I don't see a specific rule about the "lower limit" it would make sense. One would think that a character stopping and using an action to specifically look would usually have a much greater chance of spotting something than if they had simply kept walking along normally. As it is, it seems that your active perception has a 50% chance of doing better, and 50% chance of doing worse or the same as your passive perception. 

 

Q170b - Along with this, if your passive perception was good enough to notice something hidden then you'd never need to roll because you'd have already seen it, right? Passive perception is "always on," right? 

 

Q170c - Can passive perception be used to spot traps, hidden doorways, hidden objects, etc. as well as hidden characters? The rules state that you've got to be looking in the right location which seems to negate the need for a roll at all.

 

Thanks for the answers, folks!

#611

lawrencehoy

Jul 28, 2014 23:59:19

E-Tallitnics wrote:
(Reply to #610)

lawrencehoy

A169: I'm going to go with 1d4 hours (see "Stabilizing a Creature", pg. 76, D&D Basic Rules).

 

A170a: Yes. Someone might be paying too close attention to the wrong details, and miss the important details; while actively trying to perceive (or investigate) things.

 

A170b: Yes, mostly. There are cases in which Passive Perception is ignored/negated (see "Other Activities", pg. 65, D&D Basic Rules).

 

A170c: At the DM's discretion. The rules you mention, in your last sentence, apply to situations where the Wisdom (Perception) or Intelligence (Investigation) check needs to have a specified location designated, for the check to succeed. In other words, "searching the room" with a check won't have any chance of finding something in a drawer's false bottom; while "searching the drawer" with a check might lead to discovering the false bottom (and anything hidden therein).

#613

Lucas_Blackstone

Jul 30, 2014 20:56:02

Plaguescarred wrote:
#614

Daedalus1969

Jul 29, 2014 7:42:37

Q 171 -

I'm a little confused by how the cleric and spells works versus wizards. On pg 30 of the Basic rulebook, it says wizards have a spellbook containing six 1st level spells of which you have two slots for prepared spells. This is failry straight forward. For the cleric, however, on page 22 you prepare a list of spells that you available for you to cast that is equal to your Wisdom modifier + your cleric level. At level 1 the cleric has two level 1 slots. Does this mean that the cleeric can choose from ANY of the level one spells when preparing the list? Unlike the Wizard the cleric does not have a set of "know" spells they are restricted to, they can change these anytime with preparation? Also, as the two domain spells do not count toward your prepared spell list, does this mean that the cleric can have in effect four spells prepared at level one? How about prepapring the same spell more than once?

 

 

#615

Plaguescarred1

Jul 29, 2014 7:55:06

A171: Yes it means a cleric can prepare any spell it can cast from its entire spell list while the wizard can only prepare spells he learned and has in his spellbook.

 

Also, you are confusing spell prepared (spells which are preselection to cast) and spell slot (slot used to cast spell). They prepare a number of spells equal to their level +  their ability score modifier, while their spell slot is a static number going up by level as shown in their respective class table. So for exemple a 3rdl level cleric with a WIS of 18 (+4) has 6 spell slots (4x1, 2x2) and can prepare 7 spells totals, in addition to his 2 domain spells already prepared.

#616

bbtrenoble

Jul 29, 2014 8:40:29

Q172:  Do all spells get the chance to be resisted, or are resist attempts limited to spells that specifically discuss saves in their descriptions?  I'm going to provide an example because I don't think I'm asking it well.  Charm Person is very well described, and it's very clear a Wisdom save needs to be made, and if that save succeeds nothing happens.  Sleep on the hand doesn't talk about a save or resist in the description.  So does that mean Sleep always hits?   I know this is probably a very rudimentary rule and I'm just over thinking it.

(Reply to #615)

Daedalus1969

Plaguescarred wrote:
#618

Plaguescarred1

Jul 29, 2014 9:01:44

R171: Yes that's right.

 

A172: Spells immunity still work wether the spell originally has a saving throw or not. But if the spell has no save, then a game element granting advantage on saves againt it will effectively do nothing against it.

(Reply to #616)

E-Tallitnics

bbtrenoble wrote:
(Reply to #617)

E-Tallitnics

Daedalus1969 wrote:
#621

alienux

Jul 29, 2014 12:01:18

Q173: Regarding Proficiency Bonuses for races that grant a class feature; If I build a High Elf Rogue, I get a cantrip. Let's say I choose Ray of Frost as the cantrip. Since wizards get a +2 proficiency bonus at 1st leve, but I'm not a wizard, do I get to add a +2 proficiency bonus (plus INT modifier) when I cast Ray of Frost as an attack as a rogue, or do I only get to add the INT modifier since my character is NOT a wizard?

 

The rules say you add a proficiency bonus to "attack rolls with spells you cast" but it seems more like that would apply to the class instead of a bonus feature from a sub race, but I'm not really sure what RAI is here.

(Reply to #621)

Overpromises

A173: You add your proficiency bonus to your spell attack rolls and your spell saving throw DC. Both rules are on Basic page 81.

 

No mention is made of restrictions on the source of the spell, so only a more specific exception could prevent adding the proficiency bonus.

#623

katerian

Jul 29, 2014 15:20:11

Q174

I know this comes from the next packet and not from the new rules but I was hoping someone might have knowledge of it anyway.  When you have your familiar attack to deliver a touch spell, does it use your turn?  It doesn't really come into play in the current playtest information or the basic rules but if they ever do spells that allow multiple touches it would be key (similar to how flame blade currently works).

 

For example:

wizards casts spell A that says you can make 1 attack per round with the spell for 1d6 damage.  Could the familiar deliver the spell as it's action or does it do it as your action?

 

It says it acts independant of you and that it can deliver the spell on your behalf so it seems to mean the familiar could deliver the spell for you but I was just hoping for other's thoughts. 

 

Q175

If you had the familiar deliver a spell with a benificial effect for the caster, would the wizard or the familiar get it?  For example if you had a spell that both a creature touched and the caster get +1 attack.

(Reply to #617)

2Chlorobutanal

Daedalus1969 wrote:
#625

Onelostroad

Jul 30, 2014 3:56:12

Q176 - I understand how to resolve a stealth/perception attempt but is there a mechanic to resolve this when the one side isn't using stealth? For example, in the Starter Set adventure on page 8 (area 2), monsters are hiding. It mentions that they're bored and inattentive and it also says IF they notice the "intruders"...

 

I understand that the party would make active or passive perception checks against the monsters' sneak (hide) DC but what about resolving the other side - do the monsters notice the party, particularly if the party isn't sneaking. Do the monsters automatically notice them if they're not using stealth? If a contest is needed in the non-stealth situation, not sure what would be contested perception and...? 

 

I'm assuming that the monsters would have a negative modifier or perhaps be at disadvantage since they're being "bored and inattentive" but it doesn't state that in the adventure.

 

A very similar scenario is on page 10 (area 5) as well.

 

Thanks again for the help!

(Reply to #625)

DSZ

Onelostroad wrote:
(Reply to #626)

Overpromises

Edit: Thought I deleted this post, but it’s still here and I can no longer delete it.

 

(Reply to #627)

DSZ

Overpromises wrote:
(Reply to #628)

Overpromises

DSZ wrote:
#630

Chaosmancer

Jul 30, 2014 10:49:14

Q177

 

So... it looks to me like the forum ate my question last night, so hopefully this doesn't end up being a double post.

 

I was playing in some official demos when this came up, can a fighter use Second Wind outside of combat? My group ended up using second wind right before a short rest where the wizard was reagining some spells and... well I can't find anything wrong with it, but somehow it doesn't seem right to me.

 

Of course if it is right that's kind of cool, because then the Fighter's are essentially the Enegizer bunnies of D&D, they just keep going and going and going

#631

Plaguescarred1

Aug 02, 2014 11:51:41

A177: Yes a fighter doesn't have to be in combat to use Second Wind.

 

Confirmed here by R&D  https://www.youtube.com/watch?v=L9pBZTyQ-iA&list=UUi-PULMg2eD_v5AO0PlW4sg (46:30)

(Reply to #630)

aljergensen

Chaosmancer wrote:
#633

woif

Jul 30, 2014 12:23:55

Hello, I followed the playtest on and off and now that I'm looking over the basic rules I love almost everything I see. I may have overlooked it but I don't see any options for a wizard to gain a familar. I know it used to be a feat under the old system but it seems weak for a feat using the ability score method. Rangers get a beast companion as an optional class feature, but no mention of familiars.

 

Q178 Do familiars still exist and if so how does a wizard aquire one?

(Reply to #633)

ProphetSword

woif wrote:
(Reply to #634)

Overpromises

A178: There are no familiars in the Basic rules.

 

The question was referring to some combination of old playtests, leaked updates, and speculation about the soon to be released Player’s Handbook. There will probably be a spell to acquire a familiar, and some class and/or subclass features may affect them.

#636

Overpromises

Jul 30, 2014 14:58:36

Q179: Are there any benefits to getting 8 hours of sleep?

 

Q180: Are there any penalties to getting 4 hours of sleep?

(Reply to #636)

obsid

Overpromises wrote:
(Reply to #637)

Chimerasame

R179:

R180:

 

Overpromises can correct me if I'm wrong, but I think the intent of these questions is, "For a non-elf who's doing a long rest, is there any functional difference between 1) sleeping 8 hours, and 2) sleeping 4 hours and spending 4 hours doing other restful activities?"

 

To paraphrase my paraphrasing, what is the point of Trance, given that, by RAW, non-elves also don't have to spend an entire long rest sleeping.

 

(See other thread about Elves and Long Rests. Also see Twitter, in which Mike Mearls has stated that Elves still require 8 hours to long rest.)

 

Do Elves get to be 'on watch' for four hours instead of only two during an 8-hour rest? That would, at least, be something. Actually I can answer my own question here: by RAW, there is nothing that would allow Elves to be on watch for more than two hours if you assume the premise that they still require 8 for a long rest.

 

It seems like, taking Mearls' tweet at face value, Trance has no mechanical purpose until/unless exhaustion/sleep deprivation rules are introduced that differentiate the act of 'sleeping' from the act of 'participating in a long rest'.

 

 

#639

E-Tallitnics

Jul 30, 2014 16:31:58

R179, 180: "Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink."

 

Oddly, there are no rules that state that a character must sleep/trance at all. A long rest with food and fluid will remove exhaustion, but not sleeping won't cause it by the RAW.

(Reply to #639)

Overpromises

Q181: Chimerasame raises another interesting question. Is there any possible way for party of two or three players to keep watch while taking a long rest?

(Reply to #640)

obsid

Overpromises wrote:
(Reply to #641)

Overpromises

obsid wrote:
(Reply to #642)

obsid

Overpromises wrote:
(Reply to #643)

Overpromises

R181: 14 hours is nuts. I thought I got 12 hours for 2 people, though, which I still think is high.

(Reply to #644)

obsid

Overpromises wrote:
#646

Arc-Sentinel

Jul 31, 2014 1:26:29

Q182: hello! can u help me with one question about dnd5

If an invisible(invisibility spell) creature makes no effort to hide, do you need to make any rolls to detect it? 

I need an answer according to the literal interpretation of invisibility in the Basic Rules.
 

 

 

#647

lawrencehoy

Jul 31, 2014 2:09:44

R181:

@obsid,

Nothing in the description of the elven trance modifies the RAW, that a PC can't spend more than 2 hours of a Long Rest standing watch. So, having elves in the party doesn't affect the Long Rest mechanics (under the current rules).

 

A182:

I would say it is up the the DM, depending on his adjudication of the actions of the invisible creature.

 

For example: I would requre a Wisdom (Perception) check {or an Intelligence (Investigation) check, if the detector knows about the invisible creature - and has a better chance using Intelligence}, when the invisible creature is not making undo noise, obvious tracks, or potent odors. Otherwise, I wouldn't require a check to detect the invisible creature; although the invisible creature still gains Advantage on its first attack roll and its attackers have Disadvantage on their attack rolls.

#648

migueldcannith

Jul 31, 2014 6:18:39

Q183:  Can a cleric wielding a war hammer on one hand and a shield on the other hand cast a spell with somatic component?  Always imagined Clerics to be able to cast with both weapon and shield.  But it seems that won't be true in 5e.

 

Q184:  Are there any rule on Jumping down?  We had a halfling wizard wanting to jump down the bridge in the Cragmaw hideout to escape the bugbear boss.

#649

Plaguescarred1

Jul 31, 2014 11:12:48

A182: No effort is needed to detect the presence of an invisible creature even though you still don't see it (in other words, you know which 5 ft. x 5 ft. space it occupies). Stealth check to become hidden is active, not passive so it require an action. Unless hidden, you always know the location of a creature wether you can see it or not (heavily obscured, blinded, invisible etc..), you may hear or smell it, see its tracks etc...

 

A183:  No. Casting a spell with somatic component requires a free hand. But he can always freely drop his warhammer, cast his spell and pick i up as part of its action though. 

 

A184:  You can jump down but the DM will have to adjucate it as there is no guidelines for it. A good rule of thumb would be to treat it as a fall if falling more than 10 feet but possibly have a DC 15  Dexterity (Acrobatics) check mitigate some damage.

 
#650

mrsrockguru

Jul 31, 2014 8:51:27

A184 - I would rule that to jump down is a DC 20 Dexterity (Acrobatics) check to land safely. If the modified score is between 15-19 it would be viewed that the jumper did well enough to mitigate the damage and therefore takes 1d6 if they blow it completely 2d6 'face plant' ending prone.

(Reply to #648)

Overpromises

R183: The War Caster Feat from the announced list of Feats that will be in the Player’s Handbook will probably allow casting somatic components while holding a sword and shield.

#652

Honorable_Goblin

Jul 31, 2014 11:05:57

Q 185

 

Intimidate - do characters check vs standard DC (10, 15, 20)? Is it a DC based off the target's hit dice/level + Wisdom mod? Is it a contest vs the target's Wisdom (Insight) skill? Is it some other option I haven't thought of?

 

In at least one previous edition, it was a DC based off the target's hit dice/level + Wisdom mod, but I kind of like the idea of it being a contest. I know as a DM I can change the rules as I see fit, but I'd like to know if there is any RAW on this subject.

#653

Plaguescarred1

Jul 31, 2014 11:18:00

A185: The DM could set a DC or ask for a Charisma (Intimidation) contest. 

#654

Oneidas

Jul 31, 2014 13:19:11

Q186

 

In 5e, can spells that involve attacks roll score critical hits?  The wording in the free PDF certainly seems to indicate yes, and I believe they have in previous editions as well.  They count as attacks (anything involving an attack roll is an 'attack', spells are even given as an example there) and then later the rules for critical hits simply state that a 20 is a critical hit and you roll the attack's damage dice twice.

 

So this implies a first level cleric can cast Inflict Wounds (a 3d10 damage touch spell requiring an attack roll to hit), score a critical (unmodified 20 on the die roll) and inflict 6d10 damage?

 

Is it just me, or does a 1st level character capable of inflicting 6d10 at first level seem pretty insanely high?  A 5th level wizard's fireball would only deal 5d6 in 1st/2nd/3rd editions with a save for half?

(Reply to #654)

obsid

Oneidas wrote:
#656

dwaynedauzat

Jul 31, 2014 14:43:56

Q187

 

I'm creating a Dwarf Fighter.  His class makes him proficient in simple and martial weapons.  His race makes him proficient with the battleaxe, handaxe, throwing hammer and warhammer.  When calculating the Attack Bonus for his weapons, such as the battleaxe (which is a martial weapon), do I add +2 for his proficiencies from his class and +2 from his race and the +2 from his Strength Modifier?  Or, do I just add the +2 once for both proficiencies and the +2 from his Strength Modifier?

 

Do I also add the same figures to the Damage Dice or do I just add the +2 from the Strength Modifier?

#657

Plaguescarred1

Jul 31, 2014 15:00:39

A187: You only add the proficiency bonus to a weapon attack (and never to damage rolls) once even if you get the proficiency from multiple sources. So you'd attack at +4 to hit and +2 damage with those weapons.

#658

DrDragonlance

Jul 31, 2014 18:59:41

Q188 Is Spell Resistance going to be part of 5E?

#659

AaronOfBarbaria

Jul 31, 2014 19:09:26

A188: The answer is currently unknown to the public, but the indication seems to be that it will not be - more likely that monsters which had Spell Resistance in the past will simply have Advantage on Saving Throws made against spells.

#660

WintersKnight

Jul 31, 2014 19:50:18

Q189: For a new GM who wants to stay off the grid during gameplay, how do you handle distance and movement? How do you keep track of and narrate distance between adventurers/NPCs in relation to one another?

 

I know quality scene descriptions are key, but what are the mechanics behind it? Let's say my players come face to face with a pack of wolves. They've engaged in combat, which makes for a lot of movement. How do you employ the mechanics without a grid or map?  

(Reply to #660)

obsid

WintersKnight wrote:
#662

GlimFolkor1234

Aug 01, 2014 20:20:05

Bonus actions, such as Second Wind, can only take place in Combat, correct?  There's a guy arguing in an Adventurers League Facebook group that actions, including bonus actions, can take place at any time because there's nothing in the rules forbidding it.  It's really crystal clear to me that Actions, such as bonus actions like Action Surge, Cunning Action, Second Wind, are discussed in the Basic Rules Combat chapter, and are therefore intended to describe actions taking place duing a round or a turn of combat.

(Reply to #662)

Overpromises

GlimFolkor1234 wrote:
(Reply to #663)

GlimFolkor1234

Overpromises wrote:
(Reply to #664)

Overpromises

GlimFolkor1234 wrote:
(Reply to #665)

GlimFolkor1234

Overpromises wrote:
(Reply to #666)

ProphetSword

GlimFolkor1234 wrote:
(Reply to #649)

celtwarrior

Plaguescarred wrote:
#669

Daxarth

Aug 01, 2014 22:59:40

Q191 Does it actually say anywhere that you have to be proficient with Thieves' Tools to use them for disarming traps or opening locks in general? I cant find it. I can find where its says you get to apply your proficiency bonus to ability checks that require thieves' tools if you are proficient and in the equipment section under lock and manacle it mentions you must be proficient to unlock the lock or manacle but thats it.

 

Q192 if a Wizard picks history and arcana as his class skill proficiencies and takes sage as his background he then gets to pick any two skills he wants for his background?

#670

Plaguescarred1

Aug 02, 2014 3:09:37

celtwarrior wrote:
#671

Plaguescarred1

Aug 05, 2014 6:15:33

A192: Yes.  If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. (Basic rules pg. 36)

 

A191: No it doesn't say that anywhere. Using a tool you're not proficient with simply means you don't add your proficiency bonus to the check

 

EDIT  Upon further review, It seems like you need thieve's tools to pick lock but not necessarily be proficient with them except when specifically noted otherwise, which the lock and manacle items in the equipment do.

 

BR48 Locks: a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check.

 

BR49 Tools: A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock.

 

 

 

 

 

#672

kaiserdomini

Aug 02, 2014 4:00:17

Q193: Action Surge: 

On your turn, you can take one additional action on top of your regular action and a possible bonus action.

#673

Plaguescarred1

Aug 02, 2014 4:18:38

A193: You could if you had an additional 9th level spell slot, but doing so would end the first Gate spell because you lose concentration on a spell if you cast another spell that requires concentration. (Basic rules pg. 80)

#674

Aldente

Aug 02, 2014 4:15:05

R193: The wizard would typically only have one level 9 spell slot, so you'd have to get around that limitation.

#675

AaronOfBarbaria

Aug 02, 2014 4:15:50

R193: You can't cast gate twice under normal circumstances because you only possess 1 9th level spell slot.

 

Further, we do not yet have the final rules on multi-classing, and cannot be sure how interactions such as Action Surge and spellcasting will be handled.

#676

kaiserdomini

Aug 02, 2014 4:22:06

AaronOfBarbaria wrote:
#677

Plaguescarred1

Aug 02, 2014 4:40:32

kaiserdomini wrote:
(Reply to #677)

da_chicken

Plaguescarred wrote:
#679

JRutterbush

Aug 02, 2014 8:58:35

GlimFolkor1234 wrote:
#680

Plaguescarred1

Aug 02, 2014 9:52:31

JRutterbush wrote:
#681

GeneticDrift

Aug 02, 2014 11:13:18

Search did not seem to work, sorry if it has been asked.

 

Q 194: Do you need shield profiency to cast spells while holding a shield. It is not armor but is listed on the same table (pg 44).

 

edit: added question number 

#682

Plaguescarred1

Aug 02, 2014 11:18:22

GeneticDrift wrote:
(Reply to #681)

aljergensen

GeneticDrift wrote:
(Reply to #680)

Chimerasame

Plaguescarred wrote:
#685

Fallen_Star_02

Aug 02, 2014 11:28:00

I tried reading the whole thread looking for these, but I fell asleep. so:

 

Q195. If someone drops to 0 hit points, then fails a death save, then is healed or stabilized, then drops below 0 agian, does the death save count restart or does it continue at the number it was previously at?

 

Q196. What happens to someone wearing chian mail or plate armor if they dont meet the strength requirements? Can you refrence page number please?

#686

Plaguescarred1

Aug 02, 2014 11:39:14

A195. The number of both is reset to zero when you regain any hit points or become stable. (Basic rules pg. 76)

 

A196. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. (Basic rules pg. 43)

#687

ProphetSword

Aug 02, 2014 16:40:06

GeneticDrift wrote:
#688

celtwarrior

Aug 03, 2014 7:43:50

Q197, Thaumaturgy, one of the features of this cantrip is: Your voice booms up to three times as loud as normal for 1 minute.  a normal human voice can reach into the upper 80's in decibels when yelling that means this spell is producing over 260 decibels, but the pain treshold is 140 decibels and hearing damage occurs at even lower decibels?  so this spell should be resulting in deathness and real damage?  even normal voice levels x 3 is way past 140 decibels

#689

Plaguescarred1

Aug 03, 2014 7:49:51

A197: I don't think so. If the cantrip was meant to deal damage to the caster or nearby listeners, it would say so. 

#690

BoldItalic

Aug 03, 2014 7:51:40

R#197: Decibels are a logarithmic scale. "Three times as loud" doesn't mean three times the decibels, it means about 5 decibels louder (strictly, 4.771 decibels).

(Reply to #688)

Chimerasame

celtwarrior wrote:
(Reply to #688)

Overpromises

R197: To sound three times as loud, it would need to be around 16 dB louder, taking around 38 times as much power.

 

The 4.771 dB posted above is correct for three times as much power.

(Reply to #692)

Chimerasame

Overpromises wrote:
(Reply to #693)

Overpromises

Chimerasame wrote:
#695

lawrencehoy

Aug 04, 2014 2:38:05

Plaguescarred wrote:
#696

Plaguescarred1

Aug 04, 2014 5:44:43

lawrencehoy wrote:
#697

DiZdelScar

Aug 04, 2014 7:03:29

q198: Does lack of proficiency in a skill/tool require ability checks made at disadvantage (ontop of losing your prof. bonus)?

 

I remember this from an earlier playtest, or perhaps a house rule from my group just assumed to be in text, but can't find such a statement declared in the Basics.

 

Thanks.

#698

Plaguescarred1

Aug 04, 2014 7:12:04

A198: No, it simply means the check doesn't benefit from your proficiency bonus. Disadvantage his when using weapons or armor you are not proficient with.

#699

SeanCaruso

Aug 04, 2014 12:28:46

Daxarth wrote:
#700

Plaguescarred1

Aug 04, 2014 12:56:02

R191: Opps you're right Sean thanks for bringing it up. After looking over again I retract my original answer. it says tools helps you to do something you couldn’t otherwise do;

 

 

BR49 Tools: A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock.

#701

BLKoontz

Aug 04, 2014 17:18:58

Q:199 Under adventuring gear it lists the weight of rations (1 day) as 2 lbs., but under "Food and Water" it says a character needs one pound of food a day.  So is the weight wrong or is there another reason for this difference?

#702

Plaguescarred1

Aug 04, 2014 17:21:11

(Question re-numbered for convenience, please make sure to preface your question with a #)

 

A199: I can't think of any reason for the weight vs day quantity discrepency.

#703

Overpromises

Aug 04, 2014 18:35:44

Q200: Can a multiclass Wizard 1/Cleric 19 cast 9ᵗʰ level wizard spells?

 

I understand that the multiclass rules have not yet been released, however it is still a simple question and I still seek a simple answer. Thank you.

#704

Plaguescarred1

Aug 04, 2014 18:44:05

A200: Not according to the D&D Next Multiclass rules we have if we can exprolate from them, as you determine what spells you know and can prepare for each class individually and a 1st level wizard cannot prepare 9th level spells.

#705

Polaris

Aug 04, 2014 18:44:26

Overpromises wrote:
#706

RalenBek

Aug 04, 2014 19:57:03

will resistance be a set number, or is it based on something like level, or proficiencies?

 

(Reply to #706)

AaronOfBarbaria

RalenBek wrote:
#708

Honorable_Goblin

Aug 05, 2014 2:41:53

Speaking of resistance...

 

Q 202: Is a rogue's Sneak Attack damage reduced when hitting a target with resistance to the damage type of the rogue's weapon (e.g. rogue Sneak Attacks a grick with a non-magic dagger)?

 

Q 203: Also, is a rogue's Sneak Attack damage multiplied when hitting a target with vulnerability to the damage type of the rogue's weapon (e.g. rogue Sneak Attacks a skeleton with a thrown light-hammer)?

 

EDIT: Also, sorry if this has been asked/answered in this thread already. I did a quick scan and didn't see any mention, but I may have missed something.

(Reply to #707)

RalenBek

AaronOfBarbaria wrote:
#710

AaronOfBarbaria

Aug 05, 2014 3:37:26

A202: I am going with an answer of yes, because the damage added by sneak attack is not of a specified type, and all damage has a type so the sneak attack damage must get its type from somewhere (logically, the attack to which it is being added).

 

A203: Yes, for the same reasons listed above.

 

An example to show my train of thought:

 

A sneak attack at 1st level with a short sword would deal 2d6 piercing damage (1d6 for the short sword, 1d6 for sneak attack). It would not be doing 1d6 piercing damage (from the sword) and also 1d6 damage of no type at all (from sneak attack).

#711

lawrencehoy

Aug 05, 2014 4:01:17

SeanCaruso wrote:
#712

Plaguescarred1

Aug 05, 2014 6:16:18

R191: Yeah i think you're right lawrencehoy thanks for the correction. Upon further review, It seems like you need thieve's tools to pick lock but not necessarily be proficient with them except when specifically noted otherwise, which the lock and manacle items in the equipment do.

#713

SeanCaruso

Aug 05, 2014 8:06:27

lawrencehoy wrote:
#714

Plaguescarred1

Aug 05, 2014 8:39:18

R191: Yeah as written it would need thieve's tools to pick the manacle and lock from the equipment list, but the DM could always decide that they can still be pickable with a higher DC without thieve's tool proficiency if he want, thought that'd be a houserule.

#715

abanathie

Aug 05, 2014 8:57:40

Polaris wrote:
#716

maceo00

Aug 05, 2014 9:24:03

Q 204:

 

Why do the Goblins in Lost Mines have a bonus to damage?

 

Their Melee Weapon Attack (Scimitar) does 1d6+2 but they have an 8 Strength.

 

Thanks

 

 

#717

Aldente

Aug 05, 2014 9:26:44

maceo00 wrote:
(Reply to #717)

maceo00

Aldente wrote:
#719

lawrencehoy

Aug 05, 2014 10:15:23

SeanCaruso wrote:
#720

lawrencehoy

Aug 05, 2014 10:23:16

abanathie wrote:
#721

abanathie

Aug 05, 2014 11:39:47

lawrencehoy wrote:
#722

Plaguescarred1

Aug 05, 2014 11:52:32

abanathie wrote:
#723

abanathie

Aug 05, 2014 12:04:11

Plaguescarred wrote:
#724

Plaguescarred1

Aug 05, 2014 12:12:15

I stand by my previous simple answer  

#725

abanathie

Aug 05, 2014 12:18:38

In that case, could you outline your reasoning using your extrapolation of "outdated" rules?  Is it based on RAW or RAI?

#726

Plaguescarred1

Aug 05, 2014 12:34:33

abanathie wrote:
#727

abanathie

Aug 05, 2014 12:46:49

Plaguescarred wrote:
#728

Plaguescarred1

Aug 05, 2014 13:02:40

Someone wanted a simple answer based on yet unplublished rules and i know its how i would rule it  

 

 

(May i suggest starting another thread to continue the debate more in lenght as its no longer a smple Q&A.) 

#729

Daedalus1969

Aug 05, 2014 14:24:26
Could someone explain how reaction works? By using the "Ready" action are you just holding your turn until whatever specified trigger occurs? I say I'm readying for when the Orc moves from behind cover then I'll shoot him with my bow. Is this correct?
#730

E-Tallitnics

Aug 05, 2014 14:45:51

Daedalus1969 wrote:
#731

Greyson

Aug 05, 2014 22:09:59

The Basic Rules do not seem to indicate that a wizard adds his Intelligence modifier to spellcasting damage. For example, shocking grasp is 1d8 lightning damage for wizards 1st through 4th levels, no matter their intelligence.

 

Is that correct? I just want to be certain.

(Reply to #731)

Overpromises

Greyson wrote:
#733

Fiel

Aug 06, 2014 6:06:13

Hi!

 

I have a lev 7/5 Sorcerer/MOTAO.

 

I have the feat empower spell and im able to cast lev 6 spells.

If i was to take the feat Arcane thesis (on my orb of force), could i use Empower spell twice on it?

Orb of Force lev 4 -> Empower spell +1(-1 from arcane thesis) ->  Empower spell +1(-1 from arcane thesis)= Lev 6?

 

 

#734

Vlandis

Aug 06, 2014 6:36:59

Q208 Does a bonus action emulate another action type? Specifcally would using your bonus action to make an attack with a weapon in the off-hand(Two-Weapon Fighting BR74) benifit from the Extra Attack class feature that fighters and other have?

 

I know how I'd rule it, but what to know what the comunity thinks.

#735

Plaguescarred1

Aug 06, 2014 6:47:44

A208: No the additional attack fromtwo-weapon fightng doesn't use the Attack action so it cannot benefit from Extra Attacks. Plus you can only take 1 bonus/turn so you wouldn't be able to if it did anyway.

 

Fiel wrote:
#736

ObeseBoyWonder

Aug 06, 2014 9:03:45

Q209: Are spellcasting foci class features or can anyone use them to cast their respective spells (i.e. Holy Symbol for cleric spells, Arcane Focus for wizards spells, etc.). As an example, a High Elf Fighter can get a wizard cantrip with material components, do they need a component pouch, or can they use an arcane focus?

#737

Plaguescarred1

Aug 06, 2014 9:20:50

(Question re-numbered for convenience, please make sure to preface your question with a #)

 

A209: Spellcasting focus are part of the Spellcasting feature, which enables you to use them for your spells. Since a high elf doesn't have the Spellcasting feature, he thus has no way to use a spellcasting focus with his spell.

 

 

BR22 Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a  spellcasting focus for your cleric spells.

 

BR30 Spellcasting Focus: You can use an arcane focus (found in chapter 5) as a  spellcasting focus for your wizard spells.

#738

BoldItalic

Aug 06, 2014 10:35:05

A209 If you look through the wizard cantrips in the Basic PDF, the ones that High Elves might take, you will find that none of their material components are consumed. So the elf can simply keep a piece of the component (a piece of moss, a piece of fleece, or whatever) in his belt pouch or on a string round his neck and not worry about needing a magic focus.

 

I make a houserule that, when a High Elf chooses his cantrip, he gets the material component added to his inventory for free.

#739

TDarien

Aug 06, 2014 10:35:42

Q210  Can a Quarterstaff be used as an arcane focus?

(Reply to #739)

Pauper

TDarien wrote:
#741

Pauper

Aug 06, 2014 11:16:30

Plaguescarred wrote:
#742

AaronOfBarbaria

Aug 06, 2014 13:47:51

R208: The Attack Action is not any action used to attack it is a specific action you can spend your character's Action on. An attack granted by a Bonus Action is a Bonus Action, not an Attack Action (unless of course the Bonus Action taken actually says "Take an additional Attack Action on your turn as a Bonus Action").

 

Similarly, an opportunity attack is a Reaction - never an Attack Action.

 

It's the type of action used, not what the action is used for, that matters.

(Reply to #742)

2Chlorobutanal

AaronOfBarbaria wrote:
#744

Yuukale_Narmo

Aug 06, 2014 22:33:19

Q211: Suppose I have two attacks and I attack a surprised creature. After my first attack, does the creature still count as surprised?

(Reply to #744)

Overpromises

Yuukale_Narmo wrote:
(Reply to #745)

Yuukale_Narmo

Overpromises wrote:
#747

lawrencehoy

Aug 06, 2014 23:37:30

2Chlorobutanal wrote:
#748

sondela01

Aug 07, 2014 5:36:20

Q212:

Wanted to ask if i interpret this correctly.

For the wizard choosing school of evocation the wizard gets the sculpt feat.

The way i read it is that he can always or as long as he can see them remove his party from harm of these spells.

No party member is ever going to take damage from a fireball or lightning bolt again.

I find this extremely powerful and a little boring.

 

(Reply to #748)

AaronOfBarbaria

A212: You didn't interpret it correctly, it's not boring at all to not have to go 'oh, the party got in the way... guess I'd better not use my spells."

 

More serious answer (because I am not at all joking in the above): Yes, sculpt spells is always active, though keep in mind that for large enough parties you might not be able to exclude everyone because there is a limit based on the level of the spell.

#750

mellored

Aug 07, 2014 8:35:58

sondela01 wrote:
#751

Undrhil

Aug 07, 2014 8:47:54

Q213: I guess this is a tie-in to the question about having a Spellcasting Focus that someone asked before: if I make a High Elf Warlock, can I use a Warlock spellcasting focus (if there is such a thing) with the 1 Wizard Cantrip I can pick as a High Elf?

 

Q214: What are the benefits of using a focus?  From the Basic Rules PDF, all it does it let you add your proficiency bonus to your attack rolls.  Are there any other reasons to bother with a spellcasting focus?

#752

BoldItalic

Aug 07, 2014 9:06:59

A#213: It's simpler just to keep the material component for your cantrip handy, then you don't need a focus for it.

 

A#214: You get the proficiency bonus whether you use a focus or not. All a focus does, is allow you to ignore material components for certain spells (p79 of the Basic PDF).

#753

Plaguescarred1

Aug 07, 2014 9:16:12

A213: I 'd say no, if it has any i assume it  it will say you can use it as a spellcasting focus for your warlock spell like other Spellcasting Focus;

 

 

BR22 Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a  spellcasting focus for your cleric spells.

 

BR30 Spellcasting Focus: You can use an arcane focus (found in chapter 5) as a  spellcasting focus for your wizard spells.

#754

Proletheus

Aug 07, 2014 14:13:24

Q215: Does cantrip damage increase with character level (instead of class level or spellcaster level as used for spell slots in the multiclass section)?

 

From the RAW it seems to be character level, but I want to be sure I didn't skip something ;).

#755

E-Tallitnics

Aug 07, 2014 14:59:39

Proletheus wrote:
#756

GreyknightVII

Aug 07, 2014 16:32:50

Q216:  Healing- on page 67 of the basic rules, it says under the heading of 'Long Rest', 1st sentence of the 2nd paragraph: "At the end of a long rest, a character regains all lost hit points."  Wait, what?!  So I sleep 2 hours and get *ALL* my HP back?  I am down with the sidebar box on page 75 under 'Describing the Effects of Damage' where it says "When you drop below half your hit point maximum, you show signs of wear, such as cuts bruises", but even with that, I find that hard to believe even from a story standpoint.  Am I reading that correctly?

 

Scenario- Bill the 5th level fighter has been in a huge battle and usually has 40 hit points.  Through the course of the battle he has been whittled down to 6 HP.  According to the sidebar, should the DM choose that, Bill is looking pretty rough and is likely bleeding from several wounds, ranging from minor to "Ouch, that is going to need some stitches probably" level.  Suddenly Bill is confronted by the Orc cheif, who promptly stabs Bill with his spear for 5 HP, actually inserting the spear into Bill's torso for a real life-threatening wound.  Bill's player, being a really good role-player, has Bill fall to the ground and the tides of battle sweep the orc cheif away and the battle ends.  Bill gets up, limps to a tent and sleeps for two hours and wakes up good as new... by that rule... so... am I reading that right or wrong?

 

Yes I know, House Rules, etc, etc.  Is that how it would play in the new Adventerer's League?

 

Thanks!  I missed all the playtesting, etc, and might know the answer to it if I were around for it but honestly I was so turned off by 4e that I didn't even know there was an new edition coming out until a few days ago so I'm checking it out... hopefully coming home after a long time away.

(Reply to #756)

aljergensen

GreyknightVII wrote:
#758

mycroftb

Aug 07, 2014 18:53:30

Q217: Is it true that undead are not automatically vulnerable to Radiant damage?

 

I was flipping through the booklet in the Starter Set, specifically the monsters, and noticed that neither the Zombie nor the Skeleton have listed vulnerabilities of Radiant.  I flipped to the beginning of the monsters section to see if it might be listed as a general undead trait, but didn't see it.  Am I missing something somewhere, or in 5e are undead not generally vulnerable to radiant damage?  (I suspect even if not all are, some will be, like possibly a vampire.)

#759

JRutterbush

Aug 07, 2014 19:14:20

aljergensen wrote:
#760

Plaguescarred1

Aug 07, 2014 20:05:12

A217: Yes undeads have no vulnerability to radiant damage unless noted otherwise.

(Reply to #759)

Undrhil

JRutterbush wrote:
#762

E-Tallitnics

Aug 07, 2014 20:34:22

Undrhil wrote:
(Reply to #702)

celtwarrior

Plaguescarred wrote:
#764

Grahmir

Aug 08, 2014 0:07:39

Q219: Can I move my speed, 30 ft. for example, then take Dash action and move another 30 ft.?

#765

AaronOfBarbaria

Aug 08, 2014 0:21:44

A219: Yes, that is exactly what the Dash action is for.

#766

JRutterbush

Aug 08, 2014 0:51:40

Undrhil wrote:
#767

alienux

Aug 08, 2014 4:44:35

Undrhil wrote:
#768

mrpopstar

Aug 08, 2014 5:24:22

Q218: If I am a Halfling and I use the halfling trait to make a hide check from behind an ally in combat, would a monster get to roll a Perception check to see if it notices me or would they just use their passive perception score against my hide score?

 

A218: Passive Perception vs. Dexterity (Stealth) is used to determine whether or not the halfling successfully hides on his turn. Perception can be used discern his location on subsequent turns, which costs an action.

#769

JoeVelociraptor

Aug 08, 2014 10:36:30

Q220: At 10th level, monks get immunity to disease.  The 6th level Necromancy spell Harm has never seemed like a disease-related spell in the past, just straight necrotic damage.  However, the first sentence of the spell write-up says "You unleash a virulent disease on a creature that you can see within range."  Does this mean that 10th level monks (and others who gain disease immunity) are immune to the Harm spell?  

#770

Overpromises

Aug 08, 2014 12:33:49

R220: I vote that yes, immune to disease includes the Harm spell if the Harm spell says it unleashes a virulent disease.

 

I’m surprised that the disease immunity doesn’t seem to say that it only protects from nonmagical diseases.

#771

%40allmyownbattles

Aug 08, 2014 15:57:53
Q221: totally new to the game so apologies if this is obvious - can you rest in a dungeon? Is it the DM's decision? Maybe only short rests, and only if there is nothing in the nearby rooms?
#772

mrpopstar

Aug 08, 2014 16:55:09

@allmyownbattles wrote:
#773

mrpopstar

Aug 08, 2014 17:16:51

JoeyLast wrote:
#774

Jordan175

Aug 08, 2014 19:18:10

Q222: Do Monk Martial Arts attacks count as finesse?

In particular, the "Defensive Duelist" feat lets a character add their proficiency bonus to their AC as a reaction if they are wielding a finesse weapon. Martial Arts allows a character to use dexterity for their attack and damage rolls, but does not use the specific word “finesse” as far as I can see.

 

Q223: Do Darts count as Monk weapons?

Monks are proficient in all simple weapons, but Monk martial arts weapons are described as “short-swords and any simple melee weapons that don't have the two-handed or heavy property.” Darts are listed as “simple ranged weapons” in the equipment section, separate from SMW's, but the default monk starting equipment includes 10 darts so I am confused.


 

Q224: Do versatile weapons still count as Monk martial arts weapons when wielded with two hands?

Martial arts, as mentioned above, precludes weapons with the two-handed property, but could I, for example, smack an orc with a quarterstaff for 1d8+dex damage and then use martial arts to kick him in the... shins for another 1d4+dex?

 

(Bonus question: can you tell what my favorite class is? )

#775

E-Tallitnics

Aug 08, 2014 21:01:17

Jordan175 wrote:
#776

Jordan175

Aug 09, 2014 0:41:17

E-Tallitnics wrote:
#777

Alpizarai

Aug 09, 2014 0:46:41

Q223 Do you learn new skills or proficiencys when multiclasing, according to the players's handbook?

I know that not everyone is in posetion of a Player's Handbook. Like me, I dont have it so I wish to know how this came up in the final mechanics...

#778

Jordan175

Aug 09, 2014 2:22:27

Alpizarai wrote:
#779

Vildamar

Aug 09, 2014 4:59:02

Q 226, just got my book and was looking at monster blocks.  What does "Hit:2" in this mean, "Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."

#780

Alpizarai

Aug 09, 2014 5:11:30

Jordan175 wrote:
#781

alienux

Aug 09, 2014 5:19:27

Vildamar wrote:
#782

GreenKnight

Aug 09, 2014 11:23:13

Does armor impede spellcasting?

#783

BoldItalic

Aug 09, 2014 12:19:42

GreenKnight wrote:
#784

Fallen_Star_02

Aug 09, 2014 16:03:07

Q230

Under bardic college of valor, the combat inspiriation says a creature can add the inspiriation die to a weapon damage roll it just made. Is this doubled if the attack was a critical hit?

#785

dustinx

Aug 09, 2014 17:05:37

Two quick questions about the spell HEX:

 

1) "Choose one ability when you cast the spell. The target has disadvantage on ability checks with the chosen ability."

 

My first thought was, wow, I can choose strength and give an enemy disadvantage on Strength attack rolls!  But after thinking that might be too good to be true, I thought, oh, maybe it's just good for non-attacks, like saving throws.  So I read up and it seems like this is only useful in the very situational instances where the target is rolling basic Ability Checks or Skill checks, and not attacks or saving throws.  Like maybe when you're being chased up a mountain and they have to avoid falling rocks with an athletics check or something.  Are all of you interpreting this the same way?  When do you imagine this part of the spell coming into play most often/usefully?

 

2) "If the target drops to 0 HP before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature."

 

Surprisingly, there isn't a limit describing how long after the target drops this "subsequent" turn can be.  The next turn?  The same encounter?  Anytime before the 1/8/24 hours is up, even if you're in a different building?

 

#786

Madwolf

Aug 09, 2014 17:59:28

Q#231 - Hill Dwarf toughness:
"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level."
HOW exactly does this work?
(ThankYou in advance, I tried searching but ... rolled a 1  )

#787

alienux

Aug 09, 2014 20:04:08

Madwolf wrote:
(Reply to #786)

dustinx

Madwolf wrote:
#789

Madwolf

Aug 09, 2014 20:14:11

alienux wrote:
#790

mrpopstar

Aug 09, 2014 20:14:30

Fallen_Star_02 wrote:
#791

Madwolf

Aug 09, 2014 20:15:18

dustinx wrote:
(Reply to #774)

dustinx

Jordan175 wrote:
#793

Saxonius

Aug 09, 2014 21:44:26

Q232: Druids' wild shape ability mentions stats, saves and hit points specifically, but does not say anything about attack powers. So, stupid question, but if I transform into a bear can I bite and claw?

(Reply to #793)

dustinx

Saxonius wrote:
#795

QuestorTelloc

Aug 09, 2014 22:06:11

Q233: In the 5E PH, page 299, fifth and third from the bottom... Both Surtur and Thrym state that they are gods of the fire giants. But Thrym also has cold, which makes me think it may have meant to say "ice giants" for that entry. On the other hand, I know little of actual Norse mythology. Is it accurate or an erratum?

(Reply to #795)

dustinx

QuestorTelloc wrote:
#797

GrumpyHippo

Aug 10, 2014 7:38:10

Q 18:  

Hello, I'm new to d&d and i bought d&d 5th edition. I read the starter rule box but I'm still confused. Can some1 plz help me? Here is a very noobie question;

 

Let's say a fighter with +3 ability modifier wants to atck to a moster. Fighter has a 1d6 handaxe. And have a weapon proficiency +1. And lets say the monster hp is 10 and armor is 9

 

Now what do we do? We first roll d20  ı get it. But then what?  Will we roll an other dice other than d20? like d6? Can some one plz explain to me step by step with calculatios? And give me an example? plz give an example where d20 comes 7 and another one with critical hit which means 20.  Thanks.

#798

Plaguescarred1

Aug 10, 2014 7:10:20

(Question Renumbered as #234)

 

A234: The fighter would make an attack roll using its d20 + attack modifier so 1d20+4 (+3 STR +1 PROF) and compared it to the target's AC.

If the attack hit, the fighter would a damage roll using its weapon dice + damage modifier so 1d6 +3 (+3 STR) and tell the total to the DM who would substract it from the target\s HP.

 

 

PS Proficiency bonus starts at +2 for all characters and only goes up.

(Reply to #797)

dustinx

GrumpyHippo wrote:
#800

Undrhil

Aug 10, 2014 15:03:57

mellored wrote:
#801

Overpromises

Aug 10, 2014 15:13:39

Q235: Is there any way for an Eldritch Knight Fighter with the War Caster feat to cast spells requiring material components while wielding a weapon and shield?

#802

Boltahm

Aug 10, 2014 16:19:41

Q:236  I have not yet gotten my PHB and AFAIK the Hoard of the Dragon Queen hasn't been released yet (though the supplement pdf is downloadable):

a- Is it known yet how attunement works? 

b- Hoard supplement says "For the rules governing magic item use, such as rarity and attunement, see the Dungeon Master’s D&D basic rules, which are available at DungeonsandDragons.com in  mid-August."  Does this refer to PHB or DMG which is coming later than August.  Do we have to wait to find out how attunement works for magic items found in Hoard? (Edit: Or does this mean there'll be another free pdf download called DM Basic Rules in the next week or so?)

(edited Q#)

#803

Undrhil

Aug 10, 2014 15:36:12

Follow-up for Q215 and A215: Now that the PHB is out (in some places, sorry), I have seen nothing which states that the level at which Cantrips increase in damage is tied to either the character level *or* the class level.  You can assume it's the class level, but I would rather have a developer's insight into this.  Also, multiclassing gives no additional rules on cantrips.  So, do cantrips increase by character level or class level?

#804

mrpopstar

Aug 10, 2014 15:37:05

Overpromises wrote:
#805

mrpopstar

Aug 10, 2014 15:39:17

Undrhil wrote:
#806

E-Tallitnics

Aug 10, 2014 15:42:28

Overpromises wrote:
(Reply to #806)

Overpromises

E-Tallitnics wrote:
#808

mrpopstar

Aug 10, 2014 15:48:47

E-Tallitnics wrote:
#809

E-Tallitnics

Aug 10, 2014 15:56:07

mrpopstar wrote:
#810

mrpopstar

Aug 10, 2014 16:06:43

E-Tallitnics wrote:
#811

Undrhil

Aug 10, 2014 16:08:28

E-Tallitnics wrote:
#812

Vlandis

Aug 10, 2014 16:37:03

Q237. In Combat, what would give advantage?

 

Addendum: As a DM would you give advantage to a rogue using a ranged weapon, when his target is engaged with another player?

#813

mrpopstar

Aug 10, 2014 16:42:38

Vlandis wrote:
#814

Undrhil

Aug 10, 2014 16:51:13

I really hope this is a typo in the PHB...

 

Q238: If I am attacking with a finesse weapon, such as a dagger, the rules for Attack and Damage under the Dex stat has this to say: "You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon with the finesse property, such as a dagger or a rapier."  So, does this mean that I use my Strength modifier as normal (since I am "attacking with a melee weapon", as per 'Attack Rolls and Damage' under the Strength heading of this same Chapter) and can also add my Dexterity modifier to my attack roll and damage roll, if I am using a finesse melee weapon?  For reference, the Attack Roll and Damage entry is PHB, pg 177 for Dexterity and PHB, ph 176 for Strength.

 

Again, I hope this is a typo or something.  Maybe they meant to have "can use instead of Strength"?

(Reply to #813)

Undrhil

mrpopstar wrote:
#816

mrpopstar

Aug 10, 2014 16:53:48

Undrhil wrote:
#817

E-Tallitnics

Aug 10, 2014 16:56:40

Undrhil wrote:
#818

mrpopstar

Aug 10, 2014 17:09:50

Undrhil wrote:
#819

Theridion1

Aug 10, 2014 17:08:15

Q239 - How does a rangers extra attack work with the ranger multiattack feature at level 11?

Would you get 2 volleys? 1 volley + 1 extra shot? Or does volley not work with extra attack?

#820

mrpopstar

Aug 10, 2014 17:09:07

E-Tallitnics wrote:
(Reply to #816)

Undrhil

mrpopstar wrote:
#822

mrpopstar

Aug 10, 2014 17:31:38

Undrhil wrote:
(Reply to #822)

Undrhil

mrpopstar wrote:
#824

mrpopstar

Aug 10, 2014 17:59:55

Undrhil wrote:
(Reply to #812)

Overpromises

R237: I made a list of all the basic rules granting advantage. Presumably there will be at least a few others in the Player’s Handbook which are not listed there.

 

http://community.wizards.com/comment/50966066#comment-50966066

#826

Draykov

Aug 10, 2014 18:30:53

Q240:  From the Basic Rules it seems obvious that certain backgrounds lend themselves to certain character classes (criminal - rogue, sage - wizard).   Others, such as the soldier background seem like they could easily apply to multiple class types.  Is there any restriction on which background a PC of a particular class can take?  

 

Thanks!

#827

mrpopstar

Aug 10, 2014 18:49:38

Draykov wrote:
#828

Aldath

Aug 10, 2014 18:48:14

Question: Is it possible to make a character fully bassed on "pets" such as Pathfinder's summoner?

#829

JRutterbush

Aug 10, 2014 18:49:54

Overpromises wrote:
#830

mrpopstar

Aug 10, 2014 18:51:47

Aldath wrote:
#831

junglepat

Aug 10, 2014 19:45:52

Q242: For a wizard - does a crystal spell focus have to be held in the palm of your hand at all times to be used; or can it be worn around the neck or head, like a necklace or diadem, and be touched to activate? Please and thank you!

#832

mrpopstar

Aug 10, 2014 19:53:10

junglepat wrote:
(Reply to #832)

junglepat

mrpopstar wrote:
#834

VerysArkon

Aug 10, 2014 20:42:26

junglepat wrote:
#835

mrpopstar

Aug 10, 2014 20:56:01

VerysArkon wrote:
#836

lawrencehoy

Aug 10, 2014 23:11:07

Undrhil wrote:
#837

MajorPress

Aug 10, 2014 23:38:52

lawrencehoy wrote:
#838

Heals4less

Aug 11, 2014 1:45:20

Q243 2 part question. Under Mounted combat in the rules pg 198 it states that mounts have 3 actions.  Can the mount use a Dash action and have the rider still attack as the action used was that of the mount not that of the rider. Or does the use of the dash action count as the riders action. 2nd Part is if the mount uses disengage action does the rider provoke an attack of opportunity for leaving threatened zone if he doesn't take a disengae action?

#839

mrpopstar

Aug 11, 2014 4:50:23

lawrencehoy wrote:
#840

Haer

Aug 11, 2014 5:25:29

Q244

 

Tried using the search function but all I'm getting is MtG results  so here goes. When casting dispel magic/counterspell to target a spell of level higher than 3rd the caster makes an ability check against the DC of 10 + level of target spell. Am I understanding correctly that the proficiency bonus is not added to that roll?

#841

TDarien

Aug 11, 2014 5:31:56

Q245: Are skills like Deception, Intimidate and Persuassion supposed to be contests?  What are they opposed against?  Or, are they supposed to be against a static DC set by the DM?

#842

Plaguescarred1

Aug 11, 2014 5:46:53

A244: Correct, no proficiency is used, i.e you use your Intelligence whenever a spell refers to your spellcasting ability (Basic rules pg. 30)

 

A245: Up to DM, they may be made against a set DC or contested against another ability check such as Wisdom (Insight) or Charisma (Intimidate) check  for exemple.

#843

Haer

Aug 11, 2014 5:42:32

A245

I'd say Deception is opposed by Insight checks but the other two are rolled against a DC.

#844

Haer

Aug 11, 2014 6:06:02

Looking back at Q238

How exactly does it work?

 

Option 1: 

'You can attack twice instead of once whenever you take an attack action' + 'Make an attack against any number of creatures within 5/10 ft of a point you can see/of you' = 2 attacks against each qualifying target

 

Option 2:

1 attack each against qualifying targets + 1 additional attack against any other target

 

Option 3:

Just one attack each against qualifying targets + no more extra attacks

 

I'd like to extrapolate on that question a bit more: how does Multiattack interact with Horde Breaker AND Extra Attack?

Option 1: 2 per target (MA + EA) +2 (HB + EA) 

Option 2: 2 per target (MA + EA) +1 (HB)

Option 3: 1 per target (MA) + 1 (EA) + 1 (HB) 

Option 4: 1 per target (MA) + 1 (HB)

Option 5: just 1 per target (MA)

 

 

(Reply to #844)

Theridion1

238:
I have been thinking since I posed the question.
My GUESS is this:
If you have Horde Breaker and Multiattack (either option).... you would attack every mob in the area twice. Then horde breaker has a limit of once per turn, so you could execute that against any qualified target.
Thats two "area" attacks + 1 single.

Here is some reasoning:
It says, "you can use your action to make a melee attack against any number..."

Extra attack is simply that again. "Twice instead of once".

Volley and Whirlwind attack expand your targets on an attack. Then extra attack allows you to attack twice.

I back this up with the last sentence of multiattack: with a seperate roll for each target.

Just like a spell has X targets... this single attack has an area of targets with seperate rolls. Extra attack allows you to attack twice, instead of once.

Thats how I would rule it. But I wanted some feedback.

#846

Chimerasame

Aug 11, 2014 7:42:33

Q246: How would you calculate the AC of a Monk under the benefit of a Mage Armor spell?

(Reply to #845)

dustinx

Theridion1 wrote:
(Reply to #841)

Heals4less

TDarien wrote:
#849

greyhawk_grognard

Aug 11, 2014 8:28:16

Q247: In Appendix B of the new Player's Handbook, there is a "Death" domain listed for some deities, but no details of the death domain are listed in the section on clerics. Will they be forthcoming, or is that left to the DM to create?

#850

AaronOfBarbaria

Aug 11, 2014 8:41:06

A247: Death domain has been said to be found in the upcoming Dungeon Master's Guide.

#851

Plaguescarred1

Aug 11, 2014 9:05:06

A246: Since Unarmed Defense and Mage Armor both provide different AC calculation method as opposed to being a bonus, you select one of them to determine the AC value.

(Reply to #840)

Overpromises

R244: That is correct; no proficiency bonus is added to the dispel magic ability check.

 

I think that a School of Abjuration Wizard (Abjurer?) eventually gets Improved Abjuration, allowing them to add their proficiency bonus to these abjuration spell ability checks.

#853

VB_Baysider

Aug 11, 2014 10:19:51

Q248:

Thunderwave - Can it be used as centered on the caster pushing enemies away in all directions?

 

There are some who say "Yes" because the wording in the spell is a little quirky. I, however, say no because it is a cube spell, not a sphere centered on the caster, therefore it must be placed adjacent to the caster not around the caster because of the way the cube effect is described.

 

Here are the passages in question:

 

Thunderwave - "A wave of thunderous force sweeps out from you."  Wording might seem to imply "in all directions".

 

Cube - You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

 

Now, to me, if the caster were to include himself inside the Thunderwave (as in the center), he would also be subject to the damage and knock back effect, like putting one's self at the center of a fireball. It would not be that it pushed all creatures around the caster away in all directions. To me, that would be described as a sphere spell, not a cube.

 

Am I crazy?

#854

mellored

Aug 11, 2014 10:21:23

You set yourself on a FACE of the cube.

 

i.e. edge of the cube.

#855

El_Karlos

Aug 11, 2014 10:39:36

Q249: Why do rogues get proficiency with longswords if they can't use them to sneak attack?

Q250: In the basic rules, it says sneak attack must use a finesse or ranged weapon, while on the Rogue pregen character sheet for the starter set, it just says the attack must be a dexterity based attack. Which is the correct ruling?

(Reply to #855)

aljergensen

El_Karlos wrote:
#857

Plaguescarred1

Aug 11, 2014 12:01:08

A250: It used an outdated wording that was change during final development. Most up to date wording is in the Basic rules. 

 

 

BR27 Sneak Attack: Beginning at 1st level, you know how to strike subtly  and exploit a foe’s distraction. Once per turn, you can  deal an extra 1d6 damage to one creature you hit with  an attack if you have advantage on the attack roll. The  attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another  enemy of the target is within 5 feet of it, that enemy isn’t  incapacitated, and you don’t have disadvantage on the  attack roll. The amount of the extra damage increases as you  gain levels in this class, as shown in the Sneak Attack  column of the Rogue table.
#858

downlobot

Aug 11, 2014 17:12:42

Q251: It's come up a couple of times in this thread that a cleric can turn their shield into a spell casting focus, using it in place of somatic and material components - where is this laid out (i.e. is it in basic, what page, etc)? How much does this kind of shield/focus cost?

 

And how does this interact with a melee spell attack (e.g. inflict wounds)? Can you deliver the attack with a weapon in this case, or do you just try to hit the enemy with your shield/focus?

 

Thanks!

#859

Lumenbeing

Aug 11, 2014 18:02:28

TDarien wrote:
(Reply to #858)

2Chlorobutanal

downlobot wrote:
#861

Saintdave

Aug 11, 2014 18:28:40

Q252 When I multiclass do I gain the saving throw proficiencies of my second class?

 

I would think so but there is nothing explicit in the multiclass ruless I can find.

(Reply to #860)

Aelioran

Q253: 

 

Some warlock invocations have level prerequisites. Do these need to be warlock levels or total character levels to take the invocation?

(Reply to #861)

Overpromises

Saintdave wrote:
#864

downlobot

Aug 11, 2014 18:36:22

2Chlorobutanal wrote:
(Reply to #860)

Undrhil

2Chlorobutanal wrote:
#866

Lawngnome4hire

Aug 11, 2014 19:35:12

Q254: Does the PHB section on skill use cover which skills to use for PCs to know something about each type of monster, monstrosity, elemental, undead, etc.  And does it tell you how to know how much to tell them?

#867

Yuukale_Narmo

Aug 11, 2014 19:41:24

Q255: If I make two attacks with the Lightning Arrow spell active, do I get the 4d8 damage twice or does the spell end once I make my first attack?

#868

AaronOfBarbaria

Aug 11, 2014 20:20:13

R251: The rules that allow a holy symbol held in hand to be used as a spellcasting focus - which using a spellcasting focus replaces the need for any material components without a specific cost mentioned, and has the benefit of the hand that manipulates your spellcasting focus can count as the free hand for doing somatic components - are the exact same sentence as the rules that state a holy symbol "beared on a shield" can be used as a spellcasting focus.

 

No developer clarification is actually needed, there are just some folks that refuse to acknowledge that singular sentence treats holy symbols held in hand, worn visible, or bore on a shield as equal in regards to what you can do with them (specifically, use them as a spellcasting focus and all that entails) - for no reason I can discern.

 

A254: Monster knowledge is not specifically addressed by the rules in the PHB.

#869

E-Tallitnics

Aug 11, 2014 20:39:53

Yuukale_Narmo wrote:
#870

TheGimper

Aug 11, 2014 20:59:05

Undrhil wrote:
#871

Boltahm

Aug 11, 2014 23:26:50

No response yet, so reposting with optimism:

 

Q:236  I have not yet gotten my PHB and AFAIK the Hoard of the Dragon Queen hasn't been released yet (though the supplement pdf is downloadable):

a- Is it known yet how attunement works? 

b- Hoard supplement says "For the rules governing magic item use, such as rarity and attunement, see the Dungeon Master’s D&D basic rules, which are available at DungeonsandDragons.com in  mid-August."  Does this refer to PHB or DMG which is coming later than August.  Do we have to wait to find out how attunement works for magic items found in Hoard? (Edit: Or does this mean there'll be another free pdf download called DM Basic Rules in the next week or so?)

#872

Lawngnome4hire

Aug 12, 2014 0:16:55

Boltahm wrote:
(Reply to #872)

marshallobo1

Q:237 Do you get additional save's when Multiclassing?

 

#874

2Chlorobutanal

Aug 12, 2014 4:33:01

R251. 

@Aaronofbarbaria @Undrhil  It's an opinion on both sides.  There are many supporters of each interpretation from what I've seen.  Everyone's opinion is biased.  I think I have provided the stronger argument, as nothing about putting a holy symbol on a shield grants the character a free hand, which is the restriction on spellcasting when spells have a somatic or material component.  Assuming that a holy symbol on a shield somehow makes the whole shield count as a spellcasting focus and thus makes a shield into a "free hand" is a bit of a stretch.

 

Some considerations:  

If a shield were intended to count as a holy symbol for a Cleric, why didn't clerics get a rule saying "you may use a shield or a holy symbol as a spellcasting focus"?

If it's possible to slap a holy symbol on your shield and thus turn your shield hand into a "free hand" for doing things like casting spells, what's the point of half of the War Caster feat?

 

From a "realistic" point of view:

Casting a spell requires a free hand for somatic components: you must wiggle it around or throw up some signs.

Casting a spell also requires a free hand for manipulating material components: you must touch, grab, throw, wave, brandish, flourish, arrange, pinch, etc.

A special rule says that the same free hand can be used for both.

 

How are you going to touch, arrange, pinch, wave, brandish, etc., your holy symbol when you have a mace in one hand and your other hand is grasping the handle of a shield?  How are you going to make gestures or signs with your hand which is currently grasping a mace or a shield handle?  A hand holding a shield handle is not "free."

 

On the flip side, imagine that you are holding a cross emblem instead.  It weighs significantly less (as per the basic rules equipment chapter), it's not strapped to you arm (requiring a full-blown action to don or doff, like a shield).  Does it not seem much more intuitive that you are able to make all sorts of funky gestures with that 0-2 lb. cross as opposed to the 6 lb., bulky, shield which is literally strapped to your forearm?

 

I believe this is the basis of why a "shield" item, which costs 10 gold and weighs 6 lbs and takes a full action to ready or stow, is different than a "holy symbol" item, which costs 5 gold, weighs 0 to 2 lbs, and can be drawn or stowed for free during any other action or movement.

#875

ThomasB

Aug 12, 2014 6:24:31

Q256: Is there any penalty to ranged attacks in dim light / lightly obscured visibility conditions?

#876

Plaguescarred1

Aug 12, 2014 6:27:55

A256: No you have disadvantage on  Wisdom (Perception) checks that rely on sight.

 

BR65 Vision and Light: In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on  Wisdom (Perception) checks that rely on sight.
#877

DiZdelScar

Aug 12, 2014 6:36:55

Q257: Spellsniper (feat) + Eldricht Spear (Invocation). Do these effects work together for the range of the spell Eldricht Blast?

Option A: Spellsniper doubles the range, but Eldricht spear sets the range at 300ft.

Option B: Eldricht Spear sets the range at 300ft, Spellsniper doubles it.

 

The wording has both happening as it's cast. Eldricht spear is specific for the blast, and the feat is more general in affecting all ranged atk roll spells.

 

Thanks.

#878

RyndarLocke

Aug 12, 2014 6:44:29

Q258 If I use the Shillelagh spell on a quarterstaff and use it two handed does it deal d10 damage?

#879

Chimerasame

Aug 12, 2014 7:55:22

Q259: Presuming I want to both move and act, but only after a certain condition is met. Is there any way to do this other than simply relegating it to my turn on the next combat round?

 

- Ready seems to only be capable of readying an action. I can move and ready an action, but I can't ready a (move and action).

 

- Delay seems to not exist.

 

What options are there? Is there something I'm missing?

 

(As an example, perhaps I'm a melee rogue and there's no chance of hiding / no features in the room to utilize. I win initiative, but I want to wait for an enemy to be in melee range with an ally before I close and strike, such that I can get sneak attack, albeit not advantage.)

#880

RyndarLocke

Aug 12, 2014 8:00:06

Chimerasame wrote:
#881

MerchantSteve

Aug 12, 2014 9:00:47

Spells Not In Sync or Named incorrectly?

PHB - page 209 - Paladin 5th level spell - Destructive Smite. Is this actually Destructive Wave?

PHB - page 211 - Wizard 8th level spell - Trap the Soul. Nowhere mentioned. Is it possibly subsumed into the 9th level Imprisonment Spell as a Minimus Containment?

(Reply to #878)

Overpromises

RyndarLocke wrote:
#883

Pauper

Aug 12, 2014 11:07:55

Q253: 

 

Some warlock invocations have level prerequisites. Do these need to be warlock levels or total character levels to take the invocation?

#884

daspian

Aug 12, 2014 13:13:10

Q260: i just got my PH book today and just started skimming through it, haven't really read everything only what the warlock which i was most excited to take a look at.... anyways, what my question is... can a spell still do multiple damage types (Ex: a spell that does Cold and Necrotic Damage) or is that obsolete in 5e? and also... what's everyone's take on the 3 pacts... i was leaning towards Tome, although Chain seems interesting, but underwhelming, and Blade is nice, idk why some people were complaining.

#885

Chimerasame

Aug 12, 2014 14:00:19

daspian wrote:
#886

mrsrockguru

Aug 12, 2014 14:09:30

A260: Two we can think of and there maybe others are Destructive Wave - 5d6 thunder damge and 5d6 radiant or nectrotic (player choice) and Meteor Storm 20d6 bludgeoning and 20d6 fire damage.

 

(Reply to #886)

Undrhil

mrsrockguru wrote:
#888

Plaguescarred1

Aug 12, 2014 17:27:24

A261: Its 5d6 thunder + 5d6 radiant or necrotic (ie, 10d6 damage)

(Reply to #880)

2Chlorobutanal

RyndarLocke wrote:
#890

TsuruchiKaya

Aug 12, 2014 18:26:11

Q262 - Can you train new proficiencies using downtime the same way you train languages and tool kit proficiencies?  Or is there another way to gain proficiencies after creation?

(Reply to #890)

Overpromises

TsuruchiKaya wrote:
#892

Lady_Rassilon

Aug 12, 2014 19:20:13

Q263  Wildshape and racial traits

(I do not curently have access to the PHB - will be getting it very soon - so my knowledge is based on playtsting rules and my scan of the quick start rules.)

 

When a druid takes a wildshape form, they lose their 'game statistics' and take on the beast's.  What exactly does this cover?

Specifically, do they lose their racial abilities - ones that could potentially still be used - such as reroll 1s and advantage vs fear for a halfling, and subrace traits hide behind creatures or resistance to poison?  What about the elf trait mask of the wild?

I know most racial abilities cannot be used or are irrelevant in wildshape, but the above listed abilites seem plausible to retain.

 

 

 

 

 

 

(Reply to #892)

Overpromises

Lady_Rassilon wrote:
#894

McFlizzle

Aug 12, 2014 21:12:35

Q264: How is challenge rating (CR) calculated?

#895

Plaguescarred1

Aug 13, 2014 5:56:13

A264: Guidelines for how to calculate CR hasn't been released yet. 

#896

Chimerasame

Aug 13, 2014 6:32:09

2Chlorobutanal wrote:
#897

El_Karlos

Aug 13, 2014 6:53:26

Thanks for the quick response to my previous question guys! Sorry if this has been asked before:

Q265: Basic rules say that you can split up your movement before and after your action, e.g. move 20ft, attack, move 10ft. How does this interact with extra attacks and actions granted by class features?

Such as: Could a lvl 5 Fighter with Extra Attack move between the two attacks he gets his turn? Could he move between Action Surges?

Could a character with Two-Weapon Fighting make an attack action, move, then use his bonus action to off-hand attack a different target?

Can a Monk attack, move, then use Flurry of Blows as a bonus action? Could he move between the two Flurry of Blows attacks?

Thanks

#898

mellored

Aug 13, 2014 7:02:38

El_Karlos wrote:
#899

smbakeresq

Aug 13, 2014 9:49:52

2Chlorobutanal wrote:
(Reply to #898)

smbakeresq

mellored wrote:
#901

Donkenizer

Aug 13, 2014 10:54:19

Q266 - posted this as a separate topic but it might be more suited to ask here.

 

Can you take a bonus action in the middle of an attack action? And more specifically, can you use the shield master feat before you make your first attack. (Feat says that if you take attack action you can also take a bonus action to shove someone next to you with your shield.)

 

I.e.

Chose the attack action

Use the bonus action granted by the feat

Make my normal attack

#902

E-Tallitnics

Aug 13, 2014 11:46:51

Donkenizer wrote:
#903

Rigol

Aug 13, 2014 13:24:42

Q267) I am a bit confused about what spells Wizards of particular arcane schools can learn. When they go up a level do they pick from any Wizard spells but nothing else? Or could my Wizard Transmuter also choose from any 'transmutation' spell even if it was only in a different list e.g the Druid list? How about if my Wizard Transmuter met a Druid who offered to teach him such a Druid transmutation spell? Finally, I presume my Wizard Transmuter is able to keep picking from the full Wizard list, but that it is just preferred that he starts to choose transmutation spells to stay in theme? Thanks for any help.

#904

TheSpiritOfFire

Aug 13, 2014 13:42:27

Q258

Can one switch weapons for free? Ex: fighter has longsword drawn, but switches to longbow and makes a ranged attack on his turn.

#905

TheSpiritOfFire

Aug 13, 2014 13:44:53

Q259

 

Can a spell caster with 4 level 1 spell slots and 2 level 2 slots prepare for the day 5 level 1 spells?

#906

TheSpiritOfFire

Aug 13, 2014 13:47:01

Q260 would flanking an enemy give either advantage to attackers or disadvantage to the enemy?

#907

BoldItalic

Aug 13, 2014 14:20:31

Rigol wrote:
#908

BoldItalic

Aug 13, 2014 14:42:43

TheSpiritOfFire wrote:
#909

BoldItalic

Aug 13, 2014 14:34:21

TheSpiritOfFire wrote:
(Reply to #906)

Overpromises

TheSpiritOfFire wrote:
#911

BoldItalic

Aug 13, 2014 14:41:16

TheSpiritOfFire wrote:
#912

Grahmir

Aug 13, 2014 15:30:38

Q271

What if Human Fighter takes Martial Adept feat at 1 level and then choose Battlemaster path? Is his first superiority dice still d6?

 

Q272

How Savage Attacker feat works with Great weapon fighting combat style? Need I roll 2d6 two times then reroll all 1 and 2 and choose either total result?

#913

BaronOfHell

Aug 13, 2014 16:05:33

Q273 Does Eldritch Blast with the Agonizing Blast invocation increase the damage of every bolt? Example at level 5 the spell fires 2 bolts each doing 1d10 damage. Would the damage of each bolt be 1d10 + charisma modifier, even if they all hit the same target?

 

Q274 Does the Polearm Master feat that grants an extra attack of 1d4 as a bonus action also add the modifier?

 

I am going to try to answer my own questions but would appreciate some input:

 

A273 RAW, every bolt gets the charisma modifier.

 

A274 No mention is made of Two-Weapon Fighting. Therefore, the extra attack gets the full stat modifier to damage.

(Reply to #913)

Overpromises

R273: This is not in dispute for separate targets, but is heavily disputed for a single target.

 

I agree it is possibly consistent with the Rules as Written.

 

R274: This seems correct that the bonus action attack would get the normal damage bonus.

#915

Plaguescarred1

Aug 13, 2014 17:16:16

A271: You would have one d6 superiority die until you become a Battlemaster, which then you would instead have 4d8 more superiority dice. For simplicity sake, i would probably just let the fighter get 5d8 instead since taking Martial Adept when you already have superiority dice give you one more.

 

A272: I believe you would be able to reroll all the damage dice and use either total and then reroll 1 & 2's if any.

#916

kthrose

Aug 13, 2014 18:50:45

Q275 (I think). In the basic rules (free), the entry for Hit Points at Higher Levels for Character Classes (cleric for example) says "1d8 (or 5) + your constitution modifier per cleric level after 1st level". I cannot translate this, not sure what it means. It reads like this, to me: "Assuming your consitituion modifier is +2, your hit points at level 5 are 1d8 (or 5) + (2 * 4), where 2 is Con mod, and 4 is "levels after first")". Can anyone clarify?

#917

Templar309

Aug 13, 2014 19:04:12

Q276 Warlock spell slots per level have me baffled.  How are the total number of slots available to a Warlock calculated?  Am I adding these slots per level as a total #, or is the number listed for each level all the slots I can cast in between short rests? For instance say I am 8th level I only have 2 slots (4th level) to cast in between short rests and that is it?

#918

downlobot

Aug 13, 2014 19:21:03

Q 277: What does "On initiative count 20 (losing initiative ties)..." mean?

(Reply to #917)

Overpromises

kthrose wrote:
(Reply to #918)

Overpromises

downlobot wrote:
#921

LestOR

Aug 13, 2014 22:39:00

Q278: A second level halfling rogue moves 25 feet and attacks a monster.  After the attack the rogue can use cunning action to disengaged and move and additional 25 feet without an opportunity attack.  Is this legal?

 

 

#922

LestOR

Aug 13, 2014 22:39:05

Q278: A second level halfling rogue moves 25 feet and attacks a monster.  After the attack the rogue can use cunning action to disengaged and move and additional 25 feet without an opportunity attack.  Is this legal?

 

 

#923

BloodyTemplar

Aug 13, 2014 23:17:11

Q279: Is there an interaction between light and a character's vision?  For instance, a Drow character has Darkvision 120' and the human in the party brings a torch (20' bright light and 20' more dim light.), is the Darkvision character rendered lightblind, negating the rest (80') of his darkvision?

(Reply to #922)

Lucas_Blackstone

LestOR wrote:
(Reply to #923)

Lucas_Blackstone

BloodyTemplar wrote:
#926

AaronOfBarbaria

Aug 14, 2014 0:18:42

A278: The Disengage action does not include movement, so no, moving your full speed, attacking, then disengaging and moving your full speed again is not legal.

 

The character could use the Dash action, rather than disengage, in order to make the second 25' move, but would likely provoke an opportunity attack in doing so (depending on where the movement took them).

(Reply to #926)

neowolph

Q 280: Are the Rogue - Arcane Trickster's spells all considered to be "Prepared"?   I can find no mention of how many spells a Rogue can have "prepared". 

#928

thorbardin

Aug 14, 2014 4:21:16

Q281: If damage reduction reduces damage to 0, are special effects like poisoned still triggered? 

Example: The Heavy Armour Master feat (in last playtest packet) allows the creature to subtract its Constitution modifier from slashing, piercing, and bludgeoning damage. My fighter has a Con modifier of +4. If the attack was from a posioned dagger, but does less or equal damage than the CON modifier reducing the damage to 0, is there still a poison saving throw? 

#929

Lucas_Blackstone

Aug 14, 2014 4:44:51

neowolph wrote:
#930

Plaguescarred1

Aug 14, 2014 4:45:53

A280: The Arcane Trickster Rgue doesn't prepare spells like other spellcasters do and thus all his known spell are always available for him to cast (if he has slots) and never need to prepare any.

 

A281: Yes Resistance only negate damage.

 

 

(Reply to #928)

Lucas_Blackstone

thorbardin wrote:
#932

kthrose

Aug 14, 2014 5:52:46

Overpromises wrote:
#933

Shinrah

Aug 14, 2014 6:46:39

Yes, the latter would be correct

#934

lawrencehoy

Aug 14, 2014 7:37:38

mrpopstar wrote:
#935

Chimerasame

Aug 14, 2014 8:12:22

I apologize if this is a repeat. I haven't seen it before, and I just noticed it.

 

Q282: When multiclassing, there is a table of bonuses you get when you take a level of a class that is not your first.

 

If I do this:

 

Character Level 1: Fi1 -- I get normal fighter 1 stuff. Undisputed.

Character Level 2: Fi1 Ro1 -- I get the stuff indicated for rogue on aforementioned table, including one skill off the rogue list.

Character Level 3: Fi1 Ro2 -- here is where it gets wonky. I am taking a level in a class that is not my first. Unless I'm missing something, by strict RAW, I should get to dip into the multiclassing table again and get another skill off the rogue list.

 

The end result is, a Fi1-Ro19 has more Rogue skills than a Ro20.

 

I'm assuming this is not RAI, but am I reading this right for RAW, or did I miss something that makes this not work?

(Reply to #935)

Overpromises

Chimerasame wrote:
#937

chiun0792

Aug 14, 2014 9:02:12

Just starting out with a group of friends and I have a bit of confusion. Any help is great!

 

Question 1: Will modifiers used on the attack rolls be the same as the modifiers used on tha damage rolls? 

 

Question 2: When told to use a bonus action can this be any action deemed as "extra" or is it a specified action?

 

Thank you in advance!!!

#938

Plaguescarred1

Aug 14, 2014 9:51:11

(Question renumbered for convenience please remember to preface your question with a #)

 

 

A283: Yes the ability score modifier is usually the same for attack and damage rolls unless noted otherwise. The total may differ though, since you don't add proficiency bonus to damage rolls.

 

A284: When you are given the possibility to take a bonus action, you can only take it to do what is stipulated by the game element granting it.

#939

tsemana

Aug 14, 2014 9:31:44

Q285: With regards to multiclassing rules, Ability Score Improvements seem to be based on Class Level and not total Character Level, even though all classes list them at the same intervals (4th, 8th, 12th, 16th, 19th). Based on this, will a multiclassed Fighter3/Rogue3 have had 1 Ability Score Improvement (at the 4th total character level) or none?

 

sorry if this had been asked before,

Tony

#940

Plaguescarred1

Aug 14, 2014 9:46:27

A285: None since Ability Score Improvement is a specific class feature obtained at X level that has no additional rules gouverning it when Multiclassing.

#941

chiun0792

Aug 14, 2014 9:46:53

Q286: Are attack bonuses only added to attack roles?

 

Q287: When a spell causes the caster to take a bonus action, but one isn't listed, where do you get the bonus action from?

#942

BoldItalic

Aug 14, 2014 9:46:59

A283: Just to clarify, you use the same ability modifier but attack rolls often add your proficiency bonus as well, which damage rolls don't.

(Reply to #942)

chiun0792

BoldItalic wrote:
#944

Plaguescarred1

Aug 14, 2014 9:51:57

chiun0792 wrote:
#945

Plaguescarred1

Aug 14, 2014 9:55:28

A286: Yes attack bonus only applies to attack rolls.

 

A287: The spell should tell you what to do with the bonus action granted. What spell are you referring to?

#946

Piloti

Aug 14, 2014 9:59:22

I have a question regarding AC calculation.

 

The rules state that our base AC is 10 + DX modifier.  In my case this would be 10 + 3.  However when adding in a chain mail shirt the rules state I'm to add 13  + DX modifier to my base.  Is this correct?  I'm supposed to add in my modifier twice?  Contradicting this are the shield.  We just add a +2.  There is no mention of a DX modifier.  It looks like there is a mistake in rules regarding all armour when it comes to tallying our armour class.      

#947

tsemana

Aug 14, 2014 10:04:48

Plaguescarred wrote:
(Reply to #945)

chiun0792

Plaguescarred wrote:
#949

Plaguescarred1

Aug 14, 2014 10:30:48

A287: If a spell has a casting time of 1 bonus action, then it can be casted as a bonus action.

 

 

BR79 Bonus Action: A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
#950

Plaguescarred1

Aug 14, 2014 10:31:22

chiun0792 wrote:
(Reply to #948)

TheCriticalFail

chiun0792 wrote:
#952

SeanCaruso

Aug 14, 2014 11:01:23

Piloti wrote:
#953

DiZdelScar

Aug 14, 2014 11:13:39

Piloti wrote:
#954

Piloti

Aug 14, 2014 11:28:30

Thank you Sean and DiZdelScar for the clarification. 

#955

chiun0792

Aug 14, 2014 11:59:12

Underneath a monsters description underneath their actions it'll say something like, SLAM. Melee weapon attack: +3 to hit, reach blah blah blah..

 

Q289: Am I adding the +3 to hit to the attack roll?

#956

Plaguescarred1

Aug 14, 2014 12:09:44

TheCriticalFail wrote:
(Reply to #956)

chiun0792

Plaguescarred wrote:
#958

Plaguescarred1

Aug 14, 2014 12:13:39

chiun0792 wrote:
#959

Plaguescarred1

Aug 14, 2014 12:15:32

A289: Yes, +3 to hit means you roll 1d20+3 when making this Slam attack.

(Reply to #959)

chiun0792

Plaguescarred wrote:
#961

Plaguescarred1

Aug 14, 2014 12:22:37

chiun0792 wrote:
#962

nightwalker450

Aug 14, 2014 12:30:44

Not edition warring or anything... But wouldn't just giving everyone a minor action every turn, instead of this bonus action nonsense have made things alot easier to explain? I get the "call it a bonus action, so people don't think they have to use it", but I think most players who are putting thought into their character are thinking "what will I be doing with my bonus action?" There are so many different things that can use the bonus action, that it's really hard to create a character without at least glancing across something that mentions a use of the bonus action...

 

Q290: How many bonus actions does a bonus action get if a bonus action takes a bonus action.... 

A290: One, you get one bonus action per turn.  

(Reply to #956)

TheCriticalFail

Plaguescarred wrote:
#964

Plaguescarred1

Aug 14, 2014 12:46:39

TheCriticalFail wrote:
#965

Undrhil

Aug 14, 2014 15:40:18

Q291: The rules for casting a spell with a casting time of 1 bonus action says that if you cast this bonus action spell, you cannot cast any other spell unless it's a cantrip with a casting time of 1 action.  So, does this mean that if I cast a spell with a casting time of 1 action, that isn't a cantrip, I cannot cast a spell as a bonus action on that same turn?  Or, would this only apply if you cast the bonus action spell first?

#966

nilrem20

Aug 14, 2014 15:50:19

Is the cleric ability to be resistant to slashing, piercing and bludgeoning a typo? we figured for a high lvl ability it should be all, not all non-magical. Barbarians get that early and so it seems that the clerics version is wrong.

 

The PHB wording I am asking about.

#967

Plaguescarred1

Aug 16, 2014 23:29:20

A291: The entry assumes the spell cast as a bonus action is cast first, being a text updated from the time it was swift. But as worded, it seems to only regulate other spells cast after, not before.

 

A292: Its not a typo, Avatar of Battle hasn't been granting resistance against bludgeoning, piercing and slashing damage from magical weapons for a portion of the playtest of what i can remember.

#968

Theridion1

Aug 14, 2014 17:26:25

A291 - You can cast a bonus action spell + cantrip.

Its pretty straight forward. The timing of both happens on your turn. Theres almost no mechanical advantage that doing one THEN the other that they added that rule to prevent.

No designers said, "casting a spell then a bonus action spell is ok.... but bonus action THEN a spell seems broken... lets write a paragraph preventing that"

Its pretty clear. They dont mind 2 spells per round, as long as one is a cantrip. Two fireballs is prevented this way using metamagic.
The idea was prevent two fireballs on one turn... not just stopping the bonus then regular action version while leaving the reverse order allowed :)

#969

Erlanter

Aug 14, 2014 18:41:31

Q293: Where in the rules does it explain that XP rewards for an encounter are split between players? It seems to me that they would be, but I can't find where this is explained.

#970

Plaguescarred1

Aug 14, 2014 19:15:51

A293: I couldn't find the info int the Basic DM/Player rules or PHB, but i found it in the Starter Set;

 

 

SS15 Rewards: An XP award for the party is divided equally among the characters.
#971

Erlanter

Aug 14, 2014 20:42:23

Plaguescarred wrote:
#972

Plaguescarred1

Aug 14, 2014 20:52:01

A294: Interpretation 1 is correct as Legendary Action options are never expended.

 

#973

Mewtwo354

Aug 15, 2014 0:29:10

Q. 295: the muliticlass rules for spells known seem some what strange to me in their wording. If I was a 2nd level druid and a 9th level wizard, I should have a 6th level spell slot. Is there anything stopping me from scribing a 6th level spell in to my spell book or from learning the spell when I level up in to my 9th level of wizard since I would have that level spell slot available? 

 

Q. 296: When a player crafts an item do they sell the item for half price or full market price?

#974

lawrencehoy

Aug 15, 2014 2:51:07

Mewtwo354 wrote:
#975

Plaguescarred1

Aug 15, 2014 8:24:38

A297: I can't find anything saying it does or it doesn't but i'm inclined to think teleportation doesn't count towards your speed movement as it usually is done either freely, as an action, bonus action or reaction rather than as your move speed which is the distance you can walk in 1 round.

 

A298: I believe you normally land safely in the space you cleared distance for since each foot you clear on the jump costs a foot of movement, but the DM might allow you to make a Strenght (Athletics) check to jump farther than you normally can.

 

 

SS15 Long Jump: In some circumstances, your DM might allow you to make a Strenght (Athletics) check to jump farther than you normally can.

(Reply to #975)

Lucas_Blackstone

Plaguescarred wrote:
#977

JRutterbush

Aug 15, 2014 15:47:53

A295: They seem to have flubbed on the Wizard section for this, so it would seem as if you're correct. However, under multiclassing, it specifically states that you determine the spells you can prepare as if you were a single class member of whatever level you have in any given spellcasting class. So, even if you had some 6th level spells in the spellbook of your Druid/Wizard, when you actually prepare your spells in the morning, you only count as a 9th level Wizard for the Wizard spells you prepare, and you only count as a 2nd level Druid for the Druid spells you prepare... you ignore the levels of the other classes, which means you can still only prepare up to 5th level Wizard spells and up to 1st level Druid spells.

 

So, you might be able to argue to your DM that you can write higher level spells into your spellbook (which is obviously not the intent, but it's possible by the wording of the rules)... but you couldn't actually prepare any of those higher level spells, and thus you couldn't cast them either.

#978

Rhenny

Aug 15, 2014 15:54:07

The Life cleric gets to add his spellcasting bonus to his healing spells.  

 

Is the spellcasting bonus just the appropriate attribute bonus, or is it proficiency bonus plus appropriate attribute bonus?

#979

Plaguescarred1

Aug 15, 2014 16:32:35

Rhenny wrote:
#980

Rhenny

Aug 15, 2014 16:31:51

Plaguescarred wrote:
#981

Theridion1

Aug 15, 2014 19:05:02

A295 - You could be a 6th level wizard amd 5th level druid. You would have 6th level slot, but no 6th level spell.

You can upcast your known spells in that slot however to make them more powerful.

It works that way. If it didnt, then a 17th level druid would just have to take 1 level of wizard, grab a spell book, scribe some high level spells, and then... make the wizard in your party cry as you cast all their spells and yours :)

#982

E-Tallitnics

Aug 15, 2014 19:14:51

Rhenny wrote:
(Reply to #982)

Rhenny

E-Tallitnics wrote:
#984

Lemortrouge

Aug 15, 2014 20:35:04

Question about Find Steed. It says that it's intellegent but loyal. When mounted is it considered controlled or independant when it comes to mounted combat? We're currently arguing that it would be controlled since it's loyal and listens to the paladin. This is really important since the DM is talking about letting our pally have a Dire Wolf or giant eagle at a higher level, which seems insanely broken if they're independant.

#985

E-Tallitnics

Aug 15, 2014 22:27:44

Lemortrouge wrote:
#986

MusicOfCreation

Aug 16, 2014 2:12:31

Q301: So if a weapon with the Two-Handed property "requires two hands to use" does that mean my Eldritch Knight can still cast spells with somatic components while carrying a Two-Handed weapon since I'm not technically using the weapon when I'm casting the spell?

#987

Rigol

Aug 16, 2014 4:22:35

Q302) The 'Trap The Soul' spell (level 8 Wizard) is on the spell list in the Player's Handbook but appears to be missing from the actual section of spell descriptions. Am I right and, if so, will it be in any errata? Thanks for any answer - great service on here.

#988

Rigol

Aug 16, 2014 4:23:09

Q303) in the Player Handbook background section, it says any repeat of getting the same proficiency gives you the option to choose a different proficiency. but this appears only to apply to character background. Does it also apply if, say, you create a dwarf fighter and realise and want to swap-out the dwarf's natural proficiencies in weapons for something else because being a fighter will already provide all the weapon skills it needs?

#989

Batracio

Aug 16, 2014 6:38:32

Q304: Whe using shieldmaster Feat, do you get to add shield proficiency bonus to the Dex saving throw?

Q305: How long do temporary Hit point last?

#990

silver-claw

Aug 16, 2014 10:21:46

Q306: where would I find/are there any core books for 5E? 

 

(i know this isn't a rules question. I simply would like to know. also it seems like my previous post got deleted)

(Reply to #882)

celtwarrior

Overpromises wrote:
#992

Plaguescarred1

Aug 16, 2014 11:40:06

A301: You will only be able to cast a spell with somatic or material components if you have 1 hand free, you will have to let go of one. 

 

A302: The Trap The Soul spell has been reported already and will probably get errata. 

 

A303: While the rule is found in the proficiency section for backgrounds, it applies generally the way its worded. So if you gain a skill proficiency from two different sourcea for exemple, you can choose a new one.

 
#993

Theridion1

Aug 16, 2014 11:36:58

A301- I would rule yes. Because we play dropping things is not an action, drop sword(free), cast, them incidental to pick uo sword is legal. Since I hate that visual... just take ur hand off the sword. Maybe it would be fair if the DM wanted to eat up your incidental.

#994

Theridion1

Aug 16, 2014 11:41:32

A303- backgrounds in the game seem to be fairly customizeable and open to anything. So that said, they are saying, "hey, we know you wont take the "sailor" background because it has something redundant that you get later.... but if thats the best fit background flavor, just swap out one of the sailor proficiencies.

#995

Chimerasame

Aug 16, 2014 11:44:38

celtwarrior wrote:
#996

Plaguescarred1

Aug 16, 2014 12:03:17

A307: Yes i'd say it should since Polearm Master say the quaterstaff's weapon damage die is a d4 and Shillelagh specifically say the quaterstaff's weapon damage die become a d8.

 

 

Shillelagh: The wood of a quarterstaff you are holding is imbued with nature’s power... the weapon's damage die becomes a d8. 

 

Polearm Master: When you take the Attack action and attack with a quarterstaff...The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

#997

shivafang

Aug 16, 2014 12:59:03

Plaguescarred wrote:
#998

Plaguescarred1

Aug 16, 2014 14:59:40

R307: Yes it should be 1d8 sorry for the confusion.

 

A308:  Yes it should be changeable, for the same reason as Shillelagh.

 

A309: Yes i believe it does, since the opposite end is still a damage of your monk weapon.

 

#999

Overpromises

Aug 16, 2014 16:58:05

R307: The answer depends on whether Shillelagh or Polearm Master is considered a more specific rule, which I am having trouble determining for certain.

 

Edit: I think that Polearm Master’s “The weapon’s damage die for this attack is a d4” is more specific than Shillelagh’s “For the duration, … and the weapon’s damage die becomes a d8. I think the damage is probably a d4 if both are in effect.

#1000

mrsrockguru

Aug 16, 2014 17:01:17

R307 IMO it would seem reasonable in the characters case that the permance of the Polearm Master Feat makes it a general rule for the character in question.  Where as the temporary nature of the Shillelagh spell produces a specific variation.

(Reply to #1000)

Overpromises

R307: The single attack, though, is far more specific than the one minute duration of Shillelagh.

#1002

Theridion1

Aug 16, 2014 19:29:48

R307 -

I would say it turns to d8.
The flavor of polearm master is likely that you are swinging and hitting with the stick end of your polearm. That stick is like a wooden club. And clubs do d4 just like the feats says.
Its fair to argue that shilleleigh spell is being cast on that stick end, turning it from a club.

HOWEVER...its fair to probably require the charavter to cast shilleleigh on both ends of his quarterstaff if he is trying to take advantage of the spell with bith hits. One cast for other polearm types and the spell only effects the 2nd attack.

#1003

RCanine

Aug 16, 2014 20:43:20

Q310: Does a drow druid have light sensitivity when wild shaped?

 

#1004

ooSitrioo

Aug 16, 2014 20:44:52

Please forgive my lack of thorough reading, I have skimmed the PHB a few times and it is oddly lacking the search feature I have grown dependant on.  

 

Q311:  Does anything besides moving out of a threatened square provoke an attack of oppourtunity?

 

Q312:  (Not as important if 311 is negative, but still relevant) Is there no 5' step?

 

Thank you

#1005

Plaguescarred1

Aug 16, 2014 20:58:10

A310: No, its game statistics are replaced by the statistics of the beast.

 

A311: No, unless noted otherwise (i.e Poleearm Master feat.)

 

A312: No.

(Reply to #998)

shivafang

Plaguescarred wrote:
#1007

RCanine

Aug 16, 2014 21:25:43

I think I know the answer to this, but I'd like to double-check what others think.

Q313: If a Druid 4/Fighter 5 uses wild shape to tranform into an ape, can it leverage the Extra Action class feature to use the Multiattack action twice?

#1008

shivafang

Aug 16, 2014 21:27:43

Arcane ward reads, in part "Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell."

 

Magic items in the DM Basic Rules (Scrolls and wands) use the wording you cast the spell eg "For 1 charge, you cast the spell as if you used a 1st-level spell slot, and you increase the spell slot level by one for each additional charge you spend"

 

Emphasis mine in both quotes.

 

Q323:  When you cast an abjuration spell from a magic item, such as a wand or a scroll, does your Arcane Ward also increase in power.

 

Q324:  Does the 'Glass Staff of Defence' from Lost Mines of Pelemvor use similar wording, and is it a specific situation of 323 that uses the same answer?

 

Q325:  If you use the Magic Initiate feat to take an abjuration spell from another class (such as the Cleric's Shield of Faith), does it trigger Arcane Ward since Arcane Ward does not state it has to be a wizard spell.

#1009

Theridion1

Aug 16, 2014 21:48:24

A309 - you swing. Damage can be either. If your monk die is d4 or monk weapon is magic d8+1... you choose.
Your martial arts attack is unarmed. So thats whatever your monk damage is. You dont get to use the magic from a weapon on your unarmed strike.
You can parse sentence wordings... but that seems fairly straight up.
I see your concern. Their attacks do count as magic as some point. There will be magic items that give unarmed strikes magic bonuses. Handwraps or gloves or something.

#1010

Plaguescarred1

Aug 16, 2014 22:11:34

R309: No it should not replace additional damage, just damage from the weapon itself so any bonus should still apply normally. i.e A +1 quaterstaff reads: "you have a +1 bonus to attack rolls and damage rolls for attacks you make with this magic weapon."

 

A313: No since Multiattack takes an action.

 

A323:  Yes it should if it says you cast a spell that is abjuration spell of 1st level or higher.

 

A324:  Yes, the Staff of Defense says "you can use your action to cast one of the following spells; mage armor (1 charge) or shield (2 charges)."

 

A325:  Yes as long as its an abjuration spell of 1st level or higher it should work.

 
#1011

shivafang

Aug 16, 2014 22:13:45

Theridion1 wrote:
#1012

Erifnogard

Aug 16, 2014 22:10:31

Q326 - At 3rd level an  Eldritch Knight knows "three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list."  The section goes on to say that all spells gained later must be abjuration and evocation spells.  Am I correctly reading this to mean that an Eldritch Knight can initially get one non-abjuration/evocation spell?  If so, any idea why the one time exception?

(Reply to #1012)

Overpromises

Erifnogard wrote:
(Reply to #1013)

Erifnogard

Overpromises wrote:
#1015

shivafang

Aug 16, 2014 22:15:57

The answer to this should be the same as the others, but just to cover all the bases;

 

#1016

Plaguescarred1

Aug 16, 2014 22:23:27

A327: Yes. (which seems weird as it can allow your Arcane Ward to regain HP without ever spending slots if you know alarm and have 11 minute to spare)

#1017

shivafang

Aug 16, 2014 22:29:10

Plaguescarred wrote:
#1018

nilrem20

Aug 16, 2014 22:52:26

Q328: are u sure about 292?

Reply to A292

it doesnt say non-magical in the play test rules, i looked at the December rule playtest.  it just says resistance to slashing piercing and bludgeoning. interpretation can mean all...

 

#1019

Plaguescarred1

Aug 16, 2014 23:29:48

A328: Oops i thought it did but i misremembered thanks for the correction. Can't really tell if its a typo or not, but i'm inclined to think its deliberate without contrary indications.

 
#1020

hoshi_sabi

Aug 17, 2014 0:30:20

Q329: I remember in the Basic rules that there was a restriction on being able to spend hit dice to heal during a short rest, however I'm looking at the healing section p.197 and the resting sections p.186 in the Deluxe PHB and I do not see that sentence.  Was it intentionally excluded, or was this a mistake?  (or is it stated elsewhere and I missed it?)

#1021

RCanine

Aug 17, 2014 0:45:33

Plaguescarred wrote:
#1022

Haer

Aug 17, 2014 2:35:31

Sentinel feat:

- when you hit a creature with an opportunity attack the creature's speed becomes 0 for the rest of the turn

- when a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat) you cn use your reaction to make a melee weapon attack against the attacking creature

Q330 Does the attack from the second part of this feat also prevent that creature from moving or does it not class as an attack of opportunity despite being a reaction?

#1023

ABGaming

Aug 17, 2014 5:51:55

If a character has Divine Favor cast on them (so they deal an additional 1d4 Radiant damage on a hit), does the entire damage of an attack deal double damage to a creature with Vulnerability to Radiant, or is it only the 1d4's damage that gets doubled?

 

Essentially - by adding some fire/cold/radiant etc damage to an attack, is the whole attack considered that damage for the purpose of vulnerabilities?

 

If the whole attack is considered to be double damage, what if an attack has say fire and cold and the character is attacking a creature with resistance to fire, vulnerability to cold?

 

Thanks for any help!

#1024

Lazar

Aug 17, 2014 6:50:09

Q332: The druid spell barkskin states your armor cannot be less than 16 with this spell. Is that only counting armor or is that counting all bonuses from dex, monk wisdom, barbarian constitution, staff of defense, ring of protection, bracers of defense? Does anything stack with barkskin for armor class?

#1025

shivafang

Aug 17, 2014 6:47:23

 

Please number your questions, and please make sure that someone hasn't already used that number when you post (Lazar's number was taked by Haer).

 

A330:  (Haer's)  No, because it's not an attack of opportunity.

 

 

A331 (ABGaming):  Unsure, but I believe it works like sneak attack so, yes.  If anyone else answers please also mention if the same applies to Hex and Hunter's Mark.

 

A332 (Lazar):  RAW I would say that the 'cannot be less than' applies after AC is fully calculated.  I can't imagine that's intended, though, as it makes the spell nearly useless.  I will cede to someone else's answer though 'cause I'm not sure.

 

#1026

TheSpiritOfFire

Aug 17, 2014 7:28:29

Q333

can you cast silence on a creature or an object so the spell's effects can move around?

#1027

porter512

Aug 17, 2014 7:38:43

Q334 - Does the Magic Initiate feat allow a character to use the learned 1st level spell in his/her own spellslots if the character has caster levels independent of the feat?

#1028

shivafang

Aug 17, 2014 7:54:45

-333:  (Unsure - just mentioning that this is unanswered so it doesn't get skipped by someone while I answer the next question)

A334:  It doesn't say it does, so I've been playing it as 'no' on my characters.  In one of the playtests the wording allowed you to, so I'm pretty sure the fact that it doesn't say that now is completely intentional.

#1029

E-Tallitnics

Aug 17, 2014 8:36:18

TheSpiritOfFire wrote:
(Reply to #1026)

Lord_Kyrion

TheSpiritOfFire wrote:
#1031

chiun0792

Aug 17, 2014 12:42:57

This isn't a question so much about RULES so much as just a question, but I've had alot of timely help on this forum soooo...

 

Q335: Are there any strategies for keeping time when adventuring and during battle? (keeping account of minutes, hours, days, etc.)

#1032

Draykov

Aug 17, 2014 13:07:18

Q336:  This also relates to Q335...I've been over the short/long rest rules in the Basic Rules (pg. 67).  Can short/long rests be taken at any point in time and place in an adventure?  For instance, if the party just decided in the middle of say, Cragmaw Castle, to lay down and take an 8-hour nap...is that fine?  And how does that play out in real time?  Is it just a matter of stating "an hour or 8 hours pass, X happens, what do you do next? "

 

Q337: How often can a PC make an ability check?  If I understand things correctly, in combat it would cost an action, but what about when not in initiative?   I seem to remember seeing a "once per X" limit on it in the Basic Rules, but now I can't seem to find it.  For instance, if a PC got the sense that there was something good nearby but they fail a Wisdom (Perception) check, how long can they spend looking around an area making ability checks?  Is that up to the DM? 

 

 

Thanks!

#1033

Plaguescarred1

Aug 17, 2014 15:13:16

ABGaming wrote:
#1034

abanathie

Aug 17, 2014 15:36:35

JRutterbush wrote:
#1035

Beltaur

Aug 17, 2014 19:16:40

Q338: people who use weapons get to use a str or dex modifier on their damage, why don't a spell caster get to use their relevent modifier on damage?

#1036

Plaguescarred1

Aug 17, 2014 19:23:57

A338: Because spelld operate under different rules assumptuions and either scale by level or slot upgrade instead.

(Reply to #1035)

Overpromises

R338: Some spellcaster subclasses also get features adding the spellcasting modifier to the damage of some spells.

#1038

Brother_Griften

Aug 17, 2014 19:51:40

Q339: My warlock hits an orc my fighter ally is next to with eldritch blast with the invocation that pushes the target 10 feet upon a hit.  I have pushed the orc out of the fighter's threat zone...can the fighter use his reaction for an AoO?

#1039

Plaguescarred1

Aug 17, 2014 20:02:41

A339: No because you don’t provoke OAs when something moves you without using your movement, action, or reaction.  (PHB pg. 195)

#1040

WibbleNZ

Aug 17, 2014 20:01:40

Brother_Griften wrote:
#1041

Vanakoji_

Aug 17, 2014 21:46:16

Q340: How does the Monk's flurry of blows work with breaking up a move rules.

 

Reading over the monk flurry of blows, I am seeing it read a few different ways and am not sure which is the intended way.

 

(Not sure on rules of posting small text so I will simply say PHB pg 78)

 

The part that seems odd to me is the "immediately" in the flurry of blows as does that mean you have to make the unarmed attacks without movement before and/or between, or you just have to immediately spend the ki point to get all those attacks

 

Now for the ways to read is

1) After making an attack action you must make 2 unarmed attacks against the same target as the last attack from your attack action.

2) After making an attack action, you must make one unarmed attack from flurry of blows against the same target as the last attack from your attack action but can use standard rules for moving between attacks to make the second unarmed attack against another target.

3) You get 3-4 attacks total with normal rules for moving before, after, and between attacks.

 

Using these different rulings, lets assume a monk is level 5 with the mobile feat and there are 4 targets, 10ft apart from each other.

 

For the first reading, it means you can attack the first target, move and have to attack the second target 3 times if you want to use flurry of blows (or different if in range in a different situation).

 

For the second reading, you can attack the first target, move, attack the second target twice (one attack, one flurry), move and attack the third target with the last flurry attack.

 

For the third reading using the rules of moving before and after an action and moving between attacks rules, you can make 1 attack against all 4 target.

 

I can see both the first version being right of initial reading and the third version being right. The first off initial impretions and the 3rd based on consistancy and simplyity with the rest of the system as 3-4 attacks that you can move between is the easiest way as nearly every other multiple attack ability in the game works this way (including the martial arts ability minus the monk weapon requirement).

#1042

Plaguescarred1

Aug 17, 2014 22:23:10

A340: I believe you should still be able to move between your attacks. 

#1043

silentdante

Aug 18, 2014 1:34:07

Vanakoji_ wrote:
#1044

Vanakoji_

Aug 18, 2014 12:05:54

silentdante wrote:
#1045

LordOfTheChance

Aug 18, 2014 7:11:59

Q341:  Using the battle master maneuver disarm, can you disarm a shield an enemy is using. 

Q341.5: If mechanically possible, would you allow it in your game as a DM?

 

Q342:  A barbarian with the 6th level mindless rage ability has "charm person" successfully cast on him, can he choose to enter rage in order to cause it to become suspended, even if there are no perceived threats present?  

Q342.5:  If mechanically possible, would you allow it in your game as a DM?

#1046

Jay_Ibero_911

Aug 18, 2014 7:28:22

LordOfTheChance wrote:
#1047

dutch2061

Aug 18, 2014 10:30:26

Q. 343:  Is there any way to gain proficiency in a new skill after first level? 

#1048

knlndrs

Aug 18, 2014 10:45:09

If a class from 4e isn't in the 5e Player's Handbook, does that mean the class is no longer playable, or does it mean a player must continue to use the class building infromation provided in 4e?

(Reply to #1047)

Overpromises

dutch2061 wrote:
#1050

Ryavia

Aug 18, 2014 12:09:14

Q345: This may be a stupid question, but as a newbie I need to ask.

Can you incorporate classes and races from a previous edition? My party is playing in 5e but I personally am prone to the Half Dragons and Dracomancers from 4e. 

Is that something that is allowed or is it ultimately up to the DM?

(Reply to #1050)

M_Aurelius

Q346: If I have a wizard 1/Warlock 5 that would give me 2 spell slots for the wizard (max 1st level) and 2 spell slots for the warlock (max 3rd level).  Can I then cast

A. 4- 3rd level warlock spells per short rest? 

B. 2-3rd level warlock spells per short rest and 2-3rd level warlock spells per long rest

C. 2-3rd level warlock spells per short rest and 2 1st level wizard spells per long rest

 

Thanks!

(Reply to #1050)

OoftaMeg

Ryavia wrote:
#1053

Plaguescarred1

Aug 18, 2014 12:25:58

A345: It should be up to DM, but can always talk to him for adapting the half-dragon/dracomancer if you want.

#1054

DiZdelScar

Aug 18, 2014 12:41:17

M_Aurelius wrote:
#1055

Rigol

Aug 18, 2014 13:01:35

Q347) It seems hard to get a lot of Skills and Proficiencies. Am I right that characters tend to only start with 2 Skills and 2 Languages/Proficiencies from background, plus about the same from their career choice, and some racial ones? Then, unless your career has special rules for adding more Skills/Proficiencies at certain levels (which my Wizard career path doesn't), the only way to add more is to either 1) Get certain feats in lieu of +2 stat, in particular the Skilled feat that gets you +3 Skills/Proficienci or 2) ask the DM if you can be doing the thing about spending 250gp and 250days between adventures to get a tool Proficiency? It seems very limited. And is that Skilled feat really one-use only, as the rules imply, as that seems to doom players to a very limited SKill set even at very high levels? Thanks for any help. Love the PHB otherwise EDITED FOR CORRECTNESS.

(Reply to #1051)

Overpromises

M_Aurelius wrote:
(Reply to #1055)

Overpromises

Rigol wrote:
#1058

hoshi_sabi

Aug 18, 2014 13:53:44

hoshi_sabi wrote:
(Reply to #1057)

Rigol

Overpromises wrote:
#1060

Overpromises

Aug 18, 2014 14:12:10

R329: It still seems to be in there on PHB page 186 under Long Rest: “and a character must have at least one hit point at the start of the rest to gain its benefits.”

 

Edit: I misread your question, which was about Short Rest, but the Basic rules v0.2 do not list a requirement of one hit point for a Short Rest. I did not check v0.1.

(Reply to #1059)

Overpromises

Rigol wrote:
#1062

E-Tallitnics

Aug 18, 2014 15:52:25

Rigol wrote:
#1063

shivafang

Aug 18, 2014 16:24:29

Overpromises wrote:
#1064

BerkanDaleborn

Aug 18, 2014 19:45:16

Can my Cleric cast the Guidance cantrip on herself?  What are the restrictions?

#1065

E-Tallitnics

Aug 18, 2014 20:49:02

hoshi_sabi wrote:
#1066

E-Tallitnics

Aug 18, 2014 20:50:28

BerkanDaleborn wrote:
#1067

Boltahm

Aug 19, 2014 1:32:07

smbakeresq wrote:
#1068

-ktkenshinx-

Aug 19, 2014 6:30:19

Q349: When using the Grappler feat (PHB 167), you have the option to "use your action to try to pin a creature grappled by you. To do so, make another grapple check." As I read it, this action cannot be part of an attack. Instead, you have to use your entire action for the turn (or one of your actions if you have multiple ones through Action Surge). Is that reading correct?

 

Q350: While subjected to the "Grappled" condition (PHB 290), "A grappled creature's speed becomes 0...". A grappler might also have the option of pinning a creature using the Grappler feat. How does this interact with Freedom of Movement? The Freedom of Movement spell (PHB 244) confers a few benefits. First, "spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained." And second, "The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled." How can the creature benefitting from Freedom of Movement escape a grapple when their move speed is 0 and they have no movement points to spend?

 

Q351: When casting a spell with somatic components, a caster "must have free use of at least one hand to perform these gestures" (PHB 203). For material components, "A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components." What counts as having a free hand? When a creature is grappled, do they have a free hand? If a creature is in manacles, do they have a free hand (that sounds silly but hey, RAW)?

 

Q352: What is the action for putting manacles on a creature? What is the action for binding them with rope?

#1069

Plaguescarred1

Aug 19, 2014 6:46:52

A349: Correct.

 

A350: I believe it could spend 5 feet to escape and move the rest of its speed if successful, or remain grappled if not. (Not cosher RAW, but RAI seems clear enought it should)

 

A351: A free hand means it holds nothing and its usable i guess as its not defined. You should still be able to cast spell while grappled IMO. For manacle, i'd say it should prevent spellcasting as it specifically restraint hands to not be freely usable.

 

A352: Use An Object i'd say.

#1070

-ktkenshinx-

Aug 19, 2014 6:47:44

R350: But how can a grappled/restrained creature spend 5 feet of movement to escape when their movement is set to 0? FoM prevents magical effects and spells from imposing conditions like "restrained", but it says nothing about nonmagical conditions. So assuming th creature is grappled/restrained nonmagically, and their movement is 0, how can they spend movement points to escape?

 

R352: That makes sense. Is there any RAW speaking to a character trying to put manacles on a creature? Do they get a save? Is it a contest?

#1071

Chimerasame

Aug 19, 2014 7:02:59

R352: I don't think there is RAW. Off the top of my head, my ruling would be :

 

I'd allow it without a roll if you've already defeated the creature in combat, or rendered it unconscious or paralyzed somehow.

 

If it's suffering some lesser effect, like charmed (short of dominated) or merely 'incapacitated', then I'd probably make it just be a normal attack roll (strength or dex, either would seem to work, but  you wouldn't get any bonuses from your weapon, if applicable

 

If it's still fully functional, I'd make it more difficult than an attack roll. Maybe the above attack roll, but with disadvantage.

#1072

Plaguescarred1

Aug 19, 2014 7:22:11

R350: I believe it would be a case of specific beat general. Speed is normally 0, but Freedom of Movement specifically says it can spend 5 feet of movement to try escape grapple. It may be an artifact from internal rules for grapple only preventing you from moving as opposed to reducing speed to 0, but intent is clear, the spell allow escape with a small cost of movement.

 

R352: It'd be up to DM, personally i'd treat it as a Strenght  contest.

#1073

TheCriticalFail

Aug 19, 2014 7:39:02

Q353: Are the Warlock invocation prerequisite levels, i.e. 9th level for Ascendant Step, Warlock levels or Character/Total levels? I'd always presumed that they were Warlock levels (since they seemed like class features) but I've got a few friends who are disagreeing with me and have seen some confusion on the forums as well. How are most people playing it for the moment?

Thank you for your time.

#1074

Plaguescarred1

Aug 19, 2014 7:51:04

A353: When you gain certain warlock levels, you gain additional invocations of your choice (PHB pg. 107) 

(Reply to #1074)

TheCriticalFail

Plaguescarred wrote:
#1076

shivafang

Aug 19, 2014 8:29:41
Stupid forum formatting includes my responce in the quote even though I closed the quote tag, so I'm putting my response below the quote.
#1077

shivafang

Aug 19, 2014 8:33:33

The example character would have to be a wood elf, not a high elf, unless they have some feature or ability or feature to gain additional movement that is not covered by class or race.

(It's wood elves that have 35' movement.

 

Boltahm wrote:
#1078

Plaguescarred1

Aug 19, 2014 8:50:18

R353:  Its Warlock level prerequisit IMO. You can learn the invocation at the same time that you meet its prerequisites. (PHB pg. 110)

#1079

Kaandorian

Aug 19, 2014 8:54:26

Sorry for the silly question, but I can't find any answer in the handbook.

What happens if a halfling wields a rapier? Does he need two hands? I mean, does a small creature need two hands to wield a one-hand weapon for normal creatures? 

#1080

Plaguescarred1

Aug 19, 2014 9:04:15

A354: Halflings can wield a rapier in one hand. Small creatures can wield any weapons like medium ones, they just have disadvantage on attack rolls with heavy weapons. (PHB pg. 147)

#1081

Kaandorian

Aug 19, 2014 9:07:34

Thank you.

I see that every two-handed weapon has also the Heavy property... so basically small creatures can't use two handed weapons without disadvantage but can use one-handed weapons without drawbacks?

(Reply to #1081)

CorwynnMaelstrom

Kaandorian wrote:
#1083

Plaguescarred1

Aug 19, 2014 9:38:48

Kaandorian wrote:
#1084

shivafang

Aug 19, 2014 10:16:24

Q355:  When using the Polearm Master feat and taking the bonus action from it, do you add your ability modifier to the attack and damage rolls?

 

The way I read it, ignoring ability modifiers is specific to Two-Weapon Fighting rules, thus you would when using the Polarm Master feat.

#1085

Plaguescarred1

Aug 19, 2014 10:27:36

A355: Yes since iIt has nothing to do with Two-Weapon Fighting.

#1086

Tourac

Aug 19, 2014 12:04:36

Q356: Spiritual Weapon gives an extra attack for a bonus action, but there's no concentration involved.  Is this intended, or will this be changed?

 

Q357: Magic Initiate. You learn a 1st level spell, and my question is if you can cast it, using your other spellslots if you're a caster?

 

Q358: Barskin: Your AC cant be lower than 16....How exactly does this work? Is it base 16 + DEX if you cast it?

#1087

Yunru

Aug 19, 2014 12:22:10

Q359: If I'm dipping into a class just for Unarmored Defense (or effects to that effect) what reason is there to go anything but Barbarian?

(Reply to #1086)

Overpromises

Tourac wrote:
#1089

Plaguescarred1

Aug 19, 2014 13:04:59

A356: I believed its intended, duration has been 1 minute throughout the playtest.

 

A357: No the spell is cast at its lowest level.

 

A359: IDK depends of base class and other stuff, but you could also go monk, it has Unarmed Defense as well.

#1090

Yunru

Aug 19, 2014 13:33:17

My main consideration was that, unlike the Monk's Wis base UD, the Barbarian's UD is based off of Con, which you naturally want high anyway.

#1091

shivafang

Aug 19, 2014 13:48:41

Yunru wrote:
#1092

Yunru

Aug 19, 2014 13:54:32

Fighter not so much. I mean an extra attack is useful but not very... inspiring?

EDIT: Fighters really peak at 18 when it comes to interesting features.

#1093

Tourac

Aug 19, 2014 14:31:52

Q357: Magic Initiate. You learn a 1st level spell, and my question is if you can cast it, using your other spellslots if you're a caster?

 

Plaguescarred wrote:
#1094

Plaguescarred1

Aug 19, 2014 14:36:22

R357: No the spell obtained through Magic Initiate does not use spell slot, it has its own usage frequency limit (1/long rest) and is cast at its lowest level.

#1095

Batracio

Aug 19, 2014 17:45:14

Q358: Regarding aligment and Paladins, if a character gets to level 2 as a Paladin changes aligment and continues to level 8 in another class. Does he lose the abilities gained by the 2 levels of paladin?

#1096

nilrem20

Aug 19, 2014 18:28:48

Q359: This is in response to my earlier question regarding the clerics ability to resistance slashing, piercing and bludgeoning of Non-magical weapons. The reason we have the question is because as stated previously, and yes I saw ur reply that unless u hear something different it is non-magic weapons, the ability is lvl 17 or 18 (book isnt in front of me atm), but the barabrian gets that ability while he rages at lvl 1.... and it doesnt say non-magical weapons in the barbarians description. It would seem that the clerics ability should be all slashing, piercing and bludgeoning since it is an end game ability. I hope this describes our predicament a little better as I had no time the previous two times to type this out. 

(Reply to #1095)

OoftaMeg

Batracio wrote:
#1098

Avross

Aug 19, 2014 18:49:14

Batracio wrote:
#1099

E-Tallitnics

Aug 19, 2014 19:56:03

nilrem20 wrote:
#1100

Dyne_Eternal

Aug 19, 2014 20:42:56

Q360 Is there stats out there for elementals. I'm looking at the conjure elemental spells specifically.

 

Thanks,

Dyne

#1101

Silverghost

Aug 19, 2014 21:24:37

Q361: Since sneak attack is once per turn according to the PHB p.96, can I use Sneak Attack with an Attack of Opportunity in the same round, but on another creatures turn, assuming the right conditions are met such as advantage or an ally within 5ft?

 

I don't see anything in the PHB rules for sneak attack p.96 or the rules for Attacks of Opportunity p.195 that would say sneack attack does not apply.

#1102

zurox

Aug 19, 2014 21:36:45

Q362: Say I am a Ranger thinking about dipping one level in to Rogue and then continuing to take Ranger levels after that. Looking at the multiclassing rules for spellcasters, does that mean my spells per day are going to permanently be calculated at half of what my ranger level is? Am I permanently gimping my spellcasting by taking this dip?

(Reply to #1102)

Overpromises

Silverghost wrote:
#1104

Silverghost

Aug 19, 2014 22:36:07

@Overpromises Thank you for the response! 

 

Q363: With the feat Savage Attacker p169 of the PHB. Can I also reroll the Sneak Attack damage? 

 

Here is the exact wording from the PHB:

"Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total."

 

And I asume since this is once per turn I can also do it on AAO 

(Reply to #1104)

CorwynnMaelstrom

A363: I believe that the sneak attack damage isn't technically (in the strictest sense) included in the weapon's damage dice. I would allow for it, but I wouldn't guarantee every DM making the same call.


Once per turn means once during each span between one initiative and your next initiative. If you wanted to do this on an attack of opportunity you wouldn;t be able to do this on a regular attack as well.

#1106

IonBlack

Aug 20, 2014 0:12:43

Q364: With Improved Divine Smite, if I expend a spell slot do I add the 1d8 radiant damage twice, once for the attack and once for the extra damage from the expended slot? The wording is a little strange.

also

Q365: Can I use Divine Smite multiple times per round?

#1107

Yunru

Aug 20, 2014 1:14:48

CorwynnMaelstrom wrote:
#1108

LestOR

Aug 20, 2014 4:38:09

Q366: Can a player cast a reaction spell, a bonus action spell, and a cantrip requiring an action all within a single turn?

#1109

Plaguescarred1

Aug 20, 2014 5:45:06

A366: Yes you should be able to.

#1110

nightwalker450

Aug 20, 2014 6:02:59

Overpromises wrote:
(Reply to #1110)

kitman

Asked in the other forum, but this seems more active:

 

Q367 Is a multiclass druid able to use any extra attack feature from a different class while in wildshape? 

Q368: Would a multiclass druid in wildshape be able to use powers like flurry of blows that allows you to make unarmed strikes  after attack action. If so, what would the damage be if the creature wildhaped has a claw attack?

 
#1112

Jay_Ibero_911

Aug 20, 2014 7:00:39

-ktkenshinx- wrote:
#1113

Obalmant

Aug 20, 2014 8:25:08

Q369

I earn bonus Fighting Style "Dueling" if I'm using a weapon and a shield?

 

#1114

Plaguescarred1

Aug 20, 2014 9:03:32

A367: Yes you should.

 

A368: Yes you should.

 

A369: As written yes.

 

EDIT

#1115

Yunru

Aug 20, 2014 8:51:05

Q370. Are you able to gain Exp and level up while your game statistics have been replaced with that of another creature?

(Reply to #1100)

Dyne_Eternal

Dyne_Eternal wrote:
(Reply to #1114)

kitman

Plaguescarred wrote:
#1118

Plaguescarred1

Aug 20, 2014 9:10:15

kitman wrote:
#1119

Plaguescarred1

Aug 20, 2014 9:08:40

Dyne_Eternal wrote:
(Reply to #1107)

CorwynnMaelstrom

Yunru wrote:
#1121

katerian

Aug 20, 2014 10:45:03

Q 371

 

If this has been asked already I apologize but I did not find it when doing a quick search.

 

The suggestion spell (and mass suggestion) seem to be extremely open to interpretation.  Is there any guideline on what "obviously harmful" means?  The example they give, having a group of guards give all of their money to a begger seems very harmful from a financial standpoint but, based on the fact it is an example, sems to be well within the intended usage of the spell.  Could you, say, command guard1 to kill guard2?  or Bandit 1 to defend you from the other 3 bandits?  Those are both POTENTIALLY harmful as the guard or bandit may get injured or killed, but it's not really "obviously harmful" as there is no guarantee of injury/death.  The examples they give are obviously harmful, having someone do something that will directly cause them physical injury (stam themself, fall on a spear, or immolate themself)

#1122

onceMoreIntoBreech

Aug 20, 2014 11:50:13

The human variant sidebar is terrible. A normal human gets six +1 ability increases. A variant human gets two +1 ability increases, one skill proficiency, and one feat. A feat is something a character can trade for two +1 ability increases. The feat "Skilled" grants three skill proficiencies. The balance is off for this.

 

 

Q372: Is the human variant sidebar mistaken? If so, how?

#1123

Plaguescarred1

Aug 20, 2014 11:58:05

A372: Its not mistaken, Human Variant is the only way as written to start at 1st level with a feat, which can give abilities wildly different than +1 to two stats.

#1124

dangerman64

Aug 20, 2014 12:02:42

Q373: For a Cleric of the Life Domain when they use channel divinity can the cleric only heal a person to half of their maximum or can they only heal them for half of their max. I.E. If a pc has 10hp can they only be healed for 5 hp or can they only be healed to a maximum of 5hp?

#1125

CorwynnMaelstrom

Aug 20, 2014 12:04:41

onceMoreIntoBreech wrote:
(Reply to #1124)

CorwynnMaelstrom

dangerman64 wrote:
#1127

Tourac

Aug 20, 2014 12:44:45

Q374:  If im a Wizard 17 / Sorcerer 3.......Can I use the Metamagic feats from the sorcerer on all spells Im able to cast, or only on the spells that I have prepared for the sorcerer?

(Reply to #1127)

CorwynnMaelstrom

Tourac wrote:
(Reply to #1126)

dangerman64

CorwynnMaelstrom wrote:
#1130

Yunru

Aug 20, 2014 13:24:39

Yunru wrote:
#1131

IonBlack

Aug 20, 2014 14:20:41

IonBlack wrote:
#1132

CorwynnMaelstrom

Aug 20, 2014 14:33:14

A364: No, 1d8 Damage is added to every attack. The wording is just to clarify that the Diving Smite damage for the expended slot stacks with the default 1d8. (Not that you get that 1d8 applied twice.)
A365: Yes.

(Reply to #1125)

onceMoreIntoBreech

CorwynnMaelstrom wrote:
(Reply to #1133)

CorwynnMaelstrom

onceMoreIntoBreech wrote:
#1135

zurox

Aug 20, 2014 15:24:09

nightwalker450 wrote:
(Reply to #1134)

onceMoreIntoBreech

CorwynnMaelstrom wrote:
(Reply to #1136)

CorwynnMaelstrom

onceMoreIntoBreech wrote:
#1138

Rigol

Aug 20, 2014 16:28:33

Q354) Both the Animate Dead and Create Undead spells say the bonus move can only command dead produced by that particular spell. So I guess one bonus move can't command dead created/animated by both spells?

(Reply to #1138)

Rigol

Rigol wrote:
(Reply to #1138)

CorwynnMaelstrom

Rigol wrote:
#1141

Batracio

Aug 20, 2014 19:18:30

Q355: Do paladins only serve good gods, are there not Paladins of neutral or Evil Gods?

 

#1142

Yunru

Aug 20, 2014 19:33:14

A355: I don't see why there can't be Paladins of every deific alignment.

also should be somewhere in the 370's, not 355 :P

(Reply to #1141)

CorwynnMaelstrom

Batracio wrote:
#1144

CorwynnMaelstrom

Aug 20, 2014 20:18:24

Q374 was the last question posed. Please use Q375 for the next question after this post!

#1145

GreyBard007

Aug 20, 2014 21:10:05

Q356:  If you roll 20 atttacking with a cantrip like fire bolt do you do critical damage?

(Reply to #1145)

CorwynnMaelstrom

GreyBard007 wrote:
#1147

CateranLlama

Aug 20, 2014 21:26:51

Q376: Is there a way for wizards to swap out what cantrips they know? 

 

I see the rules for learning new cantrips, but if you make a choice at character creation you later regret, are you just stuck with the same three 'til you get high enough to learn a fourth?

#1148

CorwynnMaelstrom

Aug 20, 2014 22:03:29

CateranLlama wrote:
(Reply to #1148)

CateranLlama

CorwynnMaelstrom wrote:
#1150

migueldcannith

Aug 20, 2014 23:47:08

Q377:  I'm currently converting my 4e warlock to 5e.  It says in the PHB that the spellcasting focus of the warlock is an arcane focus (p107).  Arcane focus says that it can be a wand, rod, orb or staff (p151) .  Improvised weapon says that if an improvised weapon is similar to an actual weapon it can be treated as such (p147).  Can I use a rod as an improvised weapon and treat is as a club and get the proficiency bonus of using a simple weapon (p107) and treat it as light for two weapon fighting (p195)?

(Reply to #1150)

CorwynnMaelstrom

migueldcannith wrote:
#1152

Daxarth

Aug 21, 2014 1:08:44

Q388. Since the Crossbow Expert feat does not reference the Two-Weapon fighting rule at all, does that mean that the attack with the hand crossbow gains dexterity bonus to damage, allowing for 2 attacks per round to gain stat bonus without having to take the Two-Weapon fighting style?

 

 

 

(Reply to #1152)

2Chlorobutanal

Daxarth wrote:
#1154

Nachturnus

Aug 21, 2014 6:59:27

Q 389: Is True Strike not listed in the PHB? I can't seem to find it in the spell list, though it's clearly present on the bard and warlock spell lists. The same is true of Blade Ward. Am I just awful? If so, can I get some page numbers?

Ty.

(Reply to #1154)

mrsrockguru

 

A389: True Strike PHB pg 284 & Blade Ward Pg 218

#1156

supercali5

Aug 21, 2014 8:17:16

Q391: A little uncertainty about the "surprise" rules and reactions. "If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends."

 

It just seems a little weird in the wording as though perhaps the reactions shouldn't be able to take reactions until the next round, right?

 

Or can you start taking reactions after the moment in the initiative order where  you would have taken a turn if you were not surprised?

 

It just seems like the person should not be able to do anything, including reacting to anything until the new round begins. Thoughts? 

 

 

#1157

Obalmant

Aug 21, 2014 7:40:43

Q390: I have to choose a sub race?

(Reply to #1157)

CorwynnMaelstrom

Obalmant wrote:
(Reply to #1156)

onceMoreIntoBreech

supercali5 wrote:
#1160

CorwynnMaelstrom

Aug 21, 2014 7:48:45

supercali5 wrote:
(Reply to #1160)

supercali5

CorwynnMaelstrom wrote:
#1162

myneyrobr

Aug 21, 2014 8:26:41

Someone from the staff can answer the question Q390( I have to choose a sub race?)?

I need a offcial answer.

THX.

#1163

Timborama

Aug 21, 2014 8:32:05

Q392: Can you take Reactions (like opportunity attacks) DURING your turn? It does not say you can't, so assume all other requirements are met, can you?

 

EX: A snake uses its own reaction during the fighters turn and moves past him, past his reach. Can the fighter use HIS reaction to swing at the snake? Obviously, he will not be able to use a reaction again until the start of his next turn, if he does.

(Reply to #1116)

SilentSin

Dyne_Eternal wrote:
(Reply to #1163)

2Chlorobutanal

R391.  (Surprise and Reactions)

 

For the sake of comparison:

 

In a non-surrpise encounter, every actor can take a reaction before their turn occurs.  In a surprise encounter, surprised actors can take a reaction after their surprised turn but before their first "real" turn occurs.  It works out to be very similar:  characters can take a reaction before their first "actual" turn.

 

Timborama wrote:
(Reply to #1161)

CorwynnMaelstrom

supercali5 wrote:
(Reply to #1162)

CorwynnMaelstrom

myneyrobr wrote:
(Reply to #1111)

SilentSin

kitman wrote:
#1169

SilentSin

Aug 21, 2014 8:48:13

Q393: As a Wizard 1 / Other Caster 19, it appears that I can add wizard spells of any level to my book and cast them with a full array of spell slots. Is there anything that says otherwise?

(Reply to #1169)

2Chlorobutanal

SilentSin wrote:
(Reply to #1169)

CorwynnMaelstrom

SilentSin wrote:
(Reply to #1167)

myneyrobr

CorwynnMaelstrom wrote:
(Reply to #1166)

supercali5

CorwynnMaelstrom wrote:
(Reply to #1171)

SilentSin

CorwynnMaelstrom wrote:
(Reply to #1172)

SilentSin

myneyrobr wrote:
(Reply to #1174)

CorwynnMaelstrom

SilentSin wrote:
(Reply to #1172)

CorwynnMaelstrom

myneyrobr wrote:
#1178

Plaguescarred1

Aug 21, 2014 9:49:33

A393: You can cast any prepared spells using spell slot higher than you normally could if single-classed if i am not mistaken as the MC rule only cover spells you can known and preprare, not cast. So a Wizard 1/Cleric 19 could effectively cast magic missile with a 9th level spell slot for exemple.

(Reply to #1177)

myneyrobr

CorwynnMaelstrom wrote:
#1180

Timborama

Aug 21, 2014 10:01:59

Plaguescarred wrote:
(Reply to #1179)

CorwynnMaelstrom

myneyrobr wrote:
(Reply to #1180)

onceMoreIntoBreech

Timborama wrote:
(Reply to #1180)

CorwynnMaelstrom

Timborama wrote:
(Reply to #1182)

CorwynnMaelstrom

onceMoreIntoBreech wrote:
#1185

Timborama

Aug 21, 2014 10:17:12

myneyrobr wrote:
(Reply to #1181)

myneyrobr

CorwynnMaelstrom wrote:
(Reply to #1179)

AaronOfBarbaria

myneyrobr wrote:
#1188

shivafang

Aug 21, 2014 10:57:43

CorwynnMaelstrom wrote:
#1189

megaman78

Aug 21, 2014 10:58:44

Q1  Is there a spell craft check in this game. In 3.5 when a caster cast a spell all players would get a spell craft check to deny detrmine the spell being cast.

 

Q2 Are there any rules on reactice spot checks when a charcater hides?

#1190

alienux

Aug 21, 2014 11:05:43

megaman78 wrote:
#1191

ShaiHaskell

Aug 21, 2014 11:38:51

Can I still use my 4e purchased adventures with the new 5e rules?

 

Thanks!

#1192

alienux

Aug 21, 2014 12:09:13

ShaiHaskell wrote:
(Reply to #1172)

OoftaMeg

myneyrobr wrote:
#1194

RandomPandora

Aug 21, 2014 11:52:16

Q 397 (?):  With my warlock I want to take the Pact of the Tome, "When you gain this feature, choose three cantrips from any class's spell list."   So do I have to pick all three from one class or can I mix and match from all classes up to three total?   I'm thrown because some other techniques list the available classes and tell you how to determine spell attack bonus (ability stat), this one does not. 

#1195

BloodyTemplar

Aug 21, 2014 12:01:29

A390 If you were paying attention your question has been answered.  In the case of each race with a subrace there is a bolded word Subrace: under each basic racial Traits listing.  

For Dwarf, pg 20

For Elf, pg 23

For Halfling, pg 28

For Gnome pg 37

 

Each includes the sentence, "Choose one of these subraces."  it does not say you may or you could or even that you should, it says "Choose" indicating clearly that it is not optional.

 

To address your remak about what you do in your game not being what I do in mine or anyother DM does in theirs, see the Adventurers League information that stipulates in all league events, everyone follows the rules as written and intended.  Continuing to argue a point without reading the text is just bad form.

 

#1196

alienux

Aug 21, 2014 12:07:52

RandomPandora wrote:
#1197

shivafang

Aug 21, 2014 12:19:28

Q 398 (related to Q394):  When you use your reaction to cast counterspell when an opponent casts a spell - is there any way to know what spell is being cast so you can decide if you want to cast counterspell at a higher level?

#1198

jarandus

Aug 21, 2014 12:23:23

Q#399 (sorry if this was asked before) How do you determine a character's passive perception?

(Reply to #1197)

2Chlorobutanal

shivafang wrote:
(Reply to #1190)

megaman78

 

megaman78 wrote:
#1201

Suzume_Stjohn

Aug 21, 2014 13:05:41

400. Can a wizard use any staff arcane focus as a quarterstaff?  Or does the specific arcane focus staff need to say that it can be used as such?

#1202

Vanakoji_

Aug 21, 2014 13:11:29

Q 401: Druid Wild Shape skills.

 

In animal form it says you retain all skill and saving throw proficiencies and gain the creatures. However it says if you and the creature are both proficient if the creatures bonus is higher than yours you can use the creatures. These lines seem to read in two ways

 

1) You use your original forms skill bonus in animal form and when comparing when you are both proficient. Meaning you use you original form's number or the animal forms number. (the simple way that fits 5e style)

 

2) Since it says you retain proficiencies and not the number, you have to recalculate things related to STR, DEX, and CON along with calculation of any new skill bonuses from proficiencies you gain and then compare matching bonuses to the creatures form.

 

Not 100% how to take this as I would say number one for ease of use, but number 2 seems closer to what is written since it says proficiencies not the number but at the same time, the rules for comparing implies that it is the original forms number.

#1203

Plaguescarred1

Aug 21, 2014 13:14:29

A400: Up to DM, the rules don't say wether the "specially constructed staff" count as a quaterstaff or not and vice versa.

(FWIW In comparison, 4E Staff Implement specifically specify it was for exemple)

 

A401: Option 1 i believe.

#1204

woif

Aug 21, 2014 13:24:07

Q402 how does the shillelagh spell interact with the polearm master feat when cast on a quarter staff? Generally speaking specific beats general, but both of these rules seem an equal level of specific. Polearm master gives you a bonus attack with the back end for a d4, the spell buffs the weapon's damage up to d8. So would it become d8/d8? Or d8/d4?

#1205

Plaguescarred1

Aug 21, 2014 13:30:57

A402: The way i read it, the opposite end of the quaterstaff's damage should also become 1d8.

#1206

Kelwin55

Aug 21, 2014 13:45:23

Q403: in the new PHB pg 85 Paladin Divine Smite: "...when you hit a creature with a melee weapon attack, you can expend one Paladin spell slot to deal radiant damage to the target, in addition to the weapon damage." My question is when do you decide to expend the Divine Smite? We are playing and have a disagreement. I believe that the expend option is when you see the damage caused by your attack. Another player believes you must predetermine that you are going to administer Divine Smite before you see damage. My believe it is like hitting the creature with a sword that has a split second reaction so you can see if Divine Smite is needed. For example: you swing and kill the creature with your melee weapon - why bother expending the Divine Smite to fry the corpse? So when do you expend Divine Smite? before determining the damage to your melee hit or after?

#1207

Plaguescarred1

Aug 21, 2014 13:50:06

A403: Considering the wording of Divine Smith, i'd say you must decide when you hit, prior to rolling damage, according to how Making Attack works;

 

BR73 Making Attacks: 3. Resolve the attack. You make the attack roll. On a  hit, you roll damage, unless the particular attack has  rules that specify otherwise. Some attacks cause  special effects in addition to or instead of damage

#1208

Xauluss

Aug 21, 2014 14:41:12

Q404

 

Can a dark elf's Superior Darkvision racial trait see inside of the Darkness spell they can cast at 5th level?  THANKS!!

#1209

Vanakoji_

Aug 21, 2014 15:22:07

A404: No, superior darkvision says increases the range to 120ft from 60ft, it does not allow you to see in magical darkness.

#1210

Wolfen_Fenrison

Aug 21, 2014 16:59:21

Q405

 

Question about a Tiefling Warlock I'm making; Would the Tieflings racial spells get folded into the Warlocks spells known or tracked separately? And I guess the same question would apply to any of the other races that have racial spell casting and take a class that casts off the same stat.

#1211

CorwynnMaelstrom

Aug 21, 2014 17:02:04

Wolfen_Fenrison wrote:
#1212

Batracio

Aug 21, 2014 17:22:48

Q406: Are the answer in this Thread offcial? or are they just forum consensus?

 

#1213

Plaguescarred1

Aug 21, 2014 17:35:52

A406: Official forum concensus

 

See Post #01, Its provided by any members from the D&D community who know the answer and wants to help, no WoTC staff post in Rules Q&A thread usually.  

#1214

BranWheatKillah

Aug 21, 2014 19:01:53

Q407

 

Are there any alignment restrictions on Paladins and the deity they choose to worship?

(Reply to #1214)

Overpromises

BranWheatKillah wrote:
(Reply to #1180)

SilentSin

Timborama wrote:
#1217

abanathie

Aug 21, 2014 20:39:07

Overpromises wrote:
#1218

villamov

Aug 21, 2014 21:04:04

 Are ability score increases based on class or character level? For instance, would a Fighter 3/Wizard 1 have to wait until it you take the 4th level of fighter to get an ability bonus?

 

Also, since cantrips scale in damage now, does the scaling level indicate casting class level or character level? I don't see it specified.

 

Thanks.

#1219

Plaguescarred1

Aug 21, 2014 21:16:25

A408: Class level, you have to wait until you're 4th level fighter to get Ability Score Improvement for exemple. Your levels in all your classes are added together to determine your character level for cantrip casting on the other hand.

#1220

shivafang

Aug 21, 2014 21:39:49

BranWheatKillah wrote:
#1221

fivepopes

Aug 22, 2014 2:15:17

Q409 (also posted here)

 

I've just read the D&D 5e basic rules, and I'm not sure I'm up to speed regarding casting spells while clad in armor. The only mention I can find about this (page 79):

 

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

 

Does this mean that a character who starts out with a single level fighter (or any other class with heavy armor proficiency) can from then on gain levels as wizard and forever more cast spells, without any penalty whatsoever, while wearing full plate?

 

I've played all editions of D&D, and this seems both a bit overpowered and very un-D&D-ish to me. Have I missed something?

#1222

Yunru

Aug 22, 2014 2:20:35

You miss out on your class' capstone feature if you multiclass.

(Reply to #1216)

CorwynnMaelstrom

SilentSin wrote:
(Reply to #1221)

CorwynnMaelstrom

fivepopes wrote:
(Reply to #1223)

SilentSin

CorwynnMaelstrom wrote:
#1226

BatFett

Aug 22, 2014 3:37:08

Q410: In regards to the ranger's animal companion, what does "hit point maximum equals its normal maximum" mean?  For example, A wolf is listed as "HP: 11 (2d8+2)"... so does a begining wolf companion have 12HP (4 x Ranger Lvl), or 18HP?

(Reply to #1226)

SilentSin

BatFett wrote:
#1228

Yunru

Aug 22, 2014 3:48:41

SilentSin wrote:
(Reply to #1228)

SilentSin

Yunru wrote:
#1230

Avross

Aug 22, 2014 5:54:39

Yunru wrote:
#1231

Avross

Aug 22, 2014 6:39:20

R393: Regarding the question of multi-class spellcasters, I had to explain this to someone last night who was having similar confusion...so I thought I would share in case it helps anyone here.

 

Using the example of the Wizard 1/Cleric 19: The character gets an allotment of spell slots from 1st level spells to 9th level spells.   These spell slots can be used for either Cleric or Wizard spells.   Cast a 1st level spell, it uses up one of the spell slots, regardless of whether it was a Cleric or Wizard spell.

 

The information in their class determines how they gain access to new spells.   Per the wizard class: a wizard can only learn spells which are of a "level for which you have spell slots, as shown on the wizard table" (p31, Core) .    So our W1/C19 can only learn and therefore prepare 1st level spells.    Those who are arguing that our W1/C19 should be able to learn 9th level wizard spell are likely working the assumption that 'wizard table' becomes 'multiclass caster table'.   I believe that is not the intent of the rules, since our W1/C19 example shows how broken that could be.   Though admittedly, it could be worded more strictly...   I would suggest that those who think I am wrong should email customer service, since that may be the only place you get a clean answer.

 

They *can* however, cast a 1st level spell using a 9th level slot, which is where the confusion came in on our end.   Our example was a 5th level wizard/5th level cleric...  As a 10th level *caster*, they had access to 4th and 5th level spell slots...but no ability to prepare spells of those levels FROM EITHER CLASS.   The ONLY thing they can do with those spell slots is cast more powerful versions of their level 1-3 spells...

#1232

Timborama

Aug 22, 2014 8:56:42

Avross wrote:
#1233

-ktkenshinx-

Aug 22, 2014 9:11:27

Q411: It looks like Ability Score Improvement is tied to class level, not character level, in the PHB. But proficiency bonus is determined by character level. Is that right? I am just asking to confirm for the purposes of feat selection. For example, a Barbian 8 would have 2 feats, one at level 4 and one at level 8. But a Barbarian 6 / Fighter 2 would only have one feat, the one from his 4th level of Barbarian. And a Barbarian 3 / Fighter 3 / Ranger 2 would have 0 feats, because he hasn't hit 4 in any of his classes. Is that right? Or is there a rule I am missing that states that Ability Score Improvements (/ Feats) are related to character level and not class level. 

#1234

Avross

Aug 22, 2014 9:12:38

Timborama wrote:
#1235

Avross

Aug 22, 2014 9:16:18

-ktkenshinx- wrote:
#1236

Plaguescarred1

Aug 22, 2014 9:57:30

Timborama wrote:
#1237

Timborama

Aug 22, 2014 10:21:01

Plaguescarred wrote:
#1238

Yunru

Aug 22, 2014 10:10:05

So it's in your spellbook. Doesn't mean you can learn or use it.

#1239

Timborama

Aug 22, 2014 10:24:11

Yunru wrote:
#1240

Yunru

Aug 22, 2014 10:27:20

From Multiclass rules: "You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class."

So that becomes: "To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have wizard spell slots."

#1241

Plaguescarred1

Aug 22, 2014 10:51:17

Timborama wrote:
#1242

Timborama

Aug 22, 2014 11:07:02

R393: Hmmm, perhaps I am just wrong here? The wording is very weird all over the place. I think the key phrase I missed was "as if you were only that class." I'd assume that means I prepare spells as if I'm a level 1 wizard, but the level 1 wizard says prepare if you have the spell slots, which you do due to your character level, but I'm assuming you ignore character level here? I still think that's ambiguous and weird about what applies where and how :-\

 

As for Learning a spell vs. Spellbook, the PHB refers to the spellbook for learning spells (learning them "for free" as you level), and even says you can add spells from other sources (and refers me to the sidebar). Said sidebar says I can put a spell in my spellbook as long as I have the proper spellslot-which I do due to character level. Then the weird "Can I prepare this?" thing kicks in. It's odd. As you can see, I was in the "you can put it in your Spellbook, but can't actually prepare it" camp a day or so ago o_O

 

But I think Avross has it right in the fact that I have to constantly flip back and forth between wizard and multiclass, and THEN determine what is specific, and what is general O_o Again, though, wizard is the only class where this is a total headache...So I'mma just ignore it for now...

#1243

LifeVirus

Aug 22, 2014 11:28:17

Q412:

When performing a job during downtime, if you have multiple benefits that grant "you can live at this lifestyle" do they stack?

I have a Bard that has the entertainer background (grants modest or comfortable living expensives) and can use the performance skill as a job (with grants wealthy living expenses) would they stack granting me 6gp (I think) or would it be just the higher of the two or just 4 gp from wealthy living?  

#1244

shivafang

Aug 22, 2014 11:58:01

Timborama wrote:
#1245

Yunru

Aug 22, 2014 11:57:57

Actually they might. You prepare as if you're only a wizard. Thus for your spell slots you would only count the number (and type) you would have as a pure wizard of your wizard level.

#1246

shivafang

Aug 22, 2014 12:05:16

Yunru wrote:
#1247

Timborama

Aug 22, 2014 12:10:08

shivafang wrote:
#1248

Yunru

Aug 22, 2014 12:31:24

shivafang wrote:
(Reply to #1225)

CorwynnMaelstrom

SilentSin wrote:
(Reply to #1243)

CorwynnMaelstrom

LifeVirus wrote:
#1251

Plaguescarred1

Aug 22, 2014 13:34:23

R393: FYI Jeremy Crawford confirmed on twitter a MC wizard cannot learn researched spells of higher level than he normally would as single-classed;

 

@Plaguescarred Can a MC Wizard 2/Cleric 18 learn a 3rd level spell, i.e fireball that he would find on is adventure? 
@JeremyECrawford That character wouldn't be able to learn fireball, since he doesn't have enough levels in the wizard class.

#1252

Timborama

Aug 22, 2014 13:44:03

Yunru wrote:
(Reply to #1073)

kilpatds

TheCriticalFail wrote:
#1254

SilentSin

Aug 22, 2014 19:46:28

The example given of a ranger 4 / wizard 3 is useless because it doesn't take into account the ability to add spells you find to your book. It says your book contains ten wizard spells. Not ten or more. Not ten plus any you have found and added to your book. Just ten. So either a multiclass wizard loses the ability to add spells to their book or the example doesn't cover that mechanic (I'll give you a hint, its the latter).

 

I think we've derailed this thread enough though. If anyone wants to keep discussing, there's a separate thread for it http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4128756.

#1255

pauldanielj2

Aug 22, 2014 20:00:57

Q413: Are there special requirements for using a flying movement type? Do you need to land at the end of your turn, maintain a certain speed to avoid stalling, or anything else to distinguish flying from, say, walking? Can any creature with a fly speed also hover, even if that seems counter-intuitve (i.e. a dragon)?

(Reply to #1255)

SilentSin

A413: there are no special requirements. PHB page 191 and Basic Rules page 71 are the only rules I could find about flying. Being able to hover just means you don't fall if knocked prone. Any creature with a fly speed can indeed "hover", as in float in place without moving. You only have to land at the end of the turn if your flying feature specifically says so, such as the totem barbarian's 14th level eagle feature.

#1257

LKNight

Aug 23, 2014 3:40:24

Q414: Does spellcasting in close combat always grant disadvantage? or does it only grant disadvantage when casting a ranged spell?

(Reply to #1257)

CorwynnMaelstrom

LKNight wrote:
(Reply to #1258)

Undrhil

CorwynnMaelstrom wrote:
#1260

Yunru

Aug 23, 2014 6:15:27

A415: to quote: " You can’t stand up if you don’t have enough movement left or if your speed is 0."

(Reply to #1260)

Undrhil

Yunru wrote:
#1262

Plaguescarred1

Aug 23, 2014 6:41:40

R415: Being Prone PHB pg. 190 / Basic rules v2 pg. 70

#1263

Tourac

Aug 23, 2014 7:22:57

Q416 Can a 10th level Evoker Wizard add his Int-modifier to wizard evocation spells cast from scrolls and items?

#1264

Plaguescarred1

Aug 23, 2014 7:23:35

A416: Yes if its a wizard evocation spells.

#1265

Zorrander

Aug 23, 2014 7:38:10

Plaguescarred wrote:
#1266

Yunru

Aug 23, 2014 7:43:32

The action to cast a spell and simply casting a spell are two different things. If it doesn't talk about the action then it doesn't apply exclusively to the action.

it's the difference between "when you make an attack" and "when you take the attack action". (Crossbow Expert and Extra Attack respectively)

#1267

Hagaurd

Aug 23, 2014 7:59:48

How does multiclassing and cantrips work? Cantrips increase damage as the caster raises in level.  I would say that levels of casters should stack if both caster classes have the cantrip, but otherwise the power of the cantrip should be determined only by levels in classes which can cast it.  Example: A 5 level wizard/6level sorcerer casts acid splash as an 11th level caster, but a 5th level cleric/6th level wizard would cast acid splash as a 6th level caster.  

 

Also, bard seem to be at a serious disadvantage for casting because musical insurments should require 2 hands to wield.  What happened to bards who practiced poetry?

#1268

Yunru

Aug 23, 2014 8:03:59

Hagaurd wrote:
#1269

Plaguescarred1

Aug 23, 2014 8:13:00

Yunru wrote:
(Reply to #1267)

SilentSin

Hagaurd wrote:
#1271

Timborama

Aug 23, 2014 9:05:01

SilentSin wrote:
(Reply to #1271)

SilentSin

Timborama wrote:
#1273

Timborama

Aug 23, 2014 9:19:42

SilentSin wrote:
#1274

M_Aurelius

Aug 23, 2014 10:36:03

Tiefling with the strings attached between his horns.  

(Reply to #1274)

OoftaMeg

M_Aurelius wrote:
#1276

Odeartgre

Aug 23, 2014 12:35:53

Q417: Very noob question!!!!  A wizard that cast a spell with a range property is a range attack. In this situation is my NPC target covered when my companions of adventure are in front of me? (3/4 or a 1/2) or i get a disadvantage?

#1277

LordOfTheChance

Aug 23, 2014 12:44:59

Would like some clarification on something.  Thanks in advance!

 

Q418:  A creature/character has damage resist against 'X'.  They take 1 point of 'X' damage, which becomes .5 damage after applying their damage resistance. 

 

Does the damage become zero b/c of the round down rule (pg 7 PHB)?  What if it was 13 points of 'X' damage?

(Reply to #1276)

OoftaMeg

Odeartgre wrote:
(Reply to #1277)

OoftaMeg

LordOfTheChance wrote:
(Reply to #1279)

Avross

OoftaMeg wrote:
#1281

KaribouOfDoom

Aug 23, 2014 21:27:54

Okay.  I did a search of the thread and didn't see an obvious answer, so this may have already been covered (but I'm not reading 32 pages of questions to find out, lol...)

 

This may be a VERY dumb/obvious question pertaining to feats, but I'm just starting to dig into the PH, looking for some of the teasers that the introductory rules touched upon. I wanted to make sure I wasn't being an idiot before proceeding... Please tell me that the "Variant Human Traits" sidebar which refers to the "optional feat rules from chapter 5" in the new PH really means the "optional feat rules from chapter **6**" right?  And it's referring to the rules variant which allows you to take a feat instead of an ability score increase, correct?  Because I was initially very confused... and the lack of chapter numbers on the pages made me even moreso. I failed my intelligence check...

(Reply to #1281)

SilentSin

KaribouOfDoom wrote:
#1283

KaribouOfDoom

Aug 23, 2014 21:39:20

SilentSin wrote:
#1284

2Chlorobutanal

Aug 23, 2014 22:18:22

Q420. A Beast Master Ranger's animal companion  cannot take an action unless commanded by the Ranger.  Can they ever take Reactions?  Bonus Actions?

 

My initial thoughts are:

 

Reactions and Actions are listed separately, e.g.: in the rules for the Incapacitated condition.  Thus, I would reason that animal companions can take their own reactions.

 

Bonus Actions are are not listed separately from Actions for conditions such as Incapacitated, so perhaps an animal companion cannot take Bonus Actions.  If this were the case, a Panther animal companion's Pounce feature would be weaker than usual (however, if Bonus Actions are allowed, the Panther would be stronger than many other animals).

(Reply to #1284)

SilentSin

A420: I'm not seeing anything in the rules to address reactions for a beast companion. I'm inclined to rule in favour of allowing them a reaction like everyone else. You could also have the beast share the ranger's reaction each round if you were concerned about balance, but I doubt that's much of a concern for rangers.

#1286

Lipfi

Aug 24, 2014 5:27:59

Q421 Is it possible for familiar to take help action?

(Reply to #1286)

SilentSin

Lipfi wrote:
#1288

Lipfi

Aug 24, 2014 6:28:13

Rogue  can make sneak attack whenever target has one enemy in 5ft range...

#1289

Chimerasame

Aug 24, 2014 6:35:24

R421: Just thinking a little more about this. The spell text states "A familiar can't attack, but can take other actions as normal." In 5e, helping is explicitly distinct from attacking. I agree this is perfectly legal by RAW.

 

I also agree it's somewhat powerful, but I don't think it's too horrible. The reason is, familiars don't have any real whit of immunity to attacks, and mostly they have quite low AC and extremely low HP. Any normal familiar* you pick is very likely to die in one hit, which means you've gotta spend an hour re-casting the spell before you can get any use out of it. (Maybe you could do it while everyone else is short resting, since, if you're a rogue, you don't get much out of that anyway. But still -- not until then.) Plus, this costs you 10 gold, which seems to be more relevant than it used to be, at least at quite low levels.

 

From the DM side -- I'd warn my players who tried this, "Usually I don't go after familiars, but if your familiar is there in the thick of it doing this, enemies will not pull punches on them."

 

And, furthermore, if the familiar is flitting around to make sure it keeps up with your target, it may well be provoking AOOs from other enemies, since, if it's "Help"ing you, it's not "Disengage"-ing itself. So, in a good fraction of cases, Team Monster doesn't even need to expend an action in order to do this.

 

And finally -- the cost of paying a feat (For Ritual Caster) or a level (for multiclass) is far from trivial. I think it balances out, more or less. It's a good tactic! But I don't think it crosses that line into overpowered.

 

*Abnormal familiars would be the ones you can get if you're a 3rd level Chain pact warlock, but this would be a *huge* expenditure of resources for a rogue, so I don't think that's OP either.

#1290

Chimerasame

Aug 24, 2014 7:08:56

Lipfi wrote:
(Reply to #1290)

SilentSin

Chimerasame wrote:
#1292

Lipfi

Aug 24, 2014 8:00:35

There's been a little misunderstanding xD My comment about rogue was only to point out using familiar to enable sneak attack isn't imba. I will be wizard and i am thinking about sending owl (its ability is to not provoke OA) to make halp action and return to me before most of my spells.

#1293

BoldItalic

Aug 24, 2014 8:36:54

R421: It could be argued that, since a familiar can't itself attack anyone, it can't be anyone's enemy, So placing it next to a target wouldn't qualify for the purposes of enabling a rogue Sneak Attack. That makes "helping" a more worthwhile tactic.

#1294

-ktkenshinx-

Aug 24, 2014 11:28:03

Q422: When you take the Dash action or the Disengage action, are those just modifiers that apply to your move speed for the turn? Or are you actually moving as part of that action itself? So would you have to take a Move Action on top of the Dash Action to benefit from that mechanic? I'm sure this has been asked before but the search feature isn't working within this thread.

#1295

alienux

Aug 24, 2014 12:09:31

-ktkenshinx- wrote:
#1296

AradonTemplar

Aug 24, 2014 12:19:46

Q423: Some Warlock invocations have level requirements, but don't specify class level. If you are multiclassing, are the requirements for invocations Warlock levels, or total levels? Question arises because some scaling cantrips don't look at class levels, but total levels. I want to say they are warlock levels specifically, because they are in the warlock features, but would like some clarification if anyone happens to know the intent.

#1297

Plaguescarred1

Aug 24, 2014 12:41:41

A423: I'd say its warlock level.

(Reply to #1268)

Boojum

Yunru wrote:
#1299

Migelito16

Aug 24, 2014 17:20:36

Q424:

 

In the PHB, the whip is listed as finesse and reach, but not light. This means it would not be available as a duel weapon using two weapon fighting. Seems like the whip should be a light weapon to me. Was this deliberate design, or oversight?

#1300

Pug11

Aug 24, 2014 17:30:03

Q425: Can I store a beneficial spell in a Glyph of Warding: Spell Glyph? Can I exclude from the trigger event all creature kinds, alignment, and physical characteristics but my own? 

#1301

CorwynnMaelstrom

Aug 24, 2014 17:31:48

Migelito16 wrote:
#1302

CorwynnMaelstrom

Aug 24, 2014 17:41:32

Pug11 wrote:
#1303

E-Tallitnics

Aug 24, 2014 17:42:54

Migelito16 wrote:
#1304

E-Tallitnics

Aug 24, 2014 17:49:49

Pug11 wrote:
(Reply to #1304)

CorwynnMaelstrom

E-Tallitnics wrote:
#1306

AradonTemplar

Aug 24, 2014 18:40:58

Q426: The rules governing 'free actions' such as drawing a weapon or using an object, state that 'your turn can include a variety of flourishes that require neither your action nor your move.' Does this mean that you cannot draw a weapon as part of an opportunity attack, or draw a focus to make an opportunity attack with a spell (via the War Caster feat), since these actions are available specifically on your own turn?

(Reply to #1306)

CorwynnMaelstrom

AradonTemplar wrote:
#1308

Migelito16

Aug 24, 2014 18:49:38

A424: I just found the Duel Wielder feat, which allows two weapon fighting even if the weapons aren't light. Looks like I'll be taking that one! Thanks everyone for your answers. 

#1309

E-Tallitnics

Aug 24, 2014 18:58:14

AradonTemplar wrote:
#1310

ank

Aug 24, 2014 19:44:10

Q427: Do natural attacks have any specific weapon qualities (I.E., light, finesse, simple, martial, etc.). For my case, specifically, I am wondering if they count as simple weapons [for use in conjunction with the monk's unarmed strike bonus action].

I have been unable to find anything on this issue in the PHB thus far.

#1311

Wolf118

Aug 24, 2014 19:59:17

Q428:  if you take a feat that gives an ability boost, and you're already maxed in that ability, can you take the boost in a different ability?  Ex:  Heavy Armor Master gives +1 Str, but if you already have a 20 Str, can you take it in Con or maybe Dex?  Or do you "lose" the ability score boost?

#1312

Rhenny

Aug 24, 2014 21:00:01

Q429:  If a PC wants to shove (trip or push) an opponent, does he need to expend his full action or just an attack?   The combat section of the PHB says it is an "attack action".    That is ambiguous to me.

 

Example, can a PC try to trip as an opportunity attack (instead of doing a weapon attack)?

(Reply to #1312)

2Chlorobutanal

Rhenny wrote:
(Reply to #1310)

SilentSin

ank wrote:
(Reply to #1311)

SilentSin

Wolf118 wrote:
#1316

StevenandGabriela

Aug 25, 2014 3:47:21

Sorry this is a fresh Question:

 

Q429 : Multiclassing a Half Elf Paladin (Oath of the Ancients) and Fey Pact Warlock.  When casting Eldritch Blast it states at 5th level I get two blasts.  I am 6th level but only Warlock 3 and Paladin 3.  Do I get two blasts?  I think as written I should only get one but it would be appropriately powered to act at your character (6th) rather than your class level.  Was wondering if there was any official guidance?

(Reply to #1316)

SilentSin

StevenandGabriela wrote:
#1318

Avross

Aug 25, 2014 6:37:32

A419: Yes, Karibou.   You're correct in assuming that there is only one set of feat rules.   I don't have the PHB in front of me, but the revision of the core rules PDF actually removed the Chapter # from the text.   If the PHB still says Chapter 5, then it's a typo.

#1319

Avross

Aug 25, 2014 6:52:22

So we ran a demo session this past weekend, and let people roll their own characters if they so chose.   One player created an elven rogue and legitimately rolled an 18 on 4d6, so he started with a Dex of 20.   Between the fact that he had an extra +2 to hit over the pregens in the Starter Set, and the fact that the player was smart enough to frequently leverage Sneak Attack, he was crushing foes which the other players were evenly matched against.

 

So my question is:

 

Q420: According to the new edition, the prefered method of character creation is the 4d6 method.   But did I miss something?   Is there (or should there be?) a maximum for starting ability scores when you roll 4d6?   The other two methods seem to max a starting character at 17 (15 plus 2 for racial).   I seem to remember that in previous editions, there was a guideline that if the total of a character's was above +X or below -Y, the character wasn't considered to be playable.

#1320

Plaguescarred1

Aug 25, 2014 7:10:25

A420: Rolling method has no maximum, nor does it have a minimum so it can range between 3-18.

(Reply to #1319)

CorwynnMaelstrom

Avross wrote:
(Reply to #1321)

Serethus

Q430 (I hope! Doing this from my phone.) Could the "mage hand" spell lift the bar locking a door from the other side? So a door is barred shut and a mage is on the other side. The description says the hand is spectral so theoretically it could pass through the door, grab the bar and lift it. What do you guys think?
(Reply to #1322)

CorwynnMaelstrom

Serethus wrote:
#1324

TDarien

Aug 25, 2014 8:35:07

Q422  Does cantrip damage scale by character level or by class level?  

#1325

TonyBuc

Aug 25, 2014 8:38:07

Q423: When in wildshape form you assume the HD and Hit Points of the beast.  Do feats such as Tough or Dwarven toughness apply?

(ie. you shift into a brown bear which has 4d10+12 hit points.  Do you get to apply toughness onto this for an additional +8 hit points?)

(Reply to #1324)

CorwynnMaelstrom

TDarien wrote:
(Reply to #1325)

CorwynnMaelstrom

TonyBuc wrote:
#1328

nesbit37

Aug 25, 2014 9:41:03

I have not seen an answer for this for 5e and may have missed it in the PHB, but is there friendly fire with AOE spells?  If I cast sleep, for example into a melee am I at risk for putting party members asleep? Most of the spells say creature(s) and not allies or enemies which makes me think they affect anything in their radius.

#1329

HerbieIII

Aug 25, 2014 9:44:38

Q425 (424 wasn't numbered!): How does the Magic Initiate feat's 1st level spell work with a character who can already cast spells? Feat text states you "learn" the spell: can you cast the spell with your existing spell slots *and* once per long rest as a 1st level spell, or can you ONLY cast it once per long rest as a 1st level spell? Thanks!

#1330

AH_unc_samurai

Aug 25, 2014 9:49:55

I've looked over the combat section, and did not see anything about a charge action.  Are there no special rules or benefits for charging in the new edition?

#1331

CorwynnMaelstrom

Aug 25, 2014 9:59:50

nesbit37 wrote:
#1332

Mxyzptlk_914

Aug 25, 2014 10:07:31

Q427:  There's no description for the Weaver's Tools in the equipment section. What do people imagine is in 5lb of portable tools for weavers?

#1333

Coanward

Aug 25, 2014 11:53:43

Q428: warlock starting equipment with concerns to AL (so may be a bit less of "speak to your DM" answer), if i take a quarterstaff as my simple weapon and an arcane focus, can the focus be a crystal implanted into quarterstaff so it functions as both my focus and the weapon, alternatively, would just taking an arcane focus that is a staff count as a quarterstaff with the same 1d6 damage...which would also open up that starting EQ slot I was using for the quarterstaff. The short version is that I'm looking to use one item as both, I'm not picky on if I would need to use two equipment slots initially to pick it. 

 

edit: think i've got this worked out 

I could take a staff arcane focus, which even if it doesn't count as a quarterstaff technically, would still resemble one for imp. weapon rules. This would also leave myself open to take a different simple weapon instead of a quarterstaff that would be easier to manage as a backup. 

 

Though if anyone disagrees with this assessment, let me know!

 

 

#1334

Itouchmyelf

Aug 25, 2014 10:24:40

Q429:  If I want to intimidate a foe what will my foe use to counter my intimidate check?  From my experience with previous editions I feel it should be wisdom, however, I don't see anywhere in the PHB where checks and counter checks are spelled out unless two people choose to do the same check against each other (intimidate vs. intimidate).

#1335

Tourac

Aug 25, 2014 11:26:23

Q430:  About the Crossbow Expert feat: *Being within 5 feet of a hostile  creature doesnt impose disadvantage on your ranged attack roll....

 

It doesnt specify crossbows, so oes this apply for all ranged attacks, like spells, longbow etc? 

#1336

Yunru

Aug 25, 2014 11:46:49

A430: Yes. If you want to rationalise it, the practice with the crossbow raised your awareness of your immediate area to the point where looking out for enemies doesn't distract you from aiming.

#1337

maplealmond

Aug 25, 2014 12:11:00

Q431:  How does reach work with creatures that have varying reach attacks.  For example, an Adult Red Dragon has a reach 5, reach 10, and reach 15 attack.  If you go from 5 to 10 feet, do you provoke because you exited the reach of his claws?  What if you go from 10 to 15?  If it's only the longest weapon, does that mean a dragon can opportunity attack with his 15 foot reach tail?

 

Likewise, does a human with a polearm trigger opportunity attacks when you go from 5 feet to 10 feet, or when you from 10 feet to 15 feet?  The rules say you have +5 feet when you *attack* with a reach weapon, but you aren't attacking when the creature leaves your space.

#1338

Plaguescarred1

Aug 25, 2014 12:57:16

A431: The devs (Mike Mearls and Jeremy Crawford) said you provoke when leaving your reach, which means the last 5 ft space before exiting it. For for varying reach value, i assume the greatest one is used to calculate reach in this case.

#1339

evan_

Aug 25, 2014 14:25:58

**Awakened Mind ** page 110, PHB

 

"Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you..."

 

Can the creature that's communicated with mentally reply? Or is it one way? 

 

RAW seems like it's one-way, but I'm not certain. It seems a bit ambiguous. 

#1340

tomjscott

Aug 25, 2014 15:22:19

Q432: Spellcasters can prepare more spells than they have slots and can re-prepare their spells during a short rest. So, what is the purpose of having additional prepared spells that can't be cast if you can simply change which spells are prepared and assign to your empty slots after a short rest?

(Reply to #1340)

CorwynnMaelstrom

tomjscott wrote:
#1342

Suzume_Stjohn

Aug 25, 2014 16:05:49
Q433 is it possible to copy a spell from another pc's spellbook?
(Reply to #1342)

CorwynnMaelstrom

Suzume_Stjohn wrote:
#1344

Opieus

Aug 25, 2014 16:23:14

Q434: Are there rules for shooting ranged weapons into melee?  We found only rules about shooting ranged weapons while the shooter is at melee on page 195 of the PHB.

(Reply to #1344)

CorwynnMaelstrom

Opieus wrote:
(Reply to #1344)

Overpromises

tomjscott wrote:
#1347

GreyBard007

Aug 25, 2014 17:05:05

Q435: If a monk follows the monastic tradition of the way of the four elements, and uses the water whip ability does there have

to be any water present near the target?

(Reply to #1334)

Overpromises

Itouchmyelf wrote:
#1349

DilboSwaggins

Aug 25, 2014 18:49:29

Q436: As a druid, if you were to cast Barkskin on yourself would it stay active after shifting into an animal form?

 

For example: I cast barkskin on myself which states that my AC can never be below 16. Barkskin lasts 1 hour. I then shift into a Brown Bear, which has an AC of 11. Since I have Barkskin active, does the shapeshifted form of the Brown Bear now have an AC of 16?

 

Thanks

(Reply to #1349)

SilentSin

DilboSwaggins wrote:
(Reply to #1338)

SilentSin

Plaguescarred wrote:
#1352

Jecks918

Aug 25, 2014 22:20:12

Question #437

 

Ok quick question. Sorry if it has been answered but I can't seem to get the search to work from my phone.

 

Cleric Domains. The spells you get from your respective domain don't seem too clear, IMO, if they use spell slots or not.

 

Are they just extra spells known that require a spell slot be used when cast and obviously they would grow in level potency depending on the slot used.

 

Or are they extra known spells you can cast once per day (between full rests) and don't use spell slots but grow in potency based on your level when you cast them? Or extra spells you can cast once per day (no slot charge) that stay the level they are when you learn them?

 

Side question, cantrips always stay level 0 and don't grow with our character correct?

 

Thanks for being patient with my questions and does anyone have a definite answer?

(Reply to #1352)

Overpromises

Jecks918 wrote:
#1354

obsid

Aug 25, 2014 23:38:38

Q438: 

 

Previous editions had the requirement that you be at least one size smaller then your mount.  I couldnt find that rule, is that still a rule in 5e?

 

Lets say you are a halfling (small) ranger, with a beast companion of a Pteranodon (medium beast).  Can you mount your animal companion and then have a 60 ft fly speed without provoking AoO at lvl3?

(Reply to #1354)

Overpromises

obsid wrote:
#1356

Avross

Aug 26, 2014 5:22:28

Couple questions which seem to have slipped through the cracks:

 

 

 Q427:  There's no description for the Weaver's Tools in the equipment section. What do people imagine is in 5lb of portable tools for weavers?

#1357

AstroCat

Aug 26, 2014 5:29:05

Q:439 When Two Weapon Fighting, can you move after your attack and then use your Bonus action Offhand attack? Attack, move 5', Offhand bonus attack. Thanks.

#1358

Plaguescarred1

Aug 26, 2014 5:34:44

A439: Yes.

#1359

Artemis01

Aug 26, 2014 5:43:25

Q:440

 

Sorry if this has already been asked, but I searched and did not find anything in the forums. In the class specifics of the rouge, it states the rouge gets sneak attack when he has advantage in combat, but does not specify when he wold have advantage. Since flanking is no longer valid, other than sneaking up on someone unaware, when else would the rouge get advantage in combat that would allow him to take advantage of this?

#1360

Yunru

Aug 26, 2014 5:46:08

A440: http://community.wizards.com/forum/player-help/threads/4130026

#1361

TomPlisss

Aug 26, 2014 6:56:28

Q441: Ritual casting and concentration spells : If a Cleric has a concentration spell on (say Bless), and casts a a spell that usually doesn't need concentration as a Ritual (say Augury), does it break his concentration ?

 

Q442: (as a bonus) If attacked when castign a ritual that's not concentration needing usually, what are RAW rules about taking damage ? no concentration check needed ?

#1362

Plaguescarred1

Aug 26, 2014 7:03:52

A441: No. 

 

A442: No concentration check needed. 

#1363

TomPlisss

Aug 26, 2014 7:24:29

Well, I read the rules again, and in fact, you're wrong (according to the Basic Rules PDF, V2) :

Page 79 : "When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so."

 

so :

A441: Any spell cast as a Ritual needs concentration, hence it interrupts any other concentration spell.

A442: Any spell cast as a Ritual needs concentration, hence taking damage means you need to pass a concentration saving throw.

#1364

JohnnyBlaise

Aug 26, 2014 8:22:39

Q443:  If you dismiss a familiar, then take an hour to recast it, does it summon a new familiar or is it the same exact creature?  This matters because some familiars get once per day abilities, which if used, would not be available again after a second casting if the familiar is the same exact creature (Bob the Mephit, vs. Generic Mephit 1, Generic Mephit 2 etc.).  

Q444: Do you need to make some sort of concentration check if you are jostled during spellcasting?  For example, if you are sitting in the back of a moving wagon, casting a ritual.

(Reply to #1364)

2Chlorobutanal

A443. If you choose to "dismiss (your familiar) forever," I would infer that a subsequent casting would summon a new familiar.  I assume you're talking about a Quasit, as it is the only familiar I found with a daily ability and I don't see stats for a Mephit in the PHB, nor is it mentioned as a viable wizard or warlock familiar.

 

I suppose if you really wanted to spend an hour and 10g to get extra daily uses of your Quasit's scare abilitiy, it would work as written.  However, I'd probably avoid doing this personally, as it tends to invalidate the concept of a "familiar" and creates more of an army of expendible spell-like effects.  Especially in the case of a Warlock, a DM could always rule that your patron sends you the same familiar whenever you cast the spell, whether you like it or not, and thus its daily abilities don't refresh.

 

A444. See post #1363 above- yes, if the DM rules the distraction relevant enough to warrant a concentration saving throw, ritual casting would require it as well.

#1366

JohnnyBlaise

Aug 26, 2014 9:09:24

I'd probably be comfortable spending 10gp per scare.  

#1367

AdamicusRex

Aug 26, 2014 9:34:59

Q445

Okay, hopefully not a stupid question.

 

Spells Known vs. Spell slots.

 

I understand the spell slot concept.  The class chart dictates how many slots of each spell level per character level.  Lower level spells can fill a higher level spell slot but not the other way around.  It's the prepared/known concept that's tricking me a bit.  the primary stat bonus times character level determines how many spells (across all avaialble spell levels) can be prepared, but what determines how many spells you can put into your spell book?  

 

Example.  At 1st level, A cleric with 16 Wisdom has 2 slots.  He can perpare 3 spells (+3 wis bonus x1).  I can't find anything that says how many spells he can prepare from?  Certainly not all level 1 spells?  Or is that actually the concept.  All level 1 spells are available for preparing?

#1368

Plaguescarred1

Aug 26, 2014 9:19:29

TomPlisss wrote:
(Reply to #1367)

2Chlorobutanal

AdamicusRex wrote:
#1370

AdamicusRex

Aug 26, 2014 9:41:50

2Chlorobutanal wrote:
(Reply to #1370)

2Chlorobutanal

AdamicusRex wrote:
#1372

serch

Aug 26, 2014 11:19:21

Q446: Can you make someone immune to an antimagic field using the wish spell? 

(Reply to #1372)

obsid

A446: I think you can, for 8 hours.

#1374

Veleria

Aug 26, 2014 11:54:41

Q447 Where are the rules for crawling? In the movement section there is a heading but it describes difficult terrain not crawling.

#1375

Plaguescarred1

Aug 26, 2014 12:03:03

A447: Under Climbing, Swimming, and Crawling (Basic rules pg. 64)

#1376

Veleria

Aug 26, 2014 12:37:59

Could you be more specific? I see climbing and swimming but the paragraph omits any mention of crawling other than the header. Is the assumption that it behaves the same? Makes sense but I wanted to be sure as this will likely come up often for me.

#1377

Yunru

Aug 26, 2014 12:43:47

EDIT: PHB, P.191: Crawling adds 1 square to the cost of each movement.

Every foot o f movement while
crawling costs 1 extra foot. Crawling 1 foot in difficult
terrain, therefore, costs 3 feet o f movement.

#1378

Plaguescarred1

Aug 26, 2014 12:58:22

Veleria wrote:
#1379

Veleria

Aug 26, 2014 13:09:42

Thank you both!

#1380

jonathonhawke

Aug 26, 2014 14:03:24

Veleria wrote:
#1381

obsid

Aug 26, 2014 16:08:45

Q448:

So I'm a level 17 half-orc monk who crits with a martial arts extra attack doing d10 damage, do I get Savage Attacks bonus extra weapon dice for a "melee weapon attack"?

#1382

jonathonhawke

Aug 26, 2014 16:16:54

obsid wrote:
#1383

Yunru

Aug 26, 2014 16:40:36

But the point of his question (I assume) is that Unarmed Strike's don't have weapon dice. According to the table they do "1 Bludgeoning". So what'd be added?

#1384

jonathonhawke

Aug 26, 2014 16:45:49

Yunru wrote:
(Reply to #1384)

CorwynnMaelstrom

jonathonhawke wrote:
(Reply to #1384)

obsid

jonathonhawke wrote:
(Reply to #1386)

2Chlorobutanal

obsid wrote:
#1388

Boojum

Aug 26, 2014 20:06:27

Q449:  Does the Bardic Ability Jack of All Trades apply to Initiative?

 

Jack of All Trades

Starting at 2nd level, you can add half you proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

 

Initiative

At the beginning of every combat, you roll initiative by making a Dexterity check.

 

As intended, the Jack of All Trades ability seems to apply to Skill Checks that a character could be proficient in.  As writen though, it looks like it clearly applies.  Is there anything else that would clear this up?

#1389

CorwynnMaelstrom

Aug 26, 2014 20:38:15

A449:

 

As written, yes, it does.

#1390

Ansbach

Aug 27, 2014 0:51:59

Good Lord, 449 questions?  I'm sure this has been asked several times in the 34 pages behind me, but...

 

Q450: Does dropping an object count as interacting with it?  More specifically, if you drop one weapon in combat and draw another, can you still attack that turn? 

#1391

KhatMan

Aug 27, 2014 0:55:01

Q451: Are you able to move through enemy squares without provoking? (Having looked through the rulebook it only suggests they get an opportunity attack when you leave their reach, not by passing through, unless moving through their squares counts as leaving one to enter another?)

(Reply to #1390)

CorwynnMaelstrom

Ansbach wrote:
(Reply to #1391)

CorwynnMaelstrom

KhatMan wrote:
(Reply to #1393)

SilentSin

CorwynnMaelstrom wrote:
(Reply to #1394)

CorwynnMaelstrom

SilentSin wrote:
#1396

jsenff

Aug 27, 2014 2:28:16

Q452: How does spending hit dice work as a Wild Shaped Druid?

 

If you've taken damage in druid form, then cast wild shape and take further damage (but not enough to knock you out of wild shape), and choose to maintain the form through a short rest and spend hit dice- which set of hit points do they apply to?

(Reply to #1396)

2Chlorobutanal

jsenff wrote:
#1398

Artemis01

Aug 27, 2014 8:10:34

Q:452

On page 94 of the adventure Hoard of the Dragon Queen there are a few magic items that require attunement. I figure this requires some type of bonding ritual or something to the user but I cant find anything about attunement in the Players Handbook or the adventure. Am I missing something in the books? Otherwise can someone explain how this works?

#1399

Yunru

Aug 27, 2014 8:27:52

I takes the duration of a short rest, and it can't be the same short rest you detect what it does. Also you can only attune 3 items at most.

(Reply to #1399)

BloodyTemplar

A452 - Dungeon Master’s Basic Rules Version 0.1 pg. 59

 

"Certain magic items require a user to attune to them
before their magical properties can be used. Attuning
to a magic item requires that you spend a short rest
concentrating on it (this can’t be the same short rest
used to learn an item’s properties). Depending on the
nature of the item, this concentration can take the
form of prayers, weapon practice, or meditation. In any
case, the concentration period must be uninterrupted.
Once you are attuned to an item, you can use its
magical properties.
An item can be attuned to only one creature at a time.
A creature can be attuned to no more than three magic
items at any given time, and you can attune yourself to
only one item during a short rest.
Your attunement to an item ends when the item has
been more than 100 feet away from you for 24 hours
and when you die. You can also voluntarily end your
attunement to an item with another short rest."

(Reply to #1391)

Lucas_Blackstone

KhatMan wrote:
(Reply to #1397)

jsenff

2Chlorobutanal wrote:
#1403

JohnnyBlaise

Aug 27, 2014 9:37:53

Q.452 There are several effects that end when an enemy is attacked.  For this purpose, does magic missile count as making an attack.  It does "hit" and "damage" but there is no attack roll.  Seems counterintuitve to suggest it is not an attack.  I know the PhB says that when you roll a d20 to hit, it is an attack, but that doesn't mean nothing else is ever considered an attack.

(Reply to #1403)

CorwynnMaelstrom

JohnnyBlaise wrote:
#1405

TonyBuc

Aug 27, 2014 13:50:42

Q453:  Magical Armor says it resizes to fit the form of the wearer.  A druid when he uses wildshape may decide which items to merge and which to keep unmerged.  So my question is... if a druid has magical armor and wildshapes into a bear (deciding not to merge the armor) would the bear be allowed to wear the armor?

#1406

Plaguescarred1

Aug 27, 2014 14:00:35

A453: I'd say no its not practical for a bear to wear an armor based on the it’s shape and size as the armor or originally made for a humanoid.

#1407

KhatMan

Aug 27, 2014 15:38:49

Q454: Does "Flanking" still exist in 5th Edition?

 

Q455: Does "Charge" still exist in 5th Edition?

#1408

alienux

Aug 27, 2014 16:17:21

A 454: No

 

A 455: It is no longer an available action during combat (it was in some versions of the playtest), but there is now a Feat in the PHB called Charger (pg. 165). It allows you to use a bonus action to make an a weapon attack or to shove a creature when you use your action to Dash.

(Reply to #1407)

CorwynnMaelstrom

KhatMan wrote:
#1410

iatesand

Aug 28, 2014 10:18:51

Q:456 

 

When you cast a spell as a Sorc and you get a wild magic surge though rolling a 1 or DM intervention do you get :

A: a random roll on the wild magic table for the effect or

B: the normal spell you cast + a random roll on the wild magic table for the effect

#1411

downlobot

Aug 27, 2014 20:21:32

Q457 (I think): Can you load and fire a sling with one hand? e.g., with a shield in one hand, can you load and fire a sling with your one remaining hand?

(Reply to #1410)

obsid

iatesand wrote:
#1413

avolakia

Aug 28, 2014 5:19:37
Q:457 a wizard can copy and learn cantrips from scrolls or another spellbooks; exceding the limit of cantrips known? If case of afirmative, what is time and gold cost for copy? Thanks
#1414

SeanCaruso

Aug 28, 2014 7:04:45

downlobot wrote:
#1415

Rymel

Aug 28, 2014 7:13:27

Q:458 Can beasts summoned by the Find Familiar spell (PHB pg. 240) attack independently during combat, or can they only attack when delivering a spell on behalf of the caster?  Specifically, if instructed in advance, can a familiar employ a bite or claw attack each round in addition to its owner's independent melee or ranged attacks?

#1416

BoldItalic

Aug 28, 2014 7:24:52

avolakia wrote:
#1417

energeticjen

Aug 28, 2014 8:29:51

I unfortunately do not have the time to read through 36 pages of questions, so if this is a repeat, I'm sorry. Also, I'm a complete noob to D&D, so forgive me.

 

Q460: To make a ranged attack (longbow) I roll a D20 + Dex mod (2) + Proficiency (2) to see if I hit. Then I roll 1d8 + Dex mod (2) + Proficiency (2) for damage. Is this correct?

 

Q461: My character has 2 daggers for close combat. These count as finesse weapons, so I can add a Dex mod and not a Str mod (for melee), correct?

 

Thanks in advance!

#1418

JohnnyBlaise

Aug 28, 2014 8:57:12

Q. 462: Does equipping a shield count as "donning armor" for purposes of ending Mage Armor?

#1419

alienux

Aug 28, 2014 9:33:55

energeticjen wrote:
#1420

alienux

Aug 28, 2014 9:37:00

JohnnyBlaise wrote:
#1421

Yunru

Aug 28, 2014 10:21:23

Rymel wrote:
#1422

DravinClaw

Aug 28, 2014 10:33:06

Q459 What are the  paladin class restriction are they same as previous editions? LG,LN and LE? (I don't see it listed in the 5.0 Players Handbook)

#1423

shivafang

Aug 28, 2014 10:53:51

DravinClaw wrote:
(Reply to #1415)

Overpromises

Rymel wrote:
(Reply to #1419)

energeticjen

alienux wrote:
#1426

Plaguescarred1

Aug 28, 2014 12:30:05

A462:  Yes i think so since shield appear on the table for Donning/Doffing Armor on PHB pg. 146

#1427

The_Fighter

Aug 28, 2014 14:18:24

Q463 (?) Great Weapon Master, PHB Page 167- I find the description the way it is, a bit redundant. Is it basically just roll a crit and get the bonus attack, or is it worded wrong and should it be "roll a crit or drop a creature to 0 (crit or not) to get a bonus attack?"

 

Hope that makes sense.

#1428

Plaguescarred1

Aug 28, 2014 14:29:12

A463: How i read Great Weapon Master, you can make an attack as a bonus action when with a melee weapon you either you score a critical hit or reduce a creature to 0 hit points.

 

(Reply to #1427)

CorwynnMaelstrom

The_Fighter wrote:
#1430

The_Fighter

Aug 28, 2014 14:41:26

Ok! That makes much more sense to me. I was just reading the descriptor wrong (reading the "one" as a crit hit, not a melee weapon).

#1431

Synjin

Aug 28, 2014 14:49:53

Q464: Do the base-race ability score mods, stack with the sub-race mods?

e.g.: If I'm a Wood Elf, I'd get the +2 to DEX for being an elf in general, plus the +1 to WIS for being a Wood Elf, correct?

 

Q465: If I'm at a Disadvantage, but have an Inspiration point to use, can I use that to negate the Disadvantage and have my roll be a standard 1d20?

#1432

CorwynnMaelstrom

Aug 28, 2014 14:55:33

Synjin wrote:
#1433

SpedGuy

Aug 28, 2014 20:03:22

Q466: would a character who grows or shrinks from repeated Wild Surges ever be a different size category?  Or would they just be an incredibly tall (or short) creature of their original size category?

#1434

shivafang

Aug 28, 2014 20:16:42

SpedGuy wrote:
#1435

obsid

Aug 28, 2014 20:24:13

A466: A medum creature must have at least 5 feet to fight effectivly.  Halfings are the smallest PC race at 3 feet tall the next smallest is gnomes at 3 to 4 feet, but they are also both small sized.  Smallest medium PC race is dwarves at 4-5 feet tall.  The tallest PC races are half-orc 5 to "well over 6 feet" and dragonborn which is "well over 6 feet tall".  Given these numbers I find it hard to believe that a small creature could be taller then 5 feet tall. 

 

The next larger size after medium is Large size which needs at least 10 feet to fight effectivly.  I would say once you are taller then 10 feet tall then you would be large sized.  DM could decide to make you large sized anywhere from 8-10 feet, but could choose not to.  Likewise if you were under 4 feet tall I would say you should be considered small sized.

(Reply to #991)

Bloodscythe

celtwarrior wrote:
#1437

CahPahkah

Aug 28, 2014 22:07:09

Q467: How do items that grant ability score bonuses interact with level-based ability score increases?

 

E.g., Character Strength is 12; equips Gauntlets of Ogre Power, Strength set to 19; reaches level 4, +1 to Strength.

 

Is Strength now 13 (but treated as 19) or 20?

 

I assume it's the former, but effectively penalizing the classes that would most want the Gauntlets (by reducing the incentive to increase Strength) feels odd.

(Reply to #1437)

2Chlorobutanal

CahPahkah wrote:
#1439

AH_unc_samurai

Aug 29, 2014 5:03:17

I'm building a polearm-centric Fighter with a question about opportunity attacks.

 

The Combat section (p.195) says "You can make an opportunity attack when a hostile creature that you can see moves out of your reach.

The Reach weapon property (p.147) states that it adds 5ft to your normal reach when you attack with it.

I know the Polearm Master feat (p.168) says enemies provoke "when they enter your reach".  Does a Reach weapon not allow opportunity attacks when someone ten feet away from you moves closer, or moves elsewhere within your reach?  

(Reply to #1439)

2Chlorobutanal

AH_unc_samurai wrote:
#1441

Artemis01

Aug 29, 2014 7:42:04

Q:469 When looking at proficiences, the fighter gains profciencies in all armor and matrial weapons. However under the feat secction in order to gain proficiency with light armor you have to take the feat. Does this then mean the fighter has those feats and would gain the stat increases that the feat grants?

#1442

alienux

Aug 29, 2014 7:51:48

A 469: No, the fighter has those proficiencies as a class feature.

 

The feat is useful for someone who's class or race doesn't already give them the light armor proficiency.

#1443

Synjin

Aug 29, 2014 8:03:19

2Chlorobutanal wrote:
#1444

Yunru

Aug 29, 2014 8:58:14

Yes they could. But currently none exist that do.

#1445

Arkayn

Aug 29, 2014 9:20:38

Q470 (I think)

 

How do temporary hit points react with wounds?

 

Background: Playing a tiefling warlock. I have Dark One's Blessing which grants me 6 temp hit points. Now if I am wounded for say 4 hit points at some point, and in the same fight reduce a creature to 0 (zero) hit points I gain the 6 temp hp. This puts me at +2 over my current max. When the temp hit points disapate, am I at full health or down by 4 hp again? This is of course barring any further injuries during the course of the fight.

#1446

Plaguescarred1

Aug 29, 2014 9:45:42

A470: 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. So in your exemple you'd choose between keeping the 2 THP you have or get 6 THP.  Finally unless a feature that grants you temporary hit points  has a duration, they last until they’re depleted or you  finish a long rest, at which point you are at max HP. If they are depleted by taking damage which reduced your actual max HP, then you'll have whatever HP remaining after the hit.

#1447

shivafang

Aug 29, 2014 9:43:34

Please continue to number your comments so people can follow the train of thought.

 

Synjin wrote:
#1448

BloodyTemplar

Aug 29, 2014 9:48:21

Q471 - XP Cap  The information I am reading on the XP cap seems to be a suggestion and not a rule.  Am I reading this wrong?  If I have a party of adventurers who leave the planned trail for a bit and encounter a wondering monster group and this sends them over the cap are they penalized for their curiosity?  Do you tell them, "oh well, the next fight or 2 will not earn you xp and you should learn to follow the rules better."  I have a group playing Encounters Wednesday nights who crossed that boundary half way through the 1st chapter and have several more hours (game time) and many more quests to finish before dawn, (end of the chapter).  Do I tell them they have to make a new character to continue or that their current characyer has learned all he can and will get no more experience.  There are players up in arms over this issue and several have said they will begin skipping out on the adventure until the next week or so when they can begin earning again.  I have heard from others that it is a hard rule and xp earning stops at the level cap.

#1449

shivafang

Aug 29, 2014 10:06:20

Q472 - This seems to be an AL question.  If so - the XP cap is a hard and fast rule.  Players cannot get more XP than the cap for that Episode.  I will find the link to the discussion on the AL forums and edit this answer with it.

 

EDIT:

http://community.wizards.com/forum/dd-adventurers-league/threads/4127756
http://community.wizards.com/forum/dd-adventurers-league/threads/4126936

 

The last post in the 2nd thread is the most significant answer;

Skerrit wrote:
#1450

iatesand

Aug 29, 2014 10:00:56

Q:473 

Wild surge part 2

 

A456: You get the normal spell you cast AND THEN a random roll on the wild magic table (if the DM asks you to roll the wild surge d20 and you roll a 1 or the DM resets your tides of chaos).  The language says "Immediatly after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a D20.  If you roll a 1, roll on the wild magic surge table.."  That part about "immediatly after" means that the spell that you cast succeeds and its effects occur, and then whatever magic surge happens goes off (so if you polymorph yourself by accidnet for instance your spell still goes off before you polymorph).

 
#1451

Synjin

Aug 29, 2014 10:10:32

shivafang wrote:
#1452

shivafang

Aug 29, 2014 10:15:22

A473:  I always took it to mean you cast an additional spell in addition to the one you cast that triggered the Wild Surge (And it must mean, because it happens after the spell is cast)

 

Neither of the order of operations you suggested apply.

1)  You cast sleep (fully, targets make saving throw or fall assleep)

2)  The DM asks you for a wild surge roll (does not happen automatically)

3)  You roll.  End here unless you roll a 1.

4)  Assuming roll of 13-14 You cast confsion centered on your self.

5)  Resolve confusion (yes, you cast a 2nd spell)

 

That raises a few more questions for me;

Q474:  When you cast a spell as a bonus action, you cannot cast any more spells of first level or higher that turn.  If you cast a 1st level or higher spell as a bonus action (example - a quickened spell) and you trigger a wild surge - what happens when a "You cast..." result appears?

 

I would assume the "Can't" takes precident, but I believe that's a M:tG rule not a D&D one...

 

Q475:  When you cast a spell as a result of a Wild Surge, does it trigger another opportunity for the DM to ask for a Wild Surge check, since the sorcerer cast another spell of 1st level or higher?

#1453

shivafang

Aug 29, 2014 10:17:26

Synjin wrote:
(Reply to #1453)

BloodyTemplar

shivafang wrote:
#1455

shivafang

Aug 29, 2014 10:56:08

BloodyTemplar wrote:
#1456

iatesand

Aug 29, 2014 11:11:09

R:Q475

 

See I think thats where its wrong, you never cast the second spell,  you only cast the first 

 

 

1)  You cast sleep (its clearly states that Immediatly after you cast a sorcerer spell of 1st level or higher,)

2)  The DM asks you for a wild surge roll (does not happen automatically)

3)  You roll.  End here unless you roll a 1.

4)  Assuming roll of 13-14 You cast confsion centered on your self.

5)  Resolve confusion instead of Sleep

 

 

I have a hard time thinking that a wild surge is going toFORCE you to stop and cast another spell.  This is clearly not what happens. You cast a spell, get a wild surge and it screws up your spell in some way roll d100

 

How can it be anything but that? If it was they would not have You Cast on some and effects on others

 

This is clearly, 

I cast Sleep <Wildsurge> I resolve Confusion instead do to the surge results.  Now I can see  some of the other effects that dont say Cast adding as a secondary effect, The feather beard or what not But If it says You Cast,  then it clearly is saying No Im sorry but you actually cast...XXX

 

#1457

Artemis01

Aug 29, 2014 11:07:07

Q:476 on page 186 of PHB it talks about Short Rest. It say that you can spend one or more Hit Dice up to the the max number of Hit Dice and roll the die and add Con modifer to regain hit points equal to the total. What does this mean to spend a Hit Dice, and what dice are you rolling (i.e. d6, d8, ect..)?

#1458

shivafang

Aug 29, 2014 11:11:59

iatesand wrote:
#1459

iatesand

Aug 29, 2014 11:15:44

A:476 

 

Lets say you have a 5th level fighter 2nd lvl cleric  thats 5d10 HD and 2d8 HD  on a rest you can spend these HD rolls (you know roll then 1d10 or 1d8) to heal up. If you take another short rest  you only have 4d10 becase you spent one last rest. when you run out of d10 you may chose to use the d8 HD to heal, and you keep this up will you run out all HD you have or you take a Long Rest and get them back.

 

 

#1460

Vicerious

Aug 29, 2014 11:22:29

Artemis01 wrote:
#1461

shivafang

Aug 29, 2014 11:23:47

Artemis01 wrote:
#1462

Avross

Aug 29, 2014 11:30:15

A469: No.  Proficiency in Medium Armor doesn't give you feats which give you Proficiency in Medium Armor.    

 

Armor proficiency feats are intended for characters who don't already have proficiency in that armor type.  

 

Example; The feat "Moderately Armored" gives you two benefits:

1) A +1 to Str or Dex

2) Proficiency in Medium Armor 

 

A fighter already has the second benefit, so they *could* take the feat, but it would be kind of foolish.   

 

 

(Reply to #1461)

Artemis01

shivafang wrote:
#1464

iatesand

Aug 29, 2014 11:54:53

A475

 

After you cast a spell then that spell will resolve.  Spell casting and resolution is not the same thing and they don’t happen at the same time.  The wildsurge occurs between them , that’s why it say "Immediatly" after casting , you know before resolution. (Keep in mind that not all spells will resolve instantly Alarm, Antipathy /Sympathy, Delayed Blast FireBall  blaa blaa blaa)  That’s the only time you can get a surge, is after you cast the spell and see it it blows up on your face. IE wild magic.  Did nobody ever read the original wild magic stuff back in 2nd edition?

 

If what you are saying is true (and as of yet there is nothing anywhere that say you cast a second spell) all a player has to do is say, I stop casting that second spell. No ill effect.  Now there are several rules that govern what extra spells you can cast after the first and not of those rules fit the wild surge at all. It doesn’t say cast this as bonus spell or cast this as a reaction spell. It says Cast Spell XXX  It doesn’t list these spells as effects like the rest of the list. It specifically says cast this spell.

 

Cast >Surge>Cast XXX Spell> Resolve is the order of casting.  You can either imply the words “as a bonus spell” or “instead of”   but in either cast you are implying.  Let’s use some common sense here, what makes more sence .. its wild magic

 

Even when you go back to the original Wild Magic in Tome of Magic its worded the same way and the surge altered your original spell by the surge results. In case you didn’t play 2nd Ed back in the day

#1465

shivafang

Aug 29, 2014 11:59:31

Artemis01 wrote:
#1466

iatesand

Aug 29, 2014 12:08:39

Artemis01 wrote:
#1467

shivafang

Aug 29, 2014 12:09:28

iatesand wrote:
#1468

iatesand

Aug 29, 2014 13:09:10

 

shivafang wrote:
#1469

shivafang

Aug 29, 2014 14:20:05

iatesand wrote:
#1470

catonfire

Aug 29, 2014 14:32:06

I am going to have to vote in favor of iatesand on this one.  The idea that the surge makes you cast a second spell is just not sticking with the idea of wild magic.  The way I read the rules is the Wild surge kind of modifies the spell that provoked it.  So when it says to cast fireball then as a player you cast fireball instead of whatever spell you had in mind.

 

They should have labeled the spell as a bonus spell if that was the intended effect.  The idea that you cast two spells feels wrong. It does not speak to me of wild magic and chaos. D&D 5th E  is at the core a story telling Roleplaying  game. 

#1471

Plaguescarred1

Aug 30, 2014 3:40:59

R475: I also read it as iatesand shivafang, Wild Surge are specifically rolled for immediately after you cast a sorcerer spell of 1st level or higher, which means the triggering spell is already cast.

 

EDIT To correct names

#1472

shivafang

Aug 29, 2014 15:37:16

Plaguescarred wrote:
#1473

IxidorRS

Aug 29, 2014 15:58:10

Can the Ranger's beast companion take reactions?

#1474

iatesand

Aug 29, 2014 16:31:58

Replace may be the wrong word, if you cast a spell and get an effect you get the spell and effect  EX: sleep and butterflies. but if that effect says YOU CAST XXX then that effect is the new spell takes the place of the old sleep becomes fireball

#1475

catonfire

Aug 29, 2014 16:34:35

 

iatesand wrote:
#1476

Yunru

Aug 29, 2014 16:37:21

But it's basic English. It doesn't say "you instead cast fireball" or "your spell turns into fireball" or something. It states that after casting a spell, you cast fireball. Which, imo, fits perfectly with a wild surge of magic as a result of casting a spell.

 

catonfire wrote:
#1477

CorwynnMaelstrom

Aug 29, 2014 16:57:46

A475:

 

Spell is cast, resolved, and triggers a surge and you roll. 

If a second spell happens to take place, it is resolved in the same manner (same target area, for example) as the first. (SLEEPYBALLOFFLAMES! ... you nap and then you burn...)

 

There's no "replacement" in the mechanic. The mechanic is clearly resolved after a spell is completed.

 

People who don't like this effect should houserule it. Wild Magic is wild. You might want to just disallow the subclass.

#1478

E-Tallitnics

Aug 29, 2014 20:39:09

R Ω: PLEASE REMEMBER TO NUMBER YOUR QUESTIONS, ANSWERS AND/OR REPLIES. 

#1479

2Chlorobutanal

Aug 30, 2014 0:30:35

R475. (Wild Surge)

 

I agree that Wild Surges in 5E trigger a second, additional, spell if the result calls for a "you cast a (spell)."

 

The Wild Surge table is only used "After casting a sorcerer spell of 1st level or higher."  Therefore, the PC's intended spell is already cast.  A "replacement" wording would have been very easy to write, in my opinion, if the intent was to replace the first spell upon rolling a Wild Surge.

 

For those saying that "immediately after casting a spell" implies before the "resolution" of the spell, keep in mind that these terms (both "immediately" and "resolution") have no D&D-specific meaning.  It's quite reasonable to assume that "immediately after casting a spell" means after everything which occurs upon casting the spell has resolved.

 

Even if one interprets "immediately after casting a spell" to mean "after I take the action, but before any results occur" (which may make sense to an MTG player but is really not consistent with 5E D&D actions), the language of the Wild Surge states that you "cast a (spell)...", which is the same language as the action you just took, which would work out something like this:

 

1.  You cast burning hands

2. The DM calls for a Wild Surge roll, you roll a 1

3. You roll on the Wild Surge Chart and find that you cast fireball centered on yourself

 

So now you have "cast" two spells, but chronologically the first one cast is burning hands, so naturally one may infer that the burning hands "resolves" (again: a manufactured term) first, and then the fireball "resolves."  

 

You end up with the same result in either interpretation.

 

Note that 5E D&D does not have the timing complexity of a CCG or even 4E D&D, so there are no rules to cover whether an "interrupt" situation is FIFO or LIFO.  A resonable real-life interpreation would be that, between two equivalent "actions", the one that started first would finish first.

 

The only real exceptions I could see where an action would occur entirely inside of another action, fully interrupting it, are things such as the shield spell or Uncanny Dodge, which specifically talk about how they interrupt other actions.  Wild Surge makes no mention of interrupting spellcasting.  In fact, it says "after," which would imply sequential timing, not interrupting or concurrent timing.

#1480

Plaguescarred1

Aug 30, 2014 3:45:53

shivafang wrote:
#1481

shivafang

Aug 30, 2014 7:10:09

Plaguescarred wrote:
#1482

shivafang

Aug 30, 2014 7:11:32

shivafang wrote:
#1483

Plaguescarred1

Aug 30, 2014 7:19:55

A474: I'd say Wild Surge is more specific vs general rules for bonus action spellcasting. 

 

A475: Yes, but only if its a soecerer spell. Wild Surge has not usage frequency limit.

#1484

shivafang

Aug 30, 2014 8:03:02

Plaguescarred wrote:
#1485

Yunru

Aug 30, 2014 8:58:43

I can just see it now:

"I cast fireball!"

"Roll for Wild Surge."

"Eurgh, 1."

*Rolls on table*

"I also cast fireball on myself..."

"Roll for Wild Surge."

Repeat ad infinitum. Or until unconscious.

#1486

shivafang

Aug 30, 2014 9:14:58

Yunru wrote:
#1487

Yunru

Aug 30, 2014 9:21:20

Eh it was easier for the repeat function (surely after the third self-fireball it'd be Eurgh?) :P

#1488

shivafang

Aug 30, 2014 9:58:39

Yunru wrote:
#1489

Yunru

Aug 30, 2014 9:55:44

Eh, better chances than the lottery.

#1490

TKGB

Aug 30, 2014 10:29:06

Q476: As a two weapon fighting Fighter, can I attack with my main hand (say, 1d8+3 damage) shove with my off hand the same creature on the same turn? 

#1491

IxidorRS

Aug 30, 2014 10:37:17

Q476 Can the Ranger's beast companion take reactions?

 

#1492

Plaguescarred1

Aug 30, 2014 11:12:21

A476: Not as written i fear. because the additional attack from Two-Weapon Fighting is not one of multiple attacks with the Attack action that you can replace with a Shove, its a seperate attack as a bonus action. You can ask your DM though, he might let it go!

 

A477: Yes a beast companion should have a reaction. But as written it seems like you couldn't command it to use it to make opportunity attack for exemple, not being one of the actions you can command it to do. You can ask your DM too, he might let it go!

#1493

kpsmith

Aug 30, 2014 11:27:14
Question: Does the Fighter's Dueling Fighting Style apply while while using a shield?
#1494

Plaguescarred1

Aug 30, 2014 11:36:38

A488: Yes the Dueling Fighting Style works with a shield.

#1495

shivafang

Aug 30, 2014 11:42:14

R488:  ...as well as with Foci or anything else that's not a weapon.

#1496

Plaguescarred1

Aug 30, 2014 11:45:57

R476: FYI Managing Editor Jeremy Crawford confirmed on twitter that the Wild Surge is in addition to the spell's effect.

 

@Plaguescarred Does a Wild Surge effect replace the effect of the spell cast triggering it or both effect happens? 
#1497

catonfire

Aug 30, 2014 11:58:47

The question should have been when you get  CAST A SPELL  in a wild surge do you cast 2 spells as a result. I think we are all on agreance witht the effects beig in addition. Its that wording, cast a spell that eads me to say it replaces the spell you are casting.

 

#1498

shivafang

Aug 30, 2014 12:11:03

catonfire wrote:
#1499

Iourn

Aug 30, 2014 15:09:25

Q489

 

Should I assume that expensive material components for spells are *not* consumed in the casting unless the spell specifically says otherwise?

 

Some spells state the components are consumed and some do not. For example:

 

The material components for Stoneskin: "diamond dust worth 100 gp, which the spell consumes"

For Gate: "a diamond worth 5000 gp"

 

By my reading of the rules, the diamond  used to cast a Gate spell is what the third edition rules would have referred to as a 'focus'. The spellcaster only needs one and uses it every time he casts Gate. Would this be a fair reading?

 

Thanks!

#1500

Plaguescarred1

Aug 30, 2014 15:15:33

A489: If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. (Basic rules pg. 79)

 

Otherwise, its not consumed. 

#1501

Aramur

Aug 30, 2014 16:10:20

Q490: If a 6th lvl Sorcerer with a Draconic Ancestry: Gold(fire) and a Charisma of 18 casts a Scorching Ray spell at three different targets, what is the damage to each target?

 

Relevant rule text:

 

Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage.

#1502

Plaguescarred1

Aug 30, 2014 16:13:41

A490: 2d6+4

#1503

catonfire

Aug 30, 2014 16:43:59

A490:

Spell + modifies  like int or cha are applied once per creature  

#1504

shivafang

Aug 30, 2014 17:19:28

catonfire wrote:
(Reply to #1504)

SilentSin

shivafang wrote:
(Reply to #1492)

2Chlorobutanal

Plaguescarred wrote:
#1507

catonfire

Aug 30, 2014 21:17:16

shivafang wrote:
#1508

shivafang

Aug 30, 2014 21:17:57

This post is R490

SilentSin wrote:
#1509

catonfire

Aug 30, 2014 21:14:55

That’s only because magic missile doesn’t have an attack roll or save, it’s kind of unique in that way. Does having an attack roll in some way entitle the spell to extra damage?

 

#1510

catonfire

Aug 30, 2014 21:24:00

double post!

 

As long as I have the space, so is 4 rays somehow different than 4 missiles? A lot of spells follow this line of damage, going back and reading that other rules it would seem a single spell no matter how many rays or bolts of missiles is a single source of damage, the player is just dividing it up. Unless that attack roll/save implies that its more powerful? 

 

#1511

shivafang

Aug 30, 2014 21:21:30

R490

catonfire wrote:
#1512

catonfire

Aug 30, 2014 21:26:23

shivafang wrote:
(Reply to #1512)

2Chlorobutanal

catonfire wrote:
#1514

Dgavisk87

Aug 31, 2014 0:23:18

**Question**  You can take your action to dash which basically allows you to take a doublle move and at 2nd level the rogue gets cunning action that allows him to take the dash action as a bonus action. If you take the dash action as a bonus action then can you use your regular action to move again making it a triple move? I am running the D&D 5th starter set and the the halfing rogue that has the slowest move speed in the party was able to outrun and catch up to someone with a higher speed. This does not seem to make sense to me so could someone please tell me how this properly works and if there is anything in the players handbook about this because I cannot find it.  Thanks

#1515

Dgavisk87

Aug 31, 2014 0:31:40

Question# 491

~~**Question**  You can take your action to dash which basically allows you to take a doublle move and at 2nd level the rogue gets cunning action that allows him to take the dash action as a bonus action. If you take the dash action as a bonus action then can you use your regular action to move again making it a triple move? I am running the D&D 5th starter set and the the halfing rogue that has the slowest move speed in the party was able to outrun and catch up to someone with a higher speed. This does not seem to make sense to me so could someone please tell me how this properly works and if there is anything in the players handbook about this because I cannot find it.  Thanks

#1516

Dgavisk87

Aug 31, 2014 0:31:44

Question# 491

~~**Question**  You can take your action to dash which basically allows you to take a doublle move and at 2nd level the rogue gets cunning action that allows him to take the dash action as a bonus action. If you take the dash action as a bonus action then can you use your regular action to move again making it a triple move? I am running the D&D 5th starter set and the the halfing rogue that has the slowest move speed in the party was able to outrun and catch up to someone with a higher speed. This does not seem to make sense to me so could someone please tell me how this properly works and if there is anything in the players handbook about this because I cannot find it.  Thanks

#1517

Dgavisk87

Aug 31, 2014 3:11:49

Question # 492

 

Is it just me or does the multiclassing seem to be broken and over powering from what Im understanding a wizard can multi class with 1 level of fighter and then be able to cast any spells that he has while wearing full plate armor without any penalties or chance of spell failure. Am I missing something or ddoes 5th edition have some other way to balance this out that Im just not grasping

 

Question # 493  A wood elf monk2  barb5 rog 2 fighter 2 with the mobile feat can move 260 feet with a full move??  It seems that the multiclassing is very broken or I am missing something

#1518

Plaguescarred1

Aug 31, 2014 3:37:42

A491: Yes your speed would be x3. 

 

A492: You must be proficient with the armor you are wearing to cast a spell and multiclassing or feats are good ways to obtain armor proficiencies.

             Note that MC Fighter doesn't give full plate proficiency which heavy armor since it only give up to medium one.

 

A493:  Optimizing speed by taking all the game elements increasing speed, action or movement should give you amazing movement yes. 

(Reply to #1518)

SilentSin

Plaguescarred wrote:
#1520

celtwarrior

Aug 31, 2014 9:32:21

Q494, Prestidigitation, the use of 'trinket' in the spell disappointing and confusing, it is a carry over from the play test where Trinkets [with a capital 'T'] did not exist. now that Trinkets exist as a defined object it is confused with a trinket [with a small 't'] but i assume they have nothing to do with each other? 

#1521

Makabriel2

Aug 31, 2014 9:33:33

How are "At Will" abilities and spells used?  Are they seperate from normal actions?  Can they be used at any time (outside of your turn)

 

#1522

Plaguescarred1

Aug 31, 2014 9:49:06

A494: Its probably not limited to the Trinket list alone but anything of trivial value, a DM could always refer to it if desired. FYI The Sailor and Entertainer's equipment can also have a trinket, Sailor even specifically refers to rolling for one.

 

A495: At-wills abilities means they usable over and over without being depleted. Wether it has a usage cost, such as an action is a different question and depends on the game element. If it require an action or bonus action, it will be used on your turn only while a reaction can be used once per round on your or other creature's turn.

#1523

Makabriel2

Aug 31, 2014 10:32:26

Plaguescarred wrote:
(Reply to #1523)

Wayside

Makabriel2 wrote:
#1525

shivafang

Aug 31, 2014 10:42:55

A495

Makabriel2 wrote:
#1526

Makabriel2

Aug 31, 2014 11:57:04

 

RE: Q495

So for the sake of discussion, Does making a spell "At Will" also grant it the benefits of a cantrip?  By the rules, I can cast Eldritch Blast (A 1 action cantrip) and Hex (a 1st level bonus action spell).  With Armor of Shadows making Mage armor an At Will spell (like a Cantrip) can I cast Mage Armor and Hex?

 

#1527

Plaguescarred1

Aug 31, 2014 12:26:04

A495: No, it would still be a X-level spell that uses no spell slot because its usable at will. Even though the druid feature Thousand Forms let you use alter self at will, and the warlock invocation Armor of Shadows let you use mage armor at will, that doesn't make them cantrip. A cantrip is a distinct spell category.

#1528

ScottMcFarland

Aug 31, 2014 12:24:05

Just wanted to check: if a spellcaster casts a spell that requires concentration to maintain, can he on his next turn cast another spell, as long as it doesn't require concentration, without stopping the first one?

 

#1529

Plaguescarred1

Aug 31, 2014 12:28:08

A496: Yes casting a non-concentration spell doesn't break your concentration.

(Reply to #1529)

Wayside

ScottMcFarland wrote:
#1531

Anciea

Aug 31, 2014 12:54:31

Hey all, 

 

If a creature or player is surprised, do they lose their Dex mod to AC in 5E?

 

Thanks 

#1532

Plaguescarred1

Aug 31, 2014 13:03:52

A497: No being surprised doesn't affect AC.  If you’re surprised, you can’t move or take an action  on your first turn of the combat, and you can’t take a  reaction until that turn ends, that's all.

#1533

Jay_Ibero_911

Aug 31, 2014 13:37:09

Plaguescarred wrote:
#1534

Forlorn_Wolf

Aug 31, 2014 13:50:25

Q498.

I didn't play 3.5, only 4E. I am somewhat miffed by the 5E spell stuff. I have been searching for more information for days, and reading the PHB information over and over again. I think I understand it, then read something else that throws me off.

 

Who rolls the Spell Save DC (the target or the caster)? When the hay does Spell Save DC apply and to what? The spell Ray of Frost calls for a ranged spell attack, but what stat am I attacking and what does the defender do (auto hit like a weapon, or do they roll a Spell Save DC)?

 

I would love to see a play example of a damaging Cantrip and a Spell.

 

Thank you.

#1535

shivafang

Aug 31, 2014 14:10:46

Jay_Ibero_911 wrote:
#1536

shivafang

Aug 31, 2014 14:18:44

Forlorn_Wolf wrote:
#1537

warbringerz

Aug 31, 2014 14:14:42

1- Got a question on ranged combat. When your shoot a bow or throw a dagger or shoot a spell and you miss, do you have a chance to hit a secondary target that in range?

2-when shooting in to combat where the enemy is in melee with a team member do i have a chance to hit my team mate? 

#1538

Iourn

Aug 31, 2014 14:18:33

R489 - thanks very much!

 

Q499

 

Are there any rules in 5th edition that cover overpowering and incapacitating opponents?

 

I know a successful grapple imposes the Grappled condition which lets you reduce an opponent's speed to zero, and also drag him around with you. The Grappler feat allows you to grapple again and impose the Restrained condition instead of Grappled... but even a restrained opponent isn't truly helpless. Third edition and Pathfinder offers players the ability to grapple, then pin and then tie up their foes. Can this be done in 5th edition?

 

The closest I can find to guidance is the small box - "Contests in Combat" - on p195 of the new PHB. It says that the DM should use the rules for grappling and shoving to extrapolate other contests in combat. Is the best thing just to say that pinning and incapacitating a character is another contest? Wouldn't a rule like this step on the toes of the Grappler feat? Although surely such a thing should be possible without taking the feat - especially as feats are now optional?

#1539

shivafang

Aug 31, 2014 14:21:26

Iourn wrote:
(Reply to #1539)

Iourn

shivafang wrote:
#1541

Iourn

Aug 31, 2014 15:06:21

Q502

 

This is something that's been puzzling me for a while.

 

Is it possible to hide in an area that is *not* either "lightly obscured" or "heavily obscured"? The rules would seem to suggest that you need to be hidden either behind something or in shadows to have a chance of not being seen by observers.

 

However, if this is the case then all Perception and Passive Perception checks to find hidden foes would either be made at disadvantage (assuming a lightly obscured hiding place) or would be impossible (if the hiding place was heavily obscured). That can't be right, can it?

 

Say a fleeing thief hides in a trash can. The can blocks line of sight completely, so it must be a heavily obscured hiding place. Does that mean the thief is impossible to detect regardless of his Hide check because Perception checks into heavily obscured areas automatically fail? And how does that work with Invisible characters? Aren't they aways 'heavily obscured' by definition?

 

In the first encounter in the Lost Mine of Phandelver the party are ambushed by four goblins. Those goblins are specifically noted to be hiding in the woods - which I would take to mean they are hiding in moderate foliage, which would in turn mean they should have been lightly obscured, and Perception checks to spot them should have been made with disadvantage. However, the adventure text simply calls for a normal Perception check.

 

Is this a case of the rules being inconsistantly applied, or am I missing something?

 

The rules seem to make it very difficult to find hidden foes.

#1542

Plaguescarred1

Aug 31, 2014 15:18:12

warbringerz wrote:
#1543

Plaguescarred1

Aug 31, 2014 15:19:02

A502: Yes. Hiding from creature blinded or creaure that can't see you in a corridor or adjacent room is still be possible even if its not a heavily obscured area. 

#1544

Yunru

Aug 31, 2014 16:27:18

Q510: Can Unarmed Strike be a pact weapon for Pact of the Blade Warlocks?

#1545

shivafang

Aug 31, 2014 16:34:02

Yunru wrote:
#1546

warbringerz

Aug 31, 2014 18:05:05

on the monk what is classesified as monk weapons now? and can they be used in a furry of blow attack?

(Reply to #1546)

2Chlorobutanal

A. 511

 

warbringerz wrote:
#1548

shivafang

Aug 31, 2014 18:52:23

2Chlorobutanal wrote:
(Reply to #1548)

2Chlorobutanal

shivafang wrote:
#1550

BerkanDaleborn

Aug 31, 2014 19:43:30

Coup de Grace

 

Q512:  Any rules on a Coup de Grace?  I think I last saw this in the Dragonspear playtest.

(Reply to #1550)

2Chlorobutanal

BerkanDaleborn wrote:
#1552

warbringerz

Sep 01, 2014 6:33:41

if i got a 20 dex adn put on a magical item that boost my  dex by +4 would i have a 24 dex? or would it stay at 20?

 

#1553

Yunru

Sep 01, 2014 6:36:49

It'd be 24 unless the item says otherwise. Such items don't exist though, so it's not a problem.

(Reply to #1552)

E-Tallitnics

warbringerz wrote:
#1555

warbringerz

Sep 01, 2014 7:30:47

as a monk of the 4 elements, when i attack with fangs of the fire snakes do i have to activate it each round?

if i hit a target can i spend 1 ki to just add the d10 damage?

 

#1556

Iorwerth

Sep 01, 2014 7:55:41

Q513 - In the PHB it says when you critical you roll the damage dice twice, but someone told me that had changed to doing your maximum damage with the attack plus your rolled damage. I noticed on the Pax Prime live game just gone they were doing the criticals this alternate way. I presume the PHB is correct, but wanted to check.

#1557

Plaguescarred1

Sep 01, 2014 8:14:50

A513: AFAIK crit rules have not changed, you do not max but instead roll additional damage dice,. The D&D Live game was either a misrecall,  houserule or variant rule that will appear in the DMG.

 

warbringerz wrote:
#1558

AlaricSilversword

Sep 01, 2014 8:17:11

Q516 (I think, as many of these latest posters have not adhered to the question numbering format)

 

My question is on "splash weapons" such as acid, holy water, oil, etc... The rules state that these can be splashed on targets within 5ft as well as thrown at targets up to 20ft and that regardless it is a ranged attack.  But, if you are commiting a ranged attack on an enemy (that can see you and isn't incapacitated) within 5ft of you, doesn't that occur disadvantage? Was this the intent?  Should I really have disadvantage on my ability to splash a liquid on someone next to me?  Thanks in advance for the help!

#1559

Plaguescarred1

Sep 01, 2014 8:41:34

A516:  Yes, Ranged Attack in Close Combat impose disadvantage wether its splashed, thrown or shot.

#1560

AlaricSilversword

Sep 01, 2014 9:15:50

R516: Thanks for the quick reply, Plague!  I guess I have had some some incredible rolls spilling hot coffee on people next to me all these years   Accidentally, of course!

#1561

BerkanDaleborn

Sep 01, 2014 10:12:39

Fear

 

Q517: Although there isn't a formal "Fear Check", or associated game mechanic, what ability check or other related rule can a Dungeon Master require/invoke when it appears that an individual/group, would likely have to resist the urge to run away from a frightening situation?  Maybe a variant on a Dragon's Frightful Presence Action, applied judiciously to both PCs and DM controlled monsters.

#1562

primuspilushb

Sep 01, 2014 11:08:22

So, with the extra attack feature, if you have a second weapon, does that weapon also get a second attack? Or no matter what, you only get 1 extra attack fromt he second weapon? Ex: Does that include unarmed with two weapon fighting?

 

PP

#1563

shivafang

Sep 01, 2014 11:17:09

E-Tallitnics wrote:
#1564

Yunru

Sep 01, 2014 11:24:09

shivafang wrote:
(Reply to #1562)

Lord_Kyrion

BerkanDaleborn wrote:
#1566

Plaguescarred1

Sep 01, 2014 11:53:26

R517: I'd use effecct similar to the Frightful Prescence for frightened condition alone and effect similar to the spell Fear for frightened condition forcing to movement.

#1567

Novama

Sep 01, 2014 12:24:02

Q518

 

When rolling ability scores (the stats) using the standard method (4d6, drop lowest number), when is it okay or necessary to reroll?

 

In forums, I have seen it said that if total ability mod of all stats put together is 0 or less, then the character needs rerolled.

 

I have also seen where if all player stats are 13 or less, then the character should be rerolled.

#1568

Yunru

Sep 01, 2014 12:31:19

A518: Whenever your DM tells you to. I know my DM does if it'd result in a character too weak or too strong (well actually he has us reroll the highest and lowest score).

#1569

Plaguescarred1

Sep 01, 2014 12:38:03

A518: When agreed upon by DM and/or Player. There are no guidelines for rerolling ability scores.

(Reply to #1567)

Lipfi

Novama wrote:
#1571

FarBeyondC

Sep 01, 2014 12:34:13

Q519

 

What happens when one succeeds in casting True Polymorph on a familiar?

#1572

Lipfi

Sep 01, 2014 12:36:34

A519 You get to  polymorph it to creature with same CR.

#1573

Yunru

Sep 01, 2014 12:37:57

A519: Outside of what's stated in the spell? Nothing. If you're wondering, it'd still be your familiar.

#1574

Lipfi

Sep 01, 2014 12:52:00

Q520 Is there a way to qualify Eldritch Blast as wizard spell? Only way i know to get it at all as wizard is by feat and i don't think it counts as wizard spell then. I could try arguing that wizard spell is spell known by wizard :D Or the one known by wizard and not gain by multiclassing...
 

I'm asking this because I'd like to use empowered evocation on EB.

#1575

Veradamos

Sep 01, 2014 13:03:33

Q521 - Under 'down time' it lists an option for 'training' and states that training takes 250 days.  Is this a typo?  250 days seems a bit much....

 

#1576

Veradamos

Sep 01, 2014 13:03:45

Q521 - Under 'down time' it lists an option for 'training' and states that training takes 250 days.  Is this a typo?  250 days seems a bit much....

 

(Reply to #1564)

Lucas_Blackstone

Yunru wrote:
(Reply to #1576)

Lucas_Blackstone

Veradamos wrote:
#1579

Plaguescarred1

Sep 01, 2014 13:11:49

A520: I don't know of any way to add Eldritch Blast on the wizard spell list.. 

 

A521: AFAIK Training time is not a typo. 250 days to learn a new language is not too long in my opininon.

#1580

Yunru

Sep 01, 2014 13:28:24

Lucas_Blackstone wrote:
#1581

Spacewit

Sep 01, 2014 14:40:55

Q522: Sorcerers get "Insect Plague" as a L5 spell. Wizards don't. Is this an oversight?

 

Q523: The Paladin spell list mentions a L5 spell "Destructive Smite". This spell does not appear on page 231 of the PHB, which is where it ought to be. Contrariwise there is a spell "Destructive Wave" which is not on any spell list.

#1582

Spacewit

Sep 01, 2014 14:50:25

Q524: Does the 1st level Sorcerer / Wizard spell "Chromatic Orb" (PHB pg. 221) consume the 50 GP diamond listed as a material component? That's pretty expensive for L1.

#1583

Plaguescarred1

Sep 01, 2014 14:51:54

A522: I don't know if wizard should get it.

 

A523: IIRC Destructive Smite was renamed Destructive Ward.

#1584

Yunru

Sep 01, 2014 14:54:29

Spacewit wrote:
(Reply to #1584)

Spacewit

Yunru wrote:
(Reply to #1585)

AaronOfBarbaria

Spacewit wrote:
(Reply to #1586)

Spacewit

AaronOfBarbaria wrote:
#1588

shivafang

Sep 01, 2014 17:30:15

R513

Yunru wrote:
#1589

shivafang

Sep 01, 2014 17:35:09

Spacewit wrote:
#1590

mbcestelle

Sep 01, 2014 17:35:45

Q525 After a short rest, can an unconscious character spend his HD to regain consciousness?

 

Q526 If a wizard was unconscious during a short rest and is awakened after, can he still use the Arcane Recovery ability? In other words, does the wizard need to be conscious during the short rest to use the ability?

#1591

shivafang

Sep 01, 2014 17:37:17

No idea what number this is, sorry, as the person I'm quoting didn't number his post either.

 

Spacewit wrote:
#1592

shivafang

Sep 01, 2014 17:41:09

mbcestelle wrote:
#1593

2Chlorobutanal

Sep 01, 2014 17:52:34

A 524. No, chromatic orb does not consume the 50g diamond.  Spells that consume material components say so either in the "components" entry (revivify, raise dead) or sometimes in the spell description (magic jar, Drawmij's Instant Summons).  If nothing is noted about consumption, the material can be re-used for every casting (similar to a 3rd edition focus).

 

R 513. I agree that "+4 Dex" is not a specific exception to the general rule about stats capping at 20.  A specific exception would list a different stat cap or the ability to ignore existing stat caps, such as the level 20 Barbarian class feature that specifically says a Barbarian's Strength and Constitution may increase to 24.

(Reply to #1591)

Spacewit

shivafang wrote:
(Reply to #1552)

Overpromises

warbringerz wrote:
#1596

warbringerz

Sep 01, 2014 19:56:20

got a question on the spells,

1 when it says it can targert creatures does that effect the players too?

2 like a mass sleep or mass charm spell or anyother area effect spell with players in range of the targer monster?

3 would the effects go to my team mates too? 

4 another words would they have to make a saving throw vs my spell?

 

 

#1597

Plaguescarred1

Sep 01, 2014 19:53:01

warbringerz wrote:
#1598

Matthew_AC

Sep 01, 2014 19:57:05

#528 - Does a bonus action from two-weapon fighting happen immediately? Or, can I make an attack with my primary weapon, move my speed, and then make my bonus action attack?

#1599

Vicerious

Sep 01, 2014 20:06:35

warbringerz wrote:
#1600

Plaguescarred1

Sep 01, 2014 20:09:23

A528: Two Weapon Fighting doesn't say the bonus attack must happen immediatly after, so IMO you should be able to Breaking Up Your Move.

#1601

warbringerz

Sep 02, 2014 13:13:41

ok got another question, full of question this evening, just started a group to play 5e

 

#0001 on the veriation for human creation, the side note say its in ch 5 but its not in the book, whats i am saying is it looks like my playewrs hand book is missing this ch5 for the explaniation of the veried feats option for humans. what are the veration for creation charaters for feats at first lvl? 

 

#2 when making a new charter can u select to remove one stat point from two different or a single stat to purch a feat at lvl 1?

 

#3 as a monk i use the quater staff, if i swing two-handed for 1d8+ dex damage and then use my bouns to swing again would i do an addition1d4+dex or 1d4+str?

 

#4 when scoring a crit i add (1d8+3 dex)+(1d8+3 dex)= 2d8+ 6dex? or is it jusr 2d8+ 3 dex?

#1602

Plaguescarred1

Sep 01, 2014 20:32:35

A529: Answer re-numbered. Please preface your question with a #

 

1) Feats are in the PHB.

 

2) No.

 

3) Yes.

 

4) 2d8+3

#1603

Plaguescarred1

Sep 01, 2014 20:35:08

warbringerz wrote:
#1604

Groot

Sep 01, 2014 20:35:48

Q529?

 

Hi,  I picked up the 5e Starter Set for my sons 12th birthday and we are about ready to start playing, but I have a question first.  Since I am DM'ing for him and his two friends (I've never played a game like this before) I wanted to get some clarification on saving throws.  I've read the basic rules a few times, but just don't understand how to apply saving throws to the game.  In what scenario would a PC use it?  How exactly does it play out?

 

Thank-you to any and all replies.  As I stated neither my son or I have ever played a game like this, but we both htink it looks very fun and inventive.  I'm really hoping to create a good gamng experience for both of us and his friends.

 

(Reply to #1601)

Overpromises

warbringerz wrote:
#1606

Plaguescarred1

Sep 01, 2014 20:50:42

Groot wrote:
(Reply to #1604)

Overpromises

Groot wrote:
#1608

thothra

Sep 01, 2014 22:17:18

Q531. Monk Question. when Monks use a monk weapon then use their bonus action to hit with an unarmed strike. Does the Unarmed strike deal 1D4 or 1D4+Dex dmg?

 I ask because fighting with 2-weapons you don't add Dex (or Str) to the damage unless you take the specific feature.

 

(Reply to #1608)

Overpromises

thothra wrote:
#1610

shivafang

Sep 01, 2014 22:59:57

thothra wrote:
#1611

TheMidnightAge

Sep 01, 2014 23:20:26

Q532: The can the Sorcerer metamagic ability Empowered Spell be used to reroll the "hit point" dice of the Sleep spell? I suspect the answer is no, though it feels very much like it should work. A letter of the rule versus the spirit of the rule instance, perhaps?

#1612

AaronOfBarbaria

Sep 02, 2014 2:20:23

A532: Only dice rolls which are specifically labelled as damage rolls are damage rolls, and only damage rolls are able to be affected by Empowered Spell.

 

The dice rolled to determine the effectiveness of a sleep spell are not a damage roll.

 

As for whether you can use "seems within the spirit of the ability" as a justification to ignore the letter of the rule, that is, as always, up to your DM.

#1613

Soul_Angel

Sep 02, 2014 2:35:57

Q533: I play a sorcerer and i've taken the metamagic "twinned spell"
(description here):
 

When you cast a spell that targets only one creature and doesn’t have a range o f self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).


So my question is: if i use a spell that can hit multiple target but that i focus on one (target), can i use twinned spell.
Example, can i use Magic Missile with "twinned spell" if i focus only one creature with my missile.

Thanks by advance

#1614

Yunru

Sep 02, 2014 3:11:28

shivafang wrote:
#1615

AaronOfBarbaria

Sep 02, 2014 4:05:38

A533: "targets only one creature" means exactly that - the spell targtets only one creature, not the spell can be used to target only one creature if you choose that.

#1616

Soul_Angel

Sep 02, 2014 5:03:31

Q/A 533: but is it more logic to have the following sentence:

 

When you cast a spell that can targets only one creature 

 

Because without the "can", it can be unsterdand both way...

#1617

Yunru

Sep 02, 2014 5:06:42

Actually the "can" would mean you could do it with every spell that targets. Can I target someone without targeting more people? Why yes, now I can twin it. Cue twinned four-beam Eldritch Blasts hitting eight people.

(Reply to #1595)

Bloodscythe

Overpromises wrote:
(Reply to #1607)

Groot

Overpromises wrote:
#1620

Soul_Angel

Sep 02, 2014 8:36:52

A530: // Groot

For some spell, it's impossible to avoid the half damage (except some very specific case: for eg, if you have fire resistance for a fireball or if you have a specific damage immunity....). The 90% rule is that you have 2 choices: take the fireball damage if you fail your saving throw, taking half of them if you succeed it.

Some very low level spell, has two "ending": take the damage or, if you succeed your saving throw, take no damage... but on all "high spell level", you normally take, at least, half damage.

#1621

TheTraitorApollo

Sep 02, 2014 9:24:58

Why is Lance not a heavy weapon when unmounted? I made a halfing paladin. I wanted two weapon fighting. I picked lance since it avoids the heavy modifier. My plan was to run in with lance, hit, drop it and use a warhammer. My DM wants to house rule the Lance to a D6 unmounted making it worthless to me. I would like some info on it.

(Reply to #1621)

OoftaMeg

TheTraitorApollo wrote:
#1623

shivafang

Sep 02, 2014 10:10:07

Yunru wrote:
#1624

Yunru

Sep 02, 2014 10:14:09

Healing specifically states what happens if it'd bring you above Max HP. "X bringing you above Max HP" is more specific than "gain X HP".

Which kinda contradicts my previous argument....

 

NEW ARGUMENT: There isn't a general rule about stats being capped. They're all specific to ABIs and feats.

#1625

shivafang

Sep 02, 2014 10:23:52

A531 (I think...)

TheTraitorApollo wrote:
#1626

Gruff_Ironfist

Sep 02, 2014 10:27:28

Groot wrote:
#1627

Moribund

Sep 02, 2014 11:24:30

Q534:  Are the level requirements for invocations character level or warlock level?

(Reply to #1627)

Overpromises

Moribund wrote:
#1629

BackInTheGame

Sep 02, 2014 12:42:45

SilentSin wrote:
#1630

BackInTheGame

Sep 02, 2014 13:05:57

Avross wrote:
#1631

BackInTheGame

Sep 02, 2014 13:04:51

Migelito16 wrote:
#1632

Eternal1

Sep 02, 2014 13:06:27

Q536: There seems to be a lot of confusion and I feel contradiction around casting with a 2-handed weapon or a combination of weapon(s)/shield taking up two hands. Why would the PHB include somatic and material elements (which are part of most spells) at all if they are not meant to be followed. To me it's clear that the intent is for a caster to have a free hand in order to use a spell requiring somatic or material components. This stops some aspect of power gaming and you must adjust accordingly in your character planning. There is even a feat that gives the benefit of casting a spell with somatic with hands occupied, further justifying that the intent is it does not work automatically. Allowing someone with a 2-handed sword to "shift" it quickly to the off hand during casting is a cheap cop out and does not maintain the intent. A long sword (versitile) I could see as it can be used one-handed. Dropping something "free action", casting, then picking up your item seems outright stupid and would have been addressed with an attack of opportunity in 3.5 (which made sense). Can anyone answer this? 

 

Also, is there a place discuss game imbalances and raise issues that should be addressed with errata? Why is DEX so overpowered against all other stats? Why is perception also so unbalanced in terms of it's usefulness and search/investigation nerfed to be almost useless? Why can anyone pick locks, trained or untrained? I have played D&D since I was a kid (am 40+ now) and I love the game and I see a lot of potential with 5e and things that I like, but I also see a lot of imbalance. 

#1633

BackInTheGame

Sep 02, 2014 13:21:10

Yunru wrote:
#1634

E-Tallitnics

Sep 02, 2014 14:21:44

Eternal1 wrote:
#1635

E-Tallitnics

Sep 02, 2014 21:05:36

E-Tallitnics wrote:
#1636

catonfire

Sep 02, 2014 16:22:01

warbringerz wrote:
#1637

Avross

Sep 02, 2014 18:21:15

catonfire wrote:
#1638

Spacewit

Sep 02, 2014 19:54:21

Q529: Does the 1st level Sorcerer / Wizard spell "Chromatic Orb" (PHB pg. 221) consume the 50 GP diamond listed as a material component? That's pretty expensive for L1.

(Reply to #1624)

Lucas_Blackstone

Yunru wrote:
(Reply to #1638)

AaronOfBarbaria

Spacewit wrote:
(Reply to #1629)

SilentSin

BackInTheGame wrote:
#1642

Biktor

Sep 02, 2014 21:46:27

Q530 - What is the benefit of using a blowgun vs. any other ranged weapon?

#1643

E-Tallitnics

Sep 02, 2014 22:08:17

Biktor wrote:
(Reply to #1642)

Overpromises

Biktor wrote:
#1645

isaacpriestley

Sep 03, 2014 7:16:54

Q531: When the rules say that an Opportunity Attack "interrupts" the target's movement, does that mean the target is unable to complete their movement?

 

If a fighter is within 5 feet of an ogre and the ogre tries to escape by running his 40 feet (without using Disengage first), this provokes an Opportunity Attack from the fighter. What happens to the ogre? Does it complete its movement or does it stay within 5 feet of the fighter?

 

Thanks,

(Reply to #1645)

OoftaMeg

isaacpriestley wrote:
(Reply to #1645)

OoftaMeg

isaacpriestley wrote:
#1648

TDarien

Sep 03, 2014 8:26:08

Q532.  Do Ranged weapons with the thrown property (Net) use Strengh or Dexterity for attack rolls?

#1649

Plaguescarred1

Sep 03, 2014 9:58:39

A532: Ranged thrown weapon use Dex like any ranged wepaons. 

#1650

Polaris

Sep 03, 2014 10:40:08

Q533:

 

The warlock spell "Hex" specifies that if your target drops to zero hit points, you may impose your Hex on another target in range on a subsequent round as a bonus action.  (PHB page 251).  The base duration of the spell is conc (1hour) but can scale up to 24 hours (conc) as a fifth level spell.

 

Suppose a warlock casts hex on an enemy, and eventually that enemy is defeated by going down to zero hit points, but that was the last enemy.  Suppose this warlock and his party have another combat encounter 30 minutes later, and the warlock has done nothing to void his concentration.  Can the warlock "Hex" an enemy during this second encounter?  [I am inclined to say yes given that this will be A subsequent round (i.e. after first enemy died), and there is nothing else that a priori ends the spell.]  If not, then what's the purpose of having Hex last all day?

 

-Polaris

#1651

E-Tallitnics

Sep 03, 2014 10:59:53

Plaguescarred wrote:
(Reply to #1649)

OoftaMeg

Plaguescarred wrote:
#1653

Eternal1

Sep 03, 2014 11:07:29

E-Tallitnics wrote:
#1654

shivafang

Sep 03, 2014 11:41:08

A533:  Yes, that's why the duration is so long.  If the last target drops to 0 hit points they can use a bonus action to place it on another target in a future battle as long as they maintained concentration and it is within the duration.

 

This also applies to the hunter's mark spell, for the same reason.

 

Plaguescarred wrote:
#1655

BoldItalic

Sep 03, 2014 11:54:26

A536: If you want to argue that the game is designed wrongly, or that something in the rules should be written differently, the accepted thing to do is to start your own thread about it. This thread is for simple rules questions that have simple, non-contentious, answers.

 

Bear in mind that you allowed to change the rules in your own games if you like, and so is everyone else in theirs. You don't need official permission. If you are unhappy about some some aspect of the game, don't complain, just change it. If you then find that your way makes the game more fun, by all means start a thread of your own to tell us about it.

 

#1656

Plaguescarred1

Sep 03, 2014 13:00:08

R532: If the weapon has the finesse property, then it take precedence as you have the choice. Otherwise its either a ranged weapon, which use Dex or a melee wepaon, which use the same ability score as for melee attacks. The net is a ranged weapon, so it should use Dex by default.

 

BR47 Thrown: If a weapon has the thrown property, you  can throw the weapon to make a ranged attack. If the  weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you  would use for a melee attack with the weapon. 

 

BR60 Attack Rolls and Damage: You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon,  such as a sling or a longbow. You can also add your  Dexterity modifier to your attack roll and your damage  roll when attacking with a melee weapon that has the  finesse property, such as a dagger or a rapier.

#1657

Yunru

Sep 03, 2014 12:18:57

OoftaMeg wrote:
(Reply to #1653)

CorwynnMaelstrom

Eternal1 wrote:
#1659

PhilipENoe

Sep 03, 2014 15:11:05

Q537?:  

Are familiars summoned via the "Find Familiar" spell supposed to be sentient?  I know they're spirits in the form of various animals, but I'm curious as to whether or not their potentially low intelligence scores will strongly limit communication.  For example, would my owl (intelligence of 2) be able to fly up and point out the locations of traps/enemies telepathically, or would its animal intelligence limit it to basically just taking simple orders from me?  I figured this question would be better suited for my particular DM, but I want to hear your guys' thoughts.

(Reply to #1659)

CorwynnMaelstrom

PhilipENoe wrote:
#1661

flashedarling

Sep 03, 2014 16:08:26

Q538

Does the Dueling fighter style work with improvised weapons or unarmed attacks?

(Reply to #1661)

CorwynnMaelstrom

flashedarling wrote:
#1663

Haer

Sep 03, 2014 16:17:28

Q539: Does druid's wildshape form override initiative bonus from feats (such as Alert), or does it get just altered by the change in dexterity score?

 

Say a druid with Dex 14 and Alert feat has +7 to his initiative rolls. Would this modifier change to +0 or +5 when he uses wildshape to turn into a black bear?

#1664

CorwynnMaelstrom

Sep 03, 2014 16:22:28

A539: You retain your feats so long as they are applicable to your form (War Caster, for example, does nothing in wild shape for a Land Druid) so you would retain Alert.

(Reply to #1664)

SilentSin

R539: I don't think it matters. There is nothing in the rules about changing the turn order after the beginning of an encounter. You roll initiative at the start of the encounter and you get an initiative score. If your initiative modifier changes, it will affect subsequent initiative rolls but not ones you've already made. Sort of like getting an attack bonus; it won't change the outcome of an attack you made last turn. Initiative represents how quick you are to act; changing your place in the turn order doesn't have anything to do with how quick you are to act, because you're already acting, initiative has already played its part for that encounter.

 

But in general, yeah you retain the benefits of your feats.

(Reply to #1663)

Overpromises

Haer wrote:
#1667

Haer

Sep 04, 2014 3:07:12

Follow up to the previous question so

Q 540: Does the proficiency bonus get carried over from the beast form (i.e. is part of the beast statistics the druid gets) or is it considered a class feature and as such remains unchanged when shifting into beast form?  

#1668

Kyman201

Sep 04, 2014 3:20:00

Q 541: I saw that the Monk and the Druid have two versions of Timeless Body, with the RAW in the PHB. The Monks have the 3.5 version of "You no longer age physically, but when you reach your old age and die of that, you still die", but the Druids gain a different version. "For every ten years you live, your body only ages one year"

 

My question is, does this change the Druid's lifespan? Like, if we have a human, age 16, and let's assume that barring Adventurer-related ka-death, she'll live to be 106 years old. Natural fruits good for the body and all.

 

Will she only live for another 90 years and only look 25? Or will she continue aging until she PHYSICALLY reaches 106, which will be in roughly 900 years?

#1669

AaronOfBarbaria

Sep 04, 2014 3:27:12

A541: It is the age of the body, not the druid's actual age, that results in death from old age.

(Reply to #1669)

Kyman201

AaronOfBarbaria wrote:
(Reply to #1667)

Overpromises

Haer wrote:
(Reply to #1653)

Lucas_Blackstone

Eternal1 wrote:
#1673

Coanward

Sep 04, 2014 6:42:12

q542 (i think) Polymorphing friendly players.
RAW, since a player wouldn't typically have a CR, you would use level. Would it be reasonable to assume that you could calculate the CR of a player to be 1/4 level (with CR for a party assuming that 4 players thats equal level is that CR, so 4 level 4=cr4 encounter). Especially if you compare it to druids which uses 1/3rd level iirc. I realize as DM that this would be how I'd handle it, just seeing if it would be a bit more RAI that way. 

 

sidenote to 541: that would make for some great lore with ancient elven druids in a campaign. 

#1674

tabicat

Sep 04, 2014 7:10:38

Q543: Does a Wood Elf get a +2 bonus to Dexterity and a +1 bonus to Wisdom?

 

If I assign ability scores like this:

Str 13

Dex 14

Con 12

Int 8

Wis 15

Cha 10

 

That would mean that both Dex and Wis become 16, which means they both have a +3 bonus.  Since he's a monk, if he wears no armor, he gets the Unarmored Defence bonus, and so his AC would be 16?

#1675

E-Tallitnics

Sep 04, 2014 7:30:12

tabicat wrote:
(Reply to #1673)

Overpromises

Coanward wrote:
#1677

JPDG

Sep 04, 2014 14:24:01

Q544: Regarding Illusions.

 

Many Illusion-based spells read: 

 

"Physical interaction with the image reveals it to be an 
illusion, because things can pass through it. A creature 
that uses its action to examine the image can determine 
that it is an illusion with a successful Intelligence 
(Investigation) check against your spell save DC. If a 
creature discerns the illusion for what it is, the creature 
can see through the image, and its other sensory 
qualities become faint to the creature."

 

What if a caster creates an illusion of a ghost or something else incorporeal?  If an enemy attacked it or otherwise interacted with it, would the illusion still work?  

#1678

Noctaem

Sep 04, 2014 14:31:38

A544:

 

That is totally DM fiat to be honest.  By RAW the ghost illusion would be revealed to be just that, an illusion.  The RP/fluff that you use to describe that you make it in the appearance of a ghost has no bearing on how the game element functions.  However your DM could decide to change how it works based on it.  ETV.

(Reply to #1678)

JPDG

Noctaem wrote:
#1680

digitallimit0

Sep 04, 2014 17:07:10

Still trying to figure out how sneak attack and stealth work:

 

1) A cleric is in melee combat with a goblin 30 feet away; does the rogue get sneak attack with his bow?

2) A cleric is in melee comat with a goblin and the rogue runs into melee range; sneak attack?

3) A rogue goes stealth in the woods, then exits the woods perpendicular from a goblin in an open field and comes in close for a melee attack; stays stealthed gaining advantage and sneak attack

4) Does an attack from stealth always reveal the player, requiring them to stealth again? Or does it depend on the type of attack (ranged, close quarters, if it was lethal, stealthy quality, etc.)?

#1681

Yunru

Sep 04, 2014 17:10:29

digitallimit0 wrote:
#1682

Neptune0923

Sep 04, 2014 17:19:17

digitallimit0 wrote:
#1683

Neptune0923

Sep 04, 2014 17:27:33

Yunru wrote:
#1684

Yunru

Sep 04, 2014 17:29:41

Really? I read it as if he were asking if he stayed stealthed (and thus got Sneak Attack). *shrugs* Either of us could be right.

(Reply to #1681)

digitallimit0

Yunru wrote:
#1686

digitallimit0

Sep 04, 2014 18:23:29

Yunru wrote:
#1687

JPDG

Sep 04, 2014 18:11:09

Q: 548.  Is there such a thing as a critical success or failure with a skill or ability check?  

 

Example: Timmy the Fighter is clueless on how to pick locks, and attemps to disarm a trap with a DC of 25.  Lo and behold, he rolls a natural 20 (+2 Dex Mod for a total of 22)!  Does he succeed?

 

Example two: Timmy the Fighter attempts to disarm the same trap and rolls a natural 1 (+2 Dex mod for a total of 3)!  Is it a critical failure and he takes double damage from spikes/poison/fire/deadly hamsters, etc.?

(Reply to #1687)

2Chlorobutanal

JPDG wrote:
(Reply to #1688)

JPDG

Thanks!

#1690

celtwarrior

Sep 04, 2014 19:02:56

Q 549, Duel Wielder, with the Duel Wielder feat one could wield an hand axe in one hand and a battle axe in the other. Furthermore, the user could throw the hand axe first leaving one hand open so when they attack with the battle axe could they not then employ the versatile feature and use the d10 damage? 

#1691

Plaguescarred1

Sep 04, 2014 19:22:00

A549: No i believe you must attack with a different melee weapon that you’re holding in the other hand. (singular)

 

Dual Welder/Two-Weapon Fighting: When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different melee weapon that you’re holding in the other hand.  You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
#1692

JPDG

Sep 04, 2014 19:30:52

Q 550:


Does Halfling Lucky ablility (Reroll 1s) apply to Death Saving Throws?

#1693

E-Tallitnics

Sep 04, 2014 19:35:42

JPDG wrote:
(Reply to #1693)

JPDG

E-Tallitnics wrote:
#1695

Plaguescarred1

Sep 04, 2014 19:49:15

A550: Yes it should, since Lucky work on saving throw, which a death saving throw is.

#1696

E-Tallitnics

Sep 04, 2014 20:01:26

celtwarrior wrote:
#1697

E-Tallitnics

Sep 04, 2014 20:11:15

JPDG wrote:
#1698

Plaguescarred1

Sep 04, 2014 20:52:52

E-Tallitnics wrote:
(Reply to #1698)

2Chlorobutanal

R. 549

 

 

Plaguescarred wrote:
#1700

celtwarrior

Sep 04, 2014 21:56:43

R 549, thanks, yes i had a typo it was dual not duel.  as for power/game balance with the dual weild you can use two 1d8 damage weapons for a range of 2-16 damage.  with a thrown hand axe and a versatile battle axe the damage is still a range of 2-16  

(Reply to #1700)

2Chlorobutanal

celtwarrior wrote:
#1702

spencerhaas

Sep 04, 2014 23:34:16

Q#550

 

I'll simplify the question by telling you what happened. I am playing a fighter with polearm master feat. I threw a hand axe then moved on the first round. After I went, a dragonborn cultist tried to rush though my threat radius to kill our Paladin. I used my opportunity action to attack him. Now here is the question; since the polearm master is allowed to swing with the butt end of the weapon, as a bonus action, when he uses the attack action, am I allowed to use that bonus action even when the attack action was triggered as an attack of opportunity. Let me clarify. I know we are only allowed one attack of opportunity per round and only one bonus action per round. They are not, however, the same thing. My real question is in regards to what constitutes an "attack action"? Does an attack of opportunity qualify as an attack action?

 

Q#551

 

Color spray- duration one round....really? Is there errata for that somewhere cuz every incarnation prior to this edition makes color spray about on par with sleep. Sleep allows you to make 5d8 worth of creatures/hp unconscious....for one minute. Color spray allows you to blind 6d10 creatures/hp for.....1 round? 

(Reply to #1702)

2Chlorobutanal

A550.

 

No, an attack of opportunity is not the "Attack action."  It is a reaction that allows you to make an attack, but it is not the specific "Attack action."  Also, you cannot take a bonus action once per round, you can take a bonus action once per your turn, so even if you take an "Attack action" on somebody else's turn (for example: Ready the "Attack action" for the next cultist to approach you), you cannot also use a bonus action on that reaction.

 

A551.

 

I think this is just how it shakes out - color spray has a larger hit point total and so can affect more/larger creatures, but its effect may be seen as weaker.  Also, note that sleeping creatures can potentially be "cured" in under one round by their allies' actions or any damage.  The blindness is going to last the full round in the vast majority of cases.

#1704

MykeSchultz

Sep 05, 2014 0:21:47

Q#552:

 

Can the dual-wielder feat be used in beast form, a la, two natural melee weapons = two weapons; two claws, right and left, for instance?

(Reply to #1704)

SilentSin

MykeSchultz wrote:
#1706

TrueKobayashi

Sep 05, 2014 3:19:26

Q#553 : When a ranger attacks (with his bow) and casts Hail of thorns in the same round, does the spell affects this attack ? Or will the spell work only for his next attack ?

(Reply to #1705)

MykeSchultz

SilentSin wrote:
#1708

ReavingAngel

Sep 05, 2014 3:45:52

Q#554 Doesn't having performance and a musical instrument seem to have a ton of overlap? 

(Reply to #1708)

AaronOfBarbaria

A554: There is zero overlap between tool proficiencies and skill proficiencies - if a tool proficiency does a particular thing, like allowing the proficiency bonus to be added to an ability check made to play an instrument (which is probably a Dexterity check in more cases than a Charisma check), then there is no skill which does that thing.

(Reply to #1707)

SilentSin

MykeSchultz wrote:
(Reply to #1709)

SilentSin

AaronOfBarbaria wrote:
#1712

Karnos

Sep 05, 2014 6:15:53

Q555

 

Is there a rule that lets monsters of certain hit dice ignore "need a magic or adamantine weapon to damage" immunities that some other monsters have?  Specifically looking at the stone golem, is there any way for a non-magical beast such as a tiger or mammoth to harm a stone golem?

(Reply to #1711)

AaronOfBarbaria

SilentSin wrote:
#1714

belowyn

Sep 05, 2014 7:41:40

Q556:

The Warlock Invocation "Repelling Blast" states: When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

 

Since eldritch blast hits more then once at later levels, can you then push someone more then 10 feet if he/she/it is hit with several beams? If he is hit 3 times, in theory one should be able to push the target back 3x10 feet, and not just 10 feet.

#1715

Neptune0923

Sep 05, 2014 7:47:47

digitallimit0 wrote:
#1716

Neptune0923

Sep 05, 2014 8:03:51

digitallimit0 wrote:
(Reply to #1713)

SilentSin

AaronOfBarbaria wrote:
(Reply to #1717)

ReavingAngel

SilentSin wrote:
(Reply to #1718)

SilentSin

ReavingAngel wrote:
(Reply to #1718)

AaronOfBarbaria

ReavingAngel wrote:
#1721

Chimerasame

Sep 05, 2014 10:36:59

Q557:

 

If you take the "Dash" action, does the extra movement happen during the Dash action itself? (As opposed to happening during a separate 'move' (non-action action)?)

 

Q558:

 

If the preceding answer is yes, can you ready "Dash", and thus move your speed on someone else's turn?

 

Q559:

 

If the preceding answer is also yes, can someone with the Charger feat ready "Dash", charge, and take a bonus action attack on someone else's turn?

(Note: If this one is "no," then there is essentially no way to ready a charge, even with that feat)

 

Q560:

 

If the preceding answer is also also yes, can you take a bonus action on your turn, and then take a bonus action on someone else's turn (accompanying your reaction)? (Say, for example, a dual-wielding fighter uses his normal action to make an attack, uses the bonus action for an off-hand attack, uses Action Surge to ready Dash upon a trigger, the trigger happens, he Dashes, and -- if 559 is yes -- this grants another bonus action?)

 

~~~~~~~~~~~~

 

My rulings-not-rules inclination would be to allow 557, 558, and 559, but for 560 I would interpret the one-per-turn restriction on Bonus Actions to in fact mean one per round (resetting at the beginning of your own turn). RAW does not seem to cover 560 at all, unless it precludes it by precluding 559. I'm not sure what it thinks about 557-559.

(Reply to #1721)

OoftaMeg

Chimerasame wrote:
#1723

Optimito

Sep 05, 2014 11:28:57

When you cast a spell that requires an attack roll, is it possible to crit if you get a 20?

#1724

Plaguescarred1

Sep 05, 2014 11:35:39

A558: While you can Ready A Dash, it won't do anything because Dash doesn't let you move, it only increase your movement for the current turn. When you Ready, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it, not both.

#1725

BoldItalic

Sep 05, 2014 12:16:54

Optimito wrote:
#1726

Duke01

Sep 05, 2014 13:38:48

Q561  for the Arcane Trickster Rogue archtype attained at 3rd lvl; a spell such as Fire Bolt increases damage at 5th, 11th and 17th lvl.  would that corespond to my Rogue lvl, or the equivillent lvl of my spell casting career?  ie 8th lvl Rogue with 5 lvls of spell casting to make the first damage increase.

 

#1727

Kragthorn

Sep 05, 2014 14:03:06

Q562: Suppose a weapon, with modifers, can produce a range of damage

that includes negative values; e.g. 1d6-3. If a negative (or 0) value is

rolled, what damage is really done?

 

I've read the Player's Handbook and other related docs and posts,

and not found an answer.

 

One of two options seem to make sense:

 

1) the weapon does no damage or, alternatively,

 

2) it does 1 point of damage.

 

Thanks!

#1728

Plaguescarred1

Sep 05, 2014 14:59:12

A561: Your rogue level.

 

A562: 0 damage. There is no munimum damage rules to my knowledge.

#1729

Chimerasame

Sep 05, 2014 15:09:12

OoftaMeg wrote:
(Reply to #1710)

MykeSchultz

SilentSin wrote:
#1731

BerkanDaleborn

Sep 05, 2014 16:27:35

Curses

 

Q563: Is there any means for a character to detect a cursed object or loacation?  How about determining whether an action can potentially trigger a curse?

#1732

E-Tallitnics

Sep 05, 2014 17:16:20

Plaguescarred wrote:
#1733

E-Tallitnics

Sep 05, 2014 17:13:13

2Chlorobutanal wrote:
(Reply to #1729)

OoftaMeg

Chimerasame wrote:
#1735

JPDG

Sep 05, 2014 17:21:15

Q 564  Can mulitple party members use "Help" action? 

 

Let's say a porticullis is closed and requires a DC 16 (STR) to lift open.  Would four players "helping" add more to the check?  Or only one +2 modifier?

(Reply to #1735)

OoftaMeg

JPDG wrote:
(Reply to #1733)

2Chlorobutanal

E-Tallitnics wrote:
(Reply to #1720)

SilentSin

AaronOfBarbaria wrote:
#1739

E-Tallitnics

Sep 05, 2014 22:19:47

OoftaMeg wrote:
(Reply to #1739)

2Chlorobutanal

E-Tallitnics wrote:
#1741

Rigol

Sep 06, 2014 5:23:34

Thanks for this great forum.

 

Q565) The 'Lucky' feat is very brief when describing how to use it to affect an attack against you. It seems to strongly suggest you make your choice about whether to use Lucky after seeing the attack roll (it says you can use it "when an attack roll is made against you". Am I right about that? Also if you DM/GM prefers to roll attacks against you behind a screen, would it be sensible to ask the DM/GM for a broad idea of whether the roll was very high, high, medium, low or very low before deciding? Something like that?

#1742

MonkeyStealsThePeach

Sep 06, 2014 5:43:32

Q566) Polearm Master - the 1d4 damage Bonus Attack with the opposite end, do you add Str bonus to the damage?

(Reply to #1741)

SilentSin

Rigol wrote:
(Reply to #1742)

SilentSin

MonkeyStealsThePeach wrote:
#1745

Chimerasame

Sep 06, 2014 6:47:29

R557-560:

2Chlorobutanal wrote:
#1746

GilbertMDH

Sep 06, 2014 7:03:24

R561: A bit of a nit-pick. It is your character level (for all cantrip scaling). If you don't multi-class, this is the same as your rogue level.

 

A565: I think you will need to come to an agreement withyour DM on how to handle that use of the Luck feat.

 

A566: Yes. This is not a case of two-weapon fighting, so that limitation doe snot apply. 

#1747

GilbertMDH

Sep 06, 2014 7:12:36

R559: On page 189 of thr PHB, the first line in the Bonus Action section is "Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action." (bolding mine)

 

I think this makes it pretty clear that you cannot use a bonus action on another creature's turn, which would include the turn that triggered a ready action.

(Reply to #1739)

OoftaMeg

E-Tallitnics wrote:
#1749

JPDG

Sep 06, 2014 7:30:50

Q 567: Could I shield be used as an off-hand, improvised weapon?

(Reply to #1749)

OoftaMeg

JPDG wrote:
#1751

Jay_Ibero_911

Sep 06, 2014 8:18:28

OoftaMeg wrote:
(Reply to #1731)

Moribund

A563: Most likely specific rules for what detects a curse will be present in the DMG.  As it is, any of the divinations that allow you to ask yes or no questions should work for either of those.  Even augury should be able to help.  If the curse was intentionally placed on the object or location, the best option is probably find traps.

#1753

BerkanDaleborn

Sep 06, 2014 9:58:14

Secret Doors

 

Q568: When a character searches for a secret door is she required to define the areas she is searching, or can she declare that she is searching the whole room.  If she chooses to search the whole room, how long would that take, per every 10 cubic feet?

#1754

Karnos

Sep 06, 2014 11:06:05

Karnos wrote:
#1755

RandomPandora

Sep 06, 2014 11:16:56

Q569: as a wild magic origin sorcerer I roll a 77-78 on the wild magic surge table (cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration).  And I fail the save.  Note that I am the caster and polymorph is a concentration spell.  Don't I lose concentration once I become a sheep not being capable of spell casting anymore and therefore end the spells effect under the rules of concentration?  (sorry if this was addressed didn't see a search result for it.)  

 

(Reply to #1745)

2Chlorobutanal

Chimerasame wrote:
#1757

lordlich

Sep 06, 2014 16:04:13

Q570:  Question regarding calculationg Encounter Difficulty

 

 (page 57 on the  D&D DM basic rules PDF) I was a bit confused. In the example given it states there are three 3rd level characters and one 2nd level character. It says to look at the Encounter difficulty xp per character and calculate each difficulty for easy, medium, hard and deadly by look at each column and adding them up.

It states in the example

Easy: up to 375xp

Medium: up to 550xp

Hard: up to 1,050xp

Deady: up to 1,400xp

 

However when I did the math for Easy it was Level 3 character - easy = 75xp x (3 players) = 225xp Level 2 character (1 player) - easy = 50 xp Giving a total of 275 xp (225+50)

Where are they getting the number 375 from?  Also the Hard example seems to be wrong as well if you calculate it.

Is this a mistake or am I missing something?

Thanks.

#1758

DiZdelScar

Sep 06, 2014 16:19:06

RandomPandora wrote:
#1759

BoldItalic

Sep 06, 2014 16:20:22

A570: The numbers are simply wrong. They will be corrected in the next update.

#1760

JPDG

Sep 06, 2014 16:32:07

Q571: Can other attack actions, like grapple or shove, be used for an Opportunity Attack (reaction)?

 

Thanks, Jay

(Reply to #1756)

Avross

2Chlorobutanal wrote:
#1762

Avross

Sep 06, 2014 16:45:58

JPDG wrote:
#1763

TOTMgamer

Sep 06, 2014 16:58:31

How do you time a spell casted as a ritual it says 10 min so if you in a combat and cast a spell as a ritual by the time it is ready the battle is over. or would you spend time after a rest to ready it then use it when needed?

#1764

E-Tallitnics

Sep 06, 2014 17:18:39

TOTMgamer wrote:
(Reply to #1762)

2Chlorobutanal

Avross wrote:
(Reply to #1765)

JPDG

Q573: When attacking with a polearm weapon, does the attacker need to step back 5' before attacking if the enemy is next to him/her?  

#1767

E-Tallitnics

Sep 06, 2014 18:23:30

2Chlorobutanal wrote:
#1768

JPDG

Sep 06, 2014 18:40:19

Q574: What skill is used for finding traps?  Investigation, Perception or either?  

(Reply to #1767)

SilentSin

E-Tallitnics wrote:
(Reply to #1769)

JPDG

SilentSin wrote:
#1771

mdtripwire

Sep 06, 2014 19:03:29

Plaguescarred wrote:
(Reply to #1771)

Moribund

A575: The various packs are listed in a sidebar on page 151 in the PHB or 49 in the Player's Basic Rules.

(Reply to #1771)

Hrrunstar

mdtripwire wrote:
#1774

JPDG

Sep 06, 2014 19:25:45

Q573: When attacking with a polearm weapon, does the attacker need to step back 5' before attacking if the enemy is next to him/her? 

 

Q574: What skill is used for finding traps?  Investigation, Perception or either?

 

Q576: Shield Master Feat (pg 171) reads, "If you take the Attack action on your turn, you can use a bonus action to try to shove a ceature within 5' off you with your shield."  Does this create an Opportunity attack?  

(Reply to #1772)

mdtripwire

Moribund wrote:
#1776

malice92

Sep 06, 2014 19:52:47

Question about surprise in this scenerio: 

 

Rogue is using his stealth skill and moved ahead of the party into a cave undetected by a group of goblins, he's poised to strike.

 

A bugbear is in the cave hiding the rogue/party doesn't see him.

 

The bugbear doesn't see the rogue.

 

The sounds of the party coming up the passageway is detected by the Goblins/Bugbear/Rogue. The rogue moves to strike,

 

Q:577: Is there a surprise round in the above scenerio? / If there is a surprise round who would be able to act in it?

 

 

 

 

 

(Reply to #1776)

JPDG

malice92 wrote:
(Reply to #1774)

Overpromises

JPDG wrote:
(Reply to #1776)

Overpromises

malice92 wrote:
(Reply to #1779)

malice92

Overpromises wrote:
(Reply to #1780)

Overpromises

malice92 wrote:
#1782

Lobar_Aybock

Sep 06, 2014 21:18:48

Q578 -

 

Does a Monk get his/her Dex bonus to attack and damage on attacks made after the first as a result of Martial Arts and Flurry Of Blows?

#1783

celtwarrior

Sep 06, 2014 22:11:41

Q579, doff shield, RAW states it takes one action to doff a sheild, but with help the time is halved, so what is half an action? is it a movement, a bonus, reaction, free action?

#1784

TheDarkProphet77

Sep 06, 2014 23:01:02

Q580: Does an animal companion, even though not ordered to attack, still get to spend a reaction to make an attack of opportunity if the conditions for said attack are met?

#1785

Sundorn

Sep 07, 2014 2:19:46

 Ok i got a lvl 3 dragonborn draconic sorcercer. This gives me a base ac of 13+dex, a 15 to be precise. Now if i multiclass into a class that gives me medium armor profiency and wear medium armor (let's say breastplate) will it stack over my natural armor? i've seen nothing on any armor stacking or natural + normal armor.  Oh and for the example i guess the breastplate would give me a 19 ac with natural armor/breastplate/+2 from dex. Besides the being able to cast in medium armor or would there be no point since i'm pretty much wearing medium armor to begin with?

#1786

Necronmaniac05

Sep 07, 2014 3:45:52

Q582 (i think!): Are skill checks classed as ability checks for the purposes of spells such as 'Guidance'? You may think this is a silly question given that I have just listed them as having different names, but there is a place in the PHB where it refers to 'making an ability check using that skill' and this confused me a little. My understanding is that an ability check is a flat D20 roll + relevant ability modifier while a skill check would involve a D20 roll + prof bonus (if proficient in the skill) + ability modifier relevant to the skill. This is important because I am DMing a game at the moment and everytime they need to make skill checks the druid just casts guidance on the person making it which then basically gives them D20 + D4 + prof bonus (usually) + relevant ability modifier. This seems quite powerful to me?

(Reply to #1783)

SilentSin

celtwarrior wrote:
(Reply to #1782)

SilentSin

Lobar_Aybock wrote:
(Reply to #1784)

SilentSin

TheDarkProphet77 wrote:
(Reply to #1785)

SilentSin

Sundorn wrote:
(Reply to #1786)

SilentSin

Necronmaniac05 wrote:
(Reply to #1789)

2Chlorobutanal

SilentSin wrote:
(Reply to #1792)

JPDG

2Chlorobutanal wrote:
#1794

Spirit_Crusher

Sep 07, 2014 9:15:29

Q583 How exactly does elusive footwork works? Let's say Battlemaster A starts moving and uses the superiority die, engages an opponent, attacks, then disengages, engages another and attacks again... Would he benefit from the bonus to ac for the whole run? If on his next turn he moves again, does he count as having never stopped moving? Is there any way to keep moving between rounds, or is it just move-stop-move-stop-move etc. ?

#1795

Leafar

Sep 07, 2014 9:20:03

Q584:  When will 6th edition D&D be released?

#1796

Plaguescarred1

Sep 07, 2014 11:31:29

A583: No. The AC bonus last until he stop moving, which he does when he stops to engage an opponent.

 

A584: When WoTC decides so.

#1797

E-Tallitnics

Sep 07, 2014 9:56:08

R559:

@ETallitnics: @mikemearls @JeremyECrawford 
Mornin’ Gents! 

Charger Feat & Ready Action: Compatible? 

Thanks for your time!

 

@JeremyECrawford: @ETallitnics @mikemearls They don't work together, since you can't take a bonus action during someone else's turn.

(Reply to #1787)

celtwarrior

SilentSin wrote:
(Reply to #1783)

Overpromises

celtwarrior wrote:
(Reply to #1785)

Overpromises

Sundorn wrote:
(Reply to #1799)

celtwarrior

Overpromises wrote:
(Reply to #1801)

Overpromises

celtwarrior wrote:
#1803

Plaguescarred1

Sep 07, 2014 12:21:04

celtwarrior wrote:
(Reply to #1803)

celtwarrior

Plaguescarred wrote:
#1805

Hordor1000

Sep 07, 2014 14:22:58

Q580, sry if it is a stupid question but im really new to this: is it right that there is no hit roll for any magical attack spell? for example the spell magic missile just hits the target without any hitroll? this would be an average dmg of 9 hit points at lvl1, which a mage could spam turn after turn and not even a saving throw. this seems quite op.

best regards

#1806

katiebelmont88

Sep 07, 2014 14:35:28

Q581 Never played D&D before, and was wondering how the spell components vs arcane focus work. If I chose a component pouch, does it comes with components? Or is it just an empty pouch? And if I use an arcane focus, do I still need to use the item required?

EX- Mage armor requires a piece of cured leather (I don't know if it consumes the leather or not, doesn't say, so I'm assuming not). If I have a component pouch when I made my character, does it come with cured leather. Or if I chose arcane focus, can I just use that instead, and not need any leather at all?

#1807

Plaguescarred1

Sep 07, 2014 14:46:00

A580: Some spells have attack roll, like ray of frost and some spells don't, like magic missile.

 

A581: A component pouch hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

(Reply to #1806)

JPDG

katiebelmont88 wrote:
#1809

Avross

Sep 07, 2014 15:02:22

Hordor1000 wrote:
#1810

Avross

Sep 07, 2014 15:10:47

JPDG wrote:
#1811

BerkanDaleborn

Sep 07, 2014 17:41:24

Secret Doors

 

Q582: When a character searches for a secret door is she required to define the area she is searching, or can he declare that she is searching the whole room.  If she chooses to search the whole room, how long would that take, per every 10 cubic feet?

 

(I posted this as Q568 before,  but there was no response)

#1812

Plaguescarred1

Sep 07, 2014 17:52:14

A582: Up to DM. In most cases, you need to describe where you are looking in order for the DM to determine your chance of success according to Finding a Hidden Object;

 

 

PHB178 Finding a Hidden Object: When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook. In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success.

#1813

JPDG

Sep 07, 2014 18:18:29

Q583

 

A character goes to 0 HP and falls unconcious.  A cleric (or someone else) come and heals him.  In what circumstances does the recently deceased character get to act in that round?

#1814

Plaguescarred1

Sep 07, 2014 18:22:02

A583: He could take reaction if an opportunity present itself for exemple, even though he is prone having just regained consciousness. But he would only be able to move and take an action or bonus action on his next turn not currently being on his turn but on the cleric's turn.

(Reply to #1813)

2Chlorobutanal

JPDG wrote:
(Reply to #1796)

Spirit_Crusher

Plaguescarred wrote:
(Reply to #1816)

2Chlorobutanal

Spirit_Crusher wrote:
#1818

Lord_Phobetor

Sep 07, 2014 18:56:48

Q584:  I've seen many posters refer to "bounded accuracy,"  What is it and how does it work?

Apologies if this has been asked before  This thread has become tl;dr

(Reply to #1818)

2Chlorobutanal

Lord_Phobetor wrote:
#1820

pauldanielj2

Sep 07, 2014 20:49:39

Q585: If a PC rolls a 20 on a death saving throw, when in his or her turn is that save considered to have been made? If at the beginning, I assume that the PC gains 1 HP and can then take his or her turn as normal. If at the end, I assume the PC gains 1 HP and his or her turn immediately ends. Which is it?

(Reply to #1820)

SilentSin

pauldanielj2 wrote:
#1822

belowyn

Sep 08, 2014 0:23:27

belowyn wrote:
(Reply to #1822)

2Chlorobutanal

belowyn wrote:
(Reply to #1822)

SilentSin

belowyn wrote:
(Reply to #1821)

pauldanielj2

SilentSin wrote:
(Reply to #1825)

SilentSin

pauldanielj2 wrote:
(Reply to #1826)

pauldanielj2

SilentSin wrote:
#1828

iatesand

Sep 08, 2014 9:55:49

pauldanielj2 wrote:
#1829

digitallimit0

Sep 08, 2014 11:12:16

How much does a potion of healing heal for? 

#1830

alienux

Sep 08, 2014 11:30:51

digitallimit0 wrote:
#1831

JohnnyBlaise

Sep 08, 2014 12:32:30

Q. 586 - What happens if two characters cast Warding Bond on eachother?

 

"This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a 1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount o f damage."

 

Let's assume Hero 1 gets attack and takes 10 damage.  He has resistance, so this is reduced to 5.  Hero B takes 5 damage, but he has resistance so this is reduced to 2.  Hero A is bonded with Hero B, so he takes 2 damage, but he has resistance, so this is reduced to 1.  

 

So a 10 damage attack is reduced to 5 + 2 + 1= 8 ?

 

At first that might seem like a waste of two spell slots... but there are other things that flat subtract damage.  For example lets assume the attack was with a blunt weapon and the targets are both heavy armor masters.  So 10 goes to 7, then halfed to 3 (so hero 1 takes 3 damage and hero 2 takes 0 damage).

#1832

iatesand

Sep 08, 2014 13:16:10

A: 586

 

This clearly goes against the spirit of what the game was trying to do with this spell.  The spell implies the damage is from an outside source not from itself. I would give you the first resistance damage and stop there.  IE you take 5 he takes 3.

 

From an editorial aspect:  You appear to be looking for technical loop holes to take advantage by the letter of what you think the spell can do. Maybe instead of trying to figure out ways to cheat the system you could instead focus on playing the game in the way it was designed to be played.  It is always players like this that try and pull crap like this at public games that take up so much of our play time.   But this is clearly just a editorial side note.

#1833

WTBskill

Sep 08, 2014 14:18:55

Q. 587.

Feat: Shield Master (page 170 PHB) states: "If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet o f you with your shield."

The wording of this is a bit strange so my quesion is: can I use this bonus action (shove) before attacking or only after attacking?

#1834

Avross

Sep 08, 2014 14:35:20

JohnnyBlaise wrote:
#1835

Avross

Sep 08, 2014 14:44:12

WTBskill wrote:
#1836

TrueKobayashi

Sep 08, 2014 14:45:18

TrueKobayashi wrote:
#1837

Avross

Sep 08, 2014 14:49:56

TrueKobayashi wrote:
#1838

TrueKobayashi

Sep 08, 2014 15:19:54

Thank you ! I was under the (false) impression that the bonus action had to be taken after the "main" action. My ranger player will be happy

#1839

greywaterfox

Sep 08, 2014 15:57:58

Q 588 Does a clerics domain have to match up with the "suggested" domains of their god? Ex: Can a worshipper of Bahamut take the tempest domain, or are they restricted to only War and Life?

(Reply to #1839)

Avross

greywaterfox wrote:
(Reply to #1831)

Overpromises

JohnnyBlaise wrote:
(Reply to #1840)

greywaterfox

Avross wrote:
#1843

fieldmechanik

Sep 08, 2014 19:05:03

 

Q589 Paladins can take an Oath that allows them to Turn fey and fiends. Do Elves count as Fey?

(Reply to #1843)

2Chlorobutanal

fieldmechanik wrote:
#1845

JPDG

Sep 09, 2014 5:56:22

Q590:

 

Player falls to 0 HP.  Must that player be stabalized before a healing spell or item is effective?  Or does the spell/item immediately bring them back up past 1 HP?  

 

Thanks!

#1846

Plaguescarred1

Sep 09, 2014 6:09:53

A590: As soon as he regain HP by whatever means, he become concious wether he was stabilized or not.

(Reply to #1845)

2Chlorobutanal

JPDG wrote:
#1848

Andrekan

Sep 09, 2014 6:32:20

I did not look through all of these Q and A for this, but I would like to comment that Experience Values for Monsters and NPC's has increased comparing the latest Game Release Hoard of the Dragon Queen Beastiary Online Supplement vs. the old Playtest Beastiary.  (x 10 increase if it helps with your game)

#1849

Relic

Sep 09, 2014 6:39:59

q591: Hill dwarf traits - Dwarven Toughness states "Your hit point maximum increass by 1, and it increases by 1 every time you gain a level."  I'm a bit confused as to the implementation of it.  Does a 1st level fighter (with Con 10) start with 11 hit points?  Does a 2nd level figher (with Con 10) essentially roll 1d10+1 for hit dice at 2nd level?  Or does Dwarven Toughness work in a completely different manner?

(Reply to #1849)

2Chlorobutanal

Relic wrote:
#1851

Plaguescarred1

Sep 09, 2014 6:56:31

A591: Dwarven Toughness increase your max HP by 1/Level, so for exemple a 1st level fighter (with Con 10) start with 11 hit points and at 2nd level he adds 1d10+1 (or 7) to its max HP.

#1852

Syden

Sep 09, 2014 9:02:26

Q: About the crossbow expert feat.  So the feat states:

 

Crossbow Expert
Thanks to extensive practice with the crossbow , you
gain the following benefits:
• You ignore the loading quality of crossbows with
which you are proficient.
• Being within 5 feet of  a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a one-
handed weapon, you can use a bonus action to attack
with a loaded hand crossbow you are holding.

 

My question is about that attack it grants as a bonus action does this attack gain full regular benifits of attack and damage?  For example if I have a Dex modifer of +1 do I get +1 to the attack and damage or does it act like two weapon fighting and the bonus attack does not recieve the damage bonus?  I ask because it seems to be specific and worded differently then the two weapon fighting rules.

#1853

fylth

Sep 09, 2014 9:13:48

I tried to look for this but couldn't find it anywhere. So here it goes: With my Skills do I add my ability mod to the skill? For example: I have a Character trained in History (Int) but not Religion (Int). My Prof. Bonus is 2 so that makes my History (Int) +2 and since I don't have Prof with Religion (Int), does that make it stays at 0? Or do I add my Int bonus, which is +2 (My Int is 12) to make History (Int) +4 and Religion (Int) +2?

 

So along that line, do I add my Ability mods to ALL of my skills?

I hope this makes sense.

 

Thanks for the help Happy dice rolling

 

-Fylth

#1854

Plaguescarred1

Sep 09, 2014 9:22:03

Syden wrote:
#1855

belowyn

Sep 09, 2014 9:21:06

fylth wrote:
#1856

Broussaille

Sep 09, 2014 9:26:45

Q594

p. 43 : "Infernal Legacy. You know the thaumaturgy cantrip."

Thaumaturgy's not in the lists ? Is it prestidigitation ?

(Reply to #1855)

fylth

belowyn wrote:
#1858

Plaguescarred1

Sep 09, 2014 9:31:58

A594: You know thaumaturgy even if its not on your spell list.

(Reply to #1858)

Broussaille

Plaguescarred wrote:
#1860

alienux

Sep 09, 2014 9:49:06

Broussaille wrote:
(Reply to #1860)

Broussaille

I've found it. My Mistake ^^

#1862

Moldof

Sep 09, 2014 10:44:01

Q1 I might have missed something. The Warlock class table (page 106) shows that the highest Slot Level is 5. It increases to 5 at 9th Warlock level and then sticks until 20th Warlock level. Should it not increase to 6, 7, 8 and 9 at some point?

#1863

Plaguescarred1

Sep 09, 2014 10:51:48

Moldof wrote:
#1864

belowyn

Sep 09, 2014 10:52:11

fylth wrote:
#1865

masteraj1991

Sep 09, 2014 10:56:48

q596: Does armor affect spellcasting?

#1866

Plaguescarred1

Sep 09, 2014 11:04:44

A596: Yes.  Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

#1867

WTBskill

Sep 09, 2014 12:05:02

Q. 597.

Are undead in some way immune to critical hits or sneak attacks?

(Reply to #1864)

fylth

belowyn wrote:
#1869

alienux

Sep 09, 2014 12:13:24

WTBskill wrote:
#1870

mellored

Sep 09, 2014 12:57:33

Q: 598:  Do level 14 monks get proficency in death saves?

 

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

#1871

alienux

Sep 09, 2014 13:04:16

mellored wrote:
#1872

Leugren

Sep 09, 2014 13:48:59

Q599: Does the fact that a character can only interact with a single object for free without using up an action mean that it's impossible to throw two javelins in a single turn, even if you have the Extra Attack class feature?  Clearly, in order to throw two javelins, you have to draw two javelins from wherever you are keeping your javelins.  The same question could apply to any thrown weapon.  Does drawing a thrown weapon count as an object interaction, or does it get waived in the same way that I presume drawing arrows from a quiver gets waived?  Note that many thrown weapons can also be used as melee weapons, so treating them like ammunition for purposes of object interactions could be problematic.  On the other hand, constraining players to a single thrown weapon attack per turn just doesn't feel right, particularly for characters whose main schtick is the ability to make multiple attacks per turn. 

#1873

mellored

Sep 09, 2014 14:42:04

alienux wrote:
#1874

Rannos

Sep 09, 2014 15:01:25

Q600

 

Scrolls in the DMG download v1 says:

 

If the spell written on the scroll appears on your class’s spell list, and the spell’s level is one that you can normally cast, you cast the spell successfully. Otherwise, you must make an Intelligence (Arcana) check to see if you can successfully cast it. The DC equals 10 plus the spell’s level. On a failed check, reading the scroll only consumes its magic with no other effect.

 

My question is what does otherwise mean?

 

1. Does it mean any character who doesn't have the spell on their spell list (or doesn't have a spell list at all) can make an Int (Arcana) check?

 

OR

 

2. Does it mean it must be on your spell list but you can't cast that level yet?

 

Thank you....

#1875

Rannos

Sep 09, 2014 15:01:37

Q600

 

Scrolls in the DMG download v1 says:

 

If the spell written on the scroll appears on your class’s spell list, and the spell’s level is one that you can normally cast, you cast the spell successfully. Otherwise, you must make an Intelligence (Arcana) check to see if you can successfully cast it. The DC equals 10 plus the spell’s level. On a failed check, reading the scroll only consumes its magic with no other effect.

 

My question is what does otherwise mean?

 

1. Does it mean any character who doesn't have the spell on their spell list (or doesn't have a spell list at all) can make an Int (Arcana) check?

 

OR

 

2. Does it mean it must be on your spell list but you can't cast that level yet?

 

Thank you....

#1876

Manchine

Sep 09, 2014 15:31:21

I am just getting back into D and D 5th ed haven't played really since 2nd edition.  I am going to probable be the judge of a group of friends of mine so I want to  understand things. 

 

1) The to hit bonus is Proficiency and Stat Bonus?

2) Do you get an added bonus for Proficiency from the Class and then from the background if they are the same?

 

3) Is D and D Encounters set up for 5th edition?'

 

Thanks

Manchine

(Reply to #1875)

JPDG

Rannos wrote:
#1878

Avross

Sep 09, 2014 16:49:20

Manchine wrote:
#1879

Avross

Sep 09, 2014 16:51:55

At the risk of touching on eldritch invocations again...  Several of the warlock's eldritch invocations state that they allow you to cast [Some Spell] without expending a spell slot or material components.   Some of those spells (For example, Confusion, which comes with Dreadful Word) have additional effects when cast using a slot of higher level.

 

Q602: Is the warlock assumed to cast these spells at the same level he casts all his other spells at, or at the base level of the spell?

 

Example, a 12th level warlock (who has only 5th level spell slots) has the aforementioned Dreadful Word, which allows him to cast Confusion (a 4th level spell) without expending a slot.  Does he cast confusion at 4th level or 5th?

(Reply to #1877)

Rannos

JPDG wrote:
(Reply to #1879)

GilbertMDH

Avross wrote:
(Reply to #1880)

JPDG

Rannos wrote:
#1883

alienux

Sep 09, 2014 17:32:37

mellored wrote:
#1884

WibbleNZ

Sep 09, 2014 18:34:05

JPDG wrote:
(Reply to #1880)

Overpromises

Leugren wrote:
#1886

E-Tallitnics

Sep 09, 2014 20:03:57

Leugren wrote:
#1887

Aladar

Sep 09, 2014 21:32:18

Q603 - When a character uses the Shield spell or the Defensive Duelist feat to add to their AC when hit with an attack, do they get to know the die roll before deciding whether to use their reaction or only the fact they were hit? At the table I'd rule the latter, but we're playing online using a virtual table and most times a player will see the DM's roll for the attack and know whether or not his reaction would void the hit. The only solution I see is making the player declare before the attack is rolled whether or not he will use his reaction if the attack hits.

 

Thanks in advance for your feedback.

(Reply to #1887)

SilentSin

Aladar wrote:
#1889

Jaden.Shadowcraft

Sep 09, 2014 23:26:49

Q604: Which of the two following options would statistically do more damage each round (assuming +1 weapons and a Dexterity score of 20)?

 

Option 1: 20th level Wood Elf Ranger (Beast Master), armed with a +1 longbow using the archery fighting style and sharpshooter feat

Option 2: 20th level Wood Elf Ranger (Beast Master), armed with 2 +1 short swords using the two weapon fighting style and dual wielder feat

(Reply to #1889)

2Chlorobutanal

Jaden.Shadowcraft wrote:
(Reply to #1889)

Overpromises

Jaden.Shadowcraft wrote:
#1892

Lanatir

Sep 10, 2014 1:47:56

Q605(i assume): Is there any way (magic items, spells) to raise a characters attribute above 20, or is 20 the absolute limit?

#1893

belowyn

Sep 10, 2014 3:28:57

Lanatir wrote:
(Reply to #1863)

Moldof

Plaguescarred wrote:
#1895

Mind_Flayer_Monk

Sep 10, 2014 23:11:55

Q614. Does the cantrip Chill Touch prevent a troll's regeneration?

 

Q615. If I am grappled by 3 octopuses, do I need to make an escape from grapple for each octopus?

 

If I am grappled by 2 giant octopuses, do I need to make an escape check for each octopus or does a single successful escape release me from both grapples?

#1896

Jesse_Heinig

Sep 10, 2014 16:11:21

I did a forum search for "Grapple" and got no hits (which I'm sure is wrong, but that's the tool I have available).

 

Under "grapple" on p. 195, it simply states that you make an attack roll to grapple (grab) someone with a free hand, and the target must be no more than one size larger than you and within your reach. A creature that wants to escape your grapple makes a contested check against you.

 

The "Grappler" feat on p. 167 states that creatures that are one size larger than you don't automatically succeed on checks to escape your grapple (implying that, if you don't have the feat, a creature one size larger than you does automatically succeed on escape checks vs. you).

 

Which is true? Creatures one size larger than you automatically succeed on escape checks, or not?

#1897

Lyonardo

Sep 10, 2014 16:23:22

Q605:What does arcane focous do? 
Q606:what is formula for bow crossbow etc... damage?
Q607:are composite bows available?

(sorry for the horrible ing?)

(Reply to #1897)

Jesse_Heinig

Lyonardo wrote:
(Reply to #1896)

SilentSin

Jesse_Heinig wrote:
#1900

paulstrait

Sep 10, 2014 18:47:27

Q608

 

My question is about hit dice and rounding.  You recover half your total hit dice per long rest. On page 7 of the phb, it says "Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."  In no place that I can find is there an exception that indicates rounding down to zero is precluded.

 

But this seems absurd, because it would mean that if you have only 1 hit die, it is impossible to ever recover it in a long rest, and if you have 3, it would take three rather than two long rests to fully charge up -- neither of which seem intended.  We have house-ruled that you round up when determining how many hit dice you recharge on a long rest, but how is it supposed to work?

#1901

JPDG

Sep 10, 2014 18:47:04

Q609

 

What do Rangers use as their spell Focus?  Component pouches?  

(Reply to #1901)

Jesse_Heinig

JPDG wrote:
#1903

JPDG

Sep 10, 2014 19:06:10

Q610

 

Is this correct?  Two weapon fighting Ranger with both weapons drawn wants to cast a spell that has either M or S requirements.  He needs to sheeth his weapon (free action) in order to free up his hand to cast the spell.


Yes or no?  

(Reply to #1900)

Jesse_Heinig

paulstrait wrote:
(Reply to #1903)

Jesse_Heinig

JPDG wrote:
(Reply to #1905)

JPDG

Jesse_Heinig wrote:
#1907

JPDG

Sep 10, 2014 19:34:05

Q611:

 

If a person is using a Reaction, it requires concentration.  Can the character still move, or use a reaction/bonus action? 

(Reply to #1907)

Overpromises

JPDG wrote:
#1909

SpedGuy

Sep 10, 2014 22:01:10

Q612:  Can a character with the Expertise class feature choose a Tool Proficiency for the bonus?  For example, being a masterful Charioteer (Land Vehicles)

(Reply to #1909)

2Chlorobutanal

SpedGuy wrote:
#1911

PsiD

Sep 10, 2014 22:33:27

Q613. Can you attack at the end of a dash or would attacking require an action surge or feat?

(Reply to #1911)

2Chlorobutanal

PsiD wrote:
#1913

Yunru

Sep 11, 2014 3:33:12

2Chlorobutanal wrote:
#1914

IxidorRS

Sep 11, 2014 7:07:37

Q614: If you have the Healer feat, can you use the healer's kits on creatures that are not dying?

#1915

Avross

Sep 11, 2014 8:50:42

Overpromises wrote:
#1916

alienux

Sep 11, 2014 9:25:47

IxidorRS wrote:
#1917

belowyn

Sep 11, 2014 9:49:46

alienux wrote:
#1918

Bane42

Sep 11, 2014 10:00:36

Plaguescarred wrote:
#1919

belowyn

Sep 11, 2014 10:36:25

Bane42 wrote:
(Reply to #1918)

OoftaMeg

Bane42 wrote:
#1921

alienux

Sep 11, 2014 12:41:29

belowyn wrote:
#1922

Nachturnus

Sep 11, 2014 13:00:38

Q616 I have a player who's looking at playing a Necromancer, and has asked me where the monsters (at all spell levels) detailed in 'Create Undead' are located. I have had a bear of a time finding them. Does anyone know where they are?

The list is:

Ghoul

Ghast

Wight

Mummy

#1923

Plaguescarred1

Sep 11, 2014 13:06:59

A616: All but the ghoul are iIn the DM Basic rules http://dnd.wizards.com/articles/features/basicrules

#1924

JPDG

Sep 11, 2014 13:06:37

Q617

 

Cleric takes the Feat Magic Initiate and chooses Wizards spell, including Summon Familiar.  

 

Can that Familiar now deliver touch spells from the Cleric class even though it is an Arcane spell?

 

Best, Jay

#1925

Plaguescarred1

Sep 11, 2014 13:11:16

A617: Yes that should work as the touch spell being delivered by your familiar don't have to be arcane necessarily.

#1926

deldalton

Sep 11, 2014 13:34:48

Q618

 

I've just finished reading Chapter 6 of the D&D 5e Player's Handbook. The last few pages of which describe the optional feats that are available when reaching certain levels, instead of increasing your ability scores.

 

The Monk character class, at 1st level, gains a number of benefits while unarmed, or only wielding monk weapons and isn't wearing armour or wielding a shield due to their practice of martial arts (pg. 56). If I was to gain proficiency in light armour, through an optional feat (Lightly Armored Pg. 167), would the Monk then still be able to take advantage of the Martial Arts benefits while wearing light armour or do the rules outlayed in the Martial Arts description still apply.

 

I expect the answer to be that the rules still apply. However, having gained proficiency would suggest that the Monk is now fully practiced in wearing the armour and so can continue to perform all tasks without a disadvantage.

#1927

belowyn

Sep 11, 2014 13:53:37

deldalton wrote:
(Reply to #1884)

Rannos

WibbleNZ wrote:
#1929

cjblaney0

Sep 11, 2014 15:01:29

Q620: As a level 1 rogue, can I dual wield 2x short swords and be able to use my bonus action to do an additional attack every time?  Wasn't 100% clear on the bonus action while dual-wielding rule, although I know if I can use this as a bonus action, I don't get the attack bonus.

 

Q621: I know my Attack:hit roll benefits from both ability modifer and my proficiency bonus, does my attack:damage roll also factor in both the benefits from ability modifer and proficiency bonus?  Example, level 1 rogue using a short sword (1d6 + 3 Piercing)  succeeds on an attack:hit roll, he then rolls an attack:damage roll for 1, do I add all the +3 for piercing, the +2 for proficiency and +3 for Dexterity ability modifier for a total of 9 damage total even though I only rolled a 1?

 

Thanks for responses in advance.

-Colin

#1930

Avross

Sep 11, 2014 15:14:35

cjblaney0 wrote:
#1931

JPDG

Sep 11, 2014 15:16:54

Q622: Are any skills related to monster knowledge?  Or is it a straight INT roll?   If  a party is facing a Troll, what would they roll to know it is vulnerable to fire and acid?

#1932

Plaguescarred1

Sep 11, 2014 16:27:00

A622: Yes. Intelligence (Nature) specifically lets you recall lore about plants and animals. Intelligence (Arcana) specifically let you recall lore about inhabitatns of planes of existance. I could also see Intelligence (Religion) used to recall lore about fiends or other enemies of a particular faith for exemple.

(Reply to #1888)

Lucas_Blackstone

SilentSin wrote:
#1934

JPDG

Sep 11, 2014 18:18:51

Q623

 

Grapple Question.  If a player is successful on a Grapple attempt, can they make attacks on the person they are grappling?  Or is grapple only to restrain characters?  

#1935

E-Tallitnics

Sep 11, 2014 18:53:15

JPDG wrote:
#1936

Avross

Sep 11, 2014 18:53:43

JPDG wrote:
#1937

Manchine

Sep 11, 2014 20:24:10

Q624: Proficiencies (Acrobatics, History, Nature etc) you get your normal +2 (for a level 1 character) being profecient in a skill?  Is there any other bonuses to this say a Dexterity Bonus to Acrobatics?

 

Thanks for the answer

Manchine

(Reply to #1937)

Overpromises

Manchine wrote:
#1939

Manchine

Sep 11, 2014 21:11:58

Overpromises wrote:
(Reply to #1939)

Overpromises

Manchine wrote:
#1941

Hordor

Sep 12, 2014 3:49:40

hi guys

Q625: the special feat uncanny dodge from the thiefs class comes into play as a reaction. does it behave like the normal dodge-ready-order that a rogue have to announce the uncanny dodge as a ready reaction or is it just like a passive which comes automatically into play?

Q626: theres something about a sneak attack table in the rogues section of the basic rules pdf which i cant find.

 

 

(Reply to #1941)

2Chlorobutanal

Hordor wrote:
#1943

deldalton

Sep 12, 2014 5:34:58

belowyn wrote:
#1944

JPDG

Sep 12, 2014 6:41:02

Q627: Does a creature a size larger than you automatically escape a grabble? 

#1945

JPDG

Sep 12, 2014 6:44:09

Q628:

 

When attacking a grapple opponent, does the attacker get Advantage?  

 

Q629 

 

When pinned, who gets advantage, if any, since, I imagine, they are both prone?

#1946

deldalton

Sep 12, 2014 7:35:26

JPDG wrote:
#1947

Hordor

Sep 12, 2014 8:04:51

hi guys once again.

Q630: with the dodge action a character is totally focused on dodging attacks, are attacks of opportunity possible while the dodge action is activated?

 

#1948

PsiD

Sep 12, 2014 8:12:29

Q631: Does a fighter Eldrich Knight have spell school restrictions for cantrips.  Can they be any school or Adjuration & Evocation only

#1949

Plaguescarred1

Sep 12, 2014 8:25:45

A630: Yes, attacking doesn't interfere with the Dodge action.

 

A631: I believe they can be of any school.

#1950

Guanyu

Sep 12, 2014 11:10:48

Q632: Asuming you had access to the following features, is this legal? (sorry, don't have my PHB handy and looking for clarification)

 

Bonus action to "disengage"

1/2 of Move action to move half your movement to a creature

Attack action to attack

Last 1/2 of Move action to move away. 

 

No provocation to any of the movement as you started with a disengage actions, which states:

 

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

 

Seem to work? 

(Reply to #1950)

JPDG

Guanyu wrote:
#1952

PsiD

Sep 12, 2014 12:35:14

Q/A 631:  thank you for such a quick response

#1953

JPDG

Sep 12, 2014 14:24:43

Q633:

 

How are healing potions made?  

(Reply to #1953)

OoftaMeg

JPDG wrote:
#1955

Plaguescarred1

Sep 12, 2014 15:56:51

A633: Proficiency with herbalism kit is required to create Potion of healing (PHB pg. 154)

#1956

mrpopstar

Sep 12, 2014 16:26:59

JPDG wrote:
(Reply to #1955)

JPDG

Plaguescarred wrote:
(Reply to #1956)

JPDG

mrpopstar wrote:
#1959

mrpopstar

Sep 12, 2014 16:52:10

JPDG wrote:
(Reply to #1959)

JPDG

mrpopstar wrote:
#1961

mrpopstar

Sep 12, 2014 17:13:46

JPDG wrote:
#1962

Plaguescarred1

Sep 12, 2014 17:16:08

JPDG wrote:
#1963

mrpopstar

Sep 12, 2014 17:20:48

Plaguescarred wrote:
(Reply to #1960)

Overpromises

JPDG wrote:
#1965

mrpopstar

Sep 12, 2014 18:11:45

Overpromises wrote:
(Reply to #1965)

2Chlorobutanal

R632.

Disengage is just the name of the action, the effects are pretty clear: If you take the Disengage action, you don't provoke OAs for movement this turn.

 

Nothing is mentioned about naming a target.  Compare this to the Mobile feat, which requires the user to designate a target for his "Spring Attack Disengage."

 

If Disengage were named "decide to advance or retreat cautiously as to avoid attacks of opportunity, whenever they may occur," would you have an issue with this?

#1967

mrpopstar

Sep 12, 2014 19:22:39

2Chlorobutanal wrote:
#1968

obsid

Sep 12, 2014 19:27:53

Q634

So I am a Paladin with greaty weapon fighting using a two handed 2d6 maul.  I hit and use divine smite to add 2d8 extra damage.  Do I get to re-roll 1&2s with that extra 2d8 damage?

(Reply to #1968)

2Chlorobutanal

obsid wrote:
(Reply to #1969)

JPDG

2Chlorobutanal wrote:
(Reply to #1967)

JPDG

mrpopstar wrote:
(Reply to #1970)

2Chlorobutanal

JPDG wrote:
#1973

metalsailer

Sep 13, 2014 5:34:45

Q635:  Is movement allowed with the Dodge action?

 

It would seem to be allowed since Dodge is an action seperate from Movement.  But the wording "focus entirely on avoiding attacks" can be argued to imply no movement. 

 

#1974

Plaguescarred1

Sep 13, 2014 6:05:10

A635: Yes moving doesn't interfere with the Dodge action.

(Reply to #1972)

JPDG

2Chlorobutanal wrote:
(Reply to #1975)

SilentSin

2Chlorobutanal wrote:

 

 
#1977

mrpopstar

Sep 13, 2014 9:55:04

JPDG wrote:
#1978

DrWho4

Sep 13, 2014 12:33:21

Got a question about the Magic Initiate feat & cantrips that have text that scales them up with level.
For example Eldritch Blast says at certain levels you get more beams. They are not caster levels because they scale all the way up to Level 17.

Are those levels class levels, or character levels?

For example if the feat were taken by a Human Monk, at level 5 would he get a second beam, or because he is not a spell caster class is he always stuck at one beam?

#1979

Yunru

Sep 13, 2014 12:42:03

Cantrips scale by level. What class(es) you have is irrelevant.

#1980

Miladoon

Sep 13, 2014 22:43:53

Javelin is a simple melee weapon but can be thrown to make a ranged attack, but a rogue's SA only works with finesse or ranged weapon.

 

634 - A rogue with advantage throws a javelin, does he apply SA damage on a hit?

 

 

(Reply to #1980)

SilentSin

Miladoon wrote:
#1982

ZyloSnarf

Sep 14, 2014 0:10:56

Overpromises wrote:
#1983

Rigol

Sep 14, 2014 2:16:20

Q636) Thanks for this great forum. My question is this. A mountain dwarf gets a lot of racial weapon/armour proficiencies. If she/he starts off as a cleric, fighter, barbarian or other weapon/armour-proficient career, are a lot of those racial proficiencies wasted because both racial and career proficiencies cover the same things? Or is the dwarf allowed to rename/reassign overlapping proficiencies as something else so that nothing is lost? The latter might be consistent with what it says on page 125 (about Background): "If a character would gain proficiency from two diferent sources, he or she can shoose a different proficiency of the same kind (skill or tool) instead". However, taking that rule as written, a mountain dwarf who becomes a warrior or barbarian will be unable to switch his racial weapon/armour proficiencies for anything else at all because they'd have to be of the "same kind" and the career covers all those weapons/armours anyway. It seems a bit of an unfair penalty for an obviously martial race who wants to do a martial career. Although if the DM DID allow them to be switched, I admit you'd end up with a fighting dwarf with a ton of tool proficiencies!

(Reply to #1976)

2Chlorobutanal

SilentSin wrote:
(Reply to #1984)

SilentSin

2Chlorobutanal wrote:
#1986

Avross

Sep 14, 2014 14:11:10

Rigol wrote:
#1987

Gerlof101

Sep 14, 2014 15:06:31

Q637)What kind of actions can you do when you are grappled ? What kind of actions can you do when you have grappled someone ? How does the grappler attack the grappled, can the grappler, for example, try to choke the grappled to death ?

 

Q638)What effect does a spyglass have on perception checks and in what situations do they apply ?

 

Q639)When working between adventures, or being self-sufficient, do I have time left for other down-time activities (like training) ?

 

Q640)When attacking a KO'ed (stable) opponent what armour class do you roll your attack against ? The standard armour class of the target (including dex mod and shield bonus) or only the armour class of the armour (worn or natural) the target is wearing or a standard armour class of 10 ?

 

Q641)For hydratation purposes (PHB p.185) does half a gallon of wine or other strong alcoholic liquids provide the same level of hydratation as half a gallon of water ?

 

Q642)What effect do gauntlets have on unarmed attacks ?

#1988

Nachturnus

Sep 14, 2014 15:11:57

Q643)

Do monk unarmed attacks count as 'Melee weapon attacks' or are they simply 'unarmed melee attacks' with which the user is profficient? I'm not able to find an explicit ruling. Page numbers appreciated. 
 

#1989

E-Tallitnics

Sep 14, 2014 15:25:47

Gerlof101 wrote:
#1990

E-Tallitnics

Sep 14, 2014 15:21:31

Nachturnus wrote:
#1991

Avross

Sep 14, 2014 15:33:57

Gerlof101 wrote:
#1992

Nivek_Loneshadow

Sep 14, 2014 16:30:01

Q644: - When Multiclassing do you get to combine all Saving Throw "profiencies"?  from both classes?

 

(sorry if this was already asked I know it seems pretty simple but I couldn't find any mention of saving throws.  i really hope that doesn't mean the answer ends up "no because it's not listed with the armor and weapon profs )

 

(corrected the number)

#1993

E-Tallitnics

Sep 14, 2014 16:17:56

Nivek_Loneshadow wrote:
#1994

katerian

Sep 14, 2014 16:37:46

Q645

With the web spell, and other situations where you get restrained or grappled, what happens if you make the save?  For both situations (restrained and grappled) your speed becomes 0. 

Example:  I cast web on an orc.  On it's turn it fails its save so it is restrained.  With it's action it makes a strength ability check and succeeds.  Can the orc then move out of the web or is it unable to since it's speed was set to 0 when it became restrained?

#1995

katerian

Sep 14, 2014 16:46:31

Q646

In the case of creatures like trolls, do they also just drop to 0 hps and then heal every round?  For example, (using a troll for example) if it has 5 hps and gets hit for 20, it still just drops to 0 and then heals to 10 next round and it does that every round (unless it takes fire damage)?  Meaning the only way to stop it from getting up would be to ready an action to hit it every turn?

#1996

E-Tallitnics

Sep 14, 2014 16:51:54

katerian wrote:
#1997

MightyThokk

Sep 14, 2014 16:55:39

Q647

The spell Haste reads "...gains an additional action on each of its turns."  So not a bonus action, just an action?  So a Hastened character with the Polearm Master feat could regular attack action, bonus attack from feat, one more attack from Haste.

 

Thanks!

#1998

celtwarrior

Sep 14, 2014 17:05:36

Q648, dueling with two weapons,  lets take a 1st level fighter with +3 STR mod and who has the dueling feature.  if the figther begins combat with a 1d6 light weapon [e.g. shortsword] in one hand then with a hit it would do 1d6+5 [ 5=3 [ str mod ] + 2 [ dueling ] ] damage, now if the fighter dropped that weapon and pulled out another 1d6 light weapon then with two-weapon fighting and another hit the damage would be 1d6+2 [ 2 = dueling ].  dueling works for both weapons since at each point and time the fighter only had one weapon in hand.  this can be continuted every round provided the figher has enough weapons.  this might go against the intent but it seems to be ok with RAW? 

 

 

D u e l in g
When you are wielding a melee w eapon in one hand and
no other w eapons, you gain a +2 bonus to damage rolls
with that weapon.

 

Two-W e a p o n F ig h t in g
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. You don’t
add your ability m odifier to the damage o f the bonus
attack, unless that modifier is negative.

(Reply to #1998)

MightyThokk

celtwarrior wrote:
(Reply to #1999)

celtwarrior

MightyThokk wrote:
(Reply to #1985)

2Chlorobutanal

R634. (Smite and Great Weapon Style)

 

SilentSin wrote:
(Reply to #1995)

2Chlorobutanal

katerian wrote:
#2003

MightyThokk

Sep 14, 2014 17:29:48

celtwarrior wrote:
(Reply to #2003)

celtwarrior

MightyThokk wrote:
#2005

Cooperjera

Sep 14, 2014 18:53:15

Q 649

A Fighter 1, Warlock 12 using Two-Weapon Fighting also has the invocation Lifedrinker.  The goal of the fighter is to add both the strength bonus and the charisma bonus to the attack damage for each melee weapon attack.  If so, then this idea seems to work with RAW.

 

Two-Weapon fighting:  When two-weapon fighting, you can add your ability modifier to the damage for the second attack.

Lifedrinker:  When you hit a creature with your pact weapon, the creature takes extra damage equal to your charisma modifier

 

Additional details to consider:

1. The description of Pact of the Blade details how to create a pact weapon and how the pact weapon will disapper.  It can be formed in the empty hand. 

2. The strength modifier it the typical modifier added for melee damage with a weapon.

3. The words "pact weapon" and "ability modifier" are singular.

 

Questions

1. Does the warlock get to use a pact weapon in each hand?

2. Does the singular use of "ability modifier" for Two-Weapon fighting limit the application of only one modifier to damage?

 

Thank you

#2006

E-Tallitnics

Sep 14, 2014 19:48:23

MightyThokk wrote:
#2007

WibbleNZ

Sep 14, 2014 19:53:57

Cooperjera wrote:
#2008

E-Tallitnics

Sep 14, 2014 20:06:42

Cooperjera wrote:
#2009

Avross

Sep 14, 2014 20:08:22

Cooperjera wrote:
#2010

JPDG

Sep 15, 2014 0:46:48

Q649(b)

 

What if the Pact Weapon was a Polearm and you had the Polearm Master Feat?

 

Q650

 

What skill is used for a "Streewise" check or a "Knowledge: Local" check?  In my last campaign, there was a lot of local information that my PCs were trying to discover.  I had them roll INT checks.  Am I missing anything?

 

#2011

2Chlorobutanal

Sep 15, 2014 1:01:40

R650.

 

Sounds like Intelligence (Investigation) to me.

(Reply to #2011)

JPDG

2Chlorobutanal wrote:
#2013

2Chlorobutanal

Sep 15, 2014 1:19:09

I guess the default method to do this would be through roleplay.  Several other Cha, Wis, or Int-based skill checks may be done during the course of this, but I'd say the biggest information-gathering asset at a character's disposal is his or her background feature.

#2014

Gerlof101

Sep 15, 2014 1:36:18

R650 : You could go for a Charisma(Investigation) check.

The PHB (p.175) indicates that, although skills are listed as belonging to the abilities they are most usualy used with, you can use use them with other abilities.

 

edit : Thinking about it. You could also use a passive Charisma(Investigation) check to see what number and kind(quality) of rumours a charakter picks up while out for a night of caroussing. The Wisdom(Perception) skill is not the only passive check that can be used (just the only one described).

(Reply to #2010)

SilentSin

JPDG wrote:
(Reply to #2014)

JPDG

Gerlof101 wrote:
#2017

Mind_Flayer_Monk

Sep 15, 2014 2:38:55

Q651: You are grappled by 3 opponents. Does one (action) successful grapple check escape all 3 grapples?

 

(Reply to #2017)

JPDG

Mind_Flayer_Monk wrote:
(Reply to #2017)

2Chlorobutanal

Mind_Flayer_Monk wrote:
(Reply to #2019)

JPDG

2Chlorobutanal wrote:
#2021

Iourn

Sep 15, 2014 6:35:12

Q652

 

This is a question about balancing encounters using the rules from the DM's Basic Rules (version 1).

 

On p58 of those rules is the XP per adventuring day table. That tells me that, for example, a 8th level adventurer should be able to earn about 6000 XP before having to take a long rest.

 

My question is this:

 

Is the value of the 'suggested XP per day' based the value of the monsters before or after the Encounter XP Multiplier? See the table on p57.

For example: As a rough guideline, a party of four 8th level characters should be able to gain about 24,000 XP before having to take a long rest. They disturb a nest of giant scorpions and are attacked by six of them. Giant Scorpions are CR 3 creatures worth 700 XP each. Six of them are 4200 XP and that's what the PCs would earn for defeating them. However, once you apply the Encounter XP Multiplier we find they are worth 8400 XP when it comes to planning and balancing encounters.

 

So...

 

If I'm pacing the adventuring day correctly, do I count this enconter as 8400 of the 24,000 - or is it 4200 of the 24,000?

 

Thanks very much!

#2022

Gwarh

Sep 15, 2014 13:52:56

Question 653

 

Stealth checks (PHB pg.177)

*********************************

 

In this edition of D&D Stealth checks are an opposed role yes?

 

Dex/Stealth of the creature trying to hide VS. Wis/Perception of the creature that is looking for or might spot the creature trying to hid.

 

It is not a roll vs. a target DC to hide correct?

#2023

Plaguescarred1

Sep 15, 2014 15:17:48

A652: I believe you count it as 4,200 of the 24,000 since the multiplier is just a calculation of how difficult the encounter as opposed to being the actual XP award the adventurers receive for overcoming the monsters, which is what is used in the estimation of an adventuring day XP total.

 

A653: Yes its a Dexterity (Stealth) vs Wisdom (Perception) contest to hide.

 

 

#2024

Alpizarai

Sep 15, 2014 21:36:05

Q654 - I apologize if this has already been discussed in other threads--in this edition of D&D Diplomacy checks are an opposed Cha Contest? or maybe Deception and Intimidation Contest cheacks?

#2025

2Chlorobutanal

Sep 15, 2014 21:42:03

A654.  Diplomacy seems to fall under Charisma (Persuasion) in 5e.  As PCs are generally immune to "rules-based" persuasion (as opposed to compulsion or persuasion through roleplay), and this skill would be used only on NPCs, I believe the easiest way to implement persuasion is to just have the DM assign a DC for the task at hand.  The DC could be partially or totally derived from the relevant NPC's stats, but in general there is no call for an opposed roll.  Perhaps if a PC and an NPC (or another PC) are attempting to persuade the same person or people for different results, an opposed roll may be in order.

#2026

Sofax

Sep 15, 2014 22:34:09

Q655 - I have a Wizard with10 Dex wearing +1 Cloth and an Amulet of Protection +1 giving him AC12. If I cast Mage Armor (base AC13), would it include the magical bonuses since they are not armor related and give an AC15?

(Reply to #2026)

SilentSin

Sofax wrote:
#2028

2Chlorobutanal

Sep 15, 2014 22:47:30

R655.  Is +1 cloth something that exists in 5E?  Cloth, cloth armor, or clothing is not mentioned as a type of armor, and the excerpt for "+1 armor" talks about it being "armor."  If we assume that +1 cloth exists as a type of magic item, it still seems a little strange that you could benefit from magical +1 "armor" while not calculating your AC using that armor.

 

The ring should be fine in either case.

(Reply to #2026)

JPDG

Sofax wrote:
(Reply to #2029)

2Chlorobutanal

JPDG wrote:
#2031

Chosto

Sep 16, 2014 3:08:34

Q: XXX this is for the paladín class abilities... If a player dies does this applies to their death saving throws?

it said that Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creaturegainsabonustothesavingthrowequaltoyour Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

 

but on the death saving throws it states that:

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable . On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

 

Does the paladin aura of protection functions?

 

#2032

JPDG

Sep 16, 2014 3:23:07

Q658

 

Can a party force a healing potion down a person's throat who is at HP 0 (unconscious)?

(Reply to #2031)

2Chlorobutanal

Chosto wrote:
(Reply to #2030)

JPDG

2Chlorobutanal wrote:
(Reply to #2028)

SilentSin

2Chlorobutanal wrote:
(Reply to #2032)

SilentSin

JPDG wrote:
(Reply to #2029)

SilentSin

JPDG wrote:
(Reply to #2030)

SilentSin

2Chlorobutanal wrote:
#2039

Alpizarai

Sep 16, 2014 6:42:28

Q657 - Can a multiclass Barbarian/Paladin use Divine Smite while raging?

#2040

mellored

Sep 16, 2014 7:02:50

Alpizarai wrote:
#2041

mellored

Sep 16, 2014 7:03:38

Can valor bards, or eldrich knights, use a net as their bonus attack after casting a spell?

#2042

mudpyr8

Sep 16, 2014 7:13:04

SilentSin wrote:
#2043

mellored

Sep 16, 2014 7:23:35

mudpyr8 wrote:
#2044

Sofax

Sep 16, 2014 9:45:14

SilentSin wrote:
#2045

Plaguescarred1

Sep 16, 2014 10:07:35

A655: Where is the Cloth+1 from? If you use homebrew material to ask Rules Q&A, it will greatly help if you can provide a complete description of the game element thanks. Armor +1 gives a +1 AC because they're armor., so the Cloth +1 will stack with mage armor only if its not an armor but an AC bonus instead of an AC formula like an armor does. Even in 4E the Cloth +1 was an armor so i wonder what yours is.

 

#2046

JPDG

Sep 16, 2014 10:16:24

Q659

 

Lizardmen, in the Monster Manual PDF, have a spiked shield (pg 35).

 

"Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one 

target. Hit: 5 (1d6 + 2) piercing damage"

 

Would you permit this for PCs?  

 

Would you allow this in conjuction with the Dual Wielder Feat?  

#2047

Plaguescarred1

Sep 16, 2014 10:30:14

A659: Provided i decide one of them is recoverable, I'd rule this spiked shield can be used as an improvised weapon that deal 1d6 piercing damage, so. It'd have no proficiency bonus, but it'd work with Dual Welder.

 

DMBR6 Equipment: you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.

#2048

House_Mr

Sep 16, 2014 11:51:20

Q660

 

How many creatures affected by Sleep may be awakened in one action?

 

Q661

 

If creature A  serves as a cover for creature B, is there any chance that A get some damage?

I think it is a really cheat for spellcasters (especially enemies).

#2049

Lharn

Sep 16, 2014 12:00:12

Q658:  does mage armor work with a shield?

#2050

Plaguescarred1

Sep 16, 2014 12:20:39

House_Mr wrote:
(Reply to #2050)

House_Mr

Plaguescarred wrote:
#2052

Plaguescarred1

Sep 16, 2014 12:48:18

House_Mr wrote:
#2053

Sofax

Sep 16, 2014 12:52:51

Plaguescarred wrote:
#2054

Plaguescarred1

Sep 16, 2014 13:05:53

Sofax wrote:
#2055

FarBeyondC

Sep 16, 2014 15:29:55

Q656: Are real weapons that you aren't proficient in count as improvised weapons?

#2056

Titanium_Taz

Sep 16, 2014 16:09:33

Q657: With Expeditious Retreat, do you get a bonus dash action the same turn?

Q658: Expeditious Retreat (again), can you stack Dash actions (Dash for Bonus Action and Dash for regular Action)?

 

#2057

alienux

Sep 17, 2014 9:16:25

FarBeyondC wrote:
#2058

anonymous93

Sep 16, 2014 18:06:48

Q659: When making an attack roll I add my strength. If I'm proficient in strength then my proficiency modifier has already been added. So if I'm also proficient with the weapon I'm attacking with then essentially I'm adding my proficiency bonus twice. Is that correct or am I doing something wrong?

 

#2059

Avross

Sep 16, 2014 18:26:33

Titanium_Taz wrote:
#2060

Avross

Sep 16, 2014 18:34:40

anonymous93 wrote:
#2061

JmanReqiem

Sep 16, 2014 18:43:12

Q660: What is my AC going to be with my lvl 1 sorcerer?

 

im sure this question is answered somewhere but I was unable to find it. I don't know what the AC will be against a class that has no armor proficiency. Thank you for the help.

(Reply to #2061)

2Chlorobutanal

A660.

Default AC is 10 + Dex modifier.

 

If your sorcerer doesn't have any armor, and his Dex is 14 (+2 modifier), he'll have a 12 AC.  (10 + 2)

 

Note that if your sorcerer is a Dragon sorcerer, he or she will get a better AC as part of the class.

(Reply to #2062)

JmanReqiem

2Chlorobutanal wrote:
(Reply to #2049)

JPDG

Lharn wrote:
#2065

Groot

Sep 16, 2014 19:55:23

Q661

 

Saving throws.  Does/can a PC roll a saving throw on every attack against him/her?

 

G

#2066

Groot

Sep 16, 2014 19:58:30

Q662

 

Resting.  A long rest is no less than 8 hours.  Are we talking 8 actual hours or is there a pre-determined "time" for a long rest?  How does a long rest play out?

 

G

#2067

Kona69

Sep 16, 2014 21:02:22

Q663: do Druids get to use the special attacks of the beast it wild shapes into? assuming it has one

#2068

WibbleNZ

Sep 16, 2014 21:08:08

Groot wrote:
#2069

TrustTymora

Sep 16, 2014 21:11:47

Plaguescarred wrote:
#2070

WibbleNZ

Sep 16, 2014 21:14:18

Groot wrote:
#2071

WibbleNZ

Sep 16, 2014 21:22:05

TrustTymora wrote:
(Reply to #2053)

SilentSin

Sofax wrote:
(Reply to #2067)

2Chlorobutanal

A663.

 

Yes, Druids can use the special attacks of the beast they turn into with Wild Shape.  They can Multiattack or Claw or Charge, etc.

 

 

 

R656.

SilentSin wrote:
(Reply to #2066)

SilentSin

Groot wrote:
#2075

Ranorak

Sep 17, 2014 5:26:45

Q664: ( think)

It might have already been awnsered by the list is getting long!

 

If you're using a focus, but cast a spell you still need priced materials for, do you have to hold both?

 

Also, do you specificly have to buy those materials that have a price, in advance? Or can you assume you have bought them in the past and just now remove the value of gold from your bag?

AKA, Do you need to keep track of those mats and manage them?

(Reply to #2075)

2Chlorobutanal

A664.

 

The rules seem to imply that you don't strictly have to handle a costly material component if you're using a focus, as long as you have it on your person when you cast the spell.

 

The second part can vary from group to group, but since the spell "requires" the material, I think the default model is that you need to buy the specific materials in advance:

 

But if a cost is 
indicated for a component, a character must have that 
specific component before he or she can cast the spell.

#2077

Darastrixx

Sep 17, 2014 7:03:43

Q: If the DM rolls a higher initiatve than some players, does this mean the enemies use their actions all together before the players can use theirs? For example: Two players roll a higher iniative than the enemies, but the remaining two players roll lower. Does this mean the order of combat would follow as the two players with the higher initative go first, then all the enemies, then the two players who rolled lower?

#2078

E-Tallitnics

Sep 17, 2014 7:07:36

Darastrixx wrote:
#2079

WastingX

Sep 17, 2014 11:30:09

Q666: (The Evil question)

Does Passive Perception cover everything that a Wis(Perception) check covers or do they detect different things?

 

#2080

Plaguescarred1

Sep 17, 2014 11:38:20

A666: Wisdom (Perception) is the same check wether done actively or passively. Only difference is passive checks are usually used for tasks that can done repeateddly or when the DM want the check to be done secretly.

#2081

belowyn

Sep 17, 2014 11:42:11

Plaguescarred wrote:
(Reply to #2080)

WastingX

Plaguescarred wrote:
#2083

Plaguescarred1

Sep 17, 2014 12:46:08

belowyn wrote:
#2084

Cisnero

Sep 17, 2014 12:22:50

Q667:

 

If a druid also has either the barbarian or monk's class features that determine AC by the addition of two ability score modifiers when the character is unarmored, will a druid wild shaping into a creature with natural armor be considered "wearing armor" for the purpose of the barbarian/monk class abilities?

#2085

dwaynedauzat

Sep 17, 2014 12:16:27

Q668:

 

What are the Ability Scores (Str, Dex, Con, Int, Wis, Cha) used for other than to determine the Ability Modifiers?

#2086

Kenpoaj

Sep 17, 2014 12:34:21

Q669:

Wizards have a spell called Web

Giant Spiders have an action called Web

 

Question:  If somone is subject to both a wizards web and a Giant Spider's Web at the same time, do they stack together?

I know if two different wizards had used the same spell, they wouldn't stack, only the stronger one would be in effect.  The Web action from the Giant Spider however, isn't exactly the same as the spell though similar

 

if they do stack, this is pretty powerful as in both cases the person has to spend their Action to try to break free, so if they both stacked, they would have to spend two turns worth of actions at a minimum to break free.

 

Hope this hasn't been addressed already, I did my best to search the thread to make sure no one had already asked this.

#2087

Plaguescarred1

Sep 17, 2014 12:57:37

A667: No i don't think it would.

 

A668: Ability Scores may have other uses depending of the game element. Some heavy armor reduces the wearer’s speed unless it has a Strength score equal to or higher than the listed score for exemple.


A669: Both effects makes you restrained until you break free and the rules say that If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. (Basic Rules pg. 106)

 

#2088

WastingX

Sep 17, 2014 13:31:10

Q670: When multiclassing do you get to add the new classes Attribute Saving Throw profs? ie.. Fighter gets ST Prof to Str and Con they then multiclass to Rogue, do they get to add Dex and Int ST prof? 

(Reply to #2088)

JPDG

WastingX wrote:
#2090

E-Tallitnics

Sep 17, 2014 13:45:31

Cisnero wrote:
#2091

Miladoon

Sep 17, 2014 14:32:40

Q668 - My rogue stabs a nasty and dishes out SA damage, then the nasty moves away provoking an AoO.  Can my rogue dish out more SA damage if he hits with his AoO?

#2092

mrpopstar

Sep 17, 2014 16:12:11

Miladoon wrote:
#2093

ZyloSnarf

Sep 17, 2014 16:16:13

E-Tallitnics wrote:
#2094

obsid

Sep 17, 2014 18:10:13

Q669:

 

If I have the polarm master feat, and a halberd ( a reach weapon), and I run up to 10ft away from my enemy and attack him, can I use the 1d4 other end bonus attack from 10 ft away?  (or do I need to move 5ft away to use that?)

 

 

#2095

Groot

Sep 17, 2014 18:30:41

Q670

 

I'm going to run my first adventure this weekend for my son and his friends and could use some help understanding monster stats. What is the +3?

 

How do I read this?

 

Hit Points 19 (3d10 + 3)  

 

What is the +3? 

 

Melee Attack—Bastard Sword: +5 to hit

 

What does +5 to hit mean?

 

Flaming Fist Lieutenant

Medium Humanoid (Human)

Armor Class 16 (scale mail)

Hit Points 19 (3d10 + 3)

Speed 30 ft.

Str 16 (+3) Dex 14 (+2) Con 13 (+1)

Int 10 (+0) Wis 11 (+0) Cha 12 (+1)

Alignment neutral

Languages Common

Actions

Melee Attack—Bastard Sword: +5 to hit (reach 5 ft.; one

creature). Hit: 1d10 + 3 slashing damage. If the attack deals 9

or more damage, the target falls prone.

 

G

(Reply to #2095)

teron82

Groot wrote:
#2097

Groot

Sep 17, 2014 18:55:08

It absolutley does.  Thank-you!

 

G

(Reply to #2094)

JPDG

obsid wrote:
(Reply to #2098)

obsid

JPDG wrote:
(Reply to #2099)

JPDG

obsid wrote:
(Reply to #2099)

SilentSin

obsid wrote:
(Reply to #2101)

obsid

SilentSin wrote:
#2103

E-Tallitnics

Sep 17, 2014 22:54:03

obsid wrote:
#2104

Valdark

Sep 17, 2014 23:34:31

Q670

 

Page 114

"Preparing and casting spells
second paragraph
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum 1). The spells must be of a level for which you have spell slots."

Page 164
"Spell slots
You determine your spell slots by adding together all your levels in bard, cleric, druid, etc etc. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spell casting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare."

page 114
"Your spellbook
The spells that you add to your spellbook as you gain levels reflect.... You might find other spells during your adventures.

Copying a Spell into the Book
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
.....
Once you have spent this time and money, you can prepare the spell just like your other spells."

 

Wizard loophole.  Wizard 1/any other spellcaster X   You can learn any level of wizard spell for which you have slots due to multiclassing.  against RAI but clearly RAW... discuss.

#2105

E-Tallitnics

Sep 17, 2014 23:21:46

Valdark wrote:
(Reply to #2105)

Valdark

E-Tallitnics wrote:
(Reply to #2106)

2Chlorobutanal

R670.

 

This isn't really a loophole.  You get two contradictory rules:

 

"You have spell slots higher than spells you can know or prepare."

 

"You can add it ... of a level for which you have spell slots."

 

In this case, multiclassing rules should override the basic rule about scribing or preparing spells because multiclassing is an optional rule (more specific), and thus your "spell slots that are of a level higher than spells you can know or prepare" are not valid grounds for scribing or preparing wizard spells based on them.

#2108

Valdark

Sep 17, 2014 23:32:15

Yet the preparing only requires you have spell slots and the scribing only requires you have spell slots.  Neither of them requires you have the ability to know spells of that level.

#2109

E-Tallitnics

Sep 17, 2014 23:35:06

Valdark wrote:
(Reply to #2109)

Valdark

E-Tallitnics wrote:
#2111

The_Wargolem

Sep 17, 2014 23:45:19

I think you're conveniently skimming over the " you can prepare the spell just like your other spells" sentence. That part prevents preparation along the lines of the rules in chapter 6.

#2112

E-Tallitnics

Sep 17, 2014 23:45:25

Valdark wrote:
#2113

E-Tallitnics

Sep 17, 2014 23:48:23

R670: For edification: "Can a MC Wizard 2/Cleric 18 learn a 3rd level spell, i.e fireball that he would find on is adventure? That character wouldn't be able to learn fireball, since he doesn't have enough levels in the wizard class. -J"


Read more: http://www.enworld.org/forum/content.php?1900-D-D-5th-Edition-Sage-Advice-from-Designers-Mearls-Crawford#.VBp7OWK9KSN#ixzz3De8IMGYb

#2114

Valdark

Sep 17, 2014 23:55:29

OK so they are ruling that they didn't royally goof although they clearly did.

 

Got you.

 

I'll just have to continue to explain that one to new players.

#2115

Valdark

Sep 18, 2014 0:09:57

Your wizard class preparation in no way limits your level of spell because it is limited only by available slots but your spells known are limited by the class.

 

This creates the situation where being able to learn the spell via spellbook grants the ability to prepare it because you in fact have slots of that level.

 

I'm done for the evening.  I'd love to see this changed as it is a gaping hole in the wording and working of spellcasters at present.  Although intent is clear to me it would not be to a new player and that is an inherent problem with the spellbook feature at present.

 

Thanks for the prompt responses gentlemen and good evening.

#2116

E-Tallitnics

Sep 18, 2014 0:10:19

Valdark wrote:
#2117

LordArchaon

Sep 18, 2014 0:16:27

Valdark, a single-classed Wizard only has the slots given by its Wizard level. Hence you refer to those slots when preparing, due to multiclass rules specifying you count as single-classed. Your RAW wasn't as right as I thought, I'm Rafael from the Facebook group.

#2118

jeremy1976

Sep 18, 2014 0:25:32

Q671 if I have the polearm master feat and attack with the haft end do I get to add my str and other mods? Cheers

#2119

E-Tallitnics

Sep 18, 2014 0:39:59

Valdark wrote:
(Reply to #2119)

Valdark

E-Tallitnics wrote:
#2121

Groot

Sep 18, 2014 3:41:23

Q672

 

I asked this earlier and thought I understood, but I need a little more help.

 

Under Hit Points for a Goblin it reads 7 (2d6)

 

7 is the average.  So as the DM I can roll 2d6 to potentially give the Goblin more or less hit points?

 

Under Actions for a Gobin it reads;

 

Scimitar. Melee weapon attack: +4 to hit, reach 5ft., one target.

Hit: 5 (1d6 +2) slashing damage.

 

If it says +4 to hit, what does "Hit: 5" mean?

 

G

#2122

Groot

Sep 18, 2014 3:41:23

Q672

 

I asked this earlier and thought I understood, but I need a little more help.

 

Under Hit Points for a Goblin it reads 7 (2d6)

 

7 is the average.  So as the DM I can roll 2d6 to potentially give the Goblin more or less hit points?

 

Under Actions for a Gobin it reads;

 

Scimitar. Melee weapon attack: +4 to hit, reach 5ft., one target.

Hit: 5 (1d6 +2) slashing damage.

 

If it says +4 to hit, what does "Hit: 5" mean?

 

G

(Reply to #2121)

2Chlorobutanal

A672.

Yep, the "7" and the "5" are the average values of the rolls.

 

"Hit: 5 (1d6+2)" means the same thing as the "7 (2d6)" does for the hit points:

 

7 is the average roll of 2d6, so a DM can quickly assign a platoon of goblins 5 HP each.

 

5 is the (estimated) average roll of 1d6+2.  If the DM is using lots of goblins and doesn't want to roll their damages, he or she can choose to use "5" instead of rolling the damage individually.

(Reply to #2123)

Groot

2Chlorobutanal wrote:
#2125

Ranorak

Sep 18, 2014 4:23:13

Groot wrote:
(Reply to #2110)

SilentSin

Valdark wrote:
#2127

Valdark

Sep 18, 2014 6:48:48

Precisely. 

#2128

Bennedict

Sep 18, 2014 9:13:46

SilentSin wrote:
#2129

Gloriam_Etriae

Sep 18, 2014 10:01:07

Okay, I think I'm #673.

 

Q673: I cannot find any references to ability score damage in 5th Ed. Has ability score damage been eliminated from the system?

 

Q674: How would the Challenge Rating of a PC be calculated (especially in the case of a major villain)? Will these rules be present in either the MM or DMG, or did I just miss the references in the DM Basic Rules?

 

Thanks in advance!

 

Davy

(Reply to #2124)

teron82

Groot wrote:
(Reply to #2129)

OoftaMeg

Gloriam_Etriae wrote:
#2132

Lipfi

Sep 18, 2014 12:37:29

Q675    What happens when creature gets condition, that can only be ended actively, multiple times. For example creature touched by fire elemental is ignited and takes d10 dmg on start of its every turn until it takes action to put fire out. Do ignites stack and does creature need to take two actions if it's ignited two times?

(Reply to #2125)

Groot

Ranorak wrote:
#2134

necromaster_1313

Sep 18, 2014 12:52:07

As a 1st level Barbarian, if I rage and dual wield, does my off hand attack get the +2 rage damage bonus?

#2135

Gloriam_Etriae

Sep 18, 2014 16:08:38

OoftaMeg wrote:
(Reply to #2135)

Cooperjera

Gloriam_Etriae wrote:
(Reply to #2134)

Cooperjera

necromaster_1313 wrote:
(Reply to #2134)

2Chlorobutanal

necromaster_1313 wrote:
#2139

necromaster_1313

Sep 18, 2014 17:07:54

Cooperjera wrote:
#2140

FitzMojoBob

Sep 18, 2014 20:05:46

I'm a little unsure about the way Inspiration is handled.

 

I know that it says in the rules that you can't stockpile multiple Inspiration points, so presumably that means that no matter how many times you do something that the DM thinks should earn you Inspiration, as soon as you spend it you instantly become Inspirationless and then have to wait until you do something else to earn more before you can be Inspired again?

 

That seems to me to make it rather a pale imitation of the various Fate Points (or whatever you want to call them) that appear in some other RPG systems.

(Reply to #2140)

SilentSin

FitzMojoBob wrote:
(Reply to #2132)

Cooperjera

Lipfi wrote:
#2143

Georlik

Sep 19, 2014 9:40:59

Q676

 

Where in the rules it is stated that you can use spell focus as a weapon (Staff as a Quarterstaff for instance). I know it was mentioned in beta, but I can't find the same ruling in PHB.

#2144

WastingX

Sep 19, 2014 10:27:16

Q677: Does the spell Glibness negate the effects of the spell Zone of truth? Since technically the Zone of Truth needs to determine if you are telling a lie before it can prohibit you.

#2145

alienux

Sep 19, 2014 11:12:34

Georlik wrote:
#2146

Plaguescarred1

Sep 19, 2014 11:35:07

WastingX wrote:
(Reply to #2146)

WastingX

Plaguescarred wrote:
#2148

jonathonhawke

Sep 19, 2014 15:12:09

Being an Enchantment spell, Zone of Truth places a compulsion on the target to speak only the truth.  The spell doesn't need to know what is truth or a lie, because the target knows.

#2149

obsid

Sep 19, 2014 17:24:01

Q678:

If I am a barbarian multiclassed into a 2nd lvl druid.  My character has +0dex +0con.  I transform into a tiger, do I have 12AC (normal tiger AC), or 14 AC (getting unarmored defense of 10+con+dex of a tiger).  If I rage before I transform do I still get the resistance to slashing/blug/piercing damage while transformed?  Does tranforming into creatures with "natural armor" stop unarmored defense?

(Reply to #2149)

SilentSin

obsid wrote:
#2151

Blue_Valour

Sep 19, 2014 19:25:52

Q679:

 

From the MM. To use the lair action, does the monster have to hold its action until initiative 20? Or when initiative 20 happens, and the monster decides to use a lair action, its new initiative place is 20? I'm confused as to how the lair actions work.

(Reply to #2151)

2Chlorobutanal

A679.

 

Lair Actions occur independently of a legendary monster's turn, (usually) on a different initiative than the monster's.

 

A dragon, for example, rolls an initiative of 15.

 

On Initiative 20, the dragon can take a Lair Action.

 

On Initiative 15, the dragon can take a regular turn - action, movement, and maybe a bonus action.

 

It can do both every round.  Its "personal" initiative stays at 15.  It doesn't have to ready any actions to use the Lair Action.

http://www.enworld.org/forum/content.php?1900-D-D-5th-Edition-Sage-Advice-from-Designers-Mearls-Crawford#.VB0Bdn5HarV#ixzz3DpJgKS3w

E-Tallitnics

R670: You do not prepare spells based on the level of spell slots that you have whilst Multiclassing.

 

Can a MC Wizard 2/Cleric 18 learn a 3rd level spell, i.e fireball that he would find on is adventure? That character wouldn't be able to learn fireball, since he doesn't have enough levels in the wizard class. -J

Read more: http://www.enworld.org/forum/content.php?1900-D-D-5th-Edition-Sage-Advice-from-Designers-Mearls-Crawford#.VB0Bdn5HarV#ixzz3DpJgKS3w

#2154

E-Tallitnics

Sep 19, 2014 21:55:29

SilentSin wrote:
(Reply to #2154)

2Chlorobutanal

Which part is wrong?

 

Doesn't Wild Shape also state that you retain any class features or abilities of your normal form that you could conceivably use in the new form, minus special senses?  (Fourth bullet point of Wild Shape)

#2156

migueldcannith

Sep 20, 2014 0:57:25
Q679: A player wants to cast Shatter. Are objects hps in the PHB (other than the mention in p185) or in the DMGBasic pdf?
#2157

ZyloSnarf

Sep 20, 2014 1:23:42

2Chlorobutanal wrote:
#2158

Plaguescarred1

Sep 20, 2014 2:56:48

A679: In the DMG.

 

R678: There is such thing as natural armor for monsters. If you take a look at a black bear, which has a Dex10 (+0) and an AC 11 (natural armor), a barbarian/druid wildshaping into one would have to choose one AC formula between  A) AC 11 + Dexterity modifier or B) AC 10 + Dexterity modifier + Constitution modifier according to determine how AC is calculated when two formulas are available;

 

 

BR09 Armor Class: Some spells and class features give you a different  way to calculate your AC. If you have multiple features  that give you different ways to calculate your AC, you  choose which one to use.

 

DMBR 03 Armor Class: A monster that wears armor or carries a shield has  an Armor Class (AC) that takes its armor, shield, and  Dexterity into account. Otherwise, a monster’s AC is  based on its Dexterity modifier and natural armor,  if any. If a monster has natural armor, wears armor,  or carries a shield, this is noted in parentheses after  its AC value.

 

(Reply to #2154)

SilentSin

E-Tallitnics wrote:
#2160

LordCor

Sep 20, 2014 5:52:31

unarmored ac and multiclassing

Does Monk and Barbarian AC adjustments stack when multiclassing, does a "monk barbarian" have ac= DEX+CON+WIS ? Also how does this interact with Draconic Sorcerers Does their AC stack with one or both of those classes (Monk or Barbarian)

 

Ex Monk Barbarian str12 DEX 14 CON 18, Int 8 WIS 16 cha 8

unarmored AC= ?

10 + dex+con+wis

or 10+dex + choice wis or con

 

Draconic Sorc/monk

str12 dex16 con10 int10 wis18 cha8

 unarmored AC=?

13+dex+wis

or

10+dex+wis

 

 

Thanks

 

-yes I am sure this has all been asked several times and I am sorry,

i tried several times to search but the search function proved uselsss

(I was unable to even bring up posts i had seen) :/

 

 

 

 

 

 

#2161

Plaguescarred1

Sep 20, 2014 6:05:58

LordCor wrote:
#2162

Benz74

Sep 20, 2014 8:18:50

(sorry if mentionned elsewhere)

 

Q681 : Do Dragonborns get natural AC bonuses because of their scaly hide ?

#2163

Benz74

Sep 20, 2014 8:27:21

Q682 : There is a Greater Restoration on PHB p. 246, but no Restoration spell (which would fall on p. 272). Is that an error?

 

Was there a Restoration spell in the Basic Rules? If not on both accounts, why not simply call the spell Restoration?

#2164

Plaguescarred1

Sep 20, 2014 8:34:38

A681: No. 

 

A682: See lesser restoration.

#2165

Georlik

Sep 20, 2014 15:14:36

alienux wrote:
(Reply to #2165)

2Chlorobutanal

R676. (Staff / Quarterstaff)

 

The developers clarified via Twitter that they think a staff focus can be used as a quarterstaff.

 

A rod or scepter could be used at the very least as an improvised weapon: without proficiency bonus for d4 damage.  It would be pretty reasonable to treat them as clubs or maces and increase the damage die or add a proficiency bonus (if applicable).

#2167

Dwalon

Sep 20, 2014 17:03:09

Q683:  Does proficiency bonus carry over when multiclassing?  For instance, a fourth level character has +2 proficiency and will go to +3 the next level in that same class.  Does it go to +3 even if he/she moves to a new class that is listed at +2 proficiency for 1st level?

(Reply to #2167)

2Chlorobutanal

A683.

Yes, from the chapter 6 Multiclass rules, proficiency bonus is calculated by the total of your class levels, not individually.  It's the same at a given level for every PC, regardless of how they distribute their multi-classes.

#2169

Grimpow

Sep 20, 2014 17:17:09

Thirsting Blade (Warlock Invocations) stacks with extra Attacks?

#2170

Grunj

Sep 20, 2014 17:18:26

Observant feat:  Why does the +5 bonus to Perception and Investigation only apply to passive checks?

#2171

Yunru

Sep 20, 2014 17:19:34

No. Says so in the Multiclass rules.

 

E x t r a A t t a c k
If you gain the Extra Attack class feature from more
than one class, the features don’t add together. You
can’t make more than two attacks with this feature
unless it says you do (as the fighter’s version o f Extra
Attack does). Similarly, the warlock’s eldritch invocation
Thirsting Blade doesn’t give you additional attacks if you
also have Extra Attack.

(Reply to #2169)

Grunj

Grimpow wrote:
(Reply to #2171)

Grimpow

Yunru wrote:
(Reply to #2171)

2Chlorobutanal

Yunru wrote:
#2175

Jordan175

Sep 21, 2014 2:37:09

Q686: Does the "Dueling" fighting style apply its damage bonus when throwing a one-handed weapon, such as a javelin?

 

Edit: corrected question #

#2176

Plaguescarred1

Sep 21, 2014 2:02:34

Jordan175 wrote:
#2177

Oompa

Sep 21, 2014 2:35:47

Q687

 

Do skills from Character Backgrounds stack with Character creation? Example; The Bard gets three skill proficiencies in any one he wishes, the Entertainer background get's two so that sums it up to five? or just the two from the background (he also get's a feature from the background).

#2178

Jordan175

Sep 21, 2014 2:40:40

Oompa wrote:
#2179

Makabriel2

Sep 21, 2014 9:17:08

688

 

Does Awakened Mind satisfy requirements for spells that say a target needs to hear you?

#2180

Plaguescarred1

Sep 21, 2014 10:26:13

A688: But to answer the fundamental question, i don't believe a deafened creature could use an ability requiring him to hear even if it can communicate telepathically.

 

EDITED 

 

 

#2181

Makabriel2

Sep 21, 2014 10:05:43

Plaguescarred wrote:
#2182

Plaguescarred1

Sep 21, 2014 10:27:24

Makabriel2 wrote:
#2183

Killraven76

Sep 21, 2014 10:37:26

Q689: How often can Dark Elves use Dancing Lights.  All it says is "You know the dancing lights cantrip."

#2184

Plaguescarred1

Sep 21, 2014 10:41:49

A689: Its usable at-will being a cantrip. (Basic Rules pg. 78)

#2185

OoftaMeg

Sep 21, 2014 13:07:15
Q690: Caltrop speed penalty? I can't find rules for penalties for things like the speed penalty for caltrops.  They reduce speed by 10ft, but what happens if there are caltrops in multiple squares and they fail multiple times? We've been playing that multiple penalties do not stack (like disadvantage) but is there a rule that we're missing?
#2186

crazykvex

Sep 21, 2014 13:41:25

Q691: Dwarven Combat Training gives proficiency with the throwing hammer (ch2: races), but I cannot find it in the weapons table (ch5: equipment). The weapons table does mention "Light hammer", which can also be thrown. Is this the same weapon? (same question holds for pdf-rules and player-handbook)

#2187

mrpopstar

Sep 21, 2014 13:50:26

OoftaMeg wrote:
#2188

crazykvex

Sep 21, 2014 14:00:39

mrpopstar wrote:
(Reply to #2188)

2Chlorobutanal

R691.

 

All the time.  I believe the name was changed from playtest to printing and wasn't updated in every spot, but the "throwing hammer" = "light hammer" for all purposes.

#2190

obsid

Sep 21, 2014 17:36:55

Q692:

So I am a barbarian/Druid, I frenzy and gain exhaustion, and then I transform into something (like one of the elementals) which is immune to exhaustion.  Does that reset exhaustion to 0 even after I transform back?

(Reply to #2190)

SilentSin

obsid wrote:
#2192

Ocule

Sep 21, 2014 19:24:51

Q693: 2nd Level spell "Moonbeam" does it deal damage immediately upon casting as the beam engulfs the target and he "enters" the beam and again at the start of his turn?

 

Q693: Can an eldritch knight drop his weapon, cast a spell bonus action to return the weapon to his hand as often as he would like? It seemed kind of against the spirit of the class to do it that way.

#2193

Ocule

Sep 21, 2014 19:30:02

Q694: The warlock Hex spell as well as the enhance ability spell give disadvantage or advantage on ability checks and saving throws respectively. Does this apply to attack rolls as well? 

#2194

katerian

Sep 21, 2014 19:41:08

Q695:  Does Polymorph allow you to retain your class abilities?  Initially I had though not, since it only really says you keep your alignment and personality, but at the end of the spell it says "

The creature is limited in the actions it can perform by
the nature o f its new form, and it can’t speak, cast spells,
or take any other action that requires hands or speech.

"

 

Seems odd that to add that when all you can turn into is a beast if you don't keep your class abilities.  It does say  your "game statistics are replaced" but I'm not certain what all that encompasses. 


Q696:  If you are using an ability when you are polymorphed (like concentrating on a spell or raging) does that ability end when the polymorph happens?  Which, depending on the answer, can also lead to can you polymorph yourself.

 

If Q696 is yes, you can polymorph yourself and maintain concentration on it, I would think Q695 almost has to be that you keep class abilities but I would love to know for sure.

#2195

GilbertMDH

Sep 21, 2014 20:03:46

A693 (first): No. Spells that do damage as immediate effect, say so explicitly. However, if the area includes the target you want to affect, it will be at the start of its nect turn (barring something unusual that might remove it from the area).

 

A694: No. Ability checks, attack rolls, and saving throws are three distinctly different elements. Something that specifically affects one of those does not affect the other two.

 

Edited to correct question numbers.

#2196

JPDG

Sep 21, 2014 20:28:35

Q697

 

A pack of orcs is confronted with an illusion.  One of the orcs interacts with it and discovers it's not real.  Do the others automatically see through it as well? 

#2197

2Chlorobutanal

Sep 21, 2014 21:18:46

A 693. (part 2)

 

Yes, by the rules an Eldritch Knight can drop a weapon (as a "one per turn" object interaction or "totally free" depending on table), cast a 1-action casting time spell, then use Weapon Bond to return the weapon to his or her hand as a bonus action.  This isn't really that powerful in my opinion and actually a somewhat legitmate use for an otherwise very minor ability.  You could even imagine the weapon is released into the air and sort of floats around magically while the EK casts a spell, if that's your thing.

 

A695 & 696.

 

No, you do not keep class abilities when you are polymorphed : you are completely changed to the new form except for personality and alignment.    This is different from shapechange and Wild Shape, which blends the caster's features with the attributes of the new shape.

 

However, I don't think anything prevents a feature that was already operational, such as concentration, or a Rage, from ending prematurely.  A self-polymorphed wizard could continue concentrating on the spell until its duration expired or he or she failed a concentration save (using the animal's Constitution modifier and saving throw proficiencies).  Concentrating on a spell is not the same as casting a spell.

 

For an example of self-polymorph, look at the special abilities of a Transmuter wizard, which includes the ability to polymorph yourself once per long rest.

 

A697.

 

Technically, no, the other orcs do not "automatically" (by a rule) see the illusion for what it is unless they also make the appropriate check or saving throw.  However, a DM could rule that it automatically happens if the proof is obvious.  I'd probably just give the other orcs advantage on their checks or saves, or possibly the opportunity to make a check as a reaction, if the disbelieving orc communicated the nature of the illusion to the others.

#2198

deldalton

Sep 22, 2014 5:45:49

Q698.

 

What is a component pouch for?

 

A friend has asked me this question and, unfortunately, I don't have my 5e PH on me to open up and find the answer. I would be very grateful if someone could sum up it's usefulness.

 

My friend's actual questions was "Is this right? The component pouch can be used in place of materials, so if a spell requires something like a sprinkling of holy water (bless spell) then there isn't an actual need to have holy water on your person, you just use the component pouch, and the pouch never runs out".

 

However, I have read that it can only replace non-costly materials. Any materials that have a specified cost cannot be replaced with the component pouch. Which statement is more true? Thanks!

(Reply to #2198)

deldalton

deldalton wrote:
#2200

Avross

Sep 22, 2014 5:57:49

A698: Both are true.   Any spell which lists a cost next to the components (for example, Identify requires "a pearl worth at least 100 gp") needs to be purchased and tracked separately.  Other than that, the component pouch should suffice.  

 

And as always, the DM is free to rule that specific items are more rare and must be obtained individually...I've played at one table where holy water was carefully restricted (The DM didn't like the fact that we pulled a Frog Brothers and raided a local temple's font before heading out to face a lich.) and at another where all the birds for 100 miles were incinerated so we couldn't get the feather we needed.

(Reply to #2200)

deldalton

Avross wrote:
#2202

himrin

Sep 22, 2014 10:23:23

Q700:

 

For the feat Polearm Master, do you get your attribute bonus to damage, or is it treated like TWF, and no bonus?

#2203

BuffaloBob

Sep 22, 2014 12:48:25

Q701 - Has anyone else noticed that Blade Barrier appears as a 6th level spell in the PHB yet does not show up on any spell list?  I'm going to assume that it is a Wizard and Sorcerer spell.  Are there any others classes that should have this spell as well?

(Reply to #2203)

deldalton

BuffaloBob wrote:
#2205

Novacat

Sep 22, 2014 12:45:31

himrin wrote:
#2206

BuffaloBob

Sep 22, 2014 12:48:58

deldalton wrote:
#2207

Ocule

Sep 22, 2014 13:20:40

Q702: My question with moonbeam is because it says it deals damage to a creature the first time it enters on a turn or when it starts its turn in the beam. It never said entering had to be willing so is the beam first engulfing the creature considered "entering" the beam. By that same token i can move the beam up to 60 feat with an action, is the beam moving over another creature considered "entering" the beam or being shoved into it by another creature.

#2208

Novacat

Sep 22, 2014 13:25:25

Ocule wrote:
#2209

Ocule

Sep 22, 2014 13:26:46

That seems like a really weird technicality

#2210

Alterangel

Sep 22, 2014 13:30:39
Q703: What is the difference between a spell with a range: 10-foot radius (antilife shell) and a range: 10-foot radius sphere (antimagic field)?
#2211

Novacat

Sep 22, 2014 13:36:04

Alterangel wrote:
(Reply to #2205)

himrin

Novacat wrote:
(Reply to #2203)

AaronOfBarbaria

BuffaloBob wrote:
#2214

AarynD

Sep 22, 2014 18:25:00

Q704:  Does the Message cantrip reveal to the target where the whisper/message originates, or does it seem to originate just outside the target's ear?

 

 

If I'm a rogue (arcane trickster), hiding in shadows, and sneaking up on a nervous guard, can I use Message to whisper to the guard that I am Death, and I am coming for him right now, will that reveal to him that the message came from 100 ft from his left, or will he just hear a message in his head, or as tho I were leaning over his shoulder and whispering directly into his ear?

#2215

Seekus

Sep 22, 2014 18:42:58

Multiclassing spell levels seem very strange. Please help me to understand the multiclassing spell levels. The way I read them, a fifth level Ranger has 4 first level and 2 second level spell slots, but as soon as he multiclasses into a Rogue, he forgets one of the one level slots and both of the second level slots and won't get the second level slots back until he reaches third level as a Rogue and only then if he takes the Arcane Trickster Archetype.. Have I fiqured this out correctly?

(Reply to #2215)

2Chlorobutanal

Seekus wrote:
#2217

WibbleNZ

Sep 22, 2014 19:05:56

Seekus wrote:
#2218

Cooperjera

Sep 22, 2014 19:12:27

Q 706

 

Twinned Spell for sorcerers.  The text of the feature indicates that the twinned spell must "target only one creature and doesn't have the range of self..."  Is it possible to twin a spell that allows the caster to choose one creature (i.e. Haste), and twin a spell that affects one target that can be seen in range (i.e. Disintegrate, Feeblemind), or must the twinned spell be a ranged attack spell (i.e Firebolt)?

 

Intutivly it seems silly that it would be limited to ranged attack spells only, because the few number of spells that seem to be ranged attacks.

 

Thank you

(Reply to #2216)

Seekus

2Chlorobutanal wrote:
(Reply to #2218)

2Chlorobutanal

A706.

 

Yes, you can Twin a defensive or "buff" spell or a harmful spell that does not deal damage.  You can Twin a polymorph or haste spell as well as a damage spell such as finger of death.

#2221

Plaguescarred1

Sep 23, 2014 2:28:51

AarynD wrote:
#2222

tekbart

Sep 23, 2014 8:23:25

Q707

Vampires Charm ability is described as magic

Is it a magic attack?

If yes is the charm suseptable to dispel magic?

 

As dispel magic states that: "

Choose one creature, object, or magical effect within
range."

#2223

Plaguescarred1

Sep 23, 2014 9:40:02

A707: While a vampire's charm ability is a magical effect, Its not an attack nor a spell, which is what dispel magic ends.

#2224

Mugen11

Sep 23, 2014 10:38:35

Can a battle master fighter riposte an enemies attack and use a different maneuver to push/trip on the granted attack?

#2225

Avross

Sep 23, 2014 10:51:24

Mugen11 wrote:
#2226

Plaguescarred1

Sep 23, 2014 11:06:48

Mugen11 wrote:
#2227

Grey_Watcher

Sep 23, 2014 11:50:40

Q 709:  If you have a multiclass character, what determines when scaling cantrips improve?  Is it overall character level, level in the individual class, level on the multiclass spell-slot table, or something else?

 

Example:  Bob is a Cleric 9 / Fighter (Eldritch Knight) 9 and knows, among other cantrips, Sacred Flame (from the Cleric list) and Ray of Frost (from the Wizard spell list).

 

Each of these spells does 1d8 damage, and an additional 1d8 when the caster reaches 5th (2d8), 11th (3d8), and 17th (4d8).

 

So, when using these cantrips, does Bob deal

  • 4d8 damage (because he's above 17th level),
  • 2d8 damage (because his level in the class that grants the spell is above 5th, but below 11th),
  • 3d8 damage (because his level on the multiclass spell-slot list works out to 12th, which is above 11th, but below 17th), or
  • something else entirely?

Sorry if this already got answered, but the Search function didn't find anything. 

#2228

Avross

Sep 23, 2014 11:56:52

Grey_Watcher wrote:
#2229

Grimpow

Sep 23, 2014 12:20:22

A 710

 

About the Crossbow Expert Feat: You attack with a one handed weapon e use one action bonus to attack with a loaded hand crossbow, you can make "two shots" with the same hand crossobow in a turn (action and bonus action)?  and you can use a shield using a hand crossbow? 

#2230

belowyn

Sep 23, 2014 12:59:13

2Chlorobutanal wrote:
#2231

Avross

Sep 23, 2014 13:09:56

Grimpow wrote:
#2232

Grey_Watcher

Sep 23, 2014 14:04:46

Avross wrote:
#2233

obsid

Sep 23, 2014 14:58:46

justinj3x3 wrote:
#2234

tekbart

Sep 23, 2014 21:19:26

Q712 It is said that you have to have 1 hand free to cast spells that require Verbal or Somatic components. What about casting by a ranger who is holding a bow can he cast his spells or does he need to drop the bow? Or a Eldrih knight with na 2h weapon can he cast a spell? Can he hold the weapon in 1h as a free action ?

(Reply to #2234)

obsid

A712:

 

The rules say "You can also interact with one object or feature of the enviroment for free."  Its at least possible to read this to mean you can sheath your weapon, cast your spell, and then draw your weapon, as long as it was the same weapon.  Then its only "one object" that you are interacting with during your turn.  Check with your DM on this....

(Reply to #2226)

2Chlorobutanal

Plaguescarred wrote:
#2237

durntaur

Sep 23, 2014 23:01:14

Q713

Where/what are the rules for starting wealth if you start a character at a level other than 1?

#2238

WibbleNZ

Sep 23, 2014 23:17:06

durntaur wrote:
#2239

TrustTymora

Sep 24, 2014 0:42:19

Q714

Is a fighter using a shield and hand crossbow two-weapon fighting ?

 

Q715

Does the "Loading" property PHB p.147 limit a crossbow to firing once per round?  or one piece of ammunition when you use an action, bonus action, or reaction (i.e. a fighter could shoot crossbow on his turn using the attack action(only once even if 5th level) and then later using his reaction (Commanders Strike) shoot crossbow again)?

 

#2240

2Chlorobutanal

Sep 24, 2014 0:55:53

A714.

No.  If you're talking about the Crossbow Expert feat, the answer is also still "no."  Two-Weapon Fighting only applies to attacks made using that section of the Combat rules.

 

A715.

Once per action/bonus action/reaction.  A character with a loading weapon could fire three times in a round, once on an action, once on a bonus action, and once on a reaction.

(Reply to #2239)

SilentSin

TrustTymora wrote:
(Reply to #2231)

TrustTymora

Avross wrote:
(Reply to #2235)

JPDG

obsid wrote:
#2244

obsid

Sep 24, 2014 6:26:54

A712:

I would also point your DM to this twitter exchange (Mike Mearls is as he says "The main dude on the Dungeons & Dragons R&D team"):

MonumentGames: Any advice on handling Clerics/druids with shields and spell casting?  They seem disadvantaged without a hand free for S/M comps
Mike Mearls :just stow that weapon in the shield hand for a moment and you're good - the rule isn't there to restrict, but to clarify

Matt Petruzzelli: so you don’t eyed to actually use an incidental to put away your weapon and then draw it again next turn?

Mike Mearls: really wouldn't worry about it - it's not a balancing factor AFAIK

 

https://twitter.com/mikemearls/status/504001681689169920

#2245

tekbart

Sep 24, 2014 7:00:31

ReBump712

My initial thing was for example a Ranger with a bow can he cast a spell as a bonus action and then shoot if he had his bow equipped well dunno how to treat ranged weapon can it be held in 1h.
Or for Example an Eldritch Knight is alredy in mele. Has a Maul equipped was attacking the previouse turn and this turn he wants to cast a spell and use his bonus action to attack.

I know that a heavy 2h weapon can not be used in 1h but can it be held in 1h while casting the spell.

 

Edit:

 

Secondly if Mike Mearls rule would be 100% right wouldnt that make the War Caster Feat like redundant.

"

• You can perform the somatic components o f spells
even when you have weapons or a shield in one or
both hands. "

#2246

Plaguescarred1

Sep 24, 2014 7:12:31

R172: I believe you can hold a two-handed weapon in one hand, you only need two to use it to attacké

#2247

Grey_Watcher

Sep 24, 2014 10:23:15

Q 713:  Can Illusions such as a Major Illusion or Programmed Illusion be seen through with Passive Investigation?  The text of the spells specifically mentions using an action to make an Intelligence (Investigation) check, but the Observant feat grants (among other things) a bonus to Passive Investigation, and I'm having difficulty imagining a use for that, except in extremely specific niche cases, unlikely to come up in a typical campaign.

#2248

Plaguescarred1

Sep 24, 2014 12:09:25

2Chlorobutanal wrote:
#2249

deldalton

Sep 25, 2014 4:19:25

Plaguescarred wrote:
#2250

Aralin

Sep 25, 2014 7:45:11

Q714 I'm not sure why a cantrip (Fire Bolt) has higher average damage (22) than 1st and 2nd level spells, especially when you consider your spell selection for Spell Mastery at 18th level. Is this an oversight, or am I missing something?

#2251

AaronOfBarbaria

Sep 25, 2014 8:09:49

A714: Cantrips, such as fire bolt, don't actually have higher average damage than 1st and 2nd level spells - you are forgetting to figure accuracy (chance to hit or the chance of a saving throw being made), chance to critical (attack rolls only), and the other features of the 1st and 2nd level attack spells.

 

For example, burning hands can target up to 6 creatures at once, and if it is targeting even 3 the damage it causes is noticeably superior to that of a fire bolt (even when said fire bolt finally gets that 4th die of damage).

(Reply to #2250)

obsid

Aralin wrote:
(Reply to #2252)

Aralin

obsid wrote:
#2254

ketter

Sep 25, 2014 8:53:48

Q715: The Feinting Attack maneuver on page 74 of the Player's Handbook states: "You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll". Do you have advantage on your next attack roll that turn, before the end of your next turn, or whenever?

#2255

Plaguescarred1

Sep 25, 2014 9:52:08

A715: You have advantage on your next attack roll against that target whenever that happens. Can be this turn, the next or even in a subsequent encounter with it, as soon as the next attack roll is made against it you'll get advantage because this benefit has no duration given. 

#2256

bromstad

Sep 25, 2014 13:22:09

Q716: 

forgive me if this has been asked already, i tried searching through the forums but didn't find anything.

 

my sorcerer just hit level 2. i haven't cast any cantrips yet, and i was thinking of changing one of the cantrips to something else. after reading the rules on page 101 in the players handbook, it seems like i should be able to do this. however, the DM is taking exception with the phrase "...Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer

spell list, which also must be of a level for which you have spell slots...". He's saying that because cantrips do not require a slot, i cannot (within the scope of the rules), replace them. 

 

yes in case you were wondering, i do hate my life.

 

 

#2257

WibbleNZ

Sep 25, 2014 15:24:08

bromstad wrote:
#2258

obsid

Sep 25, 2014 15:42:00

A716:

 

If you are playing adventures league, you can change anything you want about your character before level 5 (I can point you to that rule if you want).  If you are playing a home game it is up to your DM, and they dont need to follow the rules at all if they dont want to.  I would also make the argument that you have infinite spell slots for cantrips and that the purpose of that rule is so you dont do something like swap out a lvl1 spell for a fireball at 2nd level, for balance reasons.  There is no balance problem with replacing cantrips with other cantrips (you still wouldnt be able to replace a cantrip with a non-cantrip spell).

#2259

avolakia

Sep 25, 2014 17:04:45
Q:717 wizard question Hello, Overchannel ability of invoquer school wizard says that second use of ability makes 2d12 necrotic damage per spell level to the wizard, howmuch damage is caused for overchannel an spell level 0 (cantrip)?? Thanks
(Reply to #2245)

JPDG

tekbart wrote:
#2261

2Chlorobutanal

Sep 25, 2014 18:44:42

A717.

 

Technically, no damage is caused if you use a second, third, fourth, etc Overchannel with a cantrip.  However, if you Overchannel 3 cantrips and then Overchannel a fireball, you would take 12d12 damage.  (basic 2d12 + 2d12 from the number of extra Overchannel uses, times 3 for 3rd level spell).

 

However, this seems to be an oversight, and Mike Mearls suggests a house rule where cantrips deal some damge to the caster when used with Overchannel (perhaps count the "spell level" as 1/2).

 

Jeremy Crawford recently suggested potentially disallowing Overchannel and cantrips alltogether.

#2262

ZyloSnarf

Sep 25, 2014 22:29:27

JPDG wrote:
#2263

M_Aurelius

Sep 25, 2014 23:59:38

Q. 718: If I take crossbow expert, when I use the crossbow as a bonus action after a melee attack, do I add my ability scores?

 

Q. 719: If I take crossbow expert and it ignores loading quality, does that mean I can use it as a bonus action ever turn in a fight.  I.e. Every round do I get to make a melee attack and a crossbow attack as a bonus action?

#2264

2Chlorobutanal

Sep 26, 2014 0:07:41

A. 718, 719

 

718. Yes, you add your ability score (Dexterity) to damage to almost all bonus action attacks.  Two-weapon fighting is an exception, not the rule, and Crossbow Expert is not two-weapon fighting.

 

719. You may want to check the first page of threads to find a lengthy debate about this issue.  Or the second page, or the third page.... it's a hotly-contested issue.  I personally think "yes," you can make a bonus attack every round with a hand crossbow.  Note that you do not have to melee attack to get the bonus attack, so two hand crossbows will work too.  (Some people will point out that technically one hand crossbow works, but I think this is reaching and certainly not the intent.)

 

At any rate, the simple answer to the first question is "yes."  The second question doesn't have a simple answer yet.

#2265

nightwalker450

Sep 26, 2014 9:43:40

ZyloSnarf wrote:
(Reply to #2265)

OoftaMeg

nightwalker450 wrote:
#2267

BuffaloBob

Sep 26, 2014 11:01:51

Q720: Why do warlocks have a spell list that includes 6th level and beyond when the table for warlocks shows them maxing out at 5th level spells?

#2268

Veleria

Sep 26, 2014 11:58:56

A720. They get 6-9th level spells as class features. Because Warlocks regain used spell slots on a short rest it would unbalance them to get 9th level spells every rest so they separated the higher level magik in this way.

#2269

Veleria

Sep 26, 2014 12:03:22

Q721: If I have 2 classes each with a different casting stat, lets say druid (wis) and Bard (cha) then when I cast a druid cantrip like shilleligh is there a way to cast it using cha? 

 

My specific case is Nature Domain Cleric that gains a druid cantrip as a domain feature, and Warlock. Is there any difference in this case because how the cantrip is gained?

 

I provided 2 examples in case one is different because of the method of aquisition. Thanks in advance!

(Reply to #2269)

Overpromises

Veleria wrote:
#2271

BigPasty79

Sep 26, 2014 14:50:58

Q722. Is it taboo or simply against the rules to have a character with theme abilities that arent necessarily for that race. Such as having a dwarf with abilities from Bregan D'aerthe Mercenary theme, which seems it is namely for the Drow?

(Reply to #2271)

Overpromises

BigPasty79 wrote:
#2273

Corumgoth

Sep 26, 2014 20:39:29

Q666: Can a rogue sneak attack with a cantrip?

(Reply to #2273)

Overpromises

Corumgoth wrote:
#2275

Tycho49

Sep 26, 2014 20:44:51

Q724:

 

Does having a movement of zero cancle the dexterity modifier bonus to AC?

 

For example, a grappled creature has a movement of zero and goes where the grappler takes it but otherwise there is no other direct effect. If a movement of 0 negates the dex. bonus to AC, it would be a side effect. (p. 290 "A grappled creature's speed becomes 0 and it can't benefit from any bonus to its speed.")

#2276

Ocule

Sep 26, 2014 21:18:57
Q725: sleet storm, spell. It felt a bit underwhelming so idk if I read it right when do they make checks for falling prone? And concealment counts for melee too?
(Reply to #2276)

Overpromises

Ocule wrote:
#2278

AaronOfBarbaria

Sep 27, 2014 3:24:24

A724: No.

#2279

Ocule

Sep 27, 2014 6:12:36

Overpromises wrote:
#2280

JPQuinn74

Sep 27, 2014 11:31:22

Q726: If a character's speed is 30 ft, what would his run speed be (is it the standard 2x speed)? Looking for extended running speeds for a minute or more (not the jogging Hustle or the Dash or Double-Dash combat actions).

 

Q727: How long can a character Hustle or Run?

#2281

BoldItalic

Sep 27, 2014 12:09:02

JPQuinn74 wrote:
#2282

Grimpow

Sep 27, 2014 21:41:13

Q728 Can a Druid/barbarian (multiclass) enter in Rage in beast form (Wikd Shape)?

 

Q729 Can a druid in beast form (wild shape) use feats? Example: Savage Attacker?

 

 

(Reply to #2282)

SilentSin

Grimpow wrote:
#2284

friar_george

Sep 28, 2014 8:38:06

Q780 If a non-spellcaster learns a damage dealing cantrip, does the damage increase as he gains levels?  For example a High Elf fighter chooses Fire Bolt as his racial cantrip, when he reaches 5th level, does the damage increase from 1d10 to 2d10 ?

(Reply to #2284)

obsid

friar_george wrote:
#2286

True_Believer_02

Sep 28, 2014 12:44:59

Q781: When making unarmed attacks as a bonus action, the monk should add his dexterity bonus to the damage?

 

I tried to search this question and I looked for about 200 questions before tiring myself. If it was questioned before, just point me to the right page and ignore the question.

#2287

Plaguescarred1

Sep 28, 2014 12:53:49

A781: Yes. Martial Arts bonus attack has nothing to do with Two-Weapon Fighting.

#2288

2ndhandmage

Sep 28, 2014 12:56:16

Q782: If a Barbarian5/Rogue5 has the Mobility Feat can he use all his Actions in a Turn to Dash?

For Example: Humans moves at 30' plus Barbarian 5 (+10') and plus Mobility Feat (+10') = 50', so can this character use his Move Action to Move 50' plus 1 Action to Dash (50' x 2) plus 1 Cunning Action to Dash (50' x 2)? 

Is that legal?

 

Q783: If a Barbarian5/Rogue5 has the Bear Totem at 3rd level Barbarian to Resist all Damage (except Psychic) and Uncanny Dodge at 5th level Rogue to halve damage as a Reaction, while Raging can those 2 abilities stack up? Resist Damage from Raging and Uncanny Dodge as a Reaction to Half Damage from attacks? Would he take 1/4 damage?

Is that legal?

#2289

Plaguescarred1

Sep 28, 2014 13:06:51

A782: Yes. Each Dash action will give you extra movement equal your speed.

 

A783: You'd halve the damage, then apply resistance i believe, since Resistance and vulnerability are applied after all other modifiers to damage. (Basic Rules pg. 75)

#2290

StarkeJR

Sep 28, 2014 13:54:54
Q784: When rolling for initiative, I know the DM rolls once for all monsters. If one player rolls a 20, the DM rolls a 19 and another player rolls an 18 is that the order or is it just all players first and then the DMs monsters? Q785: When attacking while under stealth, the only benefit is rolling advantage correct? Q786: The spell Sleep can also affect player characters correct? Thank you.
#2291

Plaguescarred1

Sep 28, 2014 14:25:33

A784: Regardless of the order at which the DM/Players rolls initiative, the total of their check will determine the initiative order. Also not all DMs roll once for all their monsters' initiative, i for instance roll once per monster or group of monsters in larger encounters i.e Goblin1 Goblin2 Kobold1 etc...or Goblins, Hobgoblins, Hobgoblin Captain etc...

 

A784: Correct.

 

A785: Yes.

#2292

StarkeJR

Sep 28, 2014 14:54:20
Q786 This in regards to my initiative question again, so is it possible to have a player go, then a monster and then a player again instead of having all players go at once and then all monsters? Sorry if its a dumb question but I'm new to DnD.
#2293

BaldAccountant

Sep 28, 2014 15:28:07

Q 787 Question about hail of thorns spell for Rangers

It says you can cast the spell if you hit a creature with a missile attack.  What if you target an object?  Say there are two kobolds about 10' apart, can you target a tree, rock, or even the ground and have it effect the surrounding kobolds?

#2294

Plaguescarred1

Sep 28, 2014 17:49:50

A786: Yes, unless the DM use the same initiative check for monsters and that they have the same Dexterity modifier, giving them identical initiative result. Even then each monsters will still have a turn seperatly, they'll just have the same initiative score. But the reason DMs usually roll each monster or group f monsters seperatly is specially to avoid all combattants to go in batch "all PCs, all Monsters: or vice versa.  Hope that help!

 

Exemple

For exemple, a party composed of a rogue, fighter and cleric encounter 2 goblins, a kobold and a kobold shaman. DM declare initiative and every one roll a d20;

 

Player 1 roll 16 for his rogue, which gives him an initiative of 20.

Player 2 roll 3 for his fighter, which gives him an initiative of 3.

Player 3 roll 11 for his cleric, which gives him an initiative of 10.

DM roll 9 for the goblins, which gives them an initiative of 12.

DM roll 20 for the kobold, which gives him an initiative of 22.

DM roll 6 for the kobold shaman, which gives him an initiative of 8.

 

 

So the initiative order goes as follow;

 

22 Kobold

20 Rogue

12 Goblins 

10 Cleric

8 Kobold Shaman

3 Fighter

#2295

Kantro

Sep 28, 2014 15:49:35

Q788: For the purposes of Power Word Kill and Power Word Stun do "the target has" X"hit points refer to current hit points or hit point maximums? 

#2296

belowyn

Sep 28, 2014 16:41:32

Q789: So, we have the ruling (twitter reply) that arcane staff can double as a quarterstaff.

A Tome Warlock with Book of Ancient Secrets invocation, can cast Shillelagh on Arcane Focus staff, and use charisma for attack and damage rolls, right?

#2297

StarkeJR

Sep 28, 2014 17:39:06

Plaguescarred thank you, yes it helps a lot.

 

Q790: If one player (rogue) is away from the party and is able to approach some Goblins with stealth and he attacks them how does initative work?  Does the rogue attack and then then they roll initiative? If the rogue has a higher initative than the goblins can he attack again before the goblins get a turn? Also I'm assuming the other players don't roll initiative until their characters are close to that combat?

 

Thanks!

#2298

Plaguescarred1

Sep 28, 2014 18:02:04

A788: I believe its current HP as it doesn't mention max HP.

 

A789: A specially constructed staff arcane focus does not say its a quaterstaff weapon, But if the DM rule that it does, then i assume he'd rule favorably for it yes.

 

A790: I'd treat it as the rogue successfully surprising the goblins. Unless the party notice another threat such as his other party members, in which case it'd be normall initiative and combat with the rogue begining 1st round hiden.

#2299

StarkeJR

Sep 28, 2014 18:11:26

Q791:  So in the case of surpising the goblins he could potentially attack the goblins twice before they had a turn?

 

Plaguescarred wrote:
#2300

Avross

Sep 28, 2014 18:23:50

BaldAccountant wrote:
#2301

Plaguescarred1

Sep 28, 2014 18:27:51

A791: Using the initiative exemple i provided, yes, the rogue would act twice before the goblin can take actions. Note that the goblin could take a reaction after its1st turn though - as per surprise rules - and could make opportunity attack for exemple.

#2302

Mind_Flayer_Monk

Sep 29, 2014 3:42:03

Q792: Can a PC with the Shield Master feat declare an attack action, use his bonus action to attempt to knock an enemy prone, and then make his attack action?

 

#2303

Avross

Sep 29, 2014 5:37:07

Mind_Flayer_Monk wrote:
#2304

2ndhandmage

Sep 29, 2014 5:51:46

Q793: Does a Rogue with Expertise (Perception) add the Proficiency Bonus to his Passive Perception score as well, or is it just the active score?

#2305

AaronOfBarbaria

Sep 29, 2014 6:19:39

A793: Expertise doubles your Proficiency bonus for ability checks that use the Proficiency you applied it to.

 

A passive check is defined as 10 + all modifiers that normally apply to the check.

 

 

#2306

StarkeJR

Sep 29, 2014 6:37:44

Thanks Plaguescarred.

 

Q794: Can you explain the surprise rules?  Surprise is only mentioned in the PHB once on page 189 and it doesn't mention that.

 

Plaguescarred wrote:
#2307

Plaguescarred1

Sep 29, 2014 6:55:23

A794: Sure the DM compares the Dexterity (Stealth) checks of the rogue hiding with the passive Wisdom (Perception) score of each monsters. Any monster that doesn’t notice a threat is surprised at the start of the encounter. If the rogue is the only one hidden, and his comrades are spotted, then the monsters are not surprised because they noticed a threat. But if alone and successfully sneaking, then any surprised monsters can’t move or take an action on their first turn of the combat, and can’t take a reaction until that turn ends. (PHB pg. 189)

 

#2308

StarkeJR

Sep 29, 2014 6:51:25

I misunderstood when you said they could take a reaction.  I follow now though.  Thanks, have a nice day.

 

Plaguescarred wrote:
#2309

Ocule

Sep 29, 2014 7:10:14
Q795: with elemental adept feat, does the creature summoned with conjure elemental ignore resistance/benefit from elemental a adept. I would think yes but my group raised an eyebrow when I said that. Q796: can a wild shaped druid still wear rings in something like bear or cat form
#2310

Plaguescarred1

Sep 29, 2014 7:23:12

A795: No because the summoned creature is not a spell. The feat allow an elemental damage dealing spell to ignore resistance to damage of its type so casting spells that don't deal elemental damage are not affected by Elemental Adept.

 

A796: If the new form has fingers to wear the ring and the DM decides it is practical for the new form to wear it based on it’s shape and size, then yes. Otherwise because equipment doesn’t change size or shape to match the new form, any equipment that the new form can’t wear must either fall to the ground or merge with it, at which point it has no effect until you leave the form to wear it again.

 

#2311

funkycow

Sep 29, 2014 8:28:14

Q797  Some spells have a clause at the end of them like this:  This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 

Does this increase when your total level is 5 or just the level of the class that gave you the spell. Example is im about to have a Fighter 4/Warlock 1  would this spell get the damage increase for this character?

#2312

Novacat

Sep 29, 2014 8:32:36

Cantrips scale by character level, regardless your level in specific classes.

#2313

2ndhandmage

Sep 29, 2014 10:35:40

Q798: Does Rogue Assassination work with Sneak Attack? Will a crit from Assassination also trigger the Sneak Attack bonus damage if the Rogue is fighting with Light/Finesse weapons?

#2314

Plaguescarred1

Sep 29, 2014 10:42:33

A798: Yes it will, and the sneak attack dice will be rolled twice to boot!

 

 

#2315

Talison

Sep 29, 2014 11:34:23

Q: if you fire through a friendly (or enemy) creature to another creature with a ranged attack, how much cover does the intervening creature provide?

(Reply to #2315)

AaronOfBarbaria

Talison wrote:
#2317

Kenpoaj

Sep 29, 2014 11:50:49

Q800: Do magic weapons that shed light override the Darkness spell?

 

The item in question is Lightbringer from the starter set.  The Darkness spell can't be illuminated by non-magical light and says that it dispels magic light created by a spell of 2nd level or lower.  The description of light bringer simply says it glows as bright as a torch.  It kind of sounds like Continual Flame spell that is 2nd level, but it doesn't really say that for sure.

 

#2318

Vicerious

Sep 29, 2014 11:55:46

Kenpoaj wrote:
#2319

JohnnyBlaise

Sep 29, 2014 12:11:07

A790: The DM determines who might be surprised by comparing the hide checks of the party to the perception checks of the other goblins, and vice-versa.  

 

Defining "away from" with more specificity would be good here.  Let's assume you mean, "so far away that neither the party is aware of the goblins, nor are the goblins aware of the party."  

 

Then we will assume the rogues hide is better than the goblins passive.  

 

Result, the goblin is suprised, as are the rest of the party.  The heroes aren't aware of the threat of the goblins around the corner, the goblins arent aware of the threat of the rogue.  

 

Then everyone rolls initiative (including the rogue).

 

Being surprised, neither the golbins nor the rest of the party can act on the first round of combat.  But the rogue acts on his initiative.

 

The second round of combat proceeds as normal.

 

 

#2320

Talison

Sep 29, 2014 12:16:03

Q799: I get that, but does a medium sized creature provide total cover to a medium sized creature?

#2321

Rigol

Sep 29, 2014 17:33:03

Q810) When A spell such as Englarge/Reduce says a target gains advantage or disadvantage "on strength checks and strength saving throws", does that include their attacks with weapons where strength is the relevant stat (non-finess melee weapons)? Thanks for any help.

#2322

Plaguescarred1

Sep 29, 2014 18:32:10

Talison wrote:
#2323

fieldmechanik

Sep 29, 2014 18:36:57

Q801: If you use attunement with an item that is cursed, will the properties of the magical item reveal that it is a cursed item?

#2324

Plaguescarred1

Sep 29, 2014 18:31:35

(Question renumbered to #801)

 

A801: We don't know yet as the magic items rules found in the Dungeon Master Guide have not been released yet. I wouldn't be surprised if some cursed items do though, depending on what it is.

(Reply to #2324)

fieldmechanik

Plaguescarred wrote:
#2326

Plaguescarred1

Sep 29, 2014 18:39:25

fieldmechanik wrote:
#2327

Isnarte

Sep 29, 2014 20:02:07

The spell Find Steed says that you summon a spirit that assumes a form of an loyal steed, and you choose that form. You can choose a different form everytime you cast it?

#2328

Plaguescarred1

Sep 29, 2014 20:18:18

Isnarte wrote:
#2329

Allensh1

Sep 29, 2014 22:25:49

Q 803: Do bards add half their proficiency bonus to initiative rolls, if they have the Jack of All Trades feature?

 

Allen

#2330

2Chlorobutanal

Sep 29, 2014 22:38:26

A803.

 

Yep. An initiative roll is a dexterity check.

 

(Champion fighters add half of their proficiency bonus to initiative checks, as well, with Remarkable Athlete).

#2331

belowyn

Sep 30, 2014 0:44:23

Q804: Chill Touch states: 

On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start o f your next turn.

 

Does that just mean regular regeneration, or every from of healing? I would guess the last. But, does a healing spell is cast, and expended, but doesnt work? Healing potion is wasted?

#2332

FluffyBunbunKittens

Sep 30, 2014 0:59:43

A804: If anything would recover your hitpoints, it does not work. Since the spell does not say any different, the source can still be expended, it just does not take effect.

#2333

belowyn

Sep 30, 2014 1:17:10

Q805: And another one: The necromancer have its grim harvest ability.

 

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to  twice the spell’s level, or three times its level if the spell belongs to the School o f Necromancy. You don’t gain this benefit for killing constructs or undead.

 

When it says kill, then reducing stuff to 0 hit points and make them unconcious is not enough? Sad that it is useless unless I go for death when using it against players. I dont usually go for kill while others are alive, but also might make the necro desperate enough to go for kill if he is close to death and people are uncouncious. Might actually be the incentive to finish them off for once ...

(Reply to #2333)

2Chlorobutanal

A805.  

 

Since you seem to be talking about using an NPC against players, why not simply have the NPC's Grim Harvest-esque ability work when it drops a character to 0 hp with spells (or any attacks, for that matter).

 

It's an NPC - it doesn't have to follow the PC class rules.

#2335

jsenff

Sep 30, 2014 2:48:41

Q806: I have a query about the spell Phantasmal Killer.

It gives the target two saves before suffering any negative effects, which doesn't seem fair.

Upon casting, target makes a save or is frightened (only negative significant effect of this affects the targets own turn).

At the *start* of the targets turn, they save or take damage, and if they pass, the spell ends.


So the target gets one save upon casting to not be affected, and a second save as soon as their first turn begins (having suffered no negative consequences thusfar) to shake it off again and continue with no negative effects of having the spell cast at them at all.

Obviously, RAW this is exactly how it's meant to work, but does this seem right?  

#2336

2Chlorobutanal

Sep 30, 2014 2:55:02

A806.

 

I've noticed the same thing about phantasmal killer and weird.  They seem like pretty bad spells because of this, especially weird.  Maybe it can be useful against monsters with bad Wisdom scores, but the spell seems pretty unreliable to me.

 

Maybe this is just a case of "bad spells" that slipped through the cracks, like Mordenkainen's Sword, or maybe I just don't have actual experience using the spells in a real game.

#2337

jsenff

Sep 30, 2014 3:26:49

I'd be inclined to agree that it's just a bad spell that slipped through.  The spell basically gives the target advantage on the roll, every time.  Though unlike Mordenkainen's Sword, this one actually seems like an oversight, rather than simply underpowered.

#2338

FluffyBunbunKittens

Sep 30, 2014 3:44:45

A806. Phantasmal Killer had two saves in its 3e version (http://www.d20srd.org/srd/spells/phantasmalKiller.htm), so I think that's the sole reason for why it's like this here as well. Certainly, its effects are much less impressive than save or die.

#2339

Nivek_Loneshadow

Sep 30, 2014 6:26:47

Q807

 

Paladin's Divine Smite.  Can this be used on any "extra attacks"  As in the Paladin can use a spell slot to enhance both his attacks after level 5?

#2340

Plaguescarred1

Sep 30, 2014 6:30:26

A807: Yes, Divine Smite has no usage frequency so it can be used whenever you hit with a melee weapon attack.

(Reply to #2333)

JohnnyBlaise

A805.  Spells cannot be used to knock out, only melee weapon attacks, so its irrelevant.

#2342

sehmerus

Sep 30, 2014 9:32:20

If characters become fatigued while swimming, or become submerged in water what are the rules for Drowning?   If a character is "Dying" by having his HP reach 0 and then falls prone into a shin deep pit of water , does this effect his death save roll??  further more.. can conditions or situations effect a death save throw? or regardless it is rolled unmodified (as implied by the rules saying its strictly fate) ?

 

#2343

Plaguescarred1

Sep 30, 2014 10:19:02

sehmerus wrote:
#2344

Yunru

Sep 30, 2014 10:22:47

A805: Screw real-world bouyancy and say bodies at rest float on their back. Or at least pcs do. Problem solved :P

#2345

pauldanielj2

Sep 30, 2014 12:47:32

Q808: Can a monster with a movement ability, like Earth Glide or Incorporeal Movement, that allows it to move through solid objects attack an enemy from within a solid object? For example, could an Earth Elemental using Earth Glide to move through a solid wall attack an adjacent character standing beside the wall, or would the Earth Elemental have to exit the wall prior to making an attack?

#2346

Donavyn.M13

Sep 30, 2014 14:26:42

Q810: If a Paladin with the Fighting Style: Great Weapon Fighting also uses his Divine Smite to add 2d8 Radiant Damage to a weapon attack with, say a Great Sword, does the Fighting Style allow him to reroll 1's and 2's on the radiant damage dice, or just the weapon damage dice?

#2347

2Chlorobutanal

Sep 30, 2014 16:58:47

A810. Yes, you can potentially re-roll all the (1- or 2- result) damage dice from the attack, which includes extra or bonus dice such as Divine Smite or Improved Divine Smite.

 

 

JohnnyBlaise wrote:
#2348

belowyn

Oct 01, 2014 1:41:40

JohnnyBlaise wrote:
#2349

Yunru

Oct 01, 2014 6:32:15

Q811: Asides from Rule 0, is there any reason you can't have more than two hands?

#2350

JohnnyBlaise

Oct 01, 2014 9:04:21

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher,

belowyn wrote:
#2351

jlaform

Oct 01, 2014 9:13:14

Q812.

 

1: if I have an archer shooting at a target, and there is a target (friendly or enemy) in a square between my chosen target, is there a chance that the character between my target will be hit? or that they'll offer an AC bonus to my chosen target (due to like partial terrain? For example my human fighter using a bow attacks a human sized target 3 squares away (15') but an ally figher stands between me and my chosen target (fighting another enemy adjacent to them), will my ally cause me to have a blocked view of my chosen target?

 

2: If a mage has a touch based magic attack (inflict light wounds in this case) and they have to roll an attack roll to hit, do they ignore any armor that the chosen target is wearing? For example they want to use the inflict wounds spell on an enemy fighter with no Dex bonus and wearing armor, would they need to roll AC 10 (ignoring armor and no dex bonus) or AC 18 (armor bonus with no dex bonus)?

 

We have just got the players handbook but in our readings of the book we are unable to find specific answers to our questions, thanks in advance for the help.

(Reply to #2351)

Overpromises

jlaform wrote:
#2353

iatesand

Oct 01, 2014 9:49:35

JohnnyBlaise wrote:
(Reply to #2352)

jlaform

Overpromises wrote:
#2355

JohnnyBlaise

Oct 01, 2014 10:15:15

iatesand wrote:
#2356

JohnnyBlaise

Oct 01, 2014 10:36:11

I would say the concept of that last paragraph is silly, a NPC necromancer is still a necromancer and should have access to any or all of the abilities a necromancer has.  NPC's are not "totally different". The examples provided in the MM and other adventures or source material are just generic classes for ease of use,  When crafting a major villain (or a miner one if you ) I would expect a DM to fully flesh him out and not just pick "archmage" out of the back of the MM. 

#2357

TonyBuc

Oct 01, 2014 10:59:53

Q:813: - I can't find Run mechanics in the game.  Has run been removed from combat?

#2358

Uthrac

Oct 01, 2014 11:07:05

A813: Yes. The new mechanic is Dash. If you use your action (or otherwise get to Dash, such as with a bonus action granted by a class feature or spell) to Dash, you move your speed. Combined with your normal movement for the turn, this allows you to "run" at twice your speed (or three times if you move + action Dash + feature-bonus Dash).

#2359

Vicerious

Oct 01, 2014 11:17:14

Uthrac wrote:
#2360

belowyn

Oct 01, 2014 11:19:24

JohnnyBlaise wrote:
#2361

jonathonhawke

Oct 01, 2014 11:19:53

R813: Dash does not cause you to move your speed.  Instead, it increases you movement for the turn by your speed.  Movement happens outside of actions.

#2362

TonyBuc

Oct 01, 2014 11:25:26

Vicerious wrote:
#2363

Uthrac

Oct 01, 2014 13:09:51

jonathonhawke wrote:
#2364

usgrandprix

Oct 01, 2014 13:48:47

Q816: How many 5’ squares on a grid does a 20-foot-radius sphere fireball fill? I’m thinking 64 with the rules that diagonal is the same as horizontal for movement, but why have spheres?

#2365

woundedmoth

Oct 01, 2014 14:26:30

Apologies if this has already been asked, but the search function does not appear to work correctly.

 

Q817: If a Druid is multiclassed into Barbarian or Monk for Unarmored Defense can they add Con or Wis to AC when under the effects of Wildshape (the beast's Con score in this case)?  This is assuming that the beasts Dex score is already included in their AC calculation.

 

Thanks.

#2366

-ktkenshinx-

Oct 01, 2014 14:47:59

Q818: I am a Druid and I Wildshape into a crocodile. I then bite a target and grapple/restrain them. They try to make an escape check on their turn. Is the DC always 13, as it specifies in the stat block? What if my Athletics modifier is higher than that of the crocodile's (theirs is +3)? Does that replace the DC 13 in the MM? 

 

Generally, how are we to interpret the static DCs of abilities in the MM? Do those scale if the monster gets higher stats? Are they always static like that?

#2367

Plaguescarred1

Oct 01, 2014 15:07:09

A815: Yes it does.

 

A816: 64 squares.

 

A817: It can, but the PC will have to choose between AC 10+ Dex + Wis or Con or AC X + Dex if the monster has a natural AC higher than 10.

 

A818: If you wildshape into a creature and use one of its attack to grab, which include an escape DC, then the DC to escape will be the one determined in the statblock.

#2368

slumgum

Oct 01, 2014 19:26:00

Q819:  For a Trickery Domain cleric their level 2 abiility is Invoke Duplicity.  What happens when a mob attacks the illusion?  Is it dispelled/destroyed, or simply revealed to be an illusion?

#2369

Plaguescarred1

Oct 02, 2014 2:28:13

A819: Since Invoke Duplicity doesn't say that your duplicate is destroyed/dispelled when attacked, then Its simply revealed to be an illusion as the attack slice through seemlessly i'd say.

 

#2370

jaranka

Oct 02, 2014 2:39:31

Q820: Regarding the Telepathy and Read Thoughts abilities. Are creatures with such abilities able to discern direction and distance to the mind? Are they able to detect sentient beings that wander within range, whether or not visible?

#2371

Plaguescarred1

Oct 02, 2014 3:03:26

A820: If a creature is hidden, those abilities won't let you dicern its distance/location by themselves. Read Thoughts only work on creature you can see so you should be able to dicern this already. While Telepathy let you create a telepathic link between yourself and a willing creature anywhere on the same plane of existence, it doesn't inherently let you dicern its distance/location.

#2372

mellored

Oct 02, 2014 6:25:06

Do paladin's aura's of protection stack?

#2373

woundedmoth

Oct 02, 2014 6:58:31

Plaguescarred wrote:
#2374

Plaguescarred1

Oct 02, 2014 9:02:55

woundedmoth wrote:
#2375

alienux

Oct 02, 2014 9:13:47

jonathonhawke wrote:
#2376

Plaguescarred1

Oct 02, 2014 9:18:15

alienux wrote:
#2377

alienux

Oct 02, 2014 9:21:46

Plaguescarred wrote:
#2378

Plaguescarred1

Oct 02, 2014 9:25:02

R813: Ok sorry pal i misunderstood too 

(Reply to #2378)

alienux

Plaguescarred wrote:
#2380

JohnnyBlaise

Oct 02, 2014 9:38:19

Q822:  What are "other magical effects" for purposes of magic resistance, and specifically does it include breath weapons?  [in other editions, there were Su and Sp effects clearly delineated, now there is no such label].

#2381

JohnnyBlaise

Oct 02, 2014 9:39:43

Q823:  When you are passively perceiving a creature that is in heavy obscurement, do you take disadvantage on that check?  To put it another way, does the penalty for light obscurement stack with the penalty for heavy obscurement?

#2382

usgrandprix

Oct 02, 2014 10:37:51

A823: If the creature is in heavy obscurement you cannot see it at all (automatically fails any ability check that requires sight). Special vision could change that to light obscurement or better. If the DM rules your perception check is based on hearing then vision rules don't apply. In this case you would use your passive perception to hear. It might have advantage if there is very little ambient noise and disadvantage if there is a lot of ambient noise.

#2383

woundedmoth

Oct 02, 2014 11:16:34

Plaguescarred wrote:
#2384

mellored

Oct 02, 2014 11:25:02

woundedmoth wrote:
#2385

Plaguescarred1

Oct 02, 2014 11:36:11

woundedmoth wrote:
#2386

nightwalker450

Oct 02, 2014 12:06:58

JohnnyBlaise wrote:
#2387

Tchanne

Oct 02, 2014 13:25:55

Is the caster of an Area of Effect spell affected by the spell if he/she is in the area?

Sleep ...

Fireball ...

I know Lines, Cones and Cubes can opt out of the Point of Origin (caster) but not Spheres or Cylinders.

#2388

Plaguescarred1

Oct 02, 2014 13:32:44

Tchanne wrote:
(Reply to #2345)

pauldanielj2

pauldanielj2 wrote:
#2390

usgrandprix

Oct 02, 2014 14:04:05

nightwalker450 wrote:
#2391

Plaguescarred1

Oct 02, 2014 15:47:16

pauldanielj2 wrote:
(Reply to #2386)

Overpromises

nightwalker450 wrote:
#2393

Eric125

Oct 02, 2014 18:42:24

Q825 Can someone explain what it means when brackets are used when describing a skill or ability? 

 

Example: The Blessing of the Trickster states that you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks.

 

I am unsure if this means the blessing would apply to all dex checks or only stealth checks. I'm assuming that this would mean all dexterity checks, but I'm unsure.

#2394

Plaguescarred1

Oct 02, 2014 18:51:35

A825: The blessing apply to any Dexterity (Stealth) checks. The DM determine upon attempting a tak if a check is required and wether a skill is applicable. You most often make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. (PHB pg. 177)

 

(Reply to #2393)

Overpromises

Eric125 wrote:
#2396

BoldItalic

Oct 03, 2014 1:51:56

R825

 

A Dexterity(Stealth) check means you make a dexterity check (Roll d20 and add your Dexterity Adjustment), then add your proficiency bonus if and only if you are proficent in Stealth. That way, everybody has a Dexterity Adjustment and can make the check, but people who are proficient in Stealth have a better chance of success.

 

Because Stealth is normally associated with Dexterity, a Dexterity(Stealth) check is loosely called a Stealth check and appears as that on the character sheet because it's convenient to have that number to hand. In principle, though, situations could arise where the DM wants to use a different combination of ability and skill; for example an attempt to hide under a heavy object might call for a Strength(Stealth) check. These cases are relatively infrequent and can be worked out ad hoc using the same simple formula: d20 + Ability Adjustment + (Proficiency Bonus if and only if you have the right skill).

 

The Blessing applies only to Dexterity checks where Stealth is the relevant skill for the purposes of deciding if Proficiency Bonus can be claimed.

 

 

#2397

deldalton

Oct 03, 2014 5:32:18

Uthrac wrote:
#2398

owaru

Oct 03, 2014 6:26:47

Q826: If a Monk is wielding a two-handed monk weapon (such as wielding a staff two-handed), can they still use Flurry of Blows to make the bonus unarmed strike? Or does the main weapon have to be one-handed?

#2399

AaronOfBarbaria

Oct 03, 2014 6:53:36

A826: A monk is not prohibited from using Flurry of Blows while using a monk weapon, whether it is one-handed or two-handed.

#2400

JohnnyBlaise

Oct 03, 2014 6:57:36

Just bumping this since no one even attempted an answer yet.

 

Q822:  What are "other magical effects" for purposes of magic resistance, and specifically does it include breath weapons?  [in other editions, there were Su and Sp effects clearly delineated, now there is no such label].

#2401

iatesand

Oct 03, 2014 7:07:51

 

owaru wrote:
#2402

Vicerious

Oct 03, 2014 7:56:05

JohnnyBlaise wrote:
#2403

-ktkenshinx-

Oct 03, 2014 9:12:46

Q827: What feats stack over to Wild Shape or Polymorph/Shapechange forms?

 

Does Alert (+5 to initiatve)? Mobile (+10 to move speed)? Is it just feats with active ability that can be used? Or is it also passive bonuses like Alert/Mobile? How do we determine this as players/DMs?

(Reply to #2403)

Overpromises

-ktkenshinx- wrote:
#2405

Plaguescarred1

Oct 03, 2014 10:07:15

deldalton wrote:
(Reply to #2400)

OoftaMeg

JohnnyBlaise wrote:
(Reply to #2405)

OoftaMeg

Plaguescarred wrote:
#2408

Plaguescarred1

Oct 03, 2014 10:28:02

OoftaMeg wrote:
#2409

deldalton

Oct 03, 2014 12:31:57

OoftaMeg wrote:
#2410

-ktkenshinx-

Oct 03, 2014 16:26:10

Q828: Shield Master says that I can make a bonus action to shove if I use the attack action. Does that mean I have must attack before the shove attempt? Or can I use the bonus action shove before the attack, so long as I also end up making an attack in that same round?

#2411

mellored

Oct 03, 2014 16:45:13

-ktkenshinx- wrote:
#2412

Discorides

Oct 03, 2014 17:02:05

Q829: When adding new hit points during level up, does "1d10 (or 6) + con" mean you can roll a d10 and then choose between your roll or a 6? Or do you need to decide which at the outset?

#2413

celtwarrior

Oct 03, 2014 19:27:32

Q830, cat vision, why does the cat [MM p320] not have darkvision?  i know this is a fantasy world and science does not necessarily have a place, but a cat has 6-8 times more rods than humans for the point of being active at night.  to make room for all these rods, they have much fewer cones hence have limited color vision, but halflings, elves, dwarves, etc... see full color [i assume] but still have dark vision?  also other similar-ish animals have darkvision like the badger, toad, rat, lizard...

 

where is the love for kitty?

#2414

celtwarrior

Oct 03, 2014 19:35:55

Q831, conjurered armor/sheild

 

2nd level the school of conjuration [PHB p116] allows a user to create an a temporary item for 1 hour that is 10 pounds or less, so i can create a sheild, however if that item takes any damage it disappears so does the sheild provide +2 to AC?  in other words, if the user of the conjurered sheild is hit by a weapon does it protect then disappear or does it disappear first and the attack hits the user?  furthermore how we know if the sheild was hit or not?  one possible compliated approach would be to keep track of the AC with and without the conjurered sheild X without and X+2 with.  if the user is attacked with X+1 or X+2 then the sheild is hit?

(Reply to #2412)

SilentSin

Discorides wrote:
(Reply to #2413)

SilentSin

celtwarrior wrote:
(Reply to #2414)

SilentSin

celtwarrior wrote:
#2418

Plaguescarred1

Oct 03, 2014 20:08:11

A829: No its one or the other.  Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result o f the die roll (rounded up). (PHB pg. 15)

 

A830: Yeah I don't know why it doesn't have darkvision.

 

A831: Minor Conjuration can conjure a shield as it meet the prerequisits, and thus should grant +2 AC if wielded and should not take any damage unless specifically targeted by the attack instead of you.  Remember though that If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. (PHB pg. 144)

(Reply to #2406)

daviebo666

OoftaMeg wrote:
#2420

QuantumEye

Oct 04, 2014 15:56:31

Q832:  If a Parry (Maneuver) reduces damage to 0, is it still a hit?

 

This specifically came up in relation to a poisoned weapon.  If the piercing damage from the hit was reduced to 0, would the poison damage still apply?

 

Thanks for your feedback.

#2421

Khoalabear

Oct 04, 2014 18:04:40

Q 833: Are attack spells subject to the extra attacks class features? Like say I take a level in Sorcerer and many levels in fighter, when I get the extra attacks feature do I fire an extra firebolt instead of just one?

(Reply to #2420)

SilentSin

QuantumEye wrote:
(Reply to #2421)

SilentSin

Khoalabear wrote:
(Reply to #2420)

Overpromises

QuantumEye wrote:
#2425

traha476

Oct 05, 2014 6:55:26

Q#834 In the Hoard of the Dragon Queen online supplement, it says that the languages for the assassin NPC are "Thieves' cant plus any two languages". I have NO idea what that means, so could you please explain that to me?

#2426

Novacat

Oct 05, 2014 6:59:38

traha476 wrote:
#2427

traha476

Oct 05, 2014 7:21:35

Q#835 On the Character Sheet, where do you write down class features? There's an "attacks and spellcasting" section, but their's no "class features" section like in Pathfinder. So where do you write down your class features and what they do?

 

Q#836 In the "attacks and spellcasting" section, what is spellcasting? I get that there are three slots to write down your attacks, but what do you write for spellcasting? There's a whole sheet just for spells and magic, so why would you even need a tiny spellcasting section?

#2428

Dethscythe7734

Oct 05, 2014 8:42:14

Q#837 Does the feat Duel Wielder allow you to make two unarmed strikes?

#2429

randl

Oct 05, 2014 9:18:00

Q#838 Does the Monk's Bonus Action Unarmed attack get stat bonus on damage, or should it be treated like a two-weapon fighting attack?  How about the Flurry of Blows?

#2430

Novacat

Oct 05, 2014 11:14:35

837: Yes.

 

838: Unless specifically stated otherwise, you add your ability modifier to damage on all attacks.

#2431

Novacat

Oct 05, 2014 11:16:56

835/836: I don't have a character sheet in front of me right now, but you can put whatever you like in those spots. They're strictly there for your own convenience.

#2432

LordCor

Oct 05, 2014 14:20:03

q#839

Can you gain expertise from 2 different classes?

Can you use an action burst (fighter lv2) and the extra attack from thirsting blade feature of warlock?

Can you buy the feat magical iniate more than once for different classes?

With the feat magical initiate, if you have a casting class already do you gain another daily first level slot when you add the feat?

With magical initiate what is your level for purposes of casting spells (since some spells reference level in details of casting)?

#2433

Draykov

Oct 05, 2014 14:20:35

Q840:  How should a DM typically dole out XP?  Would it be X/Y where X is the amount of total XP gained in an encounter and Y is the number of members in the party?  Would certain effects alter that (e.g. an unconcious party member)?  

 

Thanks!

 

 

#2434

Novacat

Oct 05, 2014 14:40:00

LordCor wrote:
#2435

Novacat

Oct 05, 2014 14:41:49

Draykov wrote:
#2436

newnewguymatt

Oct 05, 2014 16:06:17

For the Ranger Path, Giant Killer, do small sized PCs (halfling & gnome) receive the bonus against Medium and greather opponents, instead of Large and greater?  Thanks

#2437

Novacat

Oct 05, 2014 16:33:28

No. The feature is not dependent on the ranger's size.

(Reply to #2406)

JohnnyBlaise

OoftaMeg wrote:
#2439

Novacat

Oct 05, 2014 17:05:20

JohnnyBlaise wrote:
(Reply to #2434)

2Chlorobutanal

Novacat wrote:
#2441

Zynax

Oct 06, 2014 1:38:47

Q841 (I think?)

 

 

PHB 196: "If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a Wizard casts Fireball or a Cleric casts Flame Strike, the spell's damage is rolled once for all creatures caught in the blast."

 

How does this interact with a spell like Spike Growth? It creates an area that damages creatures for every 5 feet they move within the spell.

 

A) You roll damage once upon casting and that applies to all creatures that take damage from that spell until it ends.

 

B) You roll damage for a creature when it first takes damage in that round and that damage stays consistent until the next.

 

C) Each time a creature takes damage from the spell you roll.

 

I at first assumed it was C since the spell is not dealing "damage to more then one target at the same time", but the rules are, as always, somewhat vague here.

(Reply to #2441)

SilentSin

Zynax wrote:
#2443

ZaranBlack

Oct 06, 2014 6:24:51

Do reaction attacks of opportunity stop movement?  I had a player insist that because the attack interrupts movement that they can no longer move.   The line doesn't say anything like 4e's combat superiority but the case can be made that since every character only has one reaction that AoOs should be more powerful.

#2444

RadperT

Oct 06, 2014 6:53:22

A842:  The "opportunity" to interrupt a fleeing opponent's movement with your reaction is an entitlement granted by the Sentinel feat.  This feat is crazy good–if your DM ever has the monsters run away–in spite of the illogically constructed exception in the last paragraph of its definition.

 

The answer is no, unless you have the Sentinel feat–which (BTW) interacts powerfully with the Polearm Master feat to stop the advance of encroaching enemies as well.

(Reply to #2438)

OoftaMeg

JohnnyBlaise wrote:
#2446

LostLegolas

Oct 06, 2014 8:50:27

Does the penalty of disadvantage for attacking while adjacent to a foe with a ranged attack apply to spells that are ranged? 

#2447

jarandus

Oct 06, 2014 8:55:17

Q 844: Can a bard have more than one inspiration die active? i.e. first round give an inspiration die to a fighter then the next round give one to a ranger, or does the fighter have to use his die up first?

 

Q 845: When fighting a displacer beast, if a fighter hits it do all members of the party no longer have disadvantage for that round, or just the foghter that actually hit the beast?

#2448

Vlandis

Oct 06, 2014 9:01:37

I've recently started DMing for a group of friends and I'm haveing trouble with the Hex spell

 

Q846. Do attack rolls count as an ability check, in relation to Hex's disadvantage to one ability

 

It seems like it would bieng a d20+prof+mod, the same as any other ability score check, but its not listed as such in the Ability Scores section the the PHB

(Reply to #2446)

AaronOfBarbaria

LostLegolas wrote:
(Reply to #2447)

AaronOfBarbaria

A844: Yes. The limit is how many times per long rest you can use bardic inspiration, and that each creature can have only 1 die at a time, not how many creatures you can have with a die at once.

 

 

 

A845: The disadvantage is being caused by a naturally projected illusion, which is disrupted when it is it (meaning the illusion vanishes) - as such, the fighter hitting benefits all members of the party.

(Reply to #2448)

AaronOfBarbaria

A846: There are three distinct types of rolls which are used to determine the outcome of various actions: Attack Rolls, Ability Checks, and Saving Throws.

 

Those categories are mutually exclusive - despite that every one of them is d20 + ability modifier + the potential of adding proficiency bonus. - so if something is one of those, it is not either of the others.

#2452

JohnnyBlaise

Oct 06, 2014 13:19:39

OoftaMeg wrote:
(Reply to #2452)

OoftaMeg

[quote="JohnnyBlaise"]<p></p><blockquote><div class="xbbcode-quote-header">OoftaMeg wrote:</div><div class="xbbcode-quote-content">

<p> </p>

<blockquote>
<div>JohnnyBlaise wrote:</div>

<div>
<blockquote>
<div>OoftaMeg wrote:</div>

<div>
<p> </p>

<blockquote>
<div>JohnnyBlaise wrote:</div>

<div>
<p>Just bumping this since no one even attempted an answer yet.</p>

<p> </p>

<p><span style="color:rgb(0, 0, 0)">Q822:  What are "other magical effects" for purposes of magic resistance, and specifically does it include breath weapons?  [in other editions, there were Su and Sp effects clearly delineated, now there is no such label].</span></p>

<p> </p>
</div>
</blockquote>

<p>A822: A dragon's breath is not a magical effect.  For resistance to apply the attack should be listed as a spell or magical effect. Dragon's breath is neither.</p>

<p> </p>

<p>A flameskull casts spells, so the resistance would apply.</p>

<p> </p>

<p>A Spectator shoots "magical beams from it's eyes" so I would rule that resistance would apply.</p>
</div>
</blockquote>

<p>So on page 86 of the monster manual, "dragons are also MAGICAL creatures whose innate power feuls their dreaded breath weapons"...</p>
</div>
</blockquote>

<p> </p>

<p>My ruling as a DM would be that unless the attack is specifically a spell or spell-like ability it is not subject to magic resistance.</p>

<p> </p>

<p>In other words, the dragon can breath fire because it is a magical beast, but there is nothing magical about the fire itself, nor is it the direct result of a spell being cast.</p>

<p> </p>

<p>Many, if not most creatures in the D&amp;D world you encounter could be considered "magical".  A giant could not exist in our world because it would collapse under it's own weight, etc.</p>

<p> </p>

<p>But as always, this is up to your DM.</p>

<p></p></div></blockquote>

<p> </p>

<p>My ruling would be that attacks are either physical (sword, fist, shoe) or magical (spells, magic eyes, magic breath).  But what Im seeing is that the rules dont actually define it, correct?</p>
[/quote]
Yes. There are many things such as this that are left up to the DM.

#2454

Draykov

Oct 06, 2014 19:00:56

Q847:  A sorcerer is afforded the option of a single simple weapon as part of his starting equipment. If a quarterstaff is selected, can that also be used as an arcane focus? 

 

Q848:  If a magic user opts for an arcane focus, will they ever need a component pouch or components for spells with a material component?  The wording in the PHB (pg. 203) is a little confusing. 

 

A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell.  But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. 

 

Thanks!

#2455

AaronOfBarbaria

Oct 06, 2014 19:31:36

A847: According to the rules, a quarterstaff (weapon) and a staff (arcane focus) are not the same thing. Speak with your DM about having one item that you can use as both.

 

A848: The wording is less clear than it could be - effectively, there is no difference between a spell component pouch and any spellcasting focus, other than that only certain classes can utilize certain types of spellcasting focus (such as only clerics and paladins being able to use holy symbols) and all spellcasters can use a component pouch.

 

In all cases, if you have one - either a spellcasting focus that you can use, or a component pouch - you have no need of the other (but still need any specific costly components either way).

(Reply to #2454)

SilentSin

Draykov wrote:
#2457

ZyloSnarf

Oct 06, 2014 22:14:38

AaronOfBarbaria wrote:
#2458

tekbart

Oct 06, 2014 22:35:56

Q849 Can you change your list like mid day during adventuring if you havent changed it straight after the long rest? Or if you have changed some of the spells can you later on pray and change some of the others? Otherwise what does that time represent is it additional time to the long rest that you have to take to change the list.

 

"You can change your list o f prepared spells when you
finish a long rest. Preparing a new list o f cleric spells
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list."

 

(Reply to #2458)

2Chlorobutanal

A 849.

No, you may not normally change spells mid-day.  You may only change them after a long rest.  The time constraint is indeed extra time required for spellcasters to change spells after a long rest.

(Reply to #2458)

SilentSin

tekbart wrote:
#2461

bishopcruz

Oct 07, 2014 5:27:41

Q850: When can a Monk use monk weapons? Is it whenever they could use an unarmed strike? Can it be used with Flurry of Blows? Can it be used as the bonus action attack?

(Reply to #2461)

Overpromises

bishopcruz wrote:
#2463

cpouliot75

Oct 07, 2014 7:16:38

Q851: on the first round of combat, if a monster runs past you but your turn hasn't come yet in the initiative, can you use your reaction action to attack?  Or can you use reaction actions only once you have had a turn in combat?

 

Thanks!

#2464

jonathonhawke

Oct 07, 2014 7:50:59

A851: If you are not surprised, you can use your reaction prior to your first turn in combat.

#2465

TonyBuc

Oct 07, 2014 9:36:23

Q852: Does a mulitclass Monk/Barbarian get to Add his CON and WIS to his AC when unarmored? (Unarmored Defense)

#2466

jonathonhawke

Oct 07, 2014 9:42:26

A852: No.  You cannot gain Unarmored Defense from multiclassing if you already have it.  Therefore a Monk/Barbarbarian will use 10+Dex+Wis if Monk was his original class, or 10+Dex+Con if Barbarian was his original class.

#2467

mellored

Oct 07, 2014 10:23:22

jonathonhawke wrote:
#2468

TheVizier

Oct 07, 2014 11:47:19

Q853 (I assume): Are feats only available if you use the optional feats rule?

#2469

jonathonhawke

Oct 07, 2014 11:57:50

A863: Yes

#2470

paulstrait

Oct 07, 2014 14:03:33

Q854 Does a staff of defense count as a magic weapon when used as a quarterstaff for the purposes of hitting creatures with resistance against non-magical bludgeoning damage? 

 

Normally I would think the answer would be yes, but the entry doesn't indicate it gets bonuses like a +1 magic weapon would get, and, indeed, it doesn't even say that it can be used as a quarterstaff (although an NPC in the starter set presumably uses it like one)...

#2471

paulstrait

Oct 07, 2014 14:15:00

jonathonhawke wrote:
#2472

jonathonhawke

Oct 07, 2014 14:32:16

paulstrait wrote:
#2473

TheVizier

Oct 07, 2014 14:44:25

Q855: Is choosing a subrace and/or background mandatory for character creation?

#2474

jonathonhawke

Oct 07, 2014 14:52:53

A855: Sub-race is mandatory (every race that has subraces includes the phrase "Choose one of these subraces" under the subrace trait.

Background may be optional, as there is no rule that says "Choose a background."

#2475

paulstrait

Oct 07, 2014 15:08:48

jonathonhawke wrote:
#2476

LordCor

Oct 07, 2014 16:05:11

#851 is there a maximum number of classes a character may have when multiclassing?

#2477

LordCor

Oct 07, 2014 16:05:55

#851 is there a maximum number of classes a character may have when multiclassing?

#2478

jonathonhawke

Oct 07, 2014 16:36:03

A851: I believe the current limit is 12, but that may rise as high as 20 with more books.

#2479

LordCor

Oct 07, 2014 17:04:20

#852 This may be redundant but my feeling is that i want to be clear,and you use the extra attack from the fighter action boost (level 2) and get an extra attack from another class (like warlock thirsting blade or the bard college of valor additional attack) If you cannot get an extra attack can the fighter action boos be used for something else...for example dodging?

 

Thanks

#2480

Plaguescarred1

Oct 07, 2014 16:58:42

A852: If you take the Attack action and have the Extra Attack feature, it must make attacks and thus cannot Dodge or use another action. Also If you gain the Extra Attack class feature from more than one class, the features don’t add together. (PHB pg. 164)

 

(Reply to #2480)

jonathonhawke

Plaguescarred wrote:
#2482

WibbleNZ

Oct 07, 2014 17:13:45

A852

The Fighter's level 2 Action Surge is not the same as the Extra Attack class feature. Action surge can be used to take any action, including the Attack Action. Extra Attack allows two (or more) attacks with one Attack Action. The Extra Attack class feature does not stack across classes. You can use Action Surge to make an extra attack, but it is not an Extra Attack

 

For example:

 

A Fighter 2 / Warlock 5 (Thirsting Blade) may, in one turn:

 

Regular Action: Attack Action: Attack, Extra Attack (Thirsting Blade)

Action Surge: Attack Action: Attack, Extra Attack (Thirsting Blade)

 

For a total of 4 attacks.

 

or

 

Regular Action: Disengage

Action Surge: Dash

 

or various other combinations.

 

A Fighter 5 / Warlock 5 (Thirsting Blade) would be the same, as the Fighter (5)'s Extra attack feature does not stack with Thirsting Blade.

 

#2483

LordCor

Oct 07, 2014 17:17:22

852

is there a limit to the number of classes you many have?

(Reply to #2483)

OoftaMeg

LordCor wrote:
#2485

slumgum

Oct 08, 2014 1:40:14

Q853 Do clerics and druids know all spells of their spell casting level?  I've read both sections in the PHB and this seems to be the case, but looking to confirm because it also seems very strong.

(Reply to #2485)

FrogReaver

slumgum wrote:
#2487

-Bander

Oct 08, 2014 7:03:09

Q854 Ranged Spells without attack rolls question (e.g. Faerie Fire, Sacred Flame etc. etc.):  Say that my character's Spell save DC is normally 13.  However, I have a goblin or two biting at my ankles giving me disadvantage with ranged spells.  That means that the Spell save DC is at -5 (i.e. 8 in this case).

 

Conversely, if this character has advantage (e.g. w/surprise & no enemies w/in 5') with this ranged spell attack the Spell save DC is +5 (i.e. 18 in this case).  Correct?

 

Thank you.

-Bander

(Reply to #2487)

OoftaMeg

-Bander wrote:
(Reply to #2484)

celtwarrior

OoftaMeg wrote:
#2490

celtwarrior

Oct 08, 2014 10:30:43

Q855, B e n ig n T r a n s p o s i t io n p110 PHB,


Alternatively, you can choose a space within range
that is occupied by a Small or M edium creature. If that
creature is willing, you both teleport, swapping places.
 

 

what is the definition creature?  is a summoned/created being a creature?  is the unseen servant? 

 

#2491

dennyedwards

Oct 08, 2014 10:52:17

Q#856

Does the Travel Pace table on page 81 of the PHB represent a party traveling on foot only or does it include mounted travel.

 

Yes, I know there is a line that says a mount can travel twice as fast for an hour.   I'm just trying to determine if the consensus is that the table is an abstraction that represent all (ground) travel, even if it's a party on riding horses (speed 60).

 

Thank you.

#2492

Plaguescarred1

Oct 08, 2014 14:27:10

A856: I think Travel Pace is for for walking.

#2493

2ndhandmage

Oct 08, 2014 11:28:35

Q857: Is it possible for a Wizard's offensive spells to be used in conjunction with the Rogue's Assassination? If I had a Rogue/Wizard could I get crit damage on Magic Missiles, for example? 

#2494

Noctaem

Oct 08, 2014 13:20:07

2ndhandmage wrote:
#2495

2ndhandmage

Oct 08, 2014 13:22:18

OK so Magic Missile is bad example, but any other offensive spell that has an attack roll, does it benefit from Rogue level 3 Assssination? Is the damage doubled?

#2496

Alakere

Oct 08, 2014 13:24:03

Ok, i am sorry if this has already been asked but given how well the search function is here.

 

Can you make skill checks on skills you are not proficient with?

#2497

Noctaem

Oct 08, 2014 13:28:13

Alakere wrote:
#2498

Noctaem

Oct 08, 2014 13:28:58

2ndhandmage wrote:
#2499

WibbleNZ

Oct 08, 2014 13:41:44

Noctaem wrote:
#2500

2ndhandmage

Oct 08, 2014 13:45:47

Thanks WibbleNZ, I thought I could use it that way, but my DM said only Physical Weapons are allowed crits and Spell no. So therefor I could not use Rogue's Assassination benefits with spells. I feel vindicated now.

#2501

Noctaem

Oct 08, 2014 13:49:36

WibbleNZ wrote:
(Reply to #2491)

AaronOfBarbaria

dennyedwards wrote:
(Reply to #2490)

Overpromises

celtwarrior wrote:
#2504

Novama

Oct 08, 2014 15:03:32

Q858: Where can I see/read up on the latest 5e errata to the core handbooks/etc..? If there is not officially released changes yet, is there a place I can view comments from the developers/designers of suggested or hinted at Errata to come?

#2505

Plaguescarred1

Oct 08, 2014 15:07:13

A858: No errata officially released yet.

#2506

alienux

Oct 08, 2014 18:48:26

Overpromises wrote:
#2507

Vicerious

Oct 08, 2014 19:03:49

alienux wrote:
#2508

alienux

Oct 08, 2014 19:07:46

Vicerious wrote:
#2509

Guest283680897

Oct 09, 2014 1:46:09

Wildshape. We have a druid that constantly go in the form of tiny insects. This way he can go anywhere virtually invisible. Can listen to any onversation. If he so chooses sneak in, change to human, pick up any item he can carry and leave as an insect again. I do understand that a DM ruling can stop this. But we do as much as possible go with the rules as written. Are we missing something or are a level 2 druid the ultimate rouge?

(Reply to #2509)

SilentSin

Guest283680897 wrote:
(Reply to #2509)

Overpromises

Guest283680897 wrote:
#2512

Guest283680897

Oct 09, 2014 4:56:33

Overpromises wrote:
#2513

mellored

Oct 09, 2014 5:47:34

Can i take weapon master and gain proficency in "bite' and "claw".

 

And how would that affect a moon druid?

#2514

Kuicel

Oct 09, 2014 6:15:56

Q2515 Is part of the Ranger Beast Master Archetype missing from the PHB?  Highest feature available is 15 level and frankly what's available isn't very compelling. If it's supposed to be a pet class the pet needs to be worth the opportunity cost and since the ranger can get a familiar very easily it just isn't, based on what is in the book.

#2515

Guest283680897

Oct 09, 2014 6:25:15

Kuicel wrote:
#2516

Guest283680897

Oct 09, 2014 6:27:49

mellored wrote:
#2517

Avross

Oct 09, 2014 8:22:42

Guest283680897 wrote:
#2518

Adratlas

Oct 09, 2014 8:37:13

Is there any way to prevent disarm or item drop? Like the gauntlet lock on 3.5?

(Reply to #2518)

Overpromises

Adratlas wrote:
#2520

mellored

Oct 09, 2014 9:12:35

Guest283680897 wrote:
(Reply to #2520)

Overpromises

mellored wrote:
#2522

mellored

Oct 09, 2014 9:25:49

Overpromises wrote:
#2523

Vode74

Oct 09, 2014 9:39:02

Sorry if this has been resolved before but shouldn't the warhammer weigh more than 2lbs? The light hammer weighs 2lbs. I'll make it 4lbs until I see something official.

 

-Simo

#2524

cykonetic

Oct 09, 2014 10:50:16

I have a 4th level Eldritch Knight that uses Two Weapon Fighting style and has the Dual Wield feat. He has used his Weapon Bond Feature to bind two hand axes that he frequently uses as thrown weapons. The dual wielding feat allows him to draw or don both weapons as a single action, and the weapon bonding allows him to summon one of his bound weapons as a bonus action. Would my character to be able to throw both hand axes one round, then summon both back the following round (one as an action, one as a bonus action or both simultaneously as a bonus action)?

#2525

mellored

Oct 09, 2014 10:58:57

cykonetic wrote:
#2526

Guest283680897

Oct 09, 2014 11:23:39

mellored wrote:
(Reply to #2525)

cykonetic

mellored wrote:
#2528

Guest283680897

Oct 09, 2014 12:12:35

cykonetic wrote:
#2529

Cyberqat

Oct 09, 2014 15:08:44

Q861:  Why are Eldritch Fighters limited to being Wizards?

 

Wouldn't it be more interesting and flexible to allow them to chose from any of the magical spell casting classes to emulate?

(eg Sorceror, Warlock)

 

I could make a pretty good argument, I think, that Sorcerors would be most likely to occur as their ability is innate.

#2530

LordCor

Oct 09, 2014 16:28:24

862(number ammended)

 

Human option level 2 Warlock

Magic initiate (bard) giving cantrips: Prestigitation, vicious  mockery (level 1) spell cure wounds

 

Warlock pact magic cantrips Eldritch blast, true strike (lLevel1)charm person disonent whispers

2 ist level slots per short rest

 

Can he cast cure wounds with a Warlock pact magic slot, and IFF so can he do the opposite (ues his daily initiate clot to cast say charm person?

 

this was kinda addressed but sort of in a oblique manner (another question on another subject touched upon it) so I wanted to be clear.

 

 

Thanks

 

#2531

JoCa

Oct 09, 2014 16:22:59

Since a Beastmaster Ranger adds its proficiency bonus to all of its animal companion's damage rolls, would a Giant Poisonous Snake's Bite also add the proficiency bonus to the poison damage on a failed save?

Also, would the proficiency bonus be added on to the save dc? 

Thanks!

#2532

SpedGuy

Oct 09, 2014 17:40:27

Q863:

Would someone proficient in the appropriate tools be able to use downtime to 'craft' material componants for spells with cheaper base ingredients?

 

For example, someone proficient in Gem-Cutting tools taking 25g worth of junk gem-stone (from a mine they own shares in or just bought on the market from an appropriate location) and processing it into 50gp Gems for a Teleportation Circle?

(Reply to #2532)

SilentSin

SpedGuy wrote:
#2534

Redjak

Oct 09, 2014 18:57:36

Q864: What kind of proficiency (either in terms of tools, skills, or some combination) would be required to make and fletch arrows? I'm not (necessarily) talking about arrowheads, which I strongly suspect would require smithing (assuming they were made out of metal; I'm not sure what would be required if they were carved out of bone or flint). However, what tool(s) or skill(s) would be needed to make arrow shafts and the appropriate fletching?

 

 

(Reply to #2534)

OoftaMeg

Redjak wrote:
(Reply to #2531)

2Chlorobutanal

A. 862

 

No, Magic Initiate does not give a "spell slot."  There is no "magic initiate spell slot" to use to fuel a Warlock's charm person spell.  It is arguably within the written rule to allow the Warlock to cast cure wounds with his or her Pact Magic spell slot, but then the rule about casting the spell "only once before a long rest" comes into play.

 

Essentially, it is only disadvantageous for a Warlock to use a Pact Magic slot to cast a Magic Initiate spell, because the Magic Initiate spell is cast for "free" normally, and regardless of how the spell it cast, it cannot be cast again that day- may as well cast it "for free."

 

I personally would not allow a Warlock to mix any aspect of Pact Magic and Magic Initiate.  I treat Magic Initiate just like any of the magical abilities of Drow or Tieflings - a Tiefling Wizard cannot use spell slots to cast darkness (unless he or she also learned and prepared darkness as a Wizard), nor can a Tiefling Wizard choose to forgo casting darkness to get an extra second-level spell slot.

 

(no number)

JoCa wrote:
(Reply to #2536)

LordCor

That is what I thought an it makes some internal since However, It does of course significantly diminsh the initiate role in the system; as it is better then to, simply add a casting multiclass (although it may very well cost a feat later) as effectively the spell is not truely learned there if gained by multiclass it is always earned and usable.  

 

I do think this approach, because it follows makes the magic initiate worthless, violatest the intent of the new approach to feats.  The clear intention has always been to make feats a major part of the system not minor questionable adds(as they are elswhere).  I would contend that this nerfs that feat and causes it to fit the catrgory of near worthlessness. 

 

This is of course an opinion, but ill never take this feat but in this case i will continue to simply ad one level of Bard(or whatever) instead. 

 

Thank you for the clarification.

 

2Chlorobutanal wrote:
(Reply to #2537)

2Chlorobutanal

LordCor wrote:
#2539

Hatashai

Oct 09, 2014 23:04:03

After reading this entire thread, I have a couple questions that are not covered as far as I see it.

 

Q 865.1: Is it possible to mutliclass back into the same class?  (I.E. Level Fighter 1/ Fighter 1/ Fighter 1)  I ask because of the unique nature of fighting styles.  I fear it isn't because the multiclassing language says "multiple classes," but i'm open to reinterpretation.

 

Q 865.2: If it is not possible to do this, is it possible yet to add another fighting style through any other mechanic outside of the Champion/ranger/paladin options?

 

Q 866: If you take on the Champion fighter subdiscipline, and get to level 10, can you use both fighting styles simultaneosly, assuming they do not conflict?  (i.e. Defense + Dueling, Defense + protection, etc.)  This might happen if you also take the ranger and fighter classes as well. 

(Reply to #2526)

ZyloSnarf

Guest283680897 wrote:
#2541

Plaguescarred1

Oct 10, 2014 2:34:27

 

A865.1: As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, which means the next fighter level you'd take would be L2 (BR pg. 56)

 

A865.2: Yes. But remember that you can’t take a  Fighting Style option more than once, even if you later  get to choose again. (BR pg. 25)

 

A866: Yes you can benefit from two different Fighting Styles whenever applicable.

#2542

Hordor

Oct 10, 2014 3:11:48

Q867: hi i heard theres a short summary of the basic rules. if it really exists you know where to find it?

best regards

 

#2543

Plaguescarred1

Oct 10, 2014 3:15:22

A867: Basic rules can be found here http://dnd.wizards.com/articles/features/basicrules

(Reply to #2532)

Overpromises

SpedGuy wrote:
#2545

JoCa

Oct 10, 2014 3:45:52

Does Devil's Sight still function on a wildshaped Warlock/Druid? I know special senses don't transfer unless the creature is physically capable of using them... which begs the question, can a beast use/benefit from an invocation?

(Reply to #2540)

Overpromises

ZyloSnarf wrote:
(Reply to #2545)

Overpromises

JoCa wrote:
#2548

2ndhandmage

Oct 10, 2014 8:31:02

Q868: This is in regards to Q865.1 annd A865.1

Did I understand correctly that a Fighter who selects a path, lets say Champion, can come back and select another path, lets say Eldritch Knight or Battle Master, later on in his career?

Just as an example: Fighter 1-3 selcects Champion and take that to level 10, then wants to add another path, so on level 11 take Fighter level 3 again to select Battle Master, and takes that to Character Level 16, then on Character level 17 take Fighter 3 again and selects Eldritch Knight and takes that Character Level 20.

Breakdown:

Levels 1-2 Fighter

Levels 3-10 Champion

Levels 11-16 Battle Master (3-8)

Levels 17-20 Eldritch Knight (3-6)

 

Note: I'm just messing with levels and numbers and didn't bother looking at the specifics of what you would get per path per level, I'm just throwing out hypetheticals right now (not theorycrafting or min-maxing).

 

But if this can be done, then it really opens up a whole new way of character building within the same Primary Class.

#2549

Plaguescarred1

Oct 10, 2014 8:27:52

A868: No, you ever are a Fighter L3 once, next Fighter level you take will be L4.

#2550

LordCor

Oct 10, 2014 9:52:18

869: what title does a character have with the nobility background?(Without taking the knight variant)

 

#2551

Plaguescarred1

Oct 10, 2014 10:43:01

A869: Up to you and your DM. The Noble background specifically say to work with your DM to come up with an appropriate title and determine how much authority that title carries. 

#2552

ZyloSnarf

Oct 10, 2014 13:39:48

Overpromises wrote:
#2553

Hordor

Oct 10, 2014 13:50:19

q870: hi, is there a possibility to get the lost mines of phandelver also as pdf? i bought the starter box but the adventure is gone victim of heavy rainfall.

best regards

(Reply to #2553)

OoftaMeg

Hordor wrote:
#2555

Avross

Oct 10, 2014 14:20:33

Cyberqat wrote:
#2556

JPDG

Oct 10, 2014 17:03:54

Q871

 

Forgive me if this has already been answered...


Does a Natural Armor bonus, such as the Sorcerer, stack with Monk or Barbarian unarmored bonus?  

(Reply to #2556)

JoCa

JPDG wrote:
#2558

slumgum

Oct 11, 2014 2:13:12

Q874:

 

Searched the thread for information on Goodberry and didn't see any.  The spell says "Up to 10" Goodberries.  How do you determine how many?  It seems obvious that you could roll a d10, but why wouldn't it just say to roll a 1d10 AND that would put it's floor at 1 whereas other first level healing spells have a floor of 1+ your spelllcasting abiliy modifyer.  Can Goodberry "whiff" and only end up returning as little as 1 health in exchange for a spell slot?

 

I know there is more to consider than just the raw healing output of the spell (Goodberry can be divided amongst as many people as the number of berries you summon, but it also is not really a viable combat heal either).

#2559

Plaguescarred1

Oct 11, 2014 2:44:13

A872: It doesn't scale no.

 

A873: No, unless noted otherwise the spell find familiar let you only gain the service of a bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. (PHB pg. 240)

 

A874: The spellcaster determine this.

#2560

Guest283680897

Oct 11, 2014 4:08:34

Might have been covered before. But moust conjure spells are obviesly very powerfull in this edition. But conjure woodland creatures. 8 pixies with polimorph at will? That borders on insane.

(Reply to #2560)

AaronOfBarbaria

Guest283680897 wrote:
#2562

PalmettoSwampFox

Oct 11, 2014 9:10:08

Q#875:

Does the Proficiency Bonus factor into armored or unarmored AC if you are proficient in the Ability Score?

For example, if I have a character who has a DEX of 18 (+4 bonus) and has a proficiency bonus of +3. And I have proficiency in DEX does that mean my unarmored AC is 17? (10+4+3)

It seems to unbalance the Armor rules if so.

Please site the rules and page number for reference. I looked through the various sections of the PHB and either missed it did not find anything specifying this rule.

#2563

Plaguescarred1

Oct 11, 2014 10:29:14

A875: No, being proficient in Dexterity saving throws has nothing to do with AC. Unless noted otherwise proficiency bonus doesn't apply to AC. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. (PHB pg. 14)

(Reply to #2562)

OoftaMeg

PalmettoSwampFox wrote:
(Reply to #2560)

Overpromises

Guest283680897 wrote:
#2566

Guest283680897

Oct 11, 2014 12:54:12

Overpromises wrote:
(Reply to #2566)

AaronOfBarbaria

Guest283680897 wrote:
(Reply to #2566)

Overpromises

Guest283680897 wrote:
#2569

Guest283680897

Oct 11, 2014 15:43:47

With the feat Crossbow Expert. The shot you can use as a bonus action. Is that just like hitting with a melee weapon? You dont get any ability bonus to damage? The wording is abit odd. 

(Reply to #2569)

OoftaMeg

Guest283680897 wrote:
#2571

traha476

Oct 11, 2014 18:15:32

Q877 This isn't really a rules question, but do you think that WotC will ever release cardboard miniatures (like Pathfinder Pawns) and grids/maps that are laminated so that you can reuse them and draw on them with markers (like Pathfinder Flip-Maps)?

#2572

Novacat

Oct 11, 2014 18:17:39

traha476 wrote:
#2573

Novacat

Oct 11, 2014 18:18:33

Guest283680897 wrote:
#2574

Manchine

Oct 11, 2014 21:24:27

Q878
Shooting into combat.  If a character an a NPC was in combat and another character wants to shoot into combat.  He has clear line of fire to the target.  Do they get any disadvantages?  I couldn't find any thing on it in the rules.  Now if the Character was in the way then he would get cover.  Is correct?  IF not could someone tell me the page number.

 

 

(Reply to #2574)

OoftaMeg

Manchine wrote:
#2576

Novacat

Oct 11, 2014 21:42:31

Manchine wrote:
#2577

Manchine

Oct 11, 2014 22:07:30

Thats what I thought but I wanted to make sure.  I do my homework and check things out like I did with Monks 2nd unarmed attack they don't get the minus like two weapon fighting.  Thanks.

#2578

Hagaurd

Oct 12, 2014 8:59:17

Question about Bard bonus spells which lore bards get at 6th level and other bards get at 10th.  If a character take 5 levels of sorcerer, then 6 levels of bard, the highest spell slot they would have would be 6th.  Could the bard use their bonus spell to pick a 6th level spell because that is the highest slot they have or would it have to be a 3rd level spell because their bard levels only allow them to cast 3rd level spells?

#2579

Plaguescarred1

Oct 12, 2014 9:17:55

Hagaurd wrote:
#2580

jarandus

Oct 12, 2014 10:01:54

(Sorry if these have been asked before)

 

Q880: Can you use inspiration (or a bard's inspiration die) for death saving throws?

 

Q881: When a rogue critsand normally does 2d6 for a backstab, would that become a 3d6 for the critical backstab (plus the normal weapon crit damage)?

#2581

Plaguescarred1

Oct 12, 2014 10:13:50

A880: Yes  you can, death saving throws are saving throws.

 

A881: No If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. i.e If a 3rd-level rogue crit with a dagger, he will deal 2d4 + 4d6 + Dexterity modifier.  

#2582

Kerok17

Oct 12, 2014 11:33:00

Q.882: Weapon weights, is the Pike's printed weight a misprint (it's 3 times the weight of similar weapons)?

 

 

#2583

Plaguescarred1

Oct 12, 2014 11:43:18

A882: Only a dev could tell, but so far i didn't hear that it was a typo.

(Reply to #2583)

Kerok17

Ok, Thank you

#2585

AaronOfBarbaria

Oct 12, 2014 12:30:19

R882: Weapon weights in D&D are notoriously wrong, and sometimes it is even on purpose so that the other reasons why carrying a particular object is difficult (it's shape and size, for instance) are represented within a singular system of determining when your character can't carry anything else.

 

...and, in the case of the pike, it is (in the real world) a weapon with a much longer haft than other weapons, which could contribute to its increased weight in the game rules.

(Reply to #2579)

Overpromises

Plaguescarred wrote:
#2587

2ndhandmage

Oct 12, 2014 17:06:56

R879: I agree, 3rd Level is the highest level Magical Secrets will work on. On the other hand he will have spell slots of 4th, 5th and 6th available from the multiclassing spell slot table on page 165 of the PHB, but no spells to fill those slots. Or at least that is how I understand it.

 

Edit: In Page 164 under Spell Slots, 2nd paragraph:

"If you have more than one spellcasting class, the table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells."

 

So you can use those slots, but you can't use them to cast 4th, 5th, 6th level Sorcerer or Bard spells, just 1st, 2nd, and 3rd spell in those higher slots.

#2588

Hagaurd

Oct 12, 2014 18:06:40

Reading all of magical secrets, I am inclinded to believe you could not pick a spell above 3rd level in the example above.  Pg 54 "A spell you choose must be of a level you can cast, as shown on the bard table or cantrip".  Otherwise, I would play a sorcerer 11, bard 6 and twin spell forsight.  

#2589

Dekrow

Oct 12, 2014 18:15:27

 Looked for awhile, couldn't find an answer to trying here:

 

 In the Spell Slots section of the PhB under multiclassing, it states: "You determine your available spell splots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature, Use this total to determine your spell slots by consulting the Multiclass Spellcaster table."

 

 My question is: What about Warlocks? I mean specifically I'm trying to multiclass a necromancer and warlock together, but I would be curious to know for other future classes as well. Thanks in advance guys

#2590

Novacat

Oct 12, 2014 18:20:38

Dekrow wrote:
(Reply to #2589)

Hagaurd

Warlocks are entirely different.  Keep track of the spells warlocks cast indepently of other spell casters.  Warlock spells recover after short rests, while other spells recover after a long rest.  I am playing a lv 2 warlock/ cleric 1.  I can cast 2 1st level spells per day + 2 first level spells per short rest.  Spells known is different, If you know a spell you can cast it with either your daily spells or your short rest spells.  

Hope this helps.

 

(Reply to #2591)

Dekrow

thank you guys. I get it now that I'm reading over everything about warlocks and your posts. It finally adds up

#2593

DaveDash

Oct 12, 2014 19:34:46

Q882. Can Detect Magic detect magical creatures such as Elementals, Feys, Constructs, Animated undead, etc?

 

Q883. If I have a spell like Moonbeam, when I move the effect to another location, does it just reappear there, or can it be moved THROUGH monsters, damaging them enroute?

#2594

slumgum

Oct 12, 2014 19:32:58

Q880  With Polearm Master when I use my bonus action to make an attack with the opposite end of my weapon would I add my STR modifyer to the attack roll and the damage roll?

#2595

wagnert

Oct 12, 2014 19:42:33

Q881: Zombie Undead Fortitude.  Does this apply to every hit or once per round?  It seems extremely dangerous if you hit it once and drop it to 0, it makes it's save it's at 1 hp, then your second attack hits it and drops it to 0, and it again makes it's save and is at 1 hp again.  Then the next person attacks and hits twice and it again makes it's save each time.  Unless the DM rolls a low number, it has close to a 50% chance to stay up each time.  We've had encounters where the Zombies have been near unkillable at 1 hp.

#2596

Novacat

Oct 12, 2014 19:42:52

DaveDash wrote:
#2597

Novacat

Oct 12, 2014 19:46:54

slumgum wrote:
#2598

Novacat

Oct 12, 2014 19:44:41

wagnert wrote:
(Reply to #2596)

DaveDash

Novacat wrote:
#2600

Novacat

Oct 12, 2014 19:48:28

DaveDash wrote:
(Reply to #2600)

DaveDash

Novacat wrote:
(Reply to #2601)

2Chlorobutanal

DaveDash wrote:
#2603

Novacat

Oct 12, 2014 20:05:36

DaveDash wrote:
(Reply to #2602)

DaveDash

2Chlorobutanal wrote:
(Reply to #2595)

Undrhil

wagnert wrote:
(Reply to #2605)

2Chlorobutanal

A884.  Up to the DM.  As a DM, I don't ever use average damage for monsters.  Even if I did use the average damage for a monster (NPC), I would still make the PCs roll - even if they are in monster form.  That's the real fun of the game, in my opinion.  The averages seem to be listed as a way for the DM to speed up massive groups of creatures - not for use by one PC (who is very important to the story).

 

The HP option is also up to the DM, however, as a DM, I would generally assume avearage HP but let a player roll HP if they really wanted to do it.

(Reply to #2591)

Aeonphlux

Hagaurd wrote:
(Reply to #2607)

2Chlorobutanal

Aeonphlux wrote:
(Reply to #2608)

Aeonphlux

2Chlorobutanal wrote:
(Reply to #2609)

2Chlorobutanal

Specifically, that sentence is located under the "Pact Magic" section.  There is no "general rule" about regaining spell slots.  There are two types of specific rules: one for "Spellcasting" and one for "Pact Magic."

#2611

Dekrow

Oct 13, 2014 1:18:25

Q885: After a wizard picks a school, you get abilities based on your level. So for example, a necromancer would get "Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already...."  - Does this mean 6th character level or 6th wizard level? Would a level 3 necromancer / level 3 bard get this ability or only level 6 necromancers?

(Reply to #2610)

Aeonphlux

2Chlorobutanal wrote:
(Reply to #2612)

Overpromises

Aeonphlux wrote:
#2614

jchen221

Oct 13, 2014 5:05:18
Q886:Using the 4th level spell polymorph - the spells description says beast. Does this mean only creatures that have the 'beast' tag or any animal like creature or is it up to the DMs discretion with what you can and can't morph into?
#2615

Plaguescarred1

Oct 13, 2014 6:49:58

A886: Only creature with beast type.

 

 

Overpromises wrote:
#2616

Novacat

Oct 13, 2014 6:30:53

jchen221 wrote:
#2617

Dragoonslair

Oct 13, 2014 12:44:51

Q887: I have read both the PHB and Monster Manual as well as the online basic rules documents. I see there ia a way of calculating and determining the party level vs the encounter level to make it balanced so the party could survive, as well as how XP is given out in the League games based on the overall campagn XP values, but is there going to be a definitive way of calculating and handing out experience such as to how 3.5 was done. Such as as the higher combined party level is, the lower the xp value would be for lower level creatures up to the point that one would no longer gain XP for them.

#2618

mellored

Oct 13, 2014 13:10:52

Dragoonslair wrote:
#2619

Dekrow

Oct 13, 2014 14:53:41

Dekrow wrote:
(Reply to #2619)

OoftaMeg

Dekrow wrote:
(Reply to #2620)

Dekrow

OoftaMeg wrote:
#2622

Sands666

Oct 13, 2014 22:46:44

Counter Spell - when this spell succeeds and you cancel the affects of a caster's spell, does this mean that the failed spell slot is still used up? My gut tells me yes, but ultimately I'm left wondering since it doesn't specify that in the spell. My call I guess would be that the spell slot is used when Counter Spell cancels it. Is this right?

(Reply to #2622)

2Chlorobutanal

A. 888

 

Sands666 wrote:
#2624

KevNeff

Oct 14, 2014 11:33:40

889.

 

Working Together: Need to be proficient in task to help out. Does this mean Skills also? To help with an investigation check, the helper has to be prof. in Investigation? 

#2625

Aladar

Oct 14, 2014 11:55:51

890. Heat Metal spell

 

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

 

In regards to using the bonus action to cause the damage again, does the caster need to maintain the 60 foot range of the spell to use the bonus action to cause the damage again?

 

So if an metal armored creature riding a griffon flys by and gets hit with the Heat Metal spell and then flys off, can the caster of the Heat Metal spell use his bonus action to cause the damage again even if the target on the Griffon is a few hundred yards away or more?

#2626

Uthrac

Oct 14, 2014 11:56:39

A889: Up to the DM. Helping with a Skill typically requires the player to describe how the PC is helping in a meaningful way. In some cases, they might need proficiency to help.

(Reply to #2625)

OoftaMeg

Aladar wrote:
#2628

Avross

Oct 14, 2014 13:15:32

2Chlorobutanal wrote:
(Reply to #2628)

2Chlorobutanal

Avross wrote:
(Reply to #2618)

Dragoonslair

mellored wrote:
#2631

Hagaurd

Oct 14, 2014 19:20:04

Can a tiefling socerer exchange their natural ability to cast darkness and hellish rebuke for spell points?  Are they considered spell slots?

(Reply to #2631)

2Chlorobutanal

Hagaurd wrote:
#2633

jchen221

Oct 14, 2014 21:34:19

Q. 892 When Multiclassing and choosing 'skills' do you still choose the full number that is stated ? E.g. Rogue / Druid  could end up with 6 skills and adding on another class could take it up to 10?

(Reply to #2633)

2Chlorobutanal

jchen221 wrote:
#2635

awogaman

Oct 14, 2014 22:38:04

Probably a stewpud question, but here goes:

 

Concerning Darkvision.  Apparently it is either 60' or 120' for drow and possibly other critters.

 

My question is; is that 60' from the character, or 60' into darkness?

 

Meaning, say a dude w/ darkvision is holding a torch with the ... what like 20' bright light and 20' dim or whatever.  can they see only an extra 20' into the dark, past the dim light, or is it 60' from the end of the dim light?

 

Thanks gang!

(Reply to #2635)

AaronOfBarbaria

awogaman wrote:
#2637

Avross

Oct 15, 2014 3:41:11

2Chlorobutanal wrote:
#2638

Avross

Oct 15, 2014 3:53:55

AaronOfBarbaria wrote:
#2639

Guest283680897

Oct 15, 2014 9:09:15

Q893. How would two weapon fighting work with 2 handcrossbows? 

(Reply to #2639)

OoftaMeg

Guest283680897 wrote:
#2641

Noctaem

Oct 15, 2014 12:38:26

Guest283680897 wrote:
#2642

crayne

Oct 15, 2014 13:18:55

Q894: Does the help action also grant advantage if the ally i assist casts a spell with an attack roll? The Rules refer to "a friendly creature attacking a creature within 5 feet of you", not taking the attack action against a creature within 5 feet of you.

 

#2643

Plaguescarred1

Oct 15, 2014 13:23:15

A894: Yes

(Reply to #2641)

OoftaMeg

Noctaem wrote:
#2645

Hagaurd

Oct 15, 2014 16:52:42

Would the level 1 cleric of life feature add to Aura of vitality's 2d6 per turn healing?  each turn?

#2646

Novacat

Oct 15, 2014 17:01:17

Hagaurd wrote:
(Reply to #2630)

GilbertMDH

Dragoonslair wrote:
#2648

LordCor

Oct 15, 2014 20:39:05

q894

 in Phb(pg 110-111) it indicates for the warlock class certain prerequisites for certain invocations.

 

Example

Sign of ill omen

Prerequsite: 5th Level.

 

Warlock#1 A fifth level Character: 5th level Warlock

Warlock#2 A fifth level Character: Fighter2, Bard2 Warlock1

 

Does this mean the Warlock needs to be a 5th level Warlock(Warlock #1 from the example)

or simply 5th level (through any combination of classes, such as Warlock#2 from the example) ?

 

Thank you

(Reply to #2648)

SilentSin

LordCor wrote:
(Reply to #2648)

2Chlorobutanal

LordCor wrote:
#2651

swurvDESN

Oct 15, 2014 22:47:36
When I cast an attack spell as an opportunity attack via the warcaster feat is my target adjacent to me, thus forcing me to roll with disadvantage? Pg 195 states the attack interrupts the provoking creatures movement, occurring right before the creature leaves my reach.
#2652

Novacat

Oct 15, 2014 22:59:29

swurvDESN wrote:
#2653

belowyn

Oct 15, 2014 23:25:47

LordCor wrote:
#2654

slumgum

Oct 16, 2014 2:46:34

Q850  Is the damage from Ranger's Colossus slayer applied on the first strike per turn or can the ranger choose it add it to a subsequent hit?

 

Q851 What is the technical definiition of a turn?  If I make my attack and add colossus slayer damage, then later in the round an NPC provokes an opportunity attack from me, is it still the same turn or can I add Colossus slayer to my reaction attack?

#2655

Plaguescarred1

Oct 16, 2014 3:40:33

A850: It can be on any weapon attack that hit and doesn't have to necessary be the first one, you decide when to apply it.   Yes Colossus Slayer works on opportunity attack if its what you wonder.

 

A851: In a round every combattant takes a turn so in your exemple it could add the extra damage since its a different (creature's) turn in the round. 

#2656

alienux

Oct 16, 2014 9:10:46

Dragoonslair wrote:
#2657

mbates

Oct 16, 2014 11:34:35

Q-852:

True Strike states "On your next turn, you gain advantage on your first attack roll against the target."  Does this mean that even if you have an oppertunity to attack this turn after casting, you have to wait a round to gain the benefit?

#2658

Novacat

Oct 16, 2014 11:48:32

mbates wrote:
(Reply to #2644)

vectner

OoftaMeg wrote:
#2660

mellored

Oct 17, 2014 6:28:36

Do the creature made with animate object get oppertunity attacks?

 

i.e. if someone runs past my 6 animated knives, do they get 6 OA's?

#2661

DMBobodrobo

Oct 17, 2014 6:44:45

Q-853 

What happens when you cast Cure Wounds cast at a higher level, say 2nd level?

1- heals 2d8 + spellcasting mod

or

2.heals (1d8 +spellcasting mod) + (1d8 + spellcasting mod)

#2662

Noctaem

Oct 17, 2014 6:46:37

mellored wrote:
#2663

mellored

Oct 17, 2014 6:56:33

Noctaem wrote:
#2664

Noctaem

Oct 17, 2014 7:13:16

mellored wrote:
#2665

Vicerious

Oct 17, 2014 7:10:59

DMBobodrobo wrote:
#2666

LordOfTheChance

Oct 17, 2014 12:57:50

Q - 854:  The variant human gets a bonus feat.  Does the character have to take this feet at first level or can he/she wait until a higher level.  IE - Multiclassing from fighter into a caster @ 2nd level and taking a caster feat at second level.

#2667

mellored

Oct 17, 2014 13:03:42

LordOfTheChance wrote:
#2668

Mahtee

Oct 17, 2014 23:16:59

Q855: When using two weapon fighting, do both attacks have to use the same target?  Or can you split them between different targets that are in range?

(Reply to #2668)

SilentSin

Mahtee wrote:
(Reply to #2669)

OoftaMeg

SilentSin wrote:
#2671

tlsjr117

Oct 18, 2014 16:19:15

Monster manual question

 

on page   148   Ghast: 

 

it states any  creature that starts within 5' of the ghast must make  DC 10 con save or  be Poisond until the start of next turn.   

 

Q 856: What is  the poison effect supposed to be?

 

 

(Reply to #2671)

SilentSin

tlsjr117 wrote:
(Reply to #2671)

OoftaMeg

tlsjr117 wrote:
#2674

celtwarrior

Oct 18, 2014 21:12:59

Q857, minor image.  can i cast the cantrip minor image on an object and then move that object while keeping the image with the object?  for example if i make an image of an plank [as in walk the plank] on a ship would the image stay with the ship or move off into the distance as the ship moves?  furthermore, could a make an image of a portcullis [assuming the gate is less than 5' wide] on the end of a string or stick and then lower the string or stick around a along the edge behind the gate to make it appear as if the portcullis is closing [at least 5' of it]?

#2675

Novacat

Oct 18, 2014 23:28:09

celtwarrior wrote:
#2676

JPDG

Oct 19, 2014 7:48:16

Q858

 

When can a character spend their inspiration?

 

I am generally torn between these two:

 

1) Before an action occurs (I'm using inspiration!).
2) After the first dice is rolled but before the DM tells the outcome.

 

I lean toward #2 as it's more in favor of the players. How would you rule on this?

#2677

Novacat

Oct 19, 2014 7:49:36

A858. My official stance, and the one I think is more in-line with the rules, is that inspiration must be declared before the roll. However, I would probably allow the player to announce it afterward anyways, because I'm a big softy.

#2678

MythrilSentinel

Oct 19, 2014 9:09:17

Okay, so I've been searching all over the FAQ for any possible reference to my mechanics question in Next, and to no avail.  The search option is coming up bubkus, so forgive me if this question has already been asked and answered, and I am not patient enough to skim through half a million web pages for this one subject:

 

The Next PHB is not exaclty clear on this subject, nor are the precanned adventures, or I have missed something somewhere; Disarming Traps DCs.... what are the mechanics involved with this, and where can I find them in the PHB? 

#2679

Novacat

Oct 19, 2014 9:17:21

 

Any information on setting DCs will be in the DMG, which is not yet out.

 

For the time being, you can use the DCs-by-difficulty list (PHB page 174).

(Reply to #2679)

MythrilSentinel

Novacat wrote:
#2681

celtwarrior

Oct 19, 2014 9:52:16

R857

 

Novacat wrote:
#2682

JeffreySoCa

Oct 19, 2014 13:02:58

Q859 What hapapens to a wizard's familiar or paladin's steed upon the death of the wizard or paladin?

 

In the text of all conjuration / summoning spells that summon creatures, or spirits that act as creatures, their dismissal is stipulated, except in the case of my question.  Either they are dismissed when concentration is broken, when they have completed a task, or in the case of summoned creatures who have broken free of their summoners control, when they exact a toll for their summoning.  However, in the case of the 'find' spells, these summoned creatures are clearly detailed not to depend on concentration, and to be subject to dismissal and recall (with subsequent castings, sometimes) by the caster.  But, it is not explicitly stated what happens when their summoner is slain.  They haven't been sent away, and don't depend on concentration.  So, the possibility of two alternate readings exists, which have drastically different in-game consequences.  1) They are dismissed on death of the summoner, just as if being sent away forever.  2) They are dismissed when they themselves decide hope of the caster's return to life is lost (when the caster's soul refuses to return to life if sought).  All this is to ask in other words, can a wizard's familiar or paladin's steed remain conjured for a time and help in the retrieval of the summoner's remains for return to life?

 

 

#2683

Avross

Oct 19, 2014 15:31:42

 

 

JeffreySoCa wrote:
#2684

TheBreen

Oct 19, 2014 15:45:53

JeffreySoCa wrote:
#2685

Tim_Dowd

Oct 20, 2014 6:18:16

Can one identify magic items without an identifty spell or a taking it to someone for essentially the same process.

 

I have a series of items, seemingly blank journals that people can write in, and when they close the book all the text vanishes and is transfered into a master tome of knowledge in some other location. (A spy networks toolset in a world where magic is feared and hated so no one wants to get caught with something as obvous as a sending stone). Should my players be able to identify it with Arcana checks, or should they be able to sense a magical aura. I'm confused as to how much they should know and how should they know it.

#2686

Tim_Dowd

Oct 20, 2014 6:18:28

Can one identify magic items without an identifty spell or a taking it to someone for essentially the same process.

 

I have a series of items, seemingly blank journals that people can write in, and when they close the book all the text vanishes and is transfered into a master tome of knowledge in some other location. (A spy networks toolset in a world where magic is feared and hated so no one wants to get caught with something as obvous as a sending stone). Should my players be able to identify it with Arcana checks, or should they be able to sense a magical aura. I'm confused as to how much they should know and how should they know it.

#2687

Plaguescarred1

Oct 20, 2014 6:27:07

Tim_Dowd wrote:
#2688

Taejang

Oct 20, 2014 13:11:13

EDIT:

Question removed. No answer until DMG comes out in Dec. (I asked about making healing potions with herbalism kits, then did some research and found that no one knows.)

#2689

Avross

Oct 20, 2014 13:20:47

Taejang wrote:
#2690

Taejang

Oct 20, 2014 13:55:46

Avross wrote:
#2691

Lobar_Aybock

Oct 20, 2014 15:26:04

Q861 -

 

Hey guys, could a multiclass human Barbarian Rogue (1/1) with the Dual Wielder feat (from the variant Human option at character creation) using a longsword and a shortsword enter rage and get the +2 Rage damage on his longsword and the Sneak Attack +1d6 on his shortsword (assuming he uses Dex to attack with his off hand weapon)?

 

If not, could a Barbarian/Rogue get his Rage damage bonus AND Sneak Attack if he's using a short sword because finesse says you can use either STR or Dex to attack?

#2692

Manchine

Oct 20, 2014 16:36:04

Q - 862  I take it in older D and D Editions Elves use to have resistance to Enchantments.  I had a friend and he thought this transfered over to 5th edition but I couldn't find anything thing on this.  Did I not find it or is this something just in older editions?  (I know about the sleep / charmed.)  I looked all over the players handbook.  Do elves / half elves get a resistance to enchantments or advantages?

#2693

GilbertMDH

Oct 20, 2014 17:41:00

A862: Some spells and effects have text like this "A target automatically succeeds on this saving throw if it can't be charmed." This example is from the spell Compulsion. So the answer is that the resistance/immunity/advantage is built in to the specific spell or effect. Although it does key off an Elf trait, it is not universal.  

#2694

Manchine

Oct 20, 2014 17:51:09

GilbertMDH wrote:
#2695

Bohdb

Oct 20, 2014 20:59:37

Q 863 Does anyone have an idea what the Headband of Intellect does inThe Scroll Thief does? All it says is "

"Headband of Intellect
Wondrous item, uncommon, requires attunement
This headband made of bone bears the sigil of the
wizard Denlor, whose tower still stands in the city. A
description of this item can be found in the Dungeon
Master’s Guide."

 

Doing a adventure with friends and at this point any Magic Item outside the boxed set is precious.

#2696

Novacat

Oct 20, 2014 21:47:49

A 863: Requires attunement, and makes the wearer's Intelligence become 19, unless it's already higher.

 

Check out magic items in the DM's Basic Rules: http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules

#2697

Plaguescarred1

Oct 21, 2014 2:28:53

Lobar_Aybock wrote:
#2698

Lethus_01

Oct 21, 2014 11:54:52

Q 864: I'm starting to believe that the critical use of wrong, so please help the staff of the forum.

Let us consider a rogue with a bow 1d8 / piercing, 2d6 / radiant 1d4 / poison and 4d6 / backstab.

This damage if he got a critical hit would be:

2d8 + 3d6 + 2d4 + 5d6

or

2d8 + 4d6 + 2d4 + 8d6?

#2699

mellored

Oct 21, 2014 12:19:35

Lethus_01 wrote:
(Reply to #2699)

Lethus_01

mellored wrote:
#2701

truestory242

Oct 21, 2014 18:44:15

Do creatures get cover against area effect spells?  If a fight was in front of the goblin and the wizard who is standing behind the goblin casts fireball.  Does the goblin get +2 to it's Dex saving throw for having half-cover?

What if the wizard casts a cantrip like fire bolt in the same scenario?  I would assume in the fire bolt scenario the goblin gets cover but in the fireball scenario it doesn't.  Can you set me straight?

(Reply to #2701)

2Chlorobutanal

truestory242 wrote:
(Reply to #2701)

OoftaMeg

truestory242 wrote:
#2704

E-Tallitnics

Oct 21, 2014 19:57:56

2Chlorobutanal wrote:
(Reply to #2704)

2Chlorobutanal

E-Tallitnics wrote:
#2706

slumgum

Oct 22, 2014 3:12:40

Q865  Tonight when the sorceress in our group missed on a Chromatic Orb she insisted it didn't consume a spell slot.  Almost everyone else thought it did.  I reread the book a few times and couldn't find anything to justify it not consuming the spell slot.  I want to be absolutely sure that a missed spell consumes a spell slot before I bring up the issue because I don't want to drag this out, so asking for a comfirmation on that.  Thanks everyone for their time spent educating newer players in this thread.

#2707

Avross

Oct 22, 2014 3:57:21

slumgum wrote:
(Reply to #2706)

SilentSin

slumgum wrote:
#2709

paulstrait

Oct 22, 2014 23:14:15

slumgum wrote:
#2710

E-Tallitnics

Oct 22, 2014 23:32:26

slumgum wrote:
#2711

SilentSin

Oct 23, 2014 0:25:10

Q866: Monk Martial Arts + Polearm Master + Quarterstaff = what damage dice for the bonus attack?

 

Martial Arts: "you can roll a d4 in place of the normal damage of your ... monk weapon". (d4 increases up to d10 as you level).

 

Polearm master: "blah blah extra attack as bonus action ... The weapon's damage dice for this attack is a d4"

 

So which should take precedence? Is a feat more specific than a class feature? Is the feat's text that applies only to a specific attack more specific than the martial arts effects on all of your attacks? Or is the d4 from polearm master considered the "normal damage" of the weapon for that attack, which would let martial arts override it?

 

Obviously giving a level 20 monk +3 damage with one bonus attack per round as long as he doesn't flurry isn't going to break the game, I'm just wondering how it should work.

 

#2712

Novacat

Oct 23, 2014 0:32:55

A866: Frankly, if the monk is using his bonus action on Polearm Master instead of his Martial Arts bonus attack, he can use the larger die, as far as I'm concerned. It's exactly the same as just doing his Martial Arts bonus attack.

(Reply to #2711)

Bloodscythe

SilentSin wrote:
#2714

bananarambo

Oct 23, 2014 11:38:08

does a barbarians rage give advantage on attacks?

#2715

LordCor

Oct 23, 2014 11:38:11

Q866

 

Multiple actions:

Rogue2/Fighter5

 

Action #1 Attack action Two attacks(level 5 Fighter feature)

Action#1.5 Off hand Attack

Action #2 Action surge (level 2 fighter feature), Two Attacks(Level 5 Fighter feature)

Action #3 Cunning action (Level 2Rogue feature) Dash

 

Is this a correct accessment of the skills and attacks in question?

 

Thanks!

 

 

 

 

#2716

mellored

Oct 23, 2014 11:47:28

LordCor wrote:
#2717

Novacat

Oct 23, 2014 14:34:37

bananarambo wrote:
#2718

JohnnyVegas82

Oct 23, 2014 14:41:41

Q867:

In the case of a multiclassed Druid/Barbarian using Wild Shape, would Unarmored Defense apply if the beast form taken has any natural armor?

 

Wild Shape states: "You retain the benefit of any features from your class, race, or other source and can use them if the new class is physically capable of doing so."

 

Unarmored Defense states: "While you are not wearing any armor..."

 

Does natural armor count as "worn" armor?

#2719

Novacat

Oct 23, 2014 14:49:29

JohnnyVegas82 wrote:
(Reply to #2719)

JohnnyVegas82

Novacat wrote:
#2721

Novacat

Oct 23, 2014 15:04:41

JohnnyVegas82 wrote:
#2722

paulstrait

Oct 23, 2014 15:59:13

JohnnyVegas82 wrote:
#2723

MostlyDND

Oct 23, 2014 17:16:13

Q868 

 

If a melee spell attack is made, but the attack roll fails, obvious the spell slot is used - my question is whether the spell itself is discharged, or whether an attack roll can be made on the next turn, using the same slot that was expended on the previous turn.

 

So for example: Cleric casts Inflict Wounds. Rolls for attack, misses. Next turn: without recasting Inflict wounds (consuming another slot), can the Cleric try to touch the enemy and discharge the Inflict Wounds that was cast last turn? Or is the spell slot consumed and discharged upon a failed attack roll?

 

Thanks in advance!

#2724

Novacat

Oct 23, 2014 17:19:09

A868: you cannot "hold the charge" on a miss like you could in 3E.

(Reply to #2723)

2Chlorobutanal

A 868.

 

By the book, for a spell such as inflict wounds, the spell would end after the failed attack roll - the spell slot is "wasted" and there is no chance to attack with the spell again.  (There is no such thing as "holding the charge" in the 5e PHB).

#2726

MostlyDND

Oct 23, 2014 17:35:04

Thanks! You guys are awesome!

#2727

AH_Central_Command

Oct 23, 2014 23:24:00

Q869 - If you are Dodging does that give Disadvantage to people trying to Shove or Grapple you?

#2728

Novacat

Oct 23, 2014 23:23:53

AH_Central_Command wrote:
#2729

2Chlorobutanal

Oct 23, 2014 23:28:47

R 869.

 

By the book, not only does Dodging not give disadvantage to Shoving or Grappling, but a successful Grapple will invalidate the Dodge benefit, "stopping" the dodger from dodging.  (A creature reduced to 0 speed cannot Dodge.)

#2730

Rising_Storm

Oct 24, 2014 0:58:39

If you are making a ranged attack against an Unconscious oppoent who is fallen prone, does the advantage you gain from a prone target counter the disadvantage of shooting at a prone target? I was trying to argue with my DM that how its written is that even ranged attacks would have pure advantage and thus would roll 2 d20s, and any attacks that hits the creature within 5 feet is a critical hit. What is the ruling?

 

My fluff ruling is if you're prone but concious you are still moving around and squirming and trying to be hard to hit/etc. If you're unconcious then you won't be doing that and thus you'd be a very easy target.

 

Thanks!

#2731

Novacat

Oct 24, 2014 1:23:21

Rising_Storm wrote:
#2732

Pizzamancer

Oct 24, 2014 4:28:51

Q 870 does +2 AC from a shield stack with mage armor?

(Reply to #2717)

bananarambo

Novacat wrote:
(Reply to #2732)

Bloodscythe

Pizzamancer wrote:
(Reply to #2731)

Rising_Storm

Novacat wrote:
#2736

mellored

Oct 24, 2014 9:29:35

Rising_Storm wrote:
(Reply to #2735)

Bloodscythe

Rising_Storm wrote:
#2738

Novacat

Oct 24, 2014 9:36:14

Sorry, I apparently misunderstood your question.

#2739

Rising_Storm

Oct 24, 2014 12:55:36

Thank you Mellored, Bloodscythe, and Novacat.

#2740

ScottMcFarland

Oct 24, 2014 13:47:05

If Shield is cast from a staff does it switch to taking an action to cast, rather than a reaction?

#2741

Novacat

Oct 24, 2014 14:04:20

ScottMcFarland wrote:
#2742

ScottMcFarland

Oct 24, 2014 16:22:20

 

Novacat wrote:
(Reply to #2742)

OoftaMeg

ScottMcFarland wrote:
#2744

pauldanielj2

Oct 24, 2014 17:26:22

Q872: Question on spell immunity. Would a Rakshasa be detectable with a detect evil & good spell? He's a fiend, but he's got immunity to spells under 6th level. So on the surface it seems like he wouldn't be detectable... but the spell doesn't really effect him directly; it effects the caster... so does the Rakshasa's spell immunity matter? As a corollary, would a Rakshasa be illuminated by a light spell, or would he just appear as a dark sillhouete because he's immune to the effect of a 1st-level spell?

#2745

2ndhandmage

Oct 24, 2014 17:32:39

Q873: If a Wizard is also a Cleric, and he is not wearing any armor except the Mage Armor spell, could he get the +2 AC benefit from the Shield of Faith Spell?

#2746

Plaguescarred1

Oct 24, 2014 17:58:34

A872: I think it would be detectable. 

 

A873: Yes i believe he should.

 

 

#2747

Bloodscythe

Oct 25, 2014 6:49:44

I assumed a magical item using a charge to cast a spell produced the spell in the same manner as the spell is cast normally, so a spell cast as a bonus action can be used as a bonus action, a spell cast as a reaction can be used as a reaction.  I just looked at staff of defense and it does say "uses an action"... I guess the question is: are all of the following actions: Action, Bonus Action, Reaction.  Or can magic items only be triggered on your Action, and not any of the others.

 

Q874: if a spell is cast as a reaction, can that same spell cast from a magical item also get cast as a reaction?

#2748

Novacat

Oct 25, 2014 7:03:40

Bloodscythe wrote:
#2749

JPDG

Oct 25, 2014 7:04:34

Q875:

 

Can the Polymorph spell be used on yourself or a willing ally? 

(Reply to #2749)

Pizzamancer

JPDG wrote:
#2751

Novacat

Oct 25, 2014 7:13:03

Pizzamancer wrote:
(Reply to #2748)

Bloodscythe

Novacat wrote:
#2753

Plaguescarred1

Oct 25, 2014 12:21:54

A874: No, he must cast the spell as predicated by the magic item.  FWIW I asked the devs opinion and here's what jeremy had to say;

 

@JeremyECrawford That staff does, indeed, let you cast shield as an action. A DM could also allow casting the spell as a reaction.


 

(Reply to #2751)

Pizzamancer

Novacat wrote:
#2755

-ktkenshinx-

Oct 25, 2014 8:53:14

JPDG wrote:
#2756

Bloodscythe

Oct 25, 2014 9:21:54

A876: sanctuary is broken.  The warded creature (you) cast a spell that affects an enemy creature (the target of your familiar's touch attack).  However, if the attack fails, the enemy creature isn't affected, so sanctuary shouldn't break on a miss.

#2757

Undrhil

Oct 25, 2014 10:53:59

R876: Santuary is *not* broken.  If you cast a spell and it is delivered by your familiar to affect another creature, you *still* cast the spell.  Therefore, Sanctuary ends.  The wording is an English problem.  "A spell that affects an enemy creature" can mean two things: 1) the spell hit and actually has an effect on an enemy creature, or 2) the spell *can* affect enemy creatuers.

 

The phrase used in santuary doesn't necessarily mean that the spell has to affect an enemy creature, just that it has the ability to affect an enemy creature.  This brings it inline with "makes an attack", but allows the warded creature to cast spells that affect allies or him/herself without worrying about the ward expiring.

 

Q877: A wild magic Sorcerer with metamagic casts a spell and wild magic goes off.  The wild magic says that you cast the fireball spell centered on myself.  Since I am casting a spell, I can apply a metamagic to it (assuming I have sorcery points available) so I choose to spend 1 sorcery point and apply Careful spell.  The wording on careful spell is problematic for this because it says 'other creatures', but I am wondering, since the fireball includes me as a creature being forced to make a saving throw, can I apply Careful spell to myself to allow me to auto succeed on the saving throw?

#2758

jasonthebeast

Oct 25, 2014 11:57:54

Q877: Polearm Master Feat and Quarterstaves

 

Hi a player in my group has picked the Polearm Master feat.  He chose a quaterstaff as his weapon which happens to be a versatile weapon meaning both one and two handed.  My question is after reading this feat it really seems designed for reach weapons which a quarter stave is not.  The player is using the quarterstaff as a one handed weapon and is using a shield with it.  To me this seems almost like a cheat, he is able to use the bonus attack given from the feat which is clearly designed for reach weapons and gain the AC bonus of shield.  Also every time a creature comes within 5 feet of him they provoke an opportunity attack, so when you pair the shield with that it makes for a great tank, yet this player is also doing great damage from the bonus attack.  Why would they include the quarterstaff which is a one handed weapon in this feat at all, were they trying to allow a character to have an extra attack and use a shield, plus get the opportunity attack making them a great crowd control and damage doer all at once.  Makes balancing fights for all the characters difficult, when one player can do so much comparably to them.

 

**Please no commit on the DM having the final say on things, clearly everyone everywhere knows a DM can do this, its not what I am asking about, so no need to say that.

#2759

Novacat

Oct 25, 2014 11:53:22

jasonthebeast wrote:
(Reply to #2759)

jasonthebeast

Novacat wrote:
#2761

Novacat

Oct 25, 2014 12:04:21

&quot;jasonthebeast wrote:
(Reply to #2760)

hypz

Q878. If you roll the Wild Surge effect that turns you into a sheep, how long does it last? The listed duration is "concentration up to 1 hour". Presumably it is not intended that you can end the spell immediately just by choosing not to concentrate on it, but an effect that lasts 1 hour is quite dramatic. Also, does it break your current concentration?

 

Q879. Is it intended that a creature with multiattack can finish off a downed character with a single multiattack (two attacks, both hit, both are crits because unconscious, crits deal 2 death save failures because on 0 hit points, total 4 death save failures, nobody has more than 3, dead)

 

#2763

Novacat

Oct 25, 2014 13:52:27

878: yes, you can immediately stop concentrating on the spell, ending it immediately, but if you were concentrating on any other spell, you would lose it.

 

879: Yes, that's a valid use of Multiattack. It's up to the DM to decide if a creature decides to do that. While brutal, it doesn't actually improve the monster's predicament if there are still combatant around it.

(Reply to #2761)

jasonthebeast

Novacat wrote:
#2765

Novacat

Oct 25, 2014 15:48:22

jasonthebeast wrote:
#2766

mellored

Oct 25, 2014 18:43:19

Can a bard give insperation dice to it's familar, and then have it use the die when it makes an attack spell?

#2767

Novacat

Oct 25, 2014 18:44:22

mellored wrote:
#2768

iatesand

Oct 25, 2014 19:41:06

Q999+: Polearm Master Feat and Quarterstaves

 

I disagree 100%

 

The feet doesn’t seem designed for reach it says clearly in the feet it is for reach weapons. Every weapon on the usable list is 2 handed. If you want to use a quarterstaff with this feat, then you need to use it 2 handed just like the rest.  

 

It amazes me that lack of common since people display when answering questions. There is clearly against the spirit of the feat, I don’t care what hairs you split saying it doesn’t explicitly say you have to use it 2 handed. It’s a Pole Arm feat for 2 handed weapons. It’s not intended to be used for 1 handed with a shield.  This is a great example of spirit of the rules VS letter of the rules, what is the intended purpose of the feat?  It’s not to use a staff one handed, its called pole are master for a reason.

 

Jason is 100% correct and Novecat is 100% wrong.

 

 

While I’m on common sense... 

 

Q878. If you roll the Wild Surge effect that turns you into a sheep, how long does it last? The listed duration is "concentration up to 1 hour". Presumably it is not intended that you can end the spell immediately just by choosing not to concentrate on it, but an effect that lasts 1 hour is quite dramatic. Also, does it break your current concentration?

 

The wild mage in question that was just poly'ed into a sheep just had his or her  int and wis just dropped to 2. So you no,  you can’t " Immediately stop concentrating on the spell, ending it immediately"  you either don’t have the mental facilities to maintain concentration and the spell ends as soon as you change or you no longer have the presence of mind to actively stop concentration and the spell keeps up for 1 hour.. or now this may really blow your mind...  you didn’t really cast the spell, it is the effect of a wild surge and therefore doesn’t require concentration so .. still 1 hour.

 

I am of the camp that presumably the wild sure was not intended to last 1 round, if it were then the spell would say so, But it’s hard to argue that a sheep with an intelligence of 2 could actively concentrate on a spell at all, making it a moot point.  This is another great example of spirit of the rules VS letter of the rules. What are they actually trying to do here? My bet is.. sheep for 1 hour. As a wild mage you got to take the good with the bad and it sucks to roll that on a wild surge. 

 

 

 

 

 

 

#2769

Novacat

Oct 25, 2014 19:52:57

iatesand wrote:
(Reply to #2769)

iatesand

 

Its not a question of house rules, its clearly what was the feat supposed to do,  it is clearly without question not written in mind for a one handed staff.   So the answer is No a pole arm master can’t use a shield and a pole arm (QS in this example) one handed.

 

Your answer is wrong.

 

This is not a house rule this the rule based upon the text of the feat (you know it actually says it’s for reach weapons) Warping the rules beyond their intended use is the issue here. You sir are wrong until a developer says otherwise.  

#2771

Novacat

Oct 25, 2014 20:12:47

Quoting the rules text here: "When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon."

 

My argument is based on the FACT that the text does not require you to wield the weapon in two hands. You argument is based on the OPINION that the feat isn't intended to work that way. If you cannot make a counterargument based on the RULES, you are the one who is wrong.

#2772

iatesand

Oct 25, 2014 20:16:20

All of the wepons you listed are two handed, that makes you wrong. suck it up. or get a dev to back you up.    You gonna make that attack with the other end one handed ...  really.

#2773

Noctaem

Oct 25, 2014 20:14:49

iatesand wrote:
#2774

Novacat

Oct 25, 2014 20:18:22

iatesand wrote:
#2775

Noctaem

Oct 25, 2014 20:22:36

Novacat wrote:
#2776

iatesand

Oct 25, 2014 20:43:44

I feel the answer is not accurate. it wasn’t even my question, but the answer is clearly not accurate.  Which is why I called it out. Unless you have a developer in your pocket, the answer is wrong. The feat states it is for reach weapons. Every reach weapon is 2 handed, including the quarterstaff. Every weapon listed is 2 handed, including the QS. 

If you want to twist this rule, have at it! In your game go ahead, but as for the rules:

The feat cannot be used with a 1 handed QS and a shield

 

And this is the exact place to express why the OP is correct and why the other answer is false. You dont have to like it.

(Reply to #2776)

Novacat

iatesand wrote:
#2778

iatesand

Oct 25, 2014 21:40:26

You are the one arguing the points. You don’t have to agree, but I support the original poster. He is correct based upon the wording of the feat and the context of the weapon group.

 

I used "I feel" based on the exact words of the feat and the weapons or as you would say "the facts".  your opinion on the rule is just that, a opinion. One that you are incorrect about. sadly, I acknowledge that I am stating my opinion based on the rules (just like you are) So of course I used " I feel" , I hate to point this out but every answer in here is a opinion unless it came from the moth of a developer.  The rules support the OP.   

 

No reach is not the same thing as 2 handed.. However:

This is a REACH weapon FEAT Read the first line.  Every weapon that has reach is 2 handed (as of now) every weapon listed in the feat is  a) 2 handed and b) reach 

 

I get that the only fact you have to fall back on is.. Ignoring all the evidence to the contrary, it doesn’t explicitly say you have to use this two handed. It doesn’t explicitly say you can use it 1 handed. There are a lot of things that the rules don’t explicitly spell out for you word for word.  The Rules tell you take Ray of Sickness as a Warlock.. it’s not on their spell list.  The rules say you can use two hand crossbows at once and fire them several times each round (with the right feats) despite the fact that if you have 2 crossbows in your hand you should be unable to reload them. The rules let a Evoker max out the damage every cantrip he cast with almost no ill effect , guess what that’s not the intended use of the ability. Sometimes you just need to use common sense and be able to draw a conclusion even if some of the evidence seems to contradict itself. It’s not hard to read a few lines of text and be able to make a judgment call on what the rule was put in place to do and what it’s not intended to do.

 

As a community rules forum, if a guy ask for clarification , just because your take on the wording isn’t the same as mine doesn’t make you right and me wrong or me right and you wrong,  despite me telling you several times that you are in fact wrong,  But to be clear.. they are both just opinions that he can read and help see both sides of the rules he is looking at…  for the record

 

The feat as written does not appear to be intended for use with a 1 handed staff.   For the multiple reasons I have listed before.  

(Reply to #2778)

Novacat

iatesand wrote:
(Reply to #2766)

Undrhil

mellored wrote:
#2781

Plaguescarred1

Oct 26, 2014 2:54:41

iatesand wrote:
#2782

Undrhil

Oct 26, 2014 2:59:55

Undrhil wrote:
#2783

Plaguescarred1

Oct 26, 2014 3:04:55

A877: No because Careful Spell specifically only work on other creatures you force to make a saving throw.

#2784

slumgum

Oct 26, 2014 3:48:08

Q881  Is there any limitation to how complex of an item a Conjurer can summon with their Minor Conjuration ability?  I'm asking because we have a rather shy player who suggested she could summon a bomb to help us collapse a mine and everyone shot her down, but no one really gave a good reason as to why she wouldn't be able to summon the bomb.  The ability description says nothing of the complexity of the item.  The only limitations I can see are size, her knowledge of the item, and it must be non-magical.

#2785

Plaguescarred1

Oct 26, 2014 4:20:36

A881: It'd be up to DM, Minor Conjuration can conjures any inanimate nonmagical object no larger than 3 feet on a side and no more than 10 pounds you have seen.

(Reply to #2784)

Bloodscythe

slumgum wrote:
(Reply to #2742)

Bloodscythe

ScottMcFarland wrote:
(Reply to #2757)

Bloodscythe

Undrhil wrote:
(Reply to #2786)

celtwarrior

Bloodscythe wrote:
#2790

2ndhandmage

Oct 26, 2014 10:16:00

Q882: Domain Spells: If they don't take up a spell slot does that mean they can be cast an unlimited amount of times per day? Or just once a day? 

(Reply to #2790)

Novacat

2ndhandmage wrote:
(Reply to #2781)

JPDG

Plaguescarred wrote:
#2793

2ndhandmage

Oct 26, 2014 10:28:00

R882: Thank you Novacat, that helped me make sense of it. A Cleric can prepare WIS MOD + Cleric Level number of Spells a day, but they automatically get to add in their Domain Spells into that list of Prepared Spells. Then they still have to slot those prepared spells into the daily slot allotment. Right?

#2794

Noctaem

Oct 26, 2014 10:29:13

Well you don't slot anything in.  You just use up a slot when you decide to cast a spell that isn't a cantrip.

#2795

Novacat

Oct 26, 2014 10:38:22

JPDG wrote:
(Reply to #2795)

JPDG

Novacat wrote:
#2797

Plaguescarred1

Oct 26, 2014 13:06:12

JPDG wrote:
(Reply to #2797)

JPDG

Plaguescarred wrote:
#2799

Plaguescarred1

Oct 26, 2014 13:13:28

JPDG wrote:
#2800

Novacat

Oct 26, 2014 13:09:18

It's not RAW, because the spell description specifies that the point of origin is the caster himself. Specific spell effect beats general cube mechanics.

 

You're not allowed to ignore rules (or invent new ones) when discussing RAW.

(Reply to #2799)

JPDG

Plaguescarred wrote:
#2802

paulstrait

Oct 26, 2014 14:27:51

JPDG wrote:
(Reply to #2789)

Bloodscythe

celtwarrior wrote:
#2804

Nivek_Loneshadow

Oct 26, 2014 15:21:07

Q883 - When using a grid and maping squares what is the difference between a "10ft cude" and "5 feet from a point"?  Can a point be a 5ft square or only the + between squares?

#2805

Draykov

Oct 26, 2014 15:36:09

Q884:

 

The pre-fab Cleric PC that comes in the starter set says:  "Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the cleric spell list in the rulebook. In addition, you always have two domain spells prepared: bless and cure wounds."  This is a multi-part question, so if you'll indulge me: 

 

  1. Does that number (four) come from the Wisdom modifier (+3) plus the Cleric level (1) as described in PHB pg. 58 (Preparing and Casting Spells)?  
  2. Divine Domain (Life) dictates that Bless and Cure Wounds are always prepared.  They still take up slots though, right? 
  3. On page 3 of the character sheet where spells are listed, how would that look if it were filled out for the pre-fab cleric?  Cantrips: Light, Sacred Flame, Thaumaturgy and then Spell Level 1; Slots Total 4; Slots Expended 2 with Bless and Cure Wounds being the only two spells listed and both marked as prepared? 
  4. What good are 4 slots if the cleric only knows 2 spells above level 0?  Is that just how it works due to a relatively high +3 Wisdom modifier? 

Thanks!

(Reply to #2804)

Bloodscythe

Nivek_Loneshadow wrote:
(Reply to #2805)

Bloodscythe

Draykov wrote:
#2808

Nilonym

Oct 26, 2014 18:32:06

Q885:

 

Can players use Ready to arbitrarily defer their action to a reaction, e.g. “I’ll use Ready to prepare an Attack after Gleep attacks”?

 

If so, it feels like it undermines the intent of initiative, since players can just use Ready on each turn to get their desired initiative order. If players can’t arbitrarily defer, what’s the rules foundation for disallowing it? Perhaps not being able to specify a trigger for things under player control, but instead only DM control?

#2809

Nilonym

Oct 26, 2014 18:27:53

Q886:

 

If you use Ready and make an Attack on your triggered reaction, can you then take any bonus actions associated with that attack, e.g. the Monk Martial Arts bonus strike?

#2810

Nilonym

Oct 26, 2014 18:31:31

Q887:

 

Can a character continually hide and force an opponent to waste its action performing a search?

 

For example, a Rogue can attack, then move into cover, and then hide as a bonus action using Cunning Action. If the opponent wants to find her, it must burn its action to search. If it finds her, it’s her turn and she can attack, move, and hide again. If it does not find her, she can stay hidden, or attack (potentially with advantage) and move and hide again. In effect, because the opponent must spend its turn searching on every turn, it never gets a chance to attack regardless of whether it finds her or not.

(Reply to #2808)

Bloodscythe

Nilonym wrote:
#2812

Yanjidijian

Oct 26, 2014 18:37:47

Q888:

 

Can a silvered weapon hit all creatures with resistance to non-magical weapons, and do normal damage?

 

If not, is there a list of creatures they can do full damage to?

(Reply to #2808)

OoftaMeg

Nilonym wrote:
(Reply to #2809)

Bloodscythe

Nilonym wrote:
(Reply to #2810)

Bloodscythe

Nilonym wrote:
(Reply to #2812)

Bloodscythe

Yanjidijian wrote:
#2817

AaronOfBarbaria

Oct 26, 2014 19:07:56

R888: Bloodscythe's answer is wrong.

 

Silver weapons are nonmagical weapons, unless they are specifically stated as being magical and silver, and are treated the same as nonmagical weapons for the purpose of any creature within immunity or resistance to bludgeonging, piercing, or slashing damage from nonmagical weapons.

 

There are, however, a few creatures that are specifically fully harmed by silver weapons.

 

Hence the existence of both the phrasing "damage from nonmagical weapons" and the phrasing "damage from nonmagical weapons that aren't silver"

#2818

Yanjidijian

Oct 26, 2014 19:11:48

AaronOfBarbaria wrote:
#2819

Yanjidijian

Oct 26, 2014 19:15:31

Q889:

 

As a dwarf, stonecunning gives me proficiency (x2) in the history and origin of stonework.

 

If I have proficiency as a stone mason, do I have proficiency (x2) in the perception of oddities in stone such as secret doors?

#2820

Yanjidijian

Oct 26, 2014 19:17:22

Q890:

 

As a dwarf, stonecunning gives me proficiency (x2) in the history and origin of stonework.

 

As a guild artisan gemcutter/jeweler, I am proficient with jeweler’s tools.

 

Do I have proficiency (x2) in appraising the value of gems and jewelry?

#2821

Draykov

Oct 26, 2014 19:27:47

Bloodscythe wrote:
#2822

Nilonym

Oct 26, 2014 19:43:21

 

Bloodscythe wrote:
(Reply to #2818)

OoftaMeg

Yanjidijian wrote:
(Reply to #2822)

Pizzamancer

Nilonym wrote:
(Reply to #2817)

Bloodscythe

AaronOfBarbaria wrote:
#2826

LordCor

Oct 26, 2014 21:27:40

q889

More multiclass shannigans!!

 

The Character

Rogue 4(Arcane Trickster)

Fighter 5(Edlritch Knight)

Bard 9(Loremaster)

Warlock 2

 

Question is it

1)(a/3+b/3)  adding +2 levels OR is it

2) (a+b/3)  adding +3 levels OR is it (even)

3) (a/3) OR (b/3) adding only +1 Level

 

to the 9 lavels of Bard (c) on the multiclass spell slot chart on PhB 165.

 

a=Rogue level(Arcane Trickster)

b=Fighter level(Eldritch Knight)

c=Bard Lavel(Loremaster)

 

What is his caster level for the bard is it level (?10) 11 or 12 (on the multiclass spell slot table)

 

Given:

(1)his highest bard spell will be 5th level,

(2)and that warlock spel slots (pact magic)are calculated seperately)

(3) All spells and Cantrips will be determined entirely seperately for each class

 

Thank you in advance

 

(Reply to #2824)

Bloodscythe

Pizzamancer wrote:
#2828

Nilonym

Oct 26, 2014 21:03:05

Pizzamancer wrote:
(Reply to #2828)

Pizzamancer

Nilonym wrote:
(Reply to #2822)

Bloodscythe

Nilonym wrote:
(Reply to #2829)

Nilonym

Pizzamancer wrote:
(Reply to #2831)

2Chlorobutanal

Nilonym wrote:
(Reply to #2832)

Nilonym

2Chlorobutanal wrote:
(Reply to #2826)

Bloodscythe

LordCor wrote:
(Reply to #2821)

Bloodscythe

Draykov wrote:
#2836

LordCor

Oct 26, 2014 21:41:33

Thank you hoping to get another level with the a+b/3 combo but knew it was a long shot,

 

On the other hand when i read it; it combined sorc wizard bard leves etc, and even for ranger levels then it used "OR" when references the Trickster/EK stuff and i feared at that point that would mean I could not gain a bonus level from both EK AND AT.

 

6/3/3/3/2/1 makes since

I also always seperate the warlock slots  (and i d em then casting) so i tend to write it 4+2/3/3/3/2/1

 mainly because they are short rest slots

 

Thanks again

Bloodscythe wrote:
(Reply to #2833)

Nilonym

Nilonym wrote:
(Reply to #2819)

Bloodscythe

Yanjidijian wrote:
(Reply to #2836)

Bloodscythe

LordCor wrote:
(Reply to #2839)

LordCor

Actually after review i will probably do

 

Fighter 5(battlemaster)(maneuvers)Second attack+second wind/action surge (magic missle just aint worth it

Rogue 3(Arcane Trickster)(cunning action +mage hand ledgerdomain)(level 1 class)

Bard10 (Loremaster)

Warlock2

 

Still lose that feat but

 

he sill still be casting at 11th

 

casting wise

The big trick here is using loremaster to get Paladin spells (bards can steal from lists) Example: Elemental weapon which CAN be cast at 6th level

Then I can Sneak attack,+ maneuver,Thunderious strike(pally spell also stolen by the loremaster feature)  

 

Skill wise he is ridiculus Background 2, Half elf 2 more then 4 rogue, Bard level (in taddition to the additional skill when he added bard to begin with) +3 more skills, and Jack of all trades and 4 skills with expertise.

 

The trick with this character is to use cleaver mixing and matching to allow a reniassance man to keep up with with his more focused compatriots.

 

stats starting  Str10/dex16/Con14/int12/Wis12/Cha 13 feats well chariusma seems must but realistically he probably will end up with dex and maybe some combat stuff. maybe toughness.

 

Thanks

 

 

 

 

 

Bloodscythe wrote:
#2841

paulstrait

Oct 27, 2014 2:31:08

2Chlorobutanal wrote:
#2842

ApacheTech

Oct 27, 2014 8:47:59

Q891: Playtest rules had Mastwork weapons as +1 damage, and no rules for masterwork Armour, or Items. I cannot find anything in the PHB about Mastwork items. I'm assuming these rules will be in the DMG when it's released, but is there a model I can use in the meantime? Weapons, Armour, Gear and Tools. If they have been removed from 5E completely, first of all, why? And second, how would I add them back in? I want to be able to reward with superior quality, non-magical items.

 

Q892: There is no description for any of the sets of clothes, or for the whetstone(and probably a few other bits and pieces). What do each of the sets of clothes consist of, and are there any mechanics for sharpening a weapon with a whetstone?

 

Q893: For an experienced GM, who's never run a game in Forgotten Realms, what's the best way to tackle the vast and expansive back history? I've run D&D games for decades, but this is the first time I've ever played/ran/read anything at all to do with FR. My players have already started asking questions about places I know nothing about.

 

Q894: Do you need a specific proficiency to be able to ride a mount? And, is there a consolidated list of all the available proficiencies?

(Reply to #2842)

Bloodscythe

ApacheTech wrote:
#2844

Ogrevampire70

Oct 27, 2014 9:53:29

Q895:  As a cleric, it seems to me that Paladin's Lay on hands is incredibly overpowered. This is why, when fighting, all the Paladin has to do is walk over and give 1 point of healing to an unconscious player. Then that player can just get up and attack again. At 3rd level being able to do that 15 times, to me as a the player of a cleric who can't do that seems incredibly overpowered. Is this how Lay on hands works in 5th Edition. Just seems over powered since no matter what the last attack was, just 1 point brings the fallen PC back up to full readiness.

(Reply to #2844)

Novacat

Ogrevampire70 wrote:
#2846

ApacheTech

Oct 27, 2014 10:15:05

Ogrevampire70 wrote:
(Reply to #2844)

Overpromises

Ogrevampire70 wrote:
#2848

Avross

Oct 27, 2014 10:28:49

ApacheTech wrote:
#2849

Novacat

Oct 27, 2014 10:29:37

Overpromises wrote:
#2850

ApacheTech

Oct 27, 2014 10:29:51

Q896: Can you multi-class into a different speciality within the same class? For example, could you level up as:

 

1. Ranger (1)

2. Ranger (2)

2. Ranger (3)(Hunter)

4. Ranger (3)(Hunter) / Ranger (1)

5. Ranger (3)(Hunter) / Ranger (2)

6. Ranger (3)(Hunter) / Ranger (3)(Beast Master)

 

If so, how would this affect level progression? Obviously, only the levels you have in Hunter would count towards your Hunter skills like Defensive Tactics, but what about Spells, and the other basic level progression skills/bonuses?

#2851

Plaguescarred1

Oct 27, 2014 10:46:32

A896: No you cannot you must multiclass in a new class. Whenever you advance in level, you have the option of gaining a level in your current class or a new class basically.

#2852

ApacheTech

Oct 27, 2014 10:48:27

Plaguescarred wrote:
#2853

Plaguescarred1

Oct 27, 2014 10:52:21

ApacheTech wrote:
#2854

ApacheTech

Oct 27, 2014 11:04:34

Yes, and that is fine while only these rules exist, but because they have replaced Prestige classes, there's no way of progressing on any other prestige class-esque tree. This could pose problems later on, even as early as the DMG, if there are any expanded archetypes in there. I'll have to try a few builds, see if it breaks too much to allow it. I can't see it breaking much for the Ranger, but maybe for other classes. I hope something is done to remedy that.

(Reply to #2854)

Bloodscythe

ApacheTech wrote:
#2856

Bloodscythe

Oct 27, 2014 11:28:34

Q897:  Can a 3rd level rogue, using Fast Hands, on the first round of combat, either through superior intiative or through surprise, use their bonus action Use an Object gained from Fast Hands and/or their 1 free object interaction, to draw an opponents weapon, effectively disarming and stealing in one act while using their attack action to strike at the hopelessly slow and now unarmed victim, assuming the target did not have their weapon already drawn?

(Reply to #2845)

Ogrevampire70

Novacat wrote:
(Reply to #2857)

Overpromises

Ogrevampire70 wrote:
#2859

Plaguescarred1

Oct 27, 2014 14:35:23

A897: This would be up to DM. Personally i'd rule that drawing an unwilling creature's weapon is a Strenght contest made as an action.

(Reply to #2859)

Bloodscythe

Plaguescarred wrote:
#2861

Novacat

Oct 27, 2014 15:08:43

Bloodscythe wrote:
(Reply to #2860)

OoftaMeg

Bloodscythe wrote:
#2863

ApacheTech

Oct 27, 2014 17:20:25

OoftaMeg wrote:
#2864

ApacheTech

Oct 27, 2014 17:52:20

But no, it's not a moot point. Even if enemies are considered to be equipped with stuff, that doesn't mean that the weapons are drawn. You'd have to specify how the weapon is holstered. If it's a frog, it'd be easy enough to cut free, like cutting through a belt. A weapon loop would be harder, and a full, fastened, scabbard, harder still. Back scabbards are difficult enough to draw from yourself. Anyone who's LARPed for long enough should know the pain of awkward sheaths and scabbards. That's why I got a quick release scabbard for mine. I brought quick release scabbards into D&D as well, in 3.5. It meant you could draw a weapon as a free action, but re-sheathe it as a Ful Round action, as you'd need to re-pop the weapon loop around the blade.

 

For the quesiton (Q897), I would rule no. Not without a contested roll. Mechanically, I'd run the same rule as Grappling. Your Dex + Acrobatics vs. their Dex + Acrobatics OR Str + Athletics. The result of this contest could mean you can draw their weapon. If done during a surprise round I would give you Advantage on your Dex + Acrobatics roll. I'd play it like that at first, but depending on the cheese factor, I might add in that if you fail the contest, they knock you prone.

#2865

SilentSin

Oct 29, 2014 15:59:33

Q898: why were the D&D forums and website down the last few days?

(Reply to #2865)

OoftaMeg

SilentSin wrote:
(Reply to #2696)

Bohdb

Novacat wrote:
#2868

lanimoe

Oct 30, 2014 0:31:33

Can vampiric Touch be used with a reach weapon, 

#2869

Novacat

Oct 30, 2014 0:37:39

lanimoe wrote:
#2870

Eldrid

Oct 30, 2014 3:31:29

Q899: A Paladin with the Great Weapon Fighting style also rerolls the 1's and 2's of the Divine Smite or Improved Divine Smite features? (sorry if this has been asked before, but couldn't find anything)

#2871

RPGBG

Oct 30, 2014 4:02:04

Q 900: If you make a ranged attack against prone character while you are adjacent to it - is the attack at advantage/disadvantage/none?

(Reply to #2871)

OoftaMeg

RPGBG wrote:
#2873

Eldrid

Oct 30, 2014 8:29:56

A900: The advantage of shooting a Prone character within 5feet,  is cancelled by the disadvantage of Ranged Attacks In Close Combat (if the target isn't incapacitated and can see you) So you have neither of them.

#2874

Novacat

Oct 30, 2014 9:28:56

Eldrid wrote:
(Reply to #2873)

OoftaMeg

Eldrid wrote:
#2876

dtanski

Oct 30, 2014 10:08:29

If I multiclass Bard and Rogue and I achieve 3d lvl in both, can I apply my "Expertise" class feature doubling the proficiency bonus to the same skill, ie, Acrobatics?

 

In other words, does the class feature, "Expertise" from both bard and rogue stack?

#2877

Eldrid

Oct 30, 2014 10:18:54

dtanski wrote:
#2878

mellored

Oct 30, 2014 10:26:31

Does the target of polymorph know what they are trying to be turned into?

 

i.e.

If a target is "willing" to be polymorphed into a giant eagle (via a successful deception check), can i polymorph him into a frog instead?

Or would he get a save?

(Reply to #2878)

Bloodscythe

mellored wrote:
(Reply to #2877)

dtanski

Eldrid wrote:
(Reply to #2877)

dtanski

Eldrid wrote:
#2882

mellored

Oct 30, 2014 11:59:19

dtanski wrote:
#2883

Arog

Oct 30, 2014 16:25:34

Alchemist's Supplies

 

Q902: My Background gives me Alchemists Supplies and proficiency in them. What can I make, and what are the requirements/rules? I'd like to make some items like Smoke Sticks, Acid, something like a flash-bang, etc... with my Shadow Monk. However, there are no rules in the book, and I've not had luck negotiating with my DM. Is there a reference that I could use to help be determine how far I can go using this tool. I don't want to push it, but I want it to be reasonable.

 

Thanks!

#2884

kevmac

Oct 30, 2014 21:39:06

Q903: With the 5e warlock, can they combine invocations with the same spell? I.e...Can my warlock cast Eldritch Blast and combine the invocations Agonizing Blast and Eldritch Spear?

 

#2885

Novacat

Oct 30, 2014 21:54:12

kevmac wrote:
#2886

AH_tuckerotl

Oct 31, 2014 0:19:35

Q904:

The Guild Artisan background lists a table of roughly 20 different guild businesses, the equipment section lists 17 different types of artisan's tools, ... so: 

 

Armorer's would use Smith's tools? 

Shipwrights, wagon-makers and wheelwrights would use Carpenter's tools and/or Woodcarver's tools? 

Sailmakers would use Weaver's tools? 

 

#2887

AaronOfBarbaria

Oct 31, 2014 0:32:28

A904:

 

Yes to armorer's using smith's tools. Potentially leatherworking tools too.

I'd say carpenter's tools for sure in regards to shipwright's, and wheel- or wainwrights.

Sailmakers using weaver's tools seems appropriate since there are no tailor's tools to be had.

#2888

TheLastDunedain

Oct 31, 2014 6:42:43
Q905: If a wizard casts Simulacrum to duplicate himself, does his illusory copy start with full spell slots or whatever spell slots the wizard had left at the time of casting?
#2889

Novacat

Oct 31, 2014 7:05:24

TheLastDunedain wrote:
(Reply to #2888)

SilentSin

TheLastDunedain wrote:
(Reply to #2883)

Bloodscythe

Arog wrote:
#2892

cjblaney0

Oct 31, 2014 10:03:04

Q906 - If I use animal friendship and take that animal companion into combat with me.  Can my character use my character's action to attack a target and then my character's companion use their action to attack a target as well?  Or do I need to use my action to issue commands to my companion?

 

Thanks in advance

#2893

mellored

Oct 31, 2014 10:34:25

cjblaney0 wrote:
#2894

Rising_Storm

Oct 31, 2014 17:02:59

Q907 May the Wizard class partially prepare spells and finish preparing them later on in the day?

 

Quote from the book:

"You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list."

 

Thanks!

#2895

Novacat

Oct 31, 2014 17:06:24

Rising_Storm wrote:
#2896

celtwarrior

Oct 31, 2014 19:14:00

Q#908, W a r d in g B o n d, if i touch someone that person get the benfits and i get the penalties, what if i had a familar and i used it to touch myself?  would i gain the benefits and then the familar would then get the penalties or would i get both the penalties and benefits?  [or could this be done? shh be quiet if no]

#2897

2ndhandmage

Oct 31, 2014 19:20:26

Q909: Guidance, can it be used for Initiative and Saves?

#2898

Novacat

Oct 31, 2014 20:26:04

2ndhandmage wrote:
#2899

Novacat

Oct 31, 2014 20:32:52

celtwarrior wrote:
#2900

2ndhandmage

Oct 31, 2014 21:09:52

Q910: If I have a Wizard/Sorcerer character are his Sorcery Points only useable on Sorcerer Spells or can he use them on Wizards as well?

#2901

Novacat

Oct 31, 2014 21:13:47

2ndhandmage wrote:
#2902

celtwarrior

Oct 31, 2014 21:31:43

Q911, Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours,

 

[see text from PHB below], does this mean 1] the halfling does not have difficult terrain, 2] can end turn in supported ally space?

  

M o v i n g A r o u n d O t h e r
C r e a t u r e s
You can move through a nonhostile creature’s space.
In contrast, you can move through a hostile creature's
space only if the creature is at least two sizes larger or
smaller than you. Remember that another creature’s
space is difficult terrain for you.

#2903

Novacat

Oct 31, 2014 22:52:53

celtwarrior wrote:
(Reply to #2894)

Bloodscythe

Rising_Storm wrote:
(Reply to #2896)

Bloodscythe

celtwarrior wrote:
#2906

The_Dreadlord

Nov 01, 2014 19:09:12

Q912:

How does the roper work? Does it make 4 individual attacks and each attack makes a bite after it grapples the PC? Or does it make the 4 tendril attacks and only one bite?

(Reply to #2906)

AaronOfBarbaria

The_Dreadlord wrote:
#2908

pukunui

Nov 01, 2014 20:00:57

Q913: Can an incapacitated creature still move? The condition description just says you can't take actions or reactions, but moving your speed isn't considered either of those in this edition. Also, the Stunned condition explicitly states that you are incapacitated and you can't move, which implies that if you are only incapacitated rather than stunned, you can still move.

#2909

mellored

Nov 01, 2014 20:03:53

pukunui wrote:
#2910

pukunui

Nov 01, 2014 20:12:57

mellored wrote:
#2911

slumgum

Nov 02, 2014 0:34:29

Q914 on pg 93 of the PHB it says a Beast Master ranger can use its action to verbally command the pet to take a list of actions (Including attack).  My question is if you tell it to attack as your action, will it continue attacking on subsequent turns or do you have to keep using your action to tell it to attack every turn?

#2912

Novacat

Nov 02, 2014 7:00:33

slumgum wrote:
#2913

evilprincesssasha

Nov 02, 2014 9:46:44

Question 915: If I have a minus strength modifier, how much damage do I do with my unarmed attacks? Is it always at least 1?

#2914

AaronOfBarbaria

Nov 02, 2014 13:33:11

A915: there is no rule that I have been able to find which creates a minimum of 1 damage from an attack, so it seems that a character with a negative Strength modifier would normally do 0 damage with an unarmed attack.

#2915

mellored

Nov 02, 2014 14:10:42

AaronOfBarbaria wrote:
#2916

Novacat

Nov 02, 2014 14:19:26

mellored wrote:
(Reply to #2916)

Lord_Kyrion

Novacat wrote:
#2918

Novacat

Nov 02, 2014 14:39:07

Lord_Kyrion wrote:
#2919

celtwarrior

Nov 02, 2014 16:01:26

Novacat wrote:
(Reply to #2919)

AaronOfBarbaria

celtwarrior wrote:
#2921

celtwarrior

Nov 02, 2014 21:37:01

Q917, shield as a melee attack, is there any official rules about using a shield as a melee attack?  i assume i can use it as an improvised weapon, but a few creatures from the MM have an official sheild attack: 

 

hobgoblin warlard, shield bash 1d6+str

lizardfolk, spiked shield 1d6+str

gladiator, shield bash 2d4+str

 

my main goal is for the use of the the 3rd level Eldritch Knight weapon bond, can i bond with a shield?  if i take the gladiator background can i shield bash?  if i get spiked shield from a lizardfolk can i use it?

 

 

#2922

mellored

Nov 03, 2014 5:18:37

celtwarrior wrote:
(Reply to #2922)

XarX

Q918: If you cast a negative spell (debuff) upon a druid in beast form will its effect vanish when he switches to his humanoid form?

 

(Im especially interested in the "slam" attack from the Golem [Monster Manual P. 168])

#2924

mellored

Nov 03, 2014 7:10:13

XarX wrote:
(Reply to #2915)

Coredump00

mellored wrote:
(Reply to #2925)

Bloodscythe

Coredump00 wrote:
#2927

Novacat

Nov 03, 2014 9:02:23

Bloodscythe wrote:
(Reply to #2927)

Bloodscythe

Novacat wrote:
#2929

mellored

Nov 03, 2014 10:28:22

Bloodscythe wrote:
(Reply to #2929)

Bloodscythe

mellored wrote:
#2931

mellored

Nov 03, 2014 11:11:39

Bloodscythe wrote:
#2932

XarX

Nov 03, 2014 11:41:02

A) Halve the damage to 3.5 then round down, and deal 3 damage to the target?

B) Halve the damage to 3.5 then round down, reduce the damage dealt by 3, and deal 4 damage to the target?

(Reply to #2932)

Bloodscythe

XarX wrote:
#2934

cjblaney0

Nov 03, 2014 11:57:31

We played D&D5e for the first time the other day.  Had an amazing time, but we did just have a few questions we couldn't interpret from the D&D5e basic rules.

 

Q920: If one member surprises a group of enemies, are they all surprised and do they all lose their initial turn?  For instance, we were playing the other day, and we'd have our rogue constantly try and sneak into an area while everyone else waited around a corner, the rogue would then backstab someone in attempts to surprise them all.

Also, if the rogue fails to hit with the backstab, are all the enemies still surprised regardless?

 

Q921: How do Spell attack hits work?  Ray of Frost, for instance, says "make a ranged spell attack against the target" which is a [d20+ability modifier + proficiency bonus].  Is this being rolled against the target's AC?

 

Thanks in advance,

Colin

(Reply to #2934)

OoftaMeg

cjblaney0 wrote:
#2936

mellored

Nov 03, 2014 12:38:42

If i polymorph a high HP creature (terrasque), into a low HP creatuere (sheep).

 

And then hit it with disintigrate, what happens?

 

How about power word kill?

(Reply to #2936)

Bloodscythe

mellored wrote:
#2938

mellored

Nov 03, 2014 13:26:24

Bloodscythe wrote:
(Reply to #2936)

AaronOfBarbaria

mellored wrote:
#2940

Rick2525

Nov 04, 2014 12:49:53

Q922: How do you calculate spell damage?  Do you add any modifiers?  I played my first game of 5th ed this last weekend and the DM said that you don't add any modifiers to cantrips.  When I went looking for the rule I couldn't find where it said this anywhere except that under spell damage it said that if there are modifiers it would say in the spell description.  Only I don't see any spells that indicate you would add an ability modifier or any modifiers for that matter to the damage.  What about cleric healing spells, no modifiers to those either?

#2941

mellored

Nov 04, 2014 13:08:52

Rick2525 wrote:
#2942

mellored

Nov 05, 2014 5:50:10

How much damage does a falling whale do?

#2943

jonathonhawke

Nov 05, 2014 8:08:07

mellored wrote:
#2944

Esper88

Nov 05, 2014 9:01:48

Q923 (I think): Is the War Caster Feat "Speell Attack of Oportunity" attack roll done with disadvantage? or is it rolled normally? and why? Thanks for your answer

#2945

mellored

Nov 05, 2014 9:05:41

Esper88 wrote:
#2946

TheLastDunedain

Nov 05, 2014 10:04:02
Q924: Ranged weapon attacks. What determines if an attack overcomes immunity to non-magical weapons? The bow (weapon) or the arrow (ammunition)?
#2947

Novacat

Nov 05, 2014 10:45:14

TheLastDunedain wrote:
#2948

mellored

Nov 05, 2014 10:47:41

TheLastDunedain wrote:
#2949

mellored

Nov 05, 2014 10:57:23

mellored wrote:
(Reply to #2949)

Arconus

Q925: How do you stop scrying in D&D 5E ?

#2951

mellored

Nov 05, 2014 11:06:18

Arconus wrote:
#2952

Arconus

Nov 05, 2014 12:17:10

Thank you Mellored !

#2953

Dracos6979

Nov 05, 2014 14:52:52

I think I understand Extra Attacks is this right?

 

A level 20 fighter will have 4 attacks that happen in one Attack Action.

I can do 4 melee attacks in the one action. If I am using 2 one handed melee weapons I can add my 1 Bonus Action to hit one time with the second weapon.

5 attacks total

 

A level 20 fighter will have 4 attacks that happen in one Attack Action and using the Action Surge feature.

I can do 4 melee attacks in the first action. Than make a 4 melee attacks in the second action. If I am using 2 one handed weapons I can add my 1 Bonus Action to hit one time with the second weapon.

9 attacks total

 

A level 20 fighter will have 4 attacks that happen in one Attack Action. (Action Surge feature)

I can do 1 ranged attacks in the one action. (The Loading property says that only one piece of ammunition from it when you use an action, regardless of the number of attacks you can make.) It is based on the number or Action not attacks in one Action. If you tryed to load it the second time it would than fall into the Action of Use an Object because you are doing more than the one free item that you can interact with during an action. Action Surge feature would add 1 attack. 

1 attack total (2 attack total with Action Surge feature)

 

A level 20 fighter will have 4 attacks that happen in one Attack Action and having the Crossbow Expert Feat. (Action Surge feature)

I can do 4 ranged attacks with a crossbow in the one action. (no Loading property.) Action Surge feature would add 4 attack. No Bonus Action because it is two-handed.

4 attack total (8 attack total with Action Surge feature)

 

To get multi attacks with a bow you have to use Swift Quiver spell.

 

#2954

Morukai

Nov 05, 2014 15:27:07

mellored wrote:
#2955

mellored

Nov 05, 2014 16:06:36

Dracos6979 wrote:
#2956

WastingX

Nov 06, 2014 12:58:01

Q926 Heat metal spell

If targeting plate armor does the the Con saving throw auto fail since the armor cannot be dropped?

 

"Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn."

#2957

Novacat

Nov 06, 2014 13:02:36

WastingX wrote:
#2958

outrider11us

Nov 06, 2014 14:35:10

Q18  We are in a discussion about the cleric.  One of the players reads the magic section and concludes that the cleric is like the sorcerer where he can cast any of the prepared spells multiple times.  the wording in my opinion is really quite vague.  The question is does the cleric have same type of spell casting abilities as the sorcerer?   In my opinion no but lets get this straight so there are no later issues. 

#2959

outrider11us

Nov 06, 2014 14:39:03

q927, my apologies for putting the wrong number.

  

  We are in a discussion about the cleric.  One of the players reads the magic section and concludes that the cleric is like the sorcerer where he can cast any of the prepared spells multiple times.  the wording in my opinion is really quite vague.  The question is does the cleric have same type of spell casting abilities as the sorcerer?   In my opinion no but lets get this straight so there are no later issues. It seems to me that the cleric has to pick spells in advance and use them and not like the sorcerer

 
(Reply to #2959)

OoftaMeg

outrider11us wrote:
#2961

slumgum

Nov 06, 2014 19:09:23

Q928  A half-orc Barbarian has Relentless Endurance (When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead) and Relentless Rage (Your rage can keep you fighting despite grievous wounds.  If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Consitution Saving Throw, if you succeed, you drop to 1 hit point instead).

 

My question is, can I attempt the DC check with Relentless Rage and then wait to see if it fails, and if it does use the half-orc Relentless Endurance (which has no check?).

#2962

Novacat

Nov 06, 2014 19:14:32

slumgum wrote:
#2963

mandos13

Nov 07, 2014 7:31:13

Q929 Is there penalty for making ranged attacks into melee?

(Reply to #2963)

OoftaMeg

mandos13 wrote:
#2965

Vicerious

Nov 07, 2014 9:31:55

mandos13 wrote:
(Reply to #2963)

Writhani

mandos13 wrote:
#2967

ifcadet2006

Nov 08, 2014 14:58:18

Can you only dual wield light weaopns or can you have a longsword in the main hand and a battleaxe in the off hand?

(Reply to #2967)

OoftaMeg

ifcadet2006 wrote:
#2969

celtwarrior

Nov 08, 2014 22:17:50

Q931, witch bolt with fighter action surge, the spell witch bolt states "On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else."  which of the two outcomes are correct when casting witch bolt in combination with fighter action surge: #1] two 1d12 damage dice or #2] one 1d12 damage dice and the fighter can take an other action without canceling the spell?

(Reply to #2969)

SilentSin

celtwarrior wrote:
#2971

GornTheBeardless

Nov 09, 2014 1:19:18

Disclaimer: How I state the question(s) is not simple (I apologize for that). I posted here, because the answer can be simple, but I will appreciate any futher details if someone could spare the time to write a response.

 

Q932 There are 3 iterations of Evasion in the 5e PHB under Monk, Ranger, and Rogue. Can anyone confirm the "certain area effects" that triggers it? Details below.

 

The Monk description for Evasion is as follows:

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

*words written in bold for emphasis

 

The descriptions under the other two classes are roughly the same, but with a red dragon's fire breath, lightning bolt and ice storm spells used as examples for area effects.

 

Would these include triggered traps (eg. arrow traps, boulder chutes) or explosions and such outside of combat (eg. experiment gone horribly wrong or logs being rolled towards adventurers)?

 

I know that this will go beyond asking a simple question, but I would also like to know if the second half of the description "When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." includes unusual attacks such as Blade Barrier, Chain Lightning, Disintegrate, or the like? I've read before in the 3.5 SRD that Evasion used to include attacks like these.

 

SRD readings for reference:

From Rogue Page:

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Improved Evasion (Ex):This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

 

From Evasion and Improved Evasion Page:

Evasion

These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too.

 

If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.

 

As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.

 

As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.

 

Rogues and monks cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.

 

And we have this from the 4th ed PHB.

Evasion is a paragon tier feat available to characters level 11 or above, with Dexterity scores of 15 or above.

 

A character with the Evasion feat takes no damage from area and close attacks that check against the character's AC or Reflex defense and miss, even if the attack normally deals damage on a miss.

 

 

 

Again, I apologize for how I stated the question. And thank you taking the time to read and/or respond to my query.

 

(Reply to #2971)

SilentSin

GornTheBeardless wrote:
#2973

GornTheBeardless

Nov 09, 2014 9:00:54

Q933 If a Fighter or a Ranger does not have Two Weapon Fighting, but has the Dual Wielder feat, does he get the benefit from Two Weapon Fighting, or are his attack rolls with the non-light offhand weapon done without the character's proficiency bonus?

 

Edit for clarification:

Two Weapon Fighting allows one to add his proficiency and ability bonuses to the attack roll and the ability bonus to the damage roll, if both weapons are light. The bonus action attack with the offhand  does not occur if the main weapon is medium.

 

If a character has Dual Wielder, BUT NOT Two Weapon Fighting, does that mean that he can attack with medium weapons in both hands, but cannot add his bonuses to either attack and damage rolls, or does Dual Wielder give him Two Weapon Fighting?

 

---

In acknowledgement to SilentSin's response to my earlier question.

 

Thanks for the clarifying. I was just thinking that it was too strong a feature when compared to the other two options for the Ranger's Superior Hunter's Defense, as it is clear that the other two are only useable in combat situations and require a reaction to occur, wheares Evasion is a passive ability that can potentially deal with traps such as said boulder chutes or possibly swinging logs (I realized that arrow traps were Dex Save DC for all or nothing; see Cordon of Arrows 2nd level Ranger Spell).

 

As for the aforementioned spells, I was wondering about them because they are all non-AOE triggers for dex saves, compared to spells like Fireball or unusual attacks such as a Dragon's Breath that fit the descriptions of being "certain area effects". As for the spells I mentioned in the earlier post:

1. Blade Barrier - Dex save triggered on willingly entering the spell's threat zone.

2. Chain Lightning - Dex save is single target, but later splits into more single target saves after initial strike.

3. Disintegrate - Dex save is also single target, but has a fixed number to be added to the damage roll.

All of which are 6th level spells, that can possibly be nullified with a feature that can be gained as early as level 7. Hence, why I was wondering if my reading of the feature was too OP.

 

In any case, thank you for your response, SilentSin. I apologize again for talking too much. I just want to be reassured that I'm really playing by the rules. Newbie DND player and all.

(Reply to #2973)

OoftaMeg

GornTheBeardless wrote:
#2975

MostlyDND

Nov 09, 2014 16:28:48

Q934:

 

Is there a maximum AC under 5th edition rules? Or is it only limited by the AC bonuses the players can acquire? (E.g. Might AC max out for PCs at 20? Or if, hypothetically speaking, a PC had an AC of 19 and then used a shield (+2 to AC), would that give her an AC of 21?)

(Reply to #2975)

SilentSin

MostlyDND wrote:
#2977

ObscureInfo

Nov 09, 2014 17:25:24
Q935: Can you take magic initiate in the same class as your primary spellcasting class to boost your spells known ( like for a bard or sorcerer)? I don't see anything IRC but there might have an update I missed.
#2978

mellored

Nov 09, 2014 18:10:11

ObscureInfo wrote:
#2979

OnanTheBarbarian

Nov 09, 2014 21:07:24

Q936 Does the half-elf retain reistances of the elf? Specifically, is an half-elf immune to a ghoul's paralysis effect?

#2980

paulstrait

Nov 09, 2014 20:34:04

GornTheBeardless wrote:
#2981

paulstrait

Nov 09, 2014 20:37:44

OnanTheBarbarian wrote:
#2982

paulstrait

Nov 09, 2014 20:45:52

mellored wrote:
(Reply to #2981)

OnanTheBarbarian

paulstrait wrote:
#2984

paulstrait

Nov 09, 2014 21:22:50

OnanTheBarbarian wrote:
#2985

vertexx69

Nov 09, 2014 22:23:39

Q937 Is a melee attack considered a strength check? The barbarian rage ability says while raging all strength checks and strength saves are made with advantage.

#2986

AaronOfBarbaria

Nov 09, 2014 22:31:04

A937: No.

 

There are Ability Checks, Attack Rolls, and Saving Throws - and those 3 types of rolls are mutually exclusive of each other.

#2987

ifcadet2006

Nov 09, 2014 23:32:21

If I'm using Two Weapon Fighting as a fighter. The book says that the off hand attack is a bonus action, when I looked at definition of a bonus action it said I needed the skill to use the bonus action. When I looked at the fighter section it said nothing about bonus action, simply just talked about how I can use two weapons. So I'm guessing that I just get to strike with both weapons because I chose that fighting style? Also, do I need to make a separate attack roll for the off-hand weapon or can I just roll once and have it count towards both weapons?

#2988

Novacat

Nov 09, 2014 23:37:03

ifcadet2006 wrote:
#2989

TheLastDunedain

Nov 10, 2014 7:38:06
Q939 If a wizard concentrates on true polymorph for the full duration, making the effect permanent, does the target still revert to it's original form if it drops to 0 hp?
#2990

TheLastDunedain

Nov 10, 2014 8:46:35
Q940: Could a lvl 20 fighter, having been turned into an Ancient Brass Dragon by a true polymorph spell, use the "Change Shape" feature of the Dragon to assume his previous form as a lvl 20 fighter (or any other lvl 20 character for that matter)? This question is related to the idea that level and CR are used interchangeably for shape changing spells. If the answer is yes, is this RAW, RAI, or strictly DM fiat?
#2991

Novacat

Nov 10, 2014 9:51:00

TheLastDunedain wrote:
#2992

paulstrait

Nov 10, 2014 10:12:19

Novacat wrote:
#2993

paulstrait

Nov 10, 2014 10:17:24

TheLastDunedain wrote:
#2994

cjblaney0

Nov 10, 2014 11:33:45

Q941: For the bonus action on Polearm Master to do an additional 1d4 damage, do I need to roll a d20 again to see if I hit, and does my ability modifier+proficiency bonus add to that d20?  Also, if I do hit, do I add my ability modifier to the damage roll?

 

 

Here's the description of Polearm Master:

Polearm Master:  You can keep your enemies at bay with reach weapons.  You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon.  The weapon's damage die for this attack is 1d4, and the attack deals bludgeoning damage.
-While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from when when they enter your reach.

 

Thanks in advance,

Colin

#2995

mellored

Nov 10, 2014 11:38:22

cjblaney0 wrote:
(Reply to #2995)

cjblaney0

mellored wrote:
#2997

Ziolupo

Nov 10, 2014 13:20:59

Q942: An arrow fired from a magic bow is still considered a magic arrow for Damage Reduction purpose?

#2998

mellored

Nov 10, 2014 13:27:38

Ziolupo wrote:
#2999

Avross

Nov 10, 2014 13:30:51

Ziolupo wrote:
#3000

mbcestelle

Nov 10, 2014 13:54:01

Q943 How are the actions of mounts determined?  The PHB has very little information on this.  If you direct the animal's actions, does that take up your action as well?  Or does the mount also get a full set of actions (i.e. Move+Action)?

 

To better illustrate,

My fighter is mounted.  He's facing a troll.  He decides to use teh horse's move and action to Disengage to avoid an OA.  The fighter then moves into attack range and uses his own Action to attack the troll before continuing the horse's disengage action.

 

Horse: Move+Action

Fighter: Action+Move(command the horse?)

#3001

paulstrait

Nov 10, 2014 14:42:53

A943 -- You have two options, control the mount or let it act indepedently.  Supposing you are controlling it, its initiative matches yours, it moves as you direct it, and it can only take three actions: Dash, Disengage, or Dodge (and can also move). 

 

To better illustrate,

My fighter is mounted.  He's facing a troll.  He decides to use teh horse's move and action to Disengage to avoid an OA.  The fighter then moves into attack range and uses his own Action to attack the troll before continuing the horse's disengage action.

 

Horse: Move+Action

Fighter: Action+Move(command the horse?)

#3002

JPDG

Nov 10, 2014 15:21:58

Q944

 

Any conjure spells, like Conjure Animals: Do the summoned creatures attack that turn or the following turn?

 

-JPDG

#3003

paulstrait

Nov 10, 2014 15:40:56

JPDG wrote:
(Reply to #3003)

JPDG

paulstrait wrote:
#3005

E-Tallitnics

Nov 10, 2014 21:41:18

paulstrait wrote:
#3006

E-Tallitnics

Nov 10, 2014 23:03:44

Rising_Storm wrote:
(Reply to #3006)

SilentSin

E-Tallitnics wrote:
(Reply to #3004)

SilentSin

JPDG wrote:
#3009

drizzt420

Nov 11, 2014 14:15:44

Q945. Disguising yourself.  I assume you roll a Charisma: Deception check (+2 w/Kit) but is this opposed by Wisdom: Perception or Wisdom: Insight? 

#3010

JPDG

Nov 11, 2014 16:32:21

drizzt420 wrote:
#3011

jonathonhawke

Nov 11, 2014 16:50:06

R945: Disguising yourself requires an Intelligence: Disquise Kit check.  Passing yourself off in the disguise would be a Charisma: Deception check (possibly with advantage, depending on the quality of the disguise).  The DC for these checks is not stated, but Wisdom: Insight would be a good choice for an opposing roll.

#3012

jonathonhawke

Nov 11, 2014 17:27:29

Spacewit wrote:
(Reply to #3009)

SilentSin

drizzt420 wrote:
#3014

drizzt420

Nov 11, 2014 18:16:20

Q946 If a lvl. 5 PC has extra attack and utilizes two-weapon fighting do they then get three attacks?  (assuming they have a bonus action to use)

#3015

strider13x

Nov 11, 2014 19:33:07

Q:947 Multiclassing Proficiency. Do you gain the Saving Throw Proficiency from the new class when Multiclassing?

#3016

strider13x

Nov 11, 2014 19:34:43

drizzt420 wrote:
(Reply to #3014)

SilentSin

drizzt420 wrote:
(Reply to #3015)

SilentSin

strider13x wrote:
#3019

strider13x

Nov 11, 2014 19:39:06

drizzt420 wrote:
#3020

paulstrait

Nov 11, 2014 19:49:16

JPDG wrote:
#3021

paulstrait

Nov 11, 2014 19:50:52

SilentSin wrote:
#3022

paulstrait

Nov 11, 2014 19:59:16

jonathonhawke wrote:
#3023

jonathonhawke

Nov 11, 2014 23:23:30

paulstrait wrote:
(Reply to #3021)

SilentSin

paulstrait wrote:
#3025

TheLastDunedain

Nov 12, 2014 4:56:32
Q948: If a divination wizard makes a simulacrum of himself, does the simulacrum get to roll portent dice? If so, do they do it at creation, or at the beginning of the next day?
(Reply to #3025)

SilentSin

TheLastDunedain wrote:
#3027

TheLastDunedain

Nov 12, 2014 6:02:01
It matters more for the Wish --> Simulacrum combo.
#3028

drizzt420

Nov 13, 2014 18:02:31

Q949 The mirror image spell says duration 1 minute but the description says "the spell ends when all three duplicates are destroyed."  Could a wizard cast the spell and have it active at all times as long as the duplicates were not destroyed...say in a town, or at home during down time?  (No concentration and all...)

(Reply to #3028)

SilentSin

drizzt420 wrote:
#3030

SilentSin

Nov 13, 2014 18:24:54

Q950: Are there any rules for fighting in water?

 

I'm designing an encounter where the PCs are forced into a river and have to fight a crocodile and I'm wondering how I should handle it. Disadvantage on all attacks? Except for piercing weapons? What about spells? Should the PCs have a penalty to AC or give advantage to the crocodile as well?

#3031

Novacat

Nov 13, 2014 19:46:33

SilentSin wrote:
#3032

pukunui

Nov 13, 2014 19:47:05

SilentSin wrote:
(Reply to #3032)

SilentSin

pukunui wrote:
#3034

dtanski

Nov 14, 2014 2:12:30

If I am a 3 warlock and 3 Paladin and I take Pact of the Tome (to get Shillelagh and use Charisma for attack and damage) and Oath of Devotion will I be able to cast "Sacred Weapon" on my Shillelagh and apply my Charisma bonus twice (once from Shillelagh spell description and once again from Channel Divinity- Sacred Weapon) to hit? I lean towards yes.

#3035

mellored

Nov 14, 2014 5:20:09

dtanski wrote:
#3036

Kaine99

Nov 14, 2014 12:17:02

 

Healing & Death

 

Am i correct in assuming there is no negative hit point counter, when a player reaches zero they start making death saves instead, any additional damage causes a death save failure (criticals = 2) but there is no actual negative counter, so the person stays at 0 and any healing takes them to 0 + healing result ?

(Reply to #3036)

AaronOfBarbaria

Kaine99 wrote:
#3038

JackinGreen

Nov 14, 2014 14:48:28

Q 952 - There are several Warlock invocations that allow you to cast a specific spell at will, without expending a spell slot. Does this spell have to be one of your known spells?

#3039

AaronOfBarbaria

Nov 14, 2014 14:58:40

A 952: No, and in most cases it can't be because the spell in question isn't on the warlock spell list.

#3040

guachi

Nov 16, 2014 10:29:27

Q953 - The Shield Master feat says "If you take the Attack action on your turn, you can use a bonus action..." Does the sequence of events have to be Attack action then bonus action, or can a player state "I take an Attack action to do X but before I execute my Attack action I use my bonus action to shove a creature within 5 feet of me with my shield"?

#3041

AaronOfBarbaria

Nov 16, 2014 10:59:02

A953: You can take your bonus action whenever you want, even before the action that enables you to take that particular bonus action - except in the case where the timing of the bonus action is specified (see flurry of blows and it's use of the phrase "immediately after")

(Reply to #3040)

OoftaMeg

guachi wrote:
(Reply to #3042)

guachi

Thanks to both of you. I've now had three different people all say the same thing - that timing doesn't matter on Shield Bash. I am of the same opinion as OoftaMeg that you have to take the dependent action or you take no action or bonus action at all.

 

I haven't played D&D in forever, so looking at the books and paying through character concepts is helping me learn the rules. Decided to try and make a defensive sword and shield fighter after seeing lots of posts going on about GWF and Polearm mastery being great and Champion being boring and fighters in 5e just not having cool stuff to do. So I theorycrafted a Champion Fighter taking either Duelist or Protection and taking Shield Master and Sentinel using either the variant human or taking both with first two feats. Someone online suggested taking 1 level of Rogue for Expertise in Athletics to power the Shield Master.

 

By level 7 at the latest (if you don't take variant Human) you could, on an enemy attacking an ally, Shield Bash prone at +9 check, Sneak attack with a rapier for 1d8+1d6+5, non-sneak attack for 1d8+5, reaction (from Sentinel) for 1d8+5. If Shield Bash is successful, all attacks are at advantage with a 20% crit chance as a Champion. This seemed cool. Oh... and if no one is around you can self-power the sneak attack by knocking prone to attack at advantage. No Sentinel reaction, of course.

 

I went to my first D&D Expeditions on Saturday. The Barbarian, as it turns out, had Shield Mastery and would knock opponents prone. The DM ruled that the bonus action had to happen AFTER the Attack action. The DM also ruled I couldn't say "I Ready my attack and will attack the Barbarian's target after he uses his Shield Mastery shove (regardless of whether it succeeds or not". He said that Ready didn't exist in 5th edition.

(Reply to #3043)

OoftaMeg

guachi wrote:
#3045

jonathonhawke

Nov 16, 2014 15:26:53

guachi wrote:
#3046

Fuzzyhammer

Nov 17, 2014 2:12:22

Q954

I’m looking for some guidance and searching these forums have not resulted in a rules question(s) I’m trying to get clarification on:

 
(Reply to #3046)

SilentSin

Fuzzyhammer wrote:
#3048

davorious

Nov 17, 2014 10:48:18

A 2nd level monk with a 14 strength and a 10 foot running start can jump up to 28 feet. If someone cast a jump spell on him, would he travel 3x times 28 feet (84 feet) or just 3 times the base of 14 feet (42 feet)?

#3049

Avross

Nov 17, 2014 14:16:54

davorious wrote:
#3050

ByteManNeo2

Nov 17, 2014 14:31:56

Q954: Say I cast Searing Smite. It's a bonus action, no question there. I have 2 attacks. On the first, I hit. I add the fire damage in, no problem. Here's the question. In the duration, Searing Smite says "Concentration, Up to 1 minute." But in the description, it says "On your next melee hit..." Does this mean that my second attack, if I hit, I cannot add the fire damage because the spell ended, or do I get to keep adding the fire damage each time I hit until the spell ends or my concentration does?

#3051

AaronOfBarbaria

Nov 17, 2014 14:54:43

A954: The second hit doesn't have the benefit of the spell because the spell has, as its description indicates, ended on the first hit.

(Reply to #3051)

guachi

AaronOfBarbaria wrote:
#3053

Novacat

Nov 17, 2014 17:17:51

guachi wrote:
#3054

newnewguymatt

Nov 17, 2014 20:59:12

Quick question on Mirage Arcane (7th level spell): Since the tactile effect stays in place even if the illusionary nature is dicovered, can impregnable structures be built (outside of dispelling)?  i.e. I build a high walled castle and rest safely for a week?  Thanks

#3055

guachi

Nov 17, 2014 21:36:41

I can understand the desire to use natural English. But using different words to describe the same concept is counterproductive. If the Smite spells are all the same in their implementation, just use the same word. The context is all the same. In fact the other words are mostly the same. It's total templating. "The next time you hit a creature with a melee weapon attack during the spell's duration", "the first time you hit with a weapon attack during the spell's duration", "the next time you hit with a melee weapon attack during this spell's duration", "the next time you hit a creature with a weapon attack before the spell ends", "the next time you hit a creature with a melee weapon attack during this spell's duration", "the next time you ht a creature with a melee weapon attack during this spell's duration", "the next time you hit a creature with a weapon attack before this spell ends".

 

That's the starting text for all the Smites. Notice how template-like the text looks. Having some word differences matter and not others is confusing and unnecesary. Notice some specify a melee weapon and others carefully don't. Some specify you must hit a creature and others don't. That's completely deliberate.But the differences between "first time" and "next time" is meaningless as is the difference between "during this spell's duration" and "before the spell ends".

 

Many spells have flavor text as the first sentence. Smites don't. The first sentence on all of them is just a timing rule. Except one uses "first" not "next". It's not a big deal. But when they carefully differentiate between hitting a creature and just hitting and melee attack and weapon attack, it's not unreasonable to believe there is a difference between "first" and "next". I mean, there's a technical difference between a check, a roll, and a throw. They (almost) all have proficiency bonuses, they are all modified by abilities, but not everything that's modified by an ability is an ability check. It might be a throw or a roll.

(Reply to #3054)

SilentSin

newnewguymatt wrote:
(Reply to #3055)

SilentSin

guachi wrote:
#3058

JPDG

Nov 18, 2014 6:34:24

Q956

 

Can certain spells with Concentration be cast Instantaneously?  For instance, Gust of Wind can be used with Concentration.  Can a caster use it for 1 action and have it count as instantaneous?  

#3059

jonathonhawke

Nov 18, 2014 6:53:30

JPDG wrote:
#3060

JPDG

Nov 18, 2014 7:22:19

Q957

 

Can Druids Wildshape into Swarms?

#3061

Novacat

Nov 18, 2014 10:01:51

JPDG wrote:
#3062

Avross

Nov 18, 2014 10:24:55

Novacat wrote:
(Reply to #3061)

JPDG

Novacat wrote:
#3064

JPDG

Nov 18, 2014 13:12:40

Q958

 

Can Druids use Studded Leather armor?  Even though it has metal in it?

#3065

AaronOfBarbaria

Nov 18, 2014 13:50:12

A958: Ask your DM.

(Reply to #3056)

newnewguymatt

If by "high walled castle" you mean "castle-like thing without any sort of internals, just a giant block of "stone" with parapets", then yes, I don't see why not.

 

As a 7th level spell it gets compared to things like teleport and simulacrum. Resting safely for a week is basically a cantrip compared to the **** you can pull with those spells.

 
#3067

KeepTheEdge

Nov 18, 2014 22:27:00

I need some clarification please. I tried to read through a bunch of the topics but couldn't seem to find any for sure answers. Thanks in advance!

 

Q959: Does the Savage Attacker Feat apply to all the dice rolled (for example: weapon plus sneak or divine smite) or just the weapon itself?

 

Q960: As a paladin, if you have two attacks and you hit with both attacks can you use divine smite on both hits (expending 2 spell slots)?

 

Q961: For all of the paladin smite *spells* (not divine smite), they last for a minute as long as you have your concentration so each time you hit with one of them active you do the additional damage or do they end when you hit a creature and you only get the damage bonus once? It seems to me they would last a minute and you would get the addition damage each time you hit because most of them say the effect (such as being blinded from Blinding Smite) lasts until the spell ends so it wouldn't make much sense to hit, then have the effect end right away bc the spell ends but I'm far from certain either way!

#3068

jonathonhawke

Nov 18, 2014 22:50:10

A959: No. The Savage Attacker feat specifies weapon dice.

 

A960: Yes.  Divine Smite does not use an action.

(Reply to #3067)

SilentSin

KeepTheEdge wrote:
#3070

Crax_Override

Nov 19, 2014 5:19:40

A mounted paladin can use the feature Relentless Avenger?

 

The spell Find Steed says:

"Your steed serves you as a mount, both in combat and
out, and you have an instinctive bond with it that allows
you to fight as a seamless unit."

#3071

XarX

Nov 19, 2014 6:26:59

Crax_Override wrote:
#3072

Ctenophore718

Nov 19, 2014 12:08:58

Q963: Do you take disadvantage on ability checks, saving throws or Str & Dex attack rolls when you use an Animated Shield without proficiency in shields? As long as you're attuned to it and you have it activated, you don't need your hands (and presumably any skill) to benefit from its protection without taking a penalty.

(Reply to #3072)

OoftaMeg

Ctenophore718 wrote:
#3074

mellored

Nov 19, 2014 12:36:42

Ctenophore718 wrote:
#3075

sandeater

Nov 19, 2014 13:38:13

Q964:  if you use the sleep spell on a group of mixed characters that includes elves and half elves, the elves in quetion are immune to the spell. Will the spell spell still use up Hitdice trying to effect them?  IE  you cast sleep, the total of the Roll = 18. You have 18 HP to spend from the lowest to the highest.  The elves in question are at  3 HP & 5 HP.  Yes they are immune to the effect but will the spell still use up 8 hp on them or will it ignore them and go to the non elves?

 

 

Q965 if you cast a spell that requites concentration, lets say web.   Can you hold concentration on web while casting magic missle at the people in the web?  the PHB wording leads me to think you can cast as many spells as you want as long as they do not also require concentration.

 

The following factors can break concentration:
•  Casting another spell that requires concentration.You lose concentration on a spell if you cast another spell that requires concentration. You can’t concen­trate on two spells at once.

#3076

AaronOfBarbaria

Nov 19, 2014 14:54:42

A964: There is nothing in the rules which specifies one way or the other, so ask your DM - as a DM I'd rule that immunity to sleep means your HP are effecitvely infinite in regards to how the spell works, thus it would simply affect whoever it could and have no chance of affecting you.

 

A965: Yes.

#3077

JPDG

Nov 19, 2014 17:05:51

Q966

 

Can players move in stealth at full speed?

#3078

AaronOfBarbaria

Nov 19, 2014 17:39:52

A966: That is highly circumstantial, and depends on the definition you are using for "full speed." As your DM - the stealth rules are intentionally left open to interpretation, since the DM would have to be the arbitrator of their application anyway.

#3079

Crax_Override

Nov 19, 2014 19:24:36

Reach weapons have disadvantage on attack rolls agains a prone target if not adjacent?

 

Don't make sense to me, reach weapons are melee weapons.

#3080

Novacat

Nov 19, 2014 19:30:42

Crax_Override wrote:
#3081

BigBlueBear

Nov 20, 2014 5:26:33

Q967 

erdana, arial, sans-serif; color:rgb(0, 0, 0); font-size:small">This situation came up during last night's session. Amongst other things the party is facing a wizard, as events transpire my wizard finds herself face to face with the evil wizard and casts Shocking Grasp. The evil wizard attempted to use Shield as a reaction. Does the no reaction part of Shocking Grasp prevent the use of Shield, or can you use Shield to prevent the hit and therefore prevent the no reactions from Shocking Grasp? The key part of this is Shocking Grasp says 'On a hit' and Shield says 'when you are hit'. I think by RAW that Shocking Grasp prevents Shield, but by RAI Shield can make Shocking Grasp miss.

erdana, arial, sans-serif; color:rgb(0, 0, 0); font-size:small">Thanks

erdana, arial, sans-serif; color:rgb(0, 0, 0); font-size:small">SHOCKING GRASP Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

erdana, arial, sans-serif; color:rgb(0, 0, 0); font-size:small">SHIELD 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
(Reply to #3081)

JPDG

BigBlueBear wrote:
#3083

XarX

Nov 20, 2014 11:47:53

Q962: Does a shapechanged PC gain the benefits of all his classes? E.g.: A druid(10), barb(3),monk(7) - would he get all the profiencies, features, skills from all those classes or just his main class (or any other class..)?

(Q963) Does "Natural Armor" count as "Armor" in case of applying features?

#3084

mellored

Nov 20, 2014 12:02:09

XarX wrote:
#3085

MostlyDND

Nov 20, 2014 16:13:52

Q969

Do Backgrounds (character creation) give additional skill proficiencies to those chosen within the options of a character class (e.g. Rogue, pick 4, then add the two from the background), or do they prescribe which among the character-class skill proficiencies may be chosen (e.g. Rogue, pick 4, ensuring that 2 of those are the ones detailed in the chosen background)?

 

I'm pretty certain the RAW on PHB p125 strongly indicate (if not decisively point to) the former option, but I would just like to be sure. Thanks in advance!

#3086

Novacat

Nov 20, 2014 16:28:06

MostlyDND wrote:
(Reply to #3081)

SilentSin

BigBlueBear wrote:
#3088

XarX

Nov 21, 2014 8:53:03

Q970: Can you "choose" between natural armor and unarmored defense, or does natural armor makes you "wear armor"?

#3089

Novacat

Nov 21, 2014 9:02:48

XarX wrote:
#3090

alienux

Nov 21, 2014 10:40:43

JPDG wrote:
#3091

guachi

Nov 21, 2014 17:55:41

Q971:

 

Proficiency Bonus rules on PHB173-174 state [o]ccasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. Coupled with the rest of the text, I get the impression that, for rules purposes, 2x, 1x, and 1/2x proficiency are all functionally equivalent for any rule that says "when you add your proficiency bonus". So if you are adding 2x proficiency bonus you get the same benefits (or penalties) as you would if you only adding 1x proficiency bonus. That is, Reliable Talent works whether you are adding 2x bonus or 1x bonus.

 

The implication of the text on P174 By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normall benefit from your proficiency bonus, you still don't add the bonus to the check. is that if you are adding a 0 proficiency you don't get any benefits that require you to be adding your proficiency. Your proficiency bonus has to be >0 to get any benefits that accrue for "adding your proficiency bonus." It's not outright stated, but it's a reasonable inference.

 

The question I have, do you get the benefits of "adding your proficiency bonus" if you are adding 1/2 your bonus? Specifically, does Jack-of-All-Trades work with Reliable Talent and allow me to roll a minimum of 10 in all 18 skills? Initially I would have said no, but after reading the text on 173-174 I'd say yes. 1/2x, 1x, and 2x bonus are all lumped together under one set of rules. 0x is in another set.

#3092

AaronOfBarbaria

Nov 21, 2014 18:14:50

A971: I believe that Reliable Talent and Jack-of-All-Trades never apply to the same checks.

 

Basically, I think you follow this procedure:

  1. Is proficiency bonus to be added to the check? (yes or no)
  2. If yes: Reliable Talent functions. If no: Jack-of-all-Trades functions.

Interpreting otherwise requires a simultaneous state of proficiency bonus not applying (so that you can add half proficiency bonus) and applying (so you can treate a roll of 9 or less as a roll of 10).

 

Edit to Add: Think of the abilities as checking to see whether the dot next to the skill is checked or not, rather than checking to see whether a number is being added to the roll total or not.

(Reply to #3092)

guachi

AaronOfBarbaria wrote:
(Reply to #3093)

AaronOfBarbaria

guachi wrote:
(Reply to #3081)

Coredump00

BigBlueBear wrote:
#3096

Armoured_Priest

Nov 22, 2014 23:36:38

Quick questions regarding the Warlock "Repelling Blast" invocation.  Just want to verify, is there any save or contest with the pushback?  What if you push someone over a cliff?

#3097

Novacat

Nov 23, 2014 0:03:44

Armoured_Priest wrote:
#3098

mandos13

Nov 23, 2014 2:17:32

Q972:

 

Some templates don't seem to change the creature type. So are you able to summon creatures with templates? For example, could I use Conjure Animals to summon half-dragon wolves? It does seem like it would change the CR so, you'd have to summon less of them or use a higher spell slot. 

#3099

ChDmGr

Nov 23, 2014 3:26:13

Q973


Is it possible to make a critical hit or even a sneak attack to gargaduan targets/undead/construct/incorporeal/oozes ?

#3100

ChDmGr

Nov 23, 2014 3:36:45

Q974

 

If a fighter with 3 extra attacks has the haste spell on him and use the Action surge feature will he have 9 hits for an attack action!? 3 hits for the first attack action + 3 hits for the extra action from the action surge + 3 hits for the extra action (one weapon attack= 3 hits). Am i missing something here?

(Reply to #3098)

SilentSin

mandos13 wrote:
(Reply to #3099)

SilentSin

ChDmGr wrote:
(Reply to #3100)

SilentSin

ChDmGr wrote:
(Reply to #3098)

megalobrainiac

mandos13 wrote:
(Reply to #3092)

megalobrainiac

AaronOfBarbaria wrote:
(Reply to #3104)

mandos13

megalobrainiac wrote:
(Reply to #3101)

mandos13

SilentSin wrote:
#3108

cpouliot75

Nov 23, 2014 15:03:18

#853 A raging barbarian gains advantage on strength checks.  Does this mean for attack rolls too...?

#3109

Novacat

Nov 23, 2014 15:07:08

cpouliot75 wrote:
#3110

cpouliot75

Nov 23, 2014 15:49:01

Super, thanks Novacat!

(Reply to #3107)

SilentSin

mandos13 wrote:
#3112

guachi

Nov 23, 2014 18:29:23

cpouliot75,

 

Your question is, probably, the most easy one to confuse. Despite all the talk of the creators of 5e about "natural language" they don't do a good job distinguishing when they are and aren't. Perhaps if all rules terminology was italicized or something it would be more helpful. Or if the PHB. Calling what you do when you roll a die a "check" or a "roll" or a "throw" is just unnecssarily confusing. I can see, for historical reasons, keeping the term "saving throw". I have no idea why you'd invent such a generic term as "ability check" though. At least "attack roll" implies you are attacking and "saving throw" implies you are saving from some effect but "ability check" is just confusing as attack rolls, saving throws, and ability checks all use a relevant ability score to modify the roll.

 

Attack rolls, saving throws, and abiliity checks are mentioned on page 7 of the PHB in the introduction and not defined at all. It's just ludicrous

(Reply to #3112)

AaronOfBarbaria

guachi wrote:
#3114

guachi

Nov 24, 2014 14:13:33

The terms ability check and attack roll don't appear, as far as I can determine, anywhere in the 1e DMG or PHB. They might, but there is no index and I couldn't find it in the sections I looked in. The combat section, for instance, does not seem to contain the term attack roll.

 

The term ability check is defined at the beginning of the 2e PHB but, according to the glossary, the only other time they use it in the PHB or DMG is as a substitute for a saving throw. And in both cases the text is identical. Nowhere in the PHB does the term otherwise appear. The place you might think to see it, the proficiency section, does not contain the phrase ability check.

 

My Mentzer Basic set doesn't contain the terms ability check or attack roll, either. The closest is the term hit roll on p51 of the PHB.

 

My Moldvay Basic set also doesn't contain the terms ability check or attack roll.

 

Every edition does, however, contain the term saving throw over and over and over.

 

If you want to claim all these editions have the terms ability check and attack roll, you are welcome to point to a page. I haven't read some of my books in years.

(Reply to #3114)

AaronOfBarbaria

guachi wrote:
#3116

Cooperjera

Nov 24, 2014 20:05:02

Q 975

 

If a character is attuned to both the Ring of Protection and the Staff of Defense would they recieve a +2 bonus to Armor Class?

 

Ring of Protection:  from Lost Mines of Phandelver, While wearing and attuned to this ring you hav a +1 bonus to your Armor Class ...

Staff of Defense:  from Lost Mines of Phandelver, While holding and attuned you have a +1 bonus to your Armor Class.

 

Based on 3.5 AC would be derived from primarily once source, but there was a bunch of different AC modifiers.  I have not seen any text in the DM Guide PDF or the adventure book indicating that AC bonus would be from only one source.

 

Thank you.

#3117

Plaguescarred4

Nov 24, 2014 20:11:38

A975: Yes they should stack

#3118

pukunui

Nov 25, 2014 0:10:16

Q976: Can you copy a spell into your spellbook from a scroll? If yes, does that use up the scroll? The text in the spellbook sidebar just says "If you find a spell ...". It doesn't say it has to be in someone else's spellbook, but the text for spell scrolls doesn't clarify.

#3119

AaronOfBarbaria

Nov 25, 2014 2:47:49

A976: According to page 60 of the basic DM PDF, version 0.3, "A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed."

#3120

ChDmGr

Nov 25, 2014 8:36:13

Q977

 

If you attack someone from behind while you are invisible and completely quiet. Does the victim use his dexterity bonus to AC?

#3121

jonathonhawke

Nov 25, 2014 8:47:31

ChDmGr wrote:
#3122

AaronOfBarbaria

Nov 25, 2014 13:50:08
A997: there is no such thing as losing your dex bonus to AC in 5e. Having advantage on the attack roll covers those situations
#3123

pukunui

Nov 25, 2014 18:50:44

AaronOfBarbaria wrote:
#3124

Avross

Nov 26, 2014 5:13:15

pukunui wrote:
(Reply to #3123)

SilentSin

pukunui wrote:
#3126

guachi

Nov 26, 2014 8:56:14

Setting Grease spells on fire is a tried and true D&D trick. Not allowing it in 5e would just be cruel.

#3127

Drunemeton

Nov 26, 2014 21:54:07

R978: Since the Grease spell's description does Not state that the grease can be lit, it cannot. 

 

Unlike the Web spell, that clearly states the damage it does after being lit…

#3128

guachi

Nov 27, 2014 15:20:56

The rules are silent on whether it can be lit. That is different than saying it can't be lit.

 

Since the rules are silent, the only answer that can be given is "if the DM allows it"

(Reply to #3127)

Bloodscythe

Drunemeton wrote:
#3130

Evil_Uncle_Tony

Nov 29, 2014 6:10:17

I there no Charge in combat this edition?

#3131

Plaguescarred4

Nov 29, 2014 6:20:51

Evil_Uncle_Tony wrote:
#3132

Drunemeton

Nov 29, 2014 20:34:25

Plaguescarred4 wrote:
#3133

Drunemeton

Nov 29, 2014 20:38:57

guachi wrote:
#3134

Avross

Nov 30, 2014 9:40:47

Drunemeton wrote:
(Reply to #3134)

OoftaMeg

Avross wrote:
#3136

bonethug0108

Nov 30, 2014 12:03:58

I'd perosnally say allow it to do 1d4 of damage in each square it's in for 1 round and the grease then disapates. That way you can choose to let the grease do it's normal thing or get a quick short term damage boost.

#3137

LexMajor

Nov 30, 2014 14:28:58

Q980: Are there modifiers for smaller creatures to hit larger ones? (and vice-versa)

#3138

Plaguescarred4

Nov 30, 2014 16:24:39

A980: Not normally.

(Reply to #3138)

LexMajor

Plaguescarred4 wrote:
#3140

pauldanielj2

Dec 01, 2014 8:27:58

Q981: When firing a normal arrow from a +1 magical bow, is the attack considered to be magical for the purpose of damaging a monster with resistance to normal, nonmagical weapons?

(Reply to #3140)

OoftaMeg

pauldanielj2 wrote:
#3142

Avross

Dec 01, 2014 11:37:28

R981: I did some digging, and the only reference to magic arrows I can find reference to in any of the online PDF is an Arrow of Dragon Slaying (which doesn't even have a description in the online PDFs).  So, I would agree with Oofta, since otherwise, the rules would be unfairly biased against archers.   

 

Most of what I've read so far indicate that the intent is that magic items are "rare and wondrous".   So you're not going to be able to 'stock up on magic arrows at the next village'.   A set of magic arrows would essentially deplete over time while the barbarian can swing that magic greatsword until he's blue in the face.

 

 

#3143

Nukemouse

Dec 02, 2014 10:14:59

Q982

Does an ability that pushes a foe away from you need to push it DIRECTLY away from you or away from you at any angle?

Q983

If a target  is at an upwards angle to you like standing on a table and you push them back do they go into the air?

 

Really I just want an Open Hand monk to throw people 15 feet into the air.

#3144

Avross

Dec 02, 2014 11:53:14

Q982: While the rules aren't specific on this matter, (meaning the final judgement is up to your DM), as long as your push is in a straight line, and the target lands further away from you than they started, then you shouldn't have a problem.   So if you're the X...and your foe is at position 1 (5 feet away)

 

1       2

     X

 

...you couldn't push him to position 2 (even though it is 10 feet away...)

 

Q983:  The rules don't specify so again it's up to your DM, but...

If you're looking for cinematic flair, I can't imagine it would be a problem...  

If you're looking to add falling damage into it, I know I'd say no.

#3145

Noctaem

Dec 02, 2014 12:05:09

Nukemouse wrote:
(Reply to #38)

PT_Rocks

A16: Any light weapon (including a hand crossbow) can be used with Two-weapon fighting. If you take the Dual Wielder feat, you can use any non-two-handed weapon with Two-weapon fighting. This includes net, trident, etc.

#3147

PT_Rocks

Dec 02, 2014 17:14:41

A0: I have a list of 20 or so minor Playtest Manual typos. Any idea how to send them along to wizards; or is it appropriate to post them here? Somewhere else?

#3148

Malthirian

Dec 02, 2014 18:10:03

Q984 Level 20 Moon Druids are able to transform into a beast or elemental as a bonus action an unlimited number of times.  Does this indeed enable the druid to enjoy the new "tempory hit points" of a new beast each round?

#3149

AaronOfBarbaria

Dec 02, 2014 18:35:32

A984: Yes, but characters of that level often face potent magics which kill you if they reduce you to 0 HP or if you have less than 100 hit points, so there may be times that being in your standard form is a wiser choice.

#3150

guachi

Dec 02, 2014 19:47:48

Drunemeton wrote:
(Reply to #3146)

SilentSin

PT_Rocks wrote:
(Reply to #3147)

SilentSin

PT_Rocks wrote:
#3153

Plaguescarred4

Dec 03, 2014 6:48:48

PT_Rocks wrote:
#3154

Malthirian

Dec 03, 2014 8:04:45

Q985  Conjure Elemental allows for the summoning of elementals of CR values higher than 5, which are the elementals presented in the monster manual.  Is it recomended for me to use the guidlines on page 274 of the DMG for stats of those higher CR elementals are is there another recomended way of interpreting Conjure Elemental?

 

Q986 Can Druids wildshape into those elementals as thier level increases (it was proposed that an 18th level druid should be able to transform into a CR 6 elemental because, following the format of beast shape, their level divided by 3 would now equal a CR 6 elemental...)? Or was it intended for them to be constricted to CR 5 elementals?

#3155

Malthirian

Dec 03, 2014 8:12:25

Q987 If a Paladin duel wields longswords or something, can he use the smite ability for each and every attack he makes?

#3156

mellored

Dec 03, 2014 8:14:46

Malthirian wrote:
#3157

christheadventurer

Dec 03, 2014 9:36:57

Q988 In the monk class description under Enduring Mountain Defense it says 11th level required and that you can spend 5 ki points, except you can't spend 5 ki points on a spell when you're 11th level. For all the other spells that are cast using ki points that have a minium level requirement you have at least the minimum number of ki points to spend when you get the spell at the minimum level. Enduring Mountain Defense is not consistant with this. Is this a typo?

#3158

Novacat

Dec 03, 2014 10:24:02

christheadventurer wrote:
#3159

christheadventurer

Dec 03, 2014 13:34:16

I'm not sure you're understanding my question. If I select Enduring Mountain Defense at 11th level, I won't be able to use it because I can't spend enough ki points according to the chart on spending ki points for spells. Every other Elemental Discipline with a level requirement can be paid for using enough ki points if you select it at the minimum level. Enduring Mountain Defense cannot be paid for if you select it at it's minimum level of 11.

#3160

Daydreamer80

Dec 03, 2014 13:58:00

If i have an off hand weapon, can i cast a spell as my action, and use my bonus action to make an attack with the offhand weapon?

 

#3161

Novacat

Dec 03, 2014 14:27:49

Daydreamer80 wrote:
(Reply to #3154)

SilentSin

Malthirian wrote:
#3163

Drunemeton

Dec 04, 2014 0:13:32

christheadventurer wrote:
#3164

bille

Dec 04, 2014 1:02:22

Q989: Harpy's Luring Song ability. In the MM p181 the flavour text suggests that the Harpy's Luring Song ability compels its targets to blunder towards it. However, in the stat block the power states: "If the charmed target is more than 5 feet away from the harpy, the target can take the Dash action on its turn to move towards the harpy by the most direct route." [bolding mine]  

 

there is no other mention of the target having to move. The use of the word can suggests to me that it is an option for the target rather than a requirement, but this seems wrong. There is nothing in the charmed condition or spell that suggests the caster can impose movement on the target. Should can read must?

(Reply to #3164)

SilentSin

bille wrote:
#3166

christheadventurer

Dec 04, 2014 7:46:02

Drunemeton wrote:
#3167

tanis740

Dec 04, 2014 14:55:57

Q 990 If a character finds a scroll of a spell that does not belong to class is there a way for the charcter to either spend their downdays or pay the cost to learn the spell because on page 203 for example it says scholars/wizards believe magic all magic funtions the same way whether attained through study or is bestowed by a diety so is it so far fetched to have a charcter with some spells from another list if it is taught by a mentor from a school of magic that the spell comes from or learned from a musty tome?

#3168

Plaguescarred4

Dec 04, 2014 15:02:08

A990: If the spell is not on your class’s spell list, the scroll is unintelligible. (DM Basic Rules pg. 60)

(Reply to #3168)

tanis740

So even if its in the school of magic the charcter has no way of learning it?

#3170

Malthirian

Dec 04, 2014 16:42:21

Q991  If I have missed what seems as though it should be an easy thing, I appologize but how does a cleric make holy water in 5th edition??

#3171

Novacat

Dec 04, 2014 21:18:24

Malthirian wrote:
#3172

Malthirian

Dec 05, 2014 7:24:17

Thanks Novacat!

#3173

mellored

Dec 05, 2014 7:28:20

Novacat wrote:
#3174

mexrage

Dec 05, 2014 7:52:10

Question: Are Ranger Weapons such as Crossbows or Bows that are Magical bypass nonmagic weapon resistance and inmunity even with mundane ammo? 

(Reply to #3174)

OoftaMeg

mexrage wrote:
#3176

Ignoramous

Dec 05, 2014 10:03:39

Q992

 

With a Circle of the Land Arctic Druid gets their appropriate level to cast Cone of Cold without having to prepare it or have it on the spell list, do you cast it at its normal level, or do you cast it as a 9th level druid spell? From what I understand, unless if you put the spell into a higher level list, it would cast at its normal level. I just wanted to double check.

 

P.S.  I am new to the game, this is the first edition I am diving into.  Getting as much knowledge as I can before I create, thanks in advanced!!

#3177

mellored

Dec 05, 2014 10:09:45

Ignoramous wrote:
#3178

XarX

Dec 05, 2014 14:36:34

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense."
#3179

avjewe

Dec 05, 2014 15:33:27

Q994 -- When you're swallowed, does the creature have the same armor class on the inside that it did on the outside?

#3180

Avross

Dec 05, 2014 18:05:20

avjewe wrote:
#3181

jonathonhawke

Dec 05, 2014 18:33:32

R994 If you find the gun you went in after, you can use it to blow the critter in half. 

#3182

mellored

Dec 06, 2014 7:07:58
I see nothing that changes the AC after being eaten, beyond the disavatage. so you can still fight your way out. Things with vulnerable stomachs probably won't eat things whole.
#3183

Malthirian

Dec 06, 2014 18:09:30

Q 995  What is the advantage of using Astral Projection instead of Plane Shift? I mean Wizards receive Plane Shift at 7th level and can travel the multiverse with it.  They receive Astral Projection as a 9th level spell and can travel to the Astral Plane.  Is the advantage simply that if they die, they may return to their true body left behind on the material plane?

#3184

Malthirian

Dec 06, 2014 18:13:25

*They receive Plane Shift as a 7th level spell I meant...

#3185

Daydreamer80

Dec 07, 2014 16:13:13

Q 996.  PG 139 of the DMG states under scrolls "Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it"

 

Does this mean scrolls have no class restrictions like in every previous edition?   could my first level fighter activiate a scroll of meteor swarm if he found it?   could my 5t level wizard use a scroll of true resurrection?-even though its not a wizard spell?

 

#3186

Plaguescarred4

Dec 07, 2014 16:18:06

A996: No. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible.

(Reply to #3186)

SilentSin

Plaguescarred4 wrote:
#3188

Plaguescarred4

Dec 07, 2014 16:33:23

SilentSin wrote:
#3189

Avross

Dec 07, 2014 16:47:39

Plaguescarred4 wrote:
(Reply to #3188)

Daydreamer80

Plaguescarred4 wrote:
#3191

Plaguescarred4

Dec 07, 2014 17:07:11

Daydreamer80 wrote:
#3192

Daydreamer80

Dec 07, 2014 17:40:47

Thanks alot for the official link.  This looks like its an errata that needs doing to the DMG Then.  Major error.

This will come up in  literally every gaming table.

 

Which brings me to next question Q997 (i think).  What is the spell list of castable scrolls for a lore bard?  Presumably one would add the spells they have picked out of class as castable scrolls for them.

 

#3193

Plaguescarred4

Dec 07, 2014 17:51:14

Daydreamer80 wrote:
(Reply to #3192)

AaronOfBarbaria

Daydreamer80 wrote:
(Reply to #3189)

Daydreamer80

Avross wrote:
#3196

Impalpable

Dec 08, 2014 12:57:19

Q998:

Sorry if this has been asked before, but I found Falling Damage in the Players Handbook, but no mention of Falling INTO WATER damage. Is there a rule on this?

(Reply to #3196)

OoftaMeg

Impalpable wrote:
#3198

mellored

Dec 08, 2014 14:42:25
i would rule 1/2 damage for water.
(Reply to #3196)

Bloodscythe

Impalpable wrote:
#3200

Conterter

Dec 09, 2014 3:12:28

Q999 (grats to the next poster)

Can I twin eldritch blast (lvl5 and above) if i target only 1 mob with the original spell? 

I know it has probably been asked several times but i can't find a "real" answer nor in forum or on twitter.

Also i'm pretty sure about this but i'll ask anyway, i can twin hex right?

 

 

(Reply to #3200)

Bloodscythe

Conterter wrote:
(Reply to #3201)

Conterter

A999: there has been some debate about this one... ask your DM is really the only "correct" answer I can give.  When I DM, I do not allow eldritch blast to be twinned in my game... or more accurately the spell can already target multiple targets so twinning it has no effect.  Twinning allows a spell that only hits one target to hit two targets... the spell already has that functionality so nothing is changed when you twin it.

#3203

AaronOfBarbaria

Dec 09, 2014 7:25:08

A999: A spell that can target only one creature is not a spell that only targets one creature, by the strictest definition.

 

It is much simpler to only allow spells which cannot target more than one creature to be twinned, otherwise you open the door to not only eldritch blast being able to be twinned by choosing to only target the one creature, but also to twinned fireball spells anytime you can manage to only catch one target in area of effect.

#3204

JPDG

Dec 09, 2014 9:07:19

Q1000 (Whoo-hoo!)

 

Evasive Footwork. When you move, you can expend
one superiority die, rolling the die and adding the
number rolled to your AC until you stop moving. pg 74 PHB

 

Can this Fighter ability last more than 1 turn?

#3205

AaronOfBarbaria

Dec 09, 2014 9:10:00

A1000: No, you "stop moving" at the end of your turn even if you intend to move again on your next turn.

(Reply to #3205)

JPDG

AaronOfBarbaria wrote:
#3207

mellored

Dec 09, 2014 9:31:04

JPDG wrote:
(Reply to #3206)

Daydreamer80

JPDG wrote:
(Reply to #3206)

AaronOfBarbaria

JPDG wrote:
(Reply to #3203)

Bloodscythe

AaronOfBarbaria wrote:
(Reply to #3206)

Bloodscythe

JPDG wrote:
#3212

turri

Dec 09, 2014 15:31:59

Q1001: Is there any way to make the Familiar summoned with "find familiar" more smart? is kinda weird from a Role playing point that the mage familiar has such a low Int score.

Edited:thanks @AaronOfBarbaria

#3213

AaronOfBarbaria

Dec 09, 2014 13:19:21

A1001: In the books as of now, no, there is no way to increase the Intelligence score of a familiar.

 

That said, allow me to offer you two points of encouragement:

 

1) Create a spell, modeled after the former spells of the same name if you have access to the appropriate AD&D materials, called familiar enhancer which can be cast to increase various capabilities of the familiar to various degrees dependant upon the spell slot level, permanently if you wish.

 

2) Be careful with your use of words, sometimes they can be offensive even when that was not the intent behind their use.

(Reply to #3212)

Bloodscythe

turri wrote:
(Reply to #3214)

SilentSin

Bloodscythe wrote:
#3216

Scrinoverlord

Dec 10, 2014 6:56:00

Question, do you add anything to spell damage? Do Wizards add their Intelligence modifier to damage, for example?

#3217

Conterter

Dec 10, 2014 7:00:34

q999 b

if i get it right i can't twin magic missle either.

what about fire bolts, it can target 1 creature or 1 object . Twin description says one creature only.

I'm safe to use it with spell which increase number of target with higher spell slot. let's say i can twin a slot 1 blindness but i can't twin a lvl 3 one.

p.s. thank you for your reply and sorry for my stupidity.

#3218

mellored

Dec 10, 2014 7:22:27

Scrinoverlord wrote:
#3219

MydKnyght

Dec 10, 2014 9:50:16

ok so how do I post new?  I have a question about Halfing rogue using their bonus action to hide behind an ally, then able to sneak right back out and get a crit on their first attack every round.

Thank you

 

(Reply to #3217)

Bloodscythe

Conterter wrote:
(Reply to #3219)

MydKnyght

Ok so figured it out.  The deal is, there is a halfling rogue with mobility.  He attacks from stealth, thus scoring a critical hit. after his attacks he moves out of combat, not provoking an attack of opportunity due to the mobility feat.  He then moves behind an ally, and since he is a halfling he is able to hide behind anyone taller then him.  He does this with his rogue bonus action.  Then the next round he walks from behind his ally about 10 feet, attacks and gets a critical, rinse and repeat.  This seems to me like an abuse of the rules.  Can someone clarify?  Thank you

#3222

mellored

Dec 10, 2014 10:45:37

MydKnyght wrote:
#3223

Malthirian

Dec 10, 2014 11:55:08

Q 989

I don't see this in the Players Handbook:

 

Is there a stat requirent needed in order to cast a spell of a certain level as there was in previous versions of the game? (Example: in the past you needed to have a 19 intellegence before you could cast a 9th level spell.)

#3224

Plaguescarred4

Dec 10, 2014 11:59:21

A989: No such stats requirement exist.

#3225

Malthirian

Dec 10, 2014 12:26:38

Q990

 

Is there anything that I am missing about the spell Forbiddance that would prevent characters clearing out 200 X 200 sections of dungeons of undead or other types listed in the spell effect?  As I read it, casters can cause 5dd10 damage to any one type you choose to a huge area.

#3226

Malthirian

Dec 10, 2014 12:27:59

or is this meant only for creatures entering the already protected area?

 

#3227

Plaguescarred4

Dec 10, 2014 13:04:48

A990: Chosen creature take the damage only when they enters the spell’s area for the first time on a turn or starts its turn there.

#3228

mellored

Dec 10, 2014 13:25:29

Malthirian wrote:
#3229

MydKnyght

Dec 10, 2014 17:25:23

We have a player that loves to Min/Max but I do not know how he got a 22 AC.  He is a Halfling rogue, assassin line.  He is lv 7 and has a 20 dex.  I He has the Mobility feat, so he had to take this at lv 4, and, from what I am reading, he is unable to have another feat.  Assuming he has a +1 suit of studded leather armor, I have him at 18 AC.  He uses a short sword/ dagger combo, but he can't have the feat that lets him add his proficiency score to his AC for a reaction unless he does not have mobility.  I am very confused, so please ANYONE explain how he can min max to get a 22 AC?

 

Thank you

#3230

mellored

Dec 10, 2014 17:56:13
defensive dualist. But that only works against 1 attack per turn.
#3231

XtheHunter

Dec 10, 2014 19:21:53

EDIT: Q992

 

 

 

If I'm a Warlock with Thirsting Blade and Dual Wielder, do I get to attack twice with Thirsting Blade and one third time with my non-bonused off-hand on the same round?

 

I ask this because the multiclassing section explicitly says that you can't make more than two attacks with Extra Attack/Thirsting Blade, but claims that it is so because Extra Attacks from different classes don't stack. So I suppose the devs just wanted to tone down multiclassing, not make dual wielding get obsoleted by Extra Attack/Thirsting Blade.

(Reply to #3230)

MydKnyght

mellored wrote:
(Reply to #3232)

SilentSin

MydKnyght wrote:
(Reply to #3229)

Bloodscythe

MydKnyght wrote:
(Reply to #3231)

SilentSin

XtheHunter wrote:
(Reply to #3233)

MydKnyght

SilentSin wrote:
(Reply to #3233)

Bloodscythe

SilentSin wrote:
(Reply to #3234)

MydKnyght

Bloodscythe wrote:
(Reply to #3238)

Bloodscythe

MydKnyght wrote:
#3240

mellored

Dec 10, 2014 18:48:26

MydKnyght wrote:
(Reply to #3235)

XtheHunter

SilentSin wrote:
(Reply to #3236)

SilentSin

MydKnyght wrote:
#3243

mellored

Dec 11, 2014 7:29:49

Does...

 

when the creature enters the area for the first time on 

a turn or starts its turn there, it must make a Wisdom 

saving throw.

 

Happen every round, or just once?

#3244

MydKnyght

Dec 11, 2014 7:31:54

Good Morning,

 

Been a long time, I didn't play 4th edition, and I am not sure if anything has changed.  What magical protections stack for armor?  I know bracers of defense do not stack with armor +'s but do they stack with shield +?  Do ring of protection and cloak of protection stack?  Do they stack with armor or shield?  Do ring and cloak stack with bracers?  I feel like such a noob for asking but the items listed in the DMG are so low, that I do not know if some of the rules have been lifted or not.

 

I am guessing the + from a defending sword stacks with all?   A break down would be helpful.

 

Thank you

(Reply to #3244)

OoftaMeg

MydKnyght wrote:
(Reply to #3245)

MydKnyght

OoftaMeg wrote:
#3247

mellored

Dec 11, 2014 8:51:11

MydKnyght wrote:
#3248

Plaguescarred4

Dec 11, 2014 9:26:12

mellored wrote:
#3249

jjh1967

Dec 11, 2014 12:30:10

Q1002:  Do spells that require an attack roll critical hit on a 20 and automatically miss on a 0 and, if so, do you roll double the damage dice for a critical hit?

 

Sorry if this has been asked before.  I tried searching the forum and didn't find anything.

Thanks, for any help.

 

(Reply to #3249)

OoftaMeg

jjh1967 wrote:
#3251

mherodev

Dec 11, 2014 14:45:59

Q1003

 

When my Wizard is attacked, do I get to know the value of enemy attack rolls? 

 

When I use the Shield spell in response to a hit, is the attack roll's value kept or rerolled? 

#3252

guachi

Dec 11, 2014 17:39:19

A1003: You might get to know the value of the enemy attack roll if the DM rolls in the open and lets you see the roll or announces the roll to you.

 

The attack's roll is kept so knowing how much the attack exceeded the target number by is important.

#3253

Plaguescarred4

Dec 11, 2014 19:05:53

OoftaMeg wrote:
(Reply to #3253)

OoftaMeg

Plaguescarred4 wrote:
#3255

Vyrelion

Dec 12, 2014 2:33:07

Q1004:

Hi everyone!
When the druid in my adventure wildshaped into a mole to sniff and sneak around a kobold lair, I decided to use a rat for its stats. It could smell with advantage, but ... it has +0 dex. So its stealth checks would have been at +0. If the druid stayed in dwarf form she would have had +1 at least from her 12 Dex.
It makes little to no sense that there is no bonus/penalty to Stealth based on size. 
I temporarily ruled a +2 for small, +4 for tiny, -2 for large, -4 for huge, -8 for gargantuan, but i was wondering if there is any rule i missed, and what you think about it.
Thanks in advance! 

#3256

AaronOfBarbaria

Dec 12, 2014 5:26:58

A1004: No, there is no generally applied modifier to stealth based on size of the thing attempting to hide.

 

There are, however, already some details of stealth which change the chances that a creature of a particular size can successfully hide - specifically that you can't hide if you can be seen, and it is much easier for smaller creatures to have something block sight of them (a rat-sized creature could hide behind a helmet) and much harder for larger creatures (a giant can't hide behind a normal sized cart, but might be able to duck down out of sight behind a house).

#3257

mellored

Dec 12, 2014 5:41:46

Vyrelion wrote:
(Reply to #3257)

Vyrelion

mellored wrote:
#3259

mellored

Dec 12, 2014 6:51:11

Vyrelion wrote:
(Reply to #3259)

AaronOfBarbaria

mellored wrote:
#3261

Malthirian

Dec 12, 2014 9:44:58

Q1005

On page 213 of the players handbook it states that the area within the spell Antimagic Field..."is divorced from the magical energy that suffuses the multiverse", and is a "sphere of antimagic".  If this spell were used and skeletons advance into the area of effect would they deactivate since according to page 272 of the MM they are "animated by dark magic"?  Thank you for your thoughts!

(Reply to #3261)

OoftaMeg

Malthirian wrote:
#3263

ELGamer

Dec 12, 2014 11:43:59

Q1006: Playing 5E D&D for the first time since 1st/2nd twenty plus years ago. For level advancement, there used to be "training" to get new level skills etc. I can't find any reference to whether anything is needed to get the new level abilities, etc. Tons of detail on the new abilities by level, etc, but not how you get them. Do they just "appear" at a convenient break in the action? Thanks...

#3264

mellored

Dec 12, 2014 11:48:50

ELGamer wrote:
#3265

ELGamer

Dec 12, 2014 12:09:15

mellored wrote:
#3266

AaronOfBarbaria

Dec 12, 2014 12:17:18

R1006: The DMG has an optional rule about tying level advancement to a downtime training activity.

(Reply to #3266)

SilentSin

AaronOfBarbaria wrote:
#3268

guachi

Dec 12, 2014 18:03:28

R1006: It's on DMG p131 if you happen to buy the DMG or see it in a store and want to check the rule out.

#3269

shaithan

Dec 13, 2014 5:43:14

Q1007

 

Hi! If i am a Moon druid and goes in to my wildform as a bear with 34HP and takes let's say 33Damege in that form change back to my normal form, If i then turn into wild form again next turn will I have 34HP again?

#3270

AaronOfBarbaria

Dec 13, 2014 9:37:31

A1007: If you turn into a bear again, yes.

#3271

shaithan

Dec 13, 2014 9:45:40

AaronOfBarbaria wrote:
(Reply to #3271)

AaronOfBarbaria

shaithan wrote:
#3273

Zakharock

Dec 13, 2014 17:44:34

Q1008: The magic '' Animal friendship '' makes the beast be charmed, this beast can attack your enemies to help you?
Thanks for help!

#3274

guachi

Dec 13, 2014 23:09:47

A1008: The text of Animal Friendship is almost identical to the text of the Charm Person spell. Both spells impose the Charmed condition. The text of the charmed condition are as follows:

 

A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.

The charmer has advantage on any ability check to interact socially with the creature.

 

If you could find some way to communicate with the animal, say, by using the Speak with Animals spell you might be able to do what you ask.

#3275

Echamil

Dec 14, 2014 2:40:24

Q 1009: This may have been answered already, but here goes.

What is the rule on weapons of different sizes?

I am trying to create a Magic weapon, something like a Giant's Hammer or something. It would be a weapon suited to a Giant, so it would have the Huge Property. Obviously it's going to have a major requirement to be weilded by a Medium size creature.

 

How do I scale the weapon accordingly though? It's little unreasonable to think a Huge Maul is going to do the same damage as a Maul designed for a Medium creature.

#3276

Daydreamer80

Dec 14, 2014 14:56:13

Question 113:  I asked this already in forum thread, but it didnt get many responses as wasnt the subject of the thread, and none of the responses actually answered the question.   so resposting here hoping someone knows the official Raw answer:

 

If an enemy caster polymorphs you into a sheep, you gain the Hp's of a sheep.  (or whatever, you cast shapechange and choose to turn into a sheep for some reason).

Then that same enemy wizard, or whoever casts Power word kill on you.

 

Power word kill says, if the enemy has less than 100 hps it dies.  A sheep has less than 100 hps.  So presumably you just die.   It doesnt turn you back into your normal form, and there is no carry  over damage, as there is no damage done.   Its either die or not.

 

This is how i am interpreting it, is this correct.

 

The only other though i have is the HP's that determine whether PWK trigger or not, are the hitpoints of the actual creature.  But that implies a wizard with 90 hp who shapechanges into a dragon with 400 hp would die if PWK was cast on him.

 

Please clear this up if you can , my pcs intend to engage in this combo when they can, so i hope to know the official answer.

 

 

#3277

InchLabel

Dec 14, 2014 8:17:03

Hi,

 

Q1010: If an undead creature has advantage on saving throws against spells and magical effects, does it have advantage when making a wisdom saving throw against Turn Undead?

(I.E. Is Turn Undead a magical effect?)

 

Q1011: Mage Hand cannot be used to attack, but can it be used to hinder?  For example, if a wizard used Mage Hand to hold a piece of black cloth, a burning torch, or a coin with a light spell cast on it right in someone's face, would they be effectively blinded until their turn (when they can move away from the object?)  Or are they able to simply duck and weave to avoid it?  What about using Mage Hand to hurl a small pile of dirt or sand into an enemy's face?

 

Thanks.

#3278

knlndrs

Dec 14, 2014 8:58:44

Q1012: Now that the DMG is out, are the races (eladrin, aasimar) and class options (cleric: death domain, paladin: oathbreaker) included in the DMG useable in Adventurer's League play?

(Reply to #3277)

Daydreamer80

InchLabel wrote:
(Reply to #3277)

SilentSin

InchLabel wrote:
#3281

AWAbooks

Dec 14, 2014 15:24:35

Q1013

 

It looks like in 5e your Dex modifier is applied to BOTH Attack and Damage for Ranged Weapons (PHB p177). That's a big change from 3.5, isn't it?

 

So if I'm building an Arching Ranger, I want an 18 Dex (+4 Attk/+4 Dmg when Arching) immediately.

 

But it looks like the highest Dex I can Point Buy is 15. If I choose Elf (Wood) as my Race, that adds +2 to my Dex...  So it looks to me like the highest Dex I can begin play with is 17 :-(

 

Does this all sound right? Does 5e have some "issue" with an Elven Ranger beginning with an 18 Dex?

 

(Reply to #3278)

OoftaMeg

knlndrs wrote:
(Reply to #3281)

OoftaMeg

AWAbooks wrote:
(Reply to #3282)

knlndrs

OoftaMeg wrote:
#3285

Avross

Dec 14, 2014 16:21:35

knlndrs wrote:
#3286

Echamil

Dec 14, 2014 16:35:37

My question was skipped?

(Reply to #3275)

OoftaMeg

Echamil wrote:
#3288

Avross

Dec 14, 2014 17:52:29

Echamil wrote:
(Reply to #3285)

knlndrs

Avross wrote:
(Reply to #3281)

SilentSin

AWAbooks wrote:
#3291

Echamil

Dec 14, 2014 18:40:40

OoftaMeg wrote:
#3292

guachi

Dec 14, 2014 19:16:17

SilentSin wrote:
(Reply to #3283)

AWAbooks

OoftaMeg wrote:
#3294

jonathonhawke

Dec 14, 2014 19:31:44

AWAbooks wrote:
#3295

guachi

Dec 14, 2014 19:32:49

AWAbooks wrote:
#3296

AaronOfBarbaria

Dec 14, 2014 22:24:19
A1009: for each size category larger than medium, the weapon deals an additional set of the weapon's damage. A 1d12 weapon made huge would deal 3d12.
#3297

RalenBek

Dec 14, 2014 23:03:35

Q1014: When multi classing, do you gain the savings throws of the 2nd class?

(Reply to #3297)

SilentSin

RalenBek wrote:
(Reply to #3298)

RalenBek

SilentSin wrote:
#3300

NotmeTtown

Dec 15, 2014 17:50:33

Q1015: DMG Pg 96; Paladin: Oathbreaker.  Supernatural Resistance, gained at the 15th level says you get "resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons".  Is it complete resistance since no numerical value is given, but a qualifier of "nonmagical" is?

#3301

jonathonhawke

Dec 15, 2014 17:53:26

NotmeTtown wrote:
#3302

NotmeTtown

Dec 15, 2014 18:05:36

jonathonhawke wrote:
#3303

Drunemeton

Dec 15, 2014 21:39:55

NotmeTtown wrote:
(Reply to #3302)

SilentSin

NotmeTtown wrote:
#3305

jonathonhawke

Dec 15, 2014 22:47:42

SilentSin wrote:
#3306

NotmeTtown

Dec 16, 2014 3:43:10

jonathonhawke wrote:
#3307

mellored

Dec 16, 2014 7:11:07

can i use death domains Touch of Death with Vamperic Touch?  (does "melee spell attack" count as a "melee attack"?)

And if so do i heal for a greater amount?

What happens if i use it with Improved Reaper.

 

 

can i use death domains Touch of Death with contagion? (does "extra damage", work without any base damage?)

#3308

TonyBuc

Dec 16, 2014 9:19:22

Q1016: When casting conjure spells such as Conjue Animal does the player get to choose the beast type?  The verbiage in the book is vague, it specifies the player chooses the CR options but is not specific about if he or the DM chooses the type of creature.

 

#3309

1stLevelSean

Dec 16, 2014 12:36:57

Q1017: Phantasmal Force can inflict 1d6 of psychic damage from an illusionary creature. If the target eventually succeeds on his INT check and disproves the illusion, does any damage sustained go away?

#3310

AaronOfBarbaria

Dec 16, 2014 12:44:28

A1016: That's up to each group to decide.

 

A1017: No, you don't recover any hit points when finally seeing through an illusion, the mental stress that the damage represents still happened and was still mental stress significant enough to constitute psychic damage.

#3311

draconiss303

Dec 16, 2014 18:47:02

i found these guys on youtube and they seem to know what there talking about https://www.youtube.com/watch?v=WRb2v-oFl-k perhaps if u listen to them they can explain some things 

(Reply to #3307)

SilentSin

mellored wrote:
#3313

YouGotXRAYd

Dec 16, 2014 21:23:59

Hello everyone

 

I am new to D&D 5e but a seasoned vet of 3.5 

After reading through 5e PHB I think I have th grasp of the new system ; however I do have one question,

 

How does the feat system work in 5e. Is it the same as 3.5 or can someone shed some light on that for me, because I had read that in 5e its an optional rule that you can use instead of your ablility score increase. Any information and maybe a page number where to find it would be nice. Thank you =)

#3314

Avross

Dec 17, 2014 3:42:57

YouGotXRAYd wrote:
#3315

TonyBuc

Dec 17, 2014 5:06:17

Q1016: When casting conjure spells such as Conjue Animal does the player get to choose the beast type?  The verbiage in the book is vague, it specifies the player chooses the CR options but is not specific about if he or the DM chooses the type of creature.

 

A1016: That's up to each group to decide.

#3316

mellored

Dec 17, 2014 5:12:28

TonyBuc wrote:
(Reply to #3315)

AaronOfBarbaria

TonyBuc wrote:
#3318

mellored

Dec 17, 2014 8:26:19

SilentSin wrote:
#3319

Taleck

Dec 17, 2014 10:01:06

Hi there guys!

 

Simple question. 

 

What's the rule on critical hits? The book only discribes how to calculate the damage. So is 20 the only number that grants you a crit? Do I need to confirm, like the 3rd edition?

 

Thanks a lot!

 

 

(Reply to #3319)

OoftaMeg

Taleck wrote:
#3321

Avross

Dec 17, 2014 10:25:50

Taleck wrote:
(Reply to #3321)

OoftaMeg

Avross wrote:
(Reply to #3291)

Lord_Kadarian

Echamil wrote:
#3324

alienux

Dec 17, 2014 11:25:48

Taleck wrote:
(Reply to #3318)

SilentSin

mellored wrote:
#3326

Vyrelion

Dec 18, 2014 9:38:51

Hi everyone
Q 1018
Does the +d4 bonus from Bless aplly to Death Saving Throws or only Ability Saving Throws?

 

Q1019
There is no rule associated with a penalty for shooting in melee (like in 3.5, when it was -4 unless you had a feat).
But do creature grant cover to one another, so if the archer is shooting at a zombie who is fighting an Paladin, and the disposition is
A---PZ ,
would the zombie get +2 AC? How does size matter in this (smaller/bigger Paladin, or smaller/bigger zombie)?
If cover is granted, and an acid spray was cast by a wizard facing two Zombies walking one after the other like this
W---ZZ
would the second zombie get cover on his dex save?
Thanks in advance

EDITED: for better formatting of the text

#3327

AaronOfBarbaria

Dec 18, 2014 3:21:25

A1018: Yes - death saving throws are still saving throws, and that is what bless states its bonus applies to.

 

A1019: Yes, creatures (hostile or friendly) can grant cover to the target of a ranged attack. Size matters in this instance only as much as relative size might change the quality of cover. Mostly a creature would provide half cover, but if the creature is significantly larger than the target it might block even more view of the target and provide three-quarters or total cover (see PHB page 196 for guidance on how to figure out which type of cover applies).

 

For your acid splash zombie scenario, yes the rear zombie would gain the benefit of cover.

#3328

mellored

Dec 18, 2014 8:26:45

SilentSin wrote:
(Reply to #3328)

Bloodscythe

mellored wrote:
#3330

Conterter

Dec 19, 2014 12:41:36

q1020 since in this edition same bonus stack (weapon + ammunition; ring of protection+bracers of armor) by raw can you wield 2 wand of the war mage and get double bonus? 

also iiread correctly i can use bracers of archeryand a +3 longbow and a +3ammunition for +8 to hit and damage?

#3331

AaronOfBarbaria

Dec 19, 2014 15:27:53
A1020: yes. Don't forget the default assumption that getting all of those items is unlikely, and the item attunement limit that makes some of the combos you mentioned very expensive opportunity cost wise.
#3332

Mondfelsen

Dec 20, 2014 0:21:27

Q1021: The Instruments of the Bards (DMG 176) description says that you can use an action to play the instrument and cast one of its spells, once per day for each spell. Do the spells cast this way use your spell slots?

#3333

Novacat

Dec 20, 2014 0:27:53

Mondfelsen wrote:
#3334

Ranasaad

Dec 20, 2014 20:50:14

Q1022:  Can a Druid/Cleric(Tempest) multi-class character wear metal armor?  I tend to think no.  The druid writeup seems clear that druids won't wear metal.  But, I'd like some guidance on the balance of it?  Generally, if a character makes a Fighter/Wizard, I expect they can wear armor, so I would assume it does not unbalance the game to allow the chainmail clad druid, although it seems odd...but metal is of the earth.  Finally, I'd like to see a magical or at least special made item in a futrue book like a chainmail shirt made out of a material that is okay for druids...like maybe bone or chitinous material?

 

#3335

pug3323

Dec 21, 2014 0:58:00

Ok I tried searching for this in the forum but didn't see anything....

 

Q1023 : The feat Ritual Casting says

 "If you come across a spell in written form, such as a spell scroll or a wizards spell book, you might be able to add it to your ritual book. The spell must be on the spell list you chose, the spell's level must be no higher than half your level rounded up, and it must have the ritual tag."


In the spell section I didn't see any spells with the "Ritual tag" on them. Is this an oversight or does the process of copying the spell into your ritual book does it add the tag to the spell so it can't be used as a scroll for example?

#3336

Novacat

Dec 21, 2014 1:03:28

pug3323 wrote:
#3337

Novacat

Dec 21, 2014 1:06:59

Ranasaad wrote:
#3338

pug3323

Dec 21, 2014 1:09:43

A1022 : In most DND editions they have Iron Wood for druids to make platemail and other metal armors out of wood that they are then able to wear without penalty. I don't think it would be "unbalanced" for Druids to be walking around in metal armor especially if they're going to multi-class fighter or another armor wearing class.
But I'm a self proclaimed min-maxer so...

 

 

#3339

Plaguescarred4

Dec 21, 2014 1:41:43

Novacat wrote:
#3340

Conterter

Dec 21, 2014 2:11:10

Plaguescarred4 wrote:
#3341

Plaguescarred4

Dec 21, 2014 2:37:39

A1024: You should have advantage only on the first scorching ray attack roll, after which you would not be hidden anymore. As for the second part, taking the Ready action is an action while using your readied action is a reaction.

#3342

Vyrelion

Dec 21, 2014 5:52:51

Q1025:
Do we have any guidance/explanation from Mike Mearls regarding Potent Spellcasting?
An 8th level feature that only gives you +WIS to the one damaging cantrip on the cleric spell-list seems extremely underwhelming.

My guess is that it could be a typo, and RAI was "spell" in lieu of "cantrip"

 

(Reply to #3335)

Vyrelion

pug3323 wrote:
#3344

Plaguescarred4

Dec 21, 2014 6:04:40

A102: Potent Spellcasting only affect cantrips. Here's a tweet by Jeremy Crawford discussing it in part  http://thesageadvice.wordpress.com/2014/09/02/potent-cantrip/

#3345

papyrolf

Dec 21, 2014 6:39:27

Q1026 : Dancing light spell list wychwood as components, but what is it ?

Is this tree known by an other name ? Is it a tree existing in the mundane world ?

 

As a french speaking player, I do not know this wychwood tree/plant.

 

Thanks in advance for your answer.

(Reply to #3337)

OoftaMeg

Novacat wrote:
(Reply to #3346)

Bloodscythe

OoftaMeg wrote:
#3348

Plaguescarred4

Dec 21, 2014 7:29:01

A1026: Wychwood is a fictional wood most likely derived from the words witch-wood. In reality, its the name of an ancient forest in england.

(Reply to #3345)

Bloodscythe

papyrolf wrote:
#3350

Plaguescarred4

Dec 21, 2014 7:34:15

A1026: I looked in Volo's Guide To All Things Magical, which list many gems, metals and woods, and wychwood wasn't there. I also googled it and found nothing as a wood type material.

(Reply to #3335)

Bloodscythe

pug3323 wrote:
(Reply to #3344)

Vyrelion

Plaguescarred4 wrote:
#3353

papyrolf

Dec 21, 2014 7:57:37

Many thanks for your answers Plaguescarred and Bloodscythe ...

 

... I was also thinking of fictional wood, but better to ask and be sure. ;)

#3354

Plaguescarred4

Dec 21, 2014 8:05:06

Vyrelion wrote:
(Reply to #3352)

Bloodscythe

Vyrelion wrote:
#3356

BLKoontz

Dec 21, 2014 8:53:14

Q1027 : Total spells known for a Warlock is the total known spells 15 plus the 4 from Mystic Arcanum for 19 or 15 including the 4 from Mystic Arcanum. The way the  Mystic Arcanum section and Spells Known section for warlock is worded I could see it either way.

#3357

Plaguescarred4

Dec 21, 2014 9:05:56

A1027: How i read it Mystic Arcanum spells are not spells known, they are spell arcanum that can specially be cast 1/day without expanding slot.

(Reply to #3357)

Bloodscythe

Plaguescarred4 wrote:
#3359

Avross

Dec 22, 2014 5:11:19

Bloodscythe wrote:
#3360

Conterter

Dec 22, 2014 8:39:09

1028 this has probably been answered before but couldn't find it.

When a character is sleeping, is he unconscious?   

in the ph it says a unconsious characters is not aware of his surroundings, how you rule that? disadvantage on perception and passive perception? how you rule elven trance?

#3361

UmbraCarmen

Dec 22, 2014 9:41:44

1029

Sorry if this is covered elsewhere.  I have a multiclassed Wizard 13/Cleric 1.  The charcater is a Necromancer and uses the Death Domain.  Does the character get Divine Strike - an 8th level domain ability which states that at 14th level he can 2D8 damage to one melee attack a round?

#3362

mellored

Dec 22, 2014 9:46:22

UmbraCarmen wrote:
(Reply to #3360)

OoftaMeg

Conterter wrote:
#3364

EcoGeek

Dec 22, 2014 18:57:20

1030 - Do Paladins have any alignment restrictions with respect to their deity?  For example, could a neutral good Paladin venerate a lawful good deity?

 

Thanks!

 

 

(Reply to #3364)

OoftaMeg

EcoGeek wrote:
#3366

Galathilion78

Dec 23, 2014 5:06:28

1031 A - Eldritch Invocation "Mask of Many Faces" requires that the Warlock knows the "Disguise Self" spell (but this spell is not available to Warlocks)? Or it gives for free and counting it for casting it as a cantrip for the Warlock?

 

1031 B - Does the the bonus of +10 to the next attack roll of the Channel Divinity War Domain feature stack with proficiency and abilty bonus or it is in place of them? For example, a 2nd level cleric with +4 Str and +2 Proficiency, will add +16 or only +10?

 

Thanks!

#3367

EzechielDantan

Dec 23, 2014 5:07:58

1031 A - You get the ability to cast Disguise Self an unlimited number of times, you do not need to know the spell.

 

1031 B - It is in addition, you would get a bonus of +16 for that particular attack.

#3368

Conterter

Dec 23, 2014 12:37:48

OoftaMeg wrote:
#3369

mellored

Dec 23, 2014 12:42:21

Conterter wrote:
#3370

Conterter

Dec 23, 2014 14:33:19

So -2 to passive perception for elves and -5 for everyone else?

Looks like if you have an elf with high perception in party  he will be the only one on  guardi duty. He probably has higher perception while sleeping than other party members anyway

#3371

mellored

Dec 23, 2014 14:38:04

Conterter wrote:
#3372

Kithas48

Dec 23, 2014 14:45:35

Q1032: Is it possible to intentionally fail a saving throw? The more specific situation im wondering about would usually be str/dex saves, for instance if a dragon breathes fire at you it makes you take a dex save, but if for some odd reason you want to take fire damage can you just choose not to dodge the fire? Dodging/resisting is what I assume the saves represent.

#3373

Avross

Dec 23, 2014 15:35:02

Kithas48 wrote:
#3374

mellored

Dec 23, 2014 15:36:50
Several spells allow you to intentionally fail.
(Reply to #3372)

Bloodscythe

Kithas48 wrote:
#3376

nostrodamus

Dec 24, 2014 9:44:47

Q133: Oh great lords of dungeons and dragons knowledge, I have searched, and scored the land and forums. I practice the art of wizardry, but I don't know how many pages a spell takes in my spellbook. Can anyone help me to acquire this knowledge, so I can continue my journey of magical practice and knowledge.

Sorry if this question has already been asked. I would appreciate if you can tell me where this ruling is found.

(Reply to #3376)

OoftaMeg

nostrodamus wrote:
#3378

RavingDork

Dec 25, 2014 8:41:27

Q134: Does polymorph really strip away your ability to understand your allies and to use advanced tactics?

 

Q135: How do you search for key words in a thread, or in the foums in general? It would be really nice to know if a given question had already been answered.

#3379

celtwarrior

Dec 25, 2014 9:46:04

A1035 [aka 135], type your word in the search box in the upper right, then on the next the page click on date option that will bring up the latest posts with that key word

#3380

Plaguescarred4

Dec 25, 2014 9:47:49

A1034: No it shouldn't, you keep your personality.

#3381

celtwarrior

Dec 25, 2014 9:50:26

Q1036, VARIANT: SCROLL MISHAPS, on p140 in the DMG there is a table middle right VARIANT: SCROLL MISHAPS, what/where are the guildlines for invoking this table?  or is it complety a DM call?

#3382

Plaguescarred4

Dec 25, 2014 11:16:55

A1036: Normally if the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the scroll with no other effect. But under the Variant: Scroll Mishap, a creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table instead.

#3383

ShivDragon1

Dec 26, 2014 0:12:23

Is there any examples online for the 5E rules? I've just bought the Starter Set and never played D&D before.

 

I'm finding it a bit hard to understand without any examples to help me

 

How do you resolve a Stealth Skill check, for example on page 7 of the The Lost Mine Of Phandelver from the Starter Box set.

What does the Goblin need to roll to surprise the party?

 What does the Fighter Character in the box set with a Wisdom of 13 need to roll so he isn't surprised?

(Reply to #3383)

Delanar

ShivDragon1 wrote:
#3385

Delanar

Dec 26, 2014 1:45:27

Q1038

 

Hi there, so I just need some clarification. As I understand it, the component pouch or your spellcasting focus essentialy serve to replace the material costs of any spells you try to do. You just assume with the component pouch that it contains the appropriate materials... right?

(Reply to #3385)

SilentSin

Delanar wrote:
(Reply to #3383)

SilentSin

A1037:

 

ShivDragon1 wrote:
#3388

Vyrelion

Dec 26, 2014 6:42:21

SilentSin wrote:
#3389

Avross

Dec 26, 2014 16:36:30

ShivDragon1 wrote:
(Reply to #3388)

SilentSin

Vyrelion wrote:
#3391

Drunemeton

Dec 27, 2014 0:48:20

ShivDragon1 wrote:
#3392

Undrhil

Dec 27, 2014 3:01:15

Q1039: Is an Unarmed Strike a "weapon" attack for the purpose of the various Fighting Styles of the FIghter?  Would it matter if it was an Unarmed Strike using Martial Arts from the Monk?

(Reply to #3392)

SilentSin

Undrhil wrote:
#3394

Undrhil

Dec 27, 2014 3:24:25

Q1040, Correlary to A1039 - Since an attack made with an unarmed strike doesn't have a damage roll (unarmed strike is a flat 1 damage, plus your ability modifier) can I add my superiority die to that damage?  All of the maneuvers say to add your superiority die to your damage roll, but with unarmed strike, there is no damage roll.

(Reply to #3394)

EzechielDantan

Undrhil wrote:
#3396

dehmier

Dec 27, 2014 6:58:53
Me and the group I play with have have questions concerning cantrips. I'm hoping to find some clarification here. My question is how many cantrips can a character have. A wizard for example at level 20 gets 5. But if you take a high elf wizard level 20 with the feat magic initiate would it be 5 max or 5 plus the extra one from the race and two from the feat making 8? Is there a limit to how many can one hero have.
#3397

Novacat

Dec 27, 2014 7:03:14

dehmier wrote:
#3398

mellored

Dec 27, 2014 7:47:21

dehmier wrote:
#3399

Vyrelion

Dec 27, 2014 8:16:50

EzechielDantan wrote:
#3400

Plaguescarred4

Dec 27, 2014 8:20:26

A1042: Yes he should deal 3 damage. 5E doesn't define a damage roll the way 4E did, in a manner that would make unarmed strike not count as one.

(Reply to #3398)

dehmier

mellored wrote:
#3402

Avross

Dec 27, 2014 10:25:09

Q1043: Building an encounter... I'm not 100% sure  I understand the difference between XP awards and XP threshold.  (Actually, it's just the XP Threshold which is making me think I am not sure...)

 

If I build an encounter for four 4th level PCs with 3 goblins (50 xp each), a goblin boss (200 xp), and give them all worgs to ride (100 xp each):

  • Adding up all the xp from the individual monsters is 750 xp.
  • The XP threshold is 2.5 times that (since it's 8 creatures) ...which is 1,875

 

Am I understanding this correctly that the XP Total of 750 is what the characters get for defeating the monsters, and the XP Threshold is used to calculate 

   (a) how easy/difficult the encounter should be for the average 4-player party (Hard in this case) and 

   (b) how this encounter fits into the Adventuring Day XP (1,700 xp per character at that level)

 

i.e.  The XP threshold is *only* used for DM planning...

(Reply to #30)

Darshaagan

Plaguescarred1 wrote:
(Reply to #3403)

SilentSin

Darshaagan wrote:
(Reply to #3402)

Delanar

Avross wrote:
#3406

Malthirian

Dec 28, 2014 10:30:25

Q1044 How is stacking intended to work? Example: if a high level party has a paladin with a chrisma of 20 does he apply his +5 bonus to the party member with a +5 chrisma bonus  himself?

#3407

Plaguescarred4

Dec 28, 2014 12:22:02

A1044: The only stacking rule is limited to spell's effects as per Combining Magical Effects (PHB pg. 206). Some can be limited in itself, but if not they should stack with other same named game elements unless noted otherwise. If you referred to Aura of Protection though, the bonus also applies to the paladin himself.

 

 

#3408

Avross

Dec 28, 2014 12:22:04

R1044: It depends on what effect you're talking about.  

 

For example, if a bard with a Cha of 18 in the party with your 20 Cha paladin casts a spell which does 1d8 + his charisma modifier, the bard only gets to add +4, not +4 and +5.

 

But if some spell or effect that the paladin casts allows the bard gives a bonus equal to the *paladin's* Cha bonus, then in that specific case, the bard would get the paladin's +5 in addition to any other bonuses/modifiers that he would normally get.

 

 

 

#3409

VictorD

Dec 29, 2014 3:45:40

Q1045:

 

From Rogue's Sneak Attack description:

You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on
the attack roll.

 

Does it mean that Rogue could use Sneak Attack with ranged weapon when enemy is in melee with Rogue's ally?

#3410

Plaguescarred4

Dec 29, 2014 3:49:13

A1045: Yes it does.

#3411

ATDATD

Dec 29, 2014 8:48:40

Q1046 Starter set gives an example of two characters grabbing for some keys to illustrate a test. How can this occur, given that initiative determines the order of play?

 

That apart, the rules are well explained and robust. However...

 

Rant start...

 

What's with the absolutely ludicrous security to log on to a game site? Over-the-top password specification (including symbols) just isn't necessary; in fact it's plain daft. as is clearing the screen every time the proposed user name is rejected - so it all has to be entered again. Security paranoia.

 

The time spent dreaming up this system could have been better used to correctly populate the country drop-down list (or, even better, abondoning it). "England" hasn't been a country for hundreds of years.

 

... Rant end

 

 

#3412

Plaguescarred4

Dec 29, 2014 8:56:29

A1046: It could occur when one of both characters ready an action to grab the key or when one character is holding a key while the other is trying to also grab it away from it.

#3413

EcoGeek

Dec 29, 2014 9:07:32

Q1047 - A tiefling character wishes to use the intimidate skill in combat.  For added effect, they'd like to use their innate Thaumaturgy ability to make their voice boom as they do so.

 

1) Would you require the character to use an action to cast Thaumaturgy and another for the actual intimidate effect (thus requiring two combat rounds), or would the intimidate be a natural consequence of the Thaumaturgy ability and not require a separate action (side note - I couldn't find anything in the PHB saying that skill checks require a certain type of action.  Did I miss it, or is it just not there?)

 

2) Would it be overpowering (for a cantrip, no less) to give the character advantage on the intimidate check when combined with Thaumaturgy?

(Reply to #3413)

OoftaMeg

EcoGeek wrote:
#3415

Plaguescarred4

Dec 29, 2014 9:30:27

A1047: Since Thaumaturgy normally require an action, i'd perhaps require a bonus action as well in order to do both. I don't think it'd be overpowered to give advantage on the check. Something like this https://www.youtube.com/watch?v=lKaw5SjeHx0

#3416

ATDATD

Dec 29, 2014 12:44:31

Plaguescarred4 wrote:
(Reply to #3416)

Bloodscythe

ATDATD wrote:
(Reply to #3411)

OoftaMeg

ATDATD wrote:
(Reply to #3418)

Bloodscythe

OoftaMeg wrote:
#3420

Drunemeton

Dec 29, 2014 21:23:21

Q1047: When can a Druid-5 speak to another creature (that they've Conjured) while Wildshaped?

 

Speak with Animals (casts before Wildshaped) seems to suffice for Beast. But they're actualy Fey, in Beast form…

 

But what about Woodland, or Fey, and/or Elementals?

(Reply to #3420)

EzechielDantan

Drunemeton wrote:
#3422

Avross

Dec 30, 2014 6:47:51

Q1048: If a spellcaster transcribes a scroll into their spellbook, does it consume the scroll?

 

It *appears* as if there's nothing specifically written about it, so my suspicion is that it's "If the DM thinks it should."

#3423

Plaguescarred4

Dec 30, 2014 6:53:42

A1048: It does, according to R&D Mike Mearls  http://thesageadvice.wordpress.com/2014/09/01/copying-scroll/

#3424

BoldItalic

Dec 30, 2014 11:17:51

A1048: The scroll is destroyed.

 

DM Basic PDF V0.3 p.60 or DMG, p.200~201:

 

A wizard spell on a spell scroll can be copied just

as spells in spellbooks can be copied. When a spell is
copied from a spell scroll, the copier must succeed on
an Intelligence (Arcana) check with a DC equal to 10
+ the spell’s level. If the check succeeds, the spell is
successfully copied. Whether the check succeeds or
fails, the spell scroll is destroyed.

#3425

xvcrimsajadevx

Dec 30, 2014 19:20:04

Do you have to prepare all your spells at the same time, or can you prepare 6 out of 8 and save the other two for later? Or, if you gain access to a new spell through leveling, can you take the time and prepare it, or do you have to wait until after a long rest?

(Reply to #3425)

Bloodscythe

xvcrimsajadevx wrote:
#3427

xvcrimsajadevx

Dec 30, 2014 20:00:05

Bloodscythe wrote:
(Reply to #3427)

Bloodscythe

xvcrimsajadevx wrote:
#3429

xvcrimsajadevx

Dec 30, 2014 20:37:21

Bloodscythe wrote:
#3430

JamesMusicus

Dec 30, 2014 22:33:32
Q1050: The Wording for fighting styles is slightly vague. Can you have more than one of them? "You can’t take a Fighting Style option more than once, even if you later get to choose again." is the wording, and when it says "You can't take a fighting style option more than once" is the confusing part. Is this denying multiple Fighting styles, or just multiple instances of the same one?
(Reply to #3425)

SilentSin

xvcrimsajadevx wrote:
#3432

Novacat

Dec 30, 2014 22:55:43

JamesMusicus wrote:
(Reply to #3430)

SilentSin

JamesMusicus wrote:
#3434

Avross

Dec 31, 2014 7:27:40

JamesMusicus wrote:
(Reply to #3431)

Bloodscythe

SilentSin wrote:
#3436

Xornroasts

Dec 31, 2014 10:07:06

Are Cantrips always considered level 0?

For example, is a Rakshasa or Tiamat more or less utterly immune to Warlocks, who at best may be able to use Forcecage against it momentarily?

(Reply to #3436)

AaronOfBarbaria

Xornroasts wrote:
(Reply to #3435)

EzechielDantan

Bloodscythe wrote:
#3439

guachi

Dec 31, 2014 11:59:14

A1049: I take spell preparation to mean you prepare them more or less immediately after a long rest. If you could prepare a spell whenever throughout the day, it renders the need to prepare largely moot. Further, being able to prepare whenever is contrary to how I remember the rules being for spell preparation in older versions of the game and in a game meant to evoke older editions, I'll default to how it used to be done as a clarification on the rules.

 

Finish a long rest and your mind is now fresh to prepare new spells for the day. Wait too long and you are no longer mentally prepared.

#3440

Khyron

Dec 31, 2014 12:44:04

Q#1051:  Is the Player's Guide missing a feat for Shield Proficiency?  

 

Several classes include it, but there's no way for a non-shield starter class to obtain it other than multicasting.  Also, the "Shield Mastery" feat has no pre-requisites, meaning someone who doesn't know how to use a shield can proceed directly to mastery.

(Reply to #3440)

Bloodscythe

Khyron wrote:
(Reply to #3440)

OoftaMeg

Khyron wrote:
(Reply to #3438)

Bloodscythe

EzechielDantan wrote:
#3444

mrlini

Dec 31, 2014 15:07:49

Q: Clarification in regards to finding traps in 5e. Is it correct that in order to find and disarm a trap one must first make a Perception check to find the trap and then an Investigation check to figure out how to disarm it, before rolling to disarm the trap? According to the rules, are three successful rolls required to find and disable a trap?  Thanks!

(Reply to #3443)

SilentSin

Bloodscythe wrote:
#3446

Drunemeton

Dec 31, 2014 19:52:59

SilentSin wrote:
#3447

guachi

Dec 31, 2014 20:18:47

It's not "after a long rest" it's "when you finish a long rest"

 

I'm with SilentSin on this one. Interpreting it to mean hours or days after a long rest is an abuse of the English language.

#3448

Khyron

Dec 31, 2014 21:31:36

Re:  A1051.  That's perfect, much obliged!

(Reply to #3446)

SilentSin

Drunemeton wrote:
(Reply to #3440)

Kalissa_Marshall

Khyron wrote:
#3451

Vyrelion

Jan 01, 2015 10:47:29

Q 1052:

Arcane Focus vs Component Pouch

 

What are the differences? 

AF costs less than CP, but what else?

The way i see it, a CP seems easier to replace and has a chance to not be confiscated by guards/stolen by thieves.
I have no idea as to why someone would want an AF other than fluff. And I'm ok with fluff, but i'd like to know what could be an advantage, in the mind of the character (not the player) for using an AF when he knows a CP would be much less conspicuous.

(Reply to #3451)

SilentSin

Vyrelion wrote:
#3453

Sirjangles

Jan 01, 2015 22:42:05

I have two questions so I'll number each separately:

 

Q1053

Is an "unarmed strike" considered a melee weapon? (for example with Dual Wielder feat, can my monk have a short sword in one hand and a fist (unarmed strike) and get the +1 AC bonus?)

"You gain +1 bonus to AC while wielding a separate melee weapon in each hand"

 

 

Q1054

Fighting Style Dueling- "when you are wielding a melee weapon in one and and no other weapons, you gain +2 bonus to damage rolls with that weapon". If I have a sword and a shield, does the shield count thus preventing this from working?

(Reply to #3453)

EzechielDantan

Sirjangles wrote:
(Reply to #3453)

SilentSin

Sirjangles wrote:
(Reply to #3445)

Bloodscythe

SilentSin wrote:
(Reply to #3456)

SilentSin

Bloodscythe wrote:
(Reply to #3457)

Bloodscythe

SilentSin wrote:
#3459

CzarCascade

Jan 02, 2015 13:28:39

Q1054

Can I use a higher level spell slot to cast a cantrip?

 

Yes I realize cantrips "can" be cast without using a spell slot.

 

Cantrip:

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

 

Casting a Spell at a Higher Level:
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her  2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.

 

My question is in regard to light and defeating a darkness spell by using a higher level spell slot to fuel the light spell.

It counts as a 0 level so if I cast it using a 3rd level slot (groove) would it defeat a 2nd level Darkness?

 

thanx

 

Cas

#3460

Plaguescarred4

Jan 02, 2015 13:40:05

A1054: No because a cantript doesn't use a spell slot in the first place.

#3461

Moonwatcher

Jan 02, 2015 14:20:40

Q1055:

Is there a D&D V5 for dummies tutorial?

 

I am very new to the game (never played before) and I am getting frustrated with the rule book(s) that come with the started set.  I get about 80%+ of it is just seems there is a lack of explanation.  Like what is the difference between the “Hit Dice” and the dice listed with the weapon’s “Damage/type”?  And do you use a spell like a weapon?  And more stuff like that.

 

Thank you

moonwatcher

(Reply to #3461)

Bloodscythe

Moonwatcher wrote:
#3463

Drunemeton

Jan 02, 2015 15:45:10

SilentSin wrote:
#3464

Drunemeton

Jan 02, 2015 15:51:24

CzarCascade wrote:
(Reply to #3458)

SilentSin

Bloodscythe wrote:
(Reply to #3463)

SilentSin

Drunemeton wrote:
(Reply to #3465)

Bloodscythe

SilentSin wrote:
#3468

Moonwatcher

Jan 02, 2015 17:14:00

Q1056

D&D V5

1A)  Are there any modifiers for the Armor Class (AC)?

1B)  If in an attack I roll the d20 + modifiers I get, say, a total of 20 and my opponent has an AC of 15 can I use the extra 5 towards lowing my opponent’s “Hit Points” or do some other damage?

1C)  If I roll a good Damage/Type how does that effect my opponent when it appears that the “Hit Point” determines: Life, unconscious or death?

1D)  When a character’s “Hit Points” drops to 0 how do you know if the character is unconscious or dead?

 

Thank you

Moonwatcher

(Reply to #3466)

Bloodscythe

SilentSin wrote:
(Reply to #3467)

SilentSin

Bloodscythe wrote:
(Reply to #3468)

Bloodscythe

Moonwatcher wrote:
(Reply to #3469)

SilentSin

Bloodscythe wrote:
(Reply to #3470)

Bloodscythe

SilentSin wrote:
(Reply to #3472)

Bloodscythe

SilentSin wrote:
(Reply to #3474)

SilentSin

Bloodscythe wrote:
(Reply to #3473)

SilentSin

Bloodscythe wrote:
(Reply to #3475)

Bloodscythe

SilentSin wrote:
(Reply to #3477)

SilentSin

Bloodscythe wrote:
(Reply to #3478)

Bloodscythe

SilentSin wrote:
(Reply to #3479)

SilentSin

Bloodscythe wrote:
#3481

Malthirian

Jan 02, 2015 21:07:08

Q1058 Short of having immunity to an effect, can a player receive less than half damage from area of effect spell?  Example: If a fireball went off while a character had protection from fire on and he made his saving throw, would he receive half or 1/4th damage?  I didn't see this one covered, my appology if it already was.

#3482

Drunemeton

Jan 02, 2015 21:24:06

SilentSin wrote:
(Reply to #3481)

SilentSin

Malthirian wrote:
#3484

guachi

Jan 02, 2015 23:06:47

SilentSin wrote:
(Reply to #3484)

SilentSin

guachi wrote:
#3486

ArclightZero

Jan 03, 2015 3:59:52

Sorry if any of these have been asked/answered before.  It is seemingly impossible to search this thread.

 

Q1059 As a multiclass druid/barbarian or monk does unarmored defense apply while in a wildshape form? And do they still receive their natural armor bonus?

 

Q1060 As a barbarian/druid of the Circle of the Moon, could you expend spell slots to heal via their Circle of the Moon ability while in rage as they are not spells that are being cast?

 

Q1061 As a druid/ level 11 barbarian if you hit 0 hit points while wildshaped would Relentless Rage trigger and put you back to 1 hp and remain in the wildshape form if you succeed the constitution check? The same question for a half-orc druid as well, does their passive diehard feature trigger when hitting 0 hp in wildshape? And if either is the case, since the attack wouldn't actually revert you to druid/human form (unless the attack also kills you outright), would the rollover damage that would normally be dealt to your druid hit points be negated as you never actually return to druid form and thus your druid hp isn't a valid target for the rollover damage? Or do you remain in wildshape form with 1 hp but your druid/human form takes all rollover damage?

 

Q1062 As a druid if you are wildshaped into a beast with multi-attack and also have the "extra attack" feature from multiclassing do you get two of one melee attack of your choice (bite or claw) or do you get two multi-attacks(two bites, two claws)?

 

Q1063 Silly question but do ability score increases carry over to wildshape forms since they could be considered class features?

#3487

Plaguescarred4

Jan 03, 2015 3:43:33

A1057: Ported from Adjucate THIS: RAW 5E seems to requires 1 minute per spell level for each spell on your list when changing your list of prepared spells, this wether the list gets fully or partially changed according to the last sentence. I don't adjucate it that way when DMing though, i have the wizard spend 1 minute per spell level for each spell on his list that was actually changed and not 1 minute per spell level for each spell on your list like it says.

(Reply to #3486)

SilentSin

ArclightZero wrote:
(Reply to #3486)

EzechielDantan

ArclightZero wrote:
#3490

ArclightZero

Jan 03, 2015 4:08:00

Awesome! Thanks for the quick answers guys. Could I get some clarification on Q1061 since you somewhat disagreed?  Is it just going to be up to the DM or am I safe to assume it works (unless they disallow it of course)? And as per my edited question since I thought about the situation some more:

 

Q1064 If you remain in wildshape at 1 hp due to relentless rage or being a half-orc, since the attack wouldn't actually revert you to druid/human form (unless the attack also kills you outright), would the rollover damage that would normally be dealt to your druid hit points be negated as you never actually return to druid form and thus your druid hp isn't a valid target for the rollover damage? Or do you remain in wildshape form with 1 hp but your druid/human form takes all rollover damage?

(Reply to #3490)

EzechielDantan

ArclightZero wrote:
#3492

ArclightZero

Jan 03, 2015 4:45:19

It is definitely a sticky subject.  Thanks, I'll check with a DM before I go that route.

(Reply to #3481)

GilbertMDH

Malthirian wrote:
#3494

Ninja_Ferret

Jan 03, 2015 14:46:52

Q1065 Not sure if this has been asked before. tons of other questions.  One of my players pointed out to me today the wording on the Darkness spell. PG 230 phb.

" If any of this spells area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."

How would you interpret it? Would it dispell Flaming sphere? Fire bolt? Flame blade?  Guiding bolt? Light?  Magic missile? Produce Flame? Scorching ray? All these spells create some sort of light. A flame that would produce more light to touch the edge of the darkness. 

 

Example Produce flame says it sheds light out to 20' all together. So any produced flame would be dispelled if it touched the edge of a darkness spell? What about flaming sphere? Same thing creates light out from it. no flaming spheres within 40 feet of a darkness spell or it gets dispelled? i throw in the others that dont say they produce a actual light sorce but it is still the same. A glowing flaming ball is thrown at someone. It has to shed some light correct? Or else it is just a ball of darkness. any of that light gets dispelled?
Or would it be that any light that spell creates gets dispelled but the other effects still take place. Flaming sphere rolling over someone in the darkness will still burn them.

(Reply to #3494)

OoftaMeg

Ninja_Ferret wrote:
#3496

Sirjangles

Jan 03, 2015 18:31:22

Q1066

 

Can a DM have a PC in an AL game? I'd also appreciate the page number/ section that says yes or no.

#3497

mpmcdaniel

Jan 03, 2015 18:40:20

Disarming question...

 

Okay, so the 3rd level fighter (Battle Master) the "Disarming Attack" maneuver, if successful allows to disarm an enemy knocking its weapon at its feet.  My question is this - what is the advantage of that if, as the PHB Pg 190 states, you can pick up a dropped weapon in tandem with movement or an action.  Would it just be that all attacks would be at an advantage against the creature until its turn?  Or am I missing something?  Thank you.

 

Matt

#3498

guachi

Jan 03, 2015 19:36:54

Sirjangles wrote:
(Reply to #3497)

EzechielDantan

mpmcdaniel wrote:
(Reply to #3457)

Undrhil

SilentSin wrote:
#3501

XtheHunter

Jan 04, 2015 9:54:01

Q1068

 

Assuming strict RAW, no refluff, can you be a fully-functional Vengeance Paladin with no Gods, dedicated only to an ideal?

 

#3502

Plaguescarred4

Jan 04, 2015 9:54:28

A1068: Yes

#3503

mellored

Jan 04, 2015 16:02:15
you can even swear an oath of vengence against the gods.
(Reply to #3500)

SilentSin

Undrhil wrote:
#3505

Drunemeton

Jan 04, 2015 20:10:51

Malthirian wrote:
#3506

Drunemeton

Jan 04, 2015 20:21:49

ArclightZero wrote:
(Reply to #3506)

Bloodscythe

Drunemeton wrote:
#3508

Drunemeton

Jan 04, 2015 20:36:16

ArclightZero wrote:
#3509

Xodis

Jan 04, 2015 22:17:21

Q#1069

 Was the lack of Spellcasting Foci for Ranger, EK, AT intentional? If so does that mean we can never expect to see Enhanced Foci in an "official" format as these classes would not benefit from it, or will they be given enhanced "components" to suppliment this weakness?

The PHB on page 203 seems to point to a generic Spellcasting Focus in chapter 5 that does not exist, was this a typo?

(Reply to #3509)

SilentSin

Xodis wrote:
#3511

Moonwatcher

Jan 05, 2015 11:05:54

Q1059:

D&D v5 Starter Set

The pre-made character Rogue 1, Halfling has a strength of -1.  The rule book says to carry something multiply strength by 15 and to push multiply by 30; this makes the poor Rogue's ability to carry/push a -15/-30 (If this is the case how is the Rogue able to bear the weight of his own close, ha ha).  So, when figuring how much the Rogue can carry/push do you still use the negative or can the negative be ignored?

PS.  Please if you are going to refer me to a page in the rule book not that I do not have the book but I did download the PDF Player’s Basic Rules Version 0.2.

Thank you

 

Moonwatcher

#3512

Moonwatcher

Jan 05, 2015 11:25:21

Q1060:

D&D v5 Starter Set

I have a character who is unconscious:

A)     If he gets his 3 failures before he gets his 3 successes does he die?

B)      If he gets his 3 successes before he gets his 3 failures he live but does he get I hit point back or does something else happen?

C)      And if I understand correctly he can only roll one death save per turn?

D)     If he has only 1 hit dice (die), then he can only roll that once per short rest?

E)      What happens to an unconscious character, or one with low hit points, during a long (8 hours) rest?

PS.  Please if you are going to refer me to a page in the rule book note that I do not have the book but I did download the PDF Player’s Basic Rules Version 0.2.

Thank you

 

Moonwatcher

#3513

AaronOfBarbaria

Jan 05, 2015 11:28:30

A1059: The rogue has a strength modifier of -1. The rogue's strength score, which is what encumbrance is calculated with, is either 8 or 9 (I can't remember which). On page 7 of the basic player's PDF, you can see the full description of generating ability scores that explains the difference between the score and the modifier.

 

As an aside, congratulations on what is the first septuple post I've ever witnessed.

#3514

Moonwatcher

Jan 05, 2015 11:33:14

AaronOfBarbaria wrote:
#3515

AaronOfBarbaria

Jan 05, 2015 11:35:13

A1060:

A) I assume you are asking about death saving throws, in which case it isn't being unconscious that causes the character to have to roll them, but dying that does - and yes, 3 failures before 3 successes means the character dies.

 

B) 3 successes on death saves before 3 failures just means you no longer have to make death saving throws for the time being. You will regain 1 hit point in 1d4 hours if not healed, can be healed normally in the meanwhile, and will re-start rolling your death saving throws if any damage is dealt to you that doesn't outright kill you.

 

C) Yes.

D) Almost yes - only the hit dice you have can be spent during a short rest, but you have to complete a long rest to recover any hit dice that you have used, and you only recover half your maximum hit dice (minimum 1) with a long rest.

 

E) You can't take a long rest without hit points - so you must be healed or wait the 1d4 hours to recover 1 hit point, then you can start a long rest normally.

#3516

Moonwatcher

Jan 05, 2015 11:35:36

Q1061?

 

Looks like the Q # got a little mixed up.  What number are we really on?  My apologies for any confusion.

 

Moonwatcher

 

 

#3517

guachi

Jan 05, 2015 12:47:45

SilentSin wrote:
(Reply to #3517)

SilentSin

guachi wrote:
(Reply to #3518)

Bloodscythe

SilentSin wrote:
#3520

mellored

Jan 05, 2015 21:18:40
I think he means you can chose the way you cast. Weather with a pouch, wand, crystal ball, or whatever. Also, it's worth remembering that components are NOT consumed, unless they say so (which very few do).
#3521

Gutless

Jan 06, 2015 17:52:48

Q1075 Rogue/Assassin Does Death Strike deal quadruple damage since Assassinate already causes a critcal hit.

 

Assassinate:  Any hit you score against a creature that is surprised is a critical hit.

 

Death Strike:  On hit suprised creatures must make a constitution saving throw on fail double the damage of your attack against the creature.

 

Page 97 PHB thanks for the clarification in advance.

(Reply to #3521)

OoftaMeg

Gutless wrote:
(Reply to #3522)

Gutless

OoftaMeg wrote:
(Reply to #3522)

Bloodscythe

OoftaMeg wrote:
#3525

guachi

Jan 06, 2015 18:39:30

The thing is, the death strike isn't a critical; it's double damage.

 

11d6+5 sneak damage. critical = 22d6+5 sneak damage. Death strike = (22d6+5)x2 but you only roll 22d6 and then double the result not roll 44d6. Although that many dice I'd just say you do average damage per die. Rolling dice is fun. Watching someone else roll dice (22 of them!) isn't. So it'd be (22x3.5+5)x2 or 164 damage.

(Reply to #3524)

Gutless

Bloodscythe wrote:
(Reply to #3522)

AaronOfBarbaria

A1075: What guachi has said is correct - when you have Assassinate and Death Strike, they interact so that you roll the damage of a critical hit and then double that if the saving throw is failed.

 

OoftaMeg wrote:
(Reply to #3527)

SilentSin

AaronOfBarbaria wrote:
#3529

Plaguescarred4

Jan 07, 2015 3:17:56

The double crit analogy comes form the fact that the damage rolled twice as a result of Assassinate's critical hit is then doubled by Death Strike. Damage: ([Dice + Dice] + mod) x2

 

 

(Reply to #3526)

Bloodscythe

Gutless wrote:
(Reply to #3528)

AaronOfBarbaria

SilentSin wrote:
(Reply to #3529)

SilentSin

Plaguescarred4 wrote:
(Reply to #3531)

SilentSin

AaronOfBarbaria wrote:
#3534

Plaguescarred4

Jan 07, 2015 6:47:54

SilentSin wrote:
#3535

Malthirian

Jan 07, 2015 11:01:09

Q 1076 How does one make a potion? According to pg 154 of players handbook, proficiencey with a Herbalism kit is required to create potions of healing, but I see nothing in Players or DMG about what is required other than the kit or how in fact to carry this out.  Of course I could create a system, but are there official rules that I am overlooking?  Thanks!

#3536

Stansfield

Jan 07, 2015 12:42:54

Q 1077

 

SKILL: Is it possible for a Character to learn a new skill? Besides the ones your Class starts with.

 

I possible to Train new Tools and Languages but what about new skills..

(Reply to #3536)

Stansfield

I only got the PDF version of Players Handbook, so it might be possible I miss some rules from the hardcopy version.

#3538

Plaguescarred4

Jan 07, 2015 13:09:50

A1077: You can learn additional skills with feats such as skilled or by multiclassing into certain classes such as the rogue.

(Reply to #3535)

SilentSin

Malthirian wrote:
(Reply to #3538)

SilentSin

Plaguescarred4 wrote:
(Reply to #3540)

OoftaMeg

SilentSin wrote:
#3542

guachi

Jan 07, 2015 19:39:54

In addition, if your DM doesn't allow multiclassing or feats, your ability to learn new skils is rather limited.

 

Also, I'll add Lore Bard to that as your question specifically said "skills your class starts with" and Warlock as two classes that can gain additional skills at later levels through class features.

#3543

knlndrs

Jan 08, 2015 6:16:30

Q1078: When an NPC makes a save to end an effect, such as being paralyzed by Hold Person, and the text says they make they make the save at the end of their turn, does that mean if the NPC makes the save and ends the effect and their turn is over or do they immediately regain all of their normal actions and movement on a successful save?

#3544

mellored

Jan 08, 2015 6:24:29

knlndrs wrote:
#3545

Malthirian

Jan 08, 2015 10:17:12

Q 1079 Any thought as to why Miracle was taken from Clerics? They seem somewhat "nerfed" without that spell.

#3546

mellored

Jan 08, 2015 10:21:32

Malthirian wrote:
#3547

mandos13

Jan 08, 2015 18:19:03

Q 1080: Does Song of Rest work with healing spells, lay on hands, or potions used at the end of a short rest, or is it only spending Hit Dice that it effects?

 

Q 1081: Does Disiple of Life work in conjuction with Goodberries

(Reply to #3547)

Bloodscythe

mandos13 wrote:
#3549

guachi

Jan 08, 2015 18:35:23

A1080: It doesn't specify in the class feature description, which is probably why you are asking. About the only thing I can think of that gains HP at the end of a short rest is spending HD but having said that I think any healing that occurs during a short rest can  trigger the Song of Rest feature. Because any player can say "I cast a spell, drink a potion, etc. in the last six seconds of my rest."

 

In fact, even though it's not in line with the rule, I'd let you heal 1d6 no matter if you regained HP at the end of the rest or not.

 

A1081: I'm not certain what the "official" ruling on that is but saying you create X more berries of 1 HP healing where X is the Disciple of Life bonus is about the most reasonable interpretation that isn't a) broken or b) doesn't have Disciple of Life do nothing at all.

#3550

Plaguescarred4

Jan 09, 2015 2:54:07

A1081: FWIW it's allowed by R&D staff. When asked Jeremy Crawford said he'd allow it  http://www.sageadvice.eu/2014/09/11/discipline-of-goodberry/

#3551

fepriest

Jan 09, 2015 9:31:41

Q1082: RAW, as a character gains extra attacks, they do not get additional offhand attacks (Because offhand attacks=bonus action)? I'm 90% confident that this is the interpretation but I'm about to host a game for players I've never played with who're equally new to Next and I want to make sure I have answers for these questions.

#3552

Plaguescarred4

Jan 09, 2015 10:23:32

A1082: Extra Attacks doesn't grant an additional bonus action to take when Two-Weapon Fighting no. So a L5 PC Two-Weapon Fighting with Extra Attacks will make 3 attacks total.

#3553

Moonwatcher

Jan 09, 2015 14:46:39

Q1083

D&D V5

 

For the monsters (bad guys) weapons what does the number before the damage dice mean?    

Please see the scans I have attached, there is a circle around the number I have a question about.  I have scanned the action part goblin and Bugbear stat bock.

 

Please if you are going to refer me to a page number please note I only have the rule book PDF.

 

Thank you

 

Moonwatcher

#3554

AaronOfBarbaria

Jan 09, 2015 14:52:15

A1083: See page 6 of the DM basic rules PDF, specifically the paragraph following "Hit." under "Melee and Ranged Attacks" sub-heading.

 

You have the option of taking average damage or rolling damage; for this reason, both the average damage (that being the number you have circled) and the die expression are presented.

#3555

guachi

Jan 09, 2015 17:38:53

Plaguescarred4 wrote:
#3556

DrgnwatcherXalim

Jan 09, 2015 21:51:23

Q 1084

 

When using a poisoners kit, and tinting the tip of a dart with poison, what are the michanics for damage when the dart hits an enemy...what is the DC to resist the poison, how long does the poisoned condition last, ETC?

(Reply to #3556)

SilentSin

DrgnwatcherXalim wrote:
(Reply to #3556)

EzechielDantan

DrgnwatcherXalim wrote:
#3559

Dethscythe7734

Jan 10, 2015 7:26:01

Q1085 When you cast the spell "Hunter's mark" does the creature you cast it on know that you have cast it, and when you are tracking it is there a range requirement?

(Reply to #3559)

EzechielDantan

Dethscythe7734 wrote:
#3561

Spaghettis

Jan 10, 2015 11:12:40

Q1086 Does a cleric's alignment have to match his deity by some degree? IE does a cleric of Umberlee have to be CE or is there leeway?

#3562

Plaguescarred4

Jan 10, 2015 11:16:34

A1086:There's no alignment limitation.

#3563

Miladoon

Jan 11, 2015 7:17:41

Q1087: Can a 5th level arcane trickster get the benefit from both uncanny dodge and blade ward to reduce the damage of an attack.

 

(Reply to #3563)

OoftaMeg

Miladoon wrote:
(Reply to #3563)

EzechielDantan

Miladoon wrote:
#3566

Plaguescarred4

Jan 11, 2015 8:18:01

A1087: Yes you should take 1/4 damage.  Because both uncanny dodge and blade ward halve the attack's damage, you will have two ways of modifying the damages but should still take 50% of the damage not 25% because you roll the damage die or dice, add any modifiers, and apply the damage to your target. (PHB pg. 106) Exemple: Orc hits you for 20 slashing damage uncanny dodge  halve the attack's damage to 10 blade ward halve the attack's damage to 10 You take 10 slashing damage.

 

EDITED To Strikethrough

 

 

(Reply to #3566)

OoftaMeg

Plaguescarred4 wrote:
(Reply to #3566)

EzechielDantan

Plaguescarred4 wrote:
#3569

Plaguescarred4

Jan 11, 2015 8:04:06

OoftaMeg wrote:
#3570

roidesgobs

Jan 11, 2015 11:58:10

Hi guys ; a simple question :

 

I wanna play a warlock but i have a problem whis my familiar.

If i cast the spell  "Find familiar" it said my pet cant use attack but it can make all other actions.

 

If i check details at end of my handbook and check ability of each Pet i can summon , all off them have Bite attack or Claws attack.

In fact i want to know if i can attack with my familiar ... ?

 

Thx

(Reply to #3570)

EzechielDantan

roidesgobs wrote:
(Reply to #3570)

SilentSin

roidesgobs wrote:
#3573

CVB

Jan 11, 2015 17:30:44

Jordan175 wrote:
(Reply to #3565)

Miladoon

EzechielDantan wrote:
#3575

dafrca

Jan 12, 2015 11:46:19

I can't find Swarm Rules for 5.0 for things liek Ants and Spiders. Did I miss them or are they pending?

 

 

(Reply to #3575)

OoftaMeg

dafrca wrote:
(Reply to #3576)

AaronOfBarbaria

OoftaMeg wrote:
(Reply to #3577)

OoftaMeg

AaronOfBarbaria wrote:
#3579

BodeB

Jan 12, 2015 21:19:03

Is there a benefit to having an arcane focus?  from what I can gather some abilities would need one such as the Song of Rest for a Bard but there is nothing specific in either chapter 5 or 10 on why a sorcerer would need one for instance, but it says in the sorcerer section it is an equipment option.  would the lightning struck wood for witch bolt spell be considered such?

(Reply to #3579)

SilentSin

BodeB wrote:
#3581

DMxingyi

Jan 12, 2015 23:12:31

Q1089: When adding a halfdragon template to a character that is using the variant human rule to get an extra feat and skill point does adding the template remove them because they are not a numerical statistic? 

(Reply to #3581)

SilentSin

DMxingyi wrote:
(Reply to #3582)

DMxingyi

SilentSin wrote:
(Reply to #3583)

Avross

DMxingyi wrote:
(Reply to #3583)

SilentSin

DMxingyi wrote:
(Reply to #3584)

SilentSin

Avross wrote:
#3587

mellored

Jan 13, 2015 5:49:49

EzechielDantan wrote:
(Reply to #3585)

DMxingyi

that is what i was thinking, but my player is very particular about wording and definition of words. and by the defition of the word they are not a statisitc. A statisitc is a number, they are not numbers.... it is becoming a fusterating arugement as we both are in total disagrement.

 

SilentSin wrote:
#3589

Stansfield

Jan 13, 2015 13:57:34

Q1090

 

Can a "none-rogue" use Thieves Tools to open a lock(and that Character isn't proficient with Thief Tools)? 

 

I would say no, but the rules only states that you can do so just without the + proficiency bonus (so years of practice only gives +2 to +6? And thats it)

 

Same question goes for the rest of the Tools/Proficiencies? I my self would say no or make the DC pretty hard.

 

How do you guys handle this?

#3590

OoftaMeg

Jan 13, 2015 14:06:34

Proficiency is required to open locks (page 49 basic rules) but not to disarm traps (page 51 basic rules, you add proficiency bonus).

 

 

#3591

Cyberqat

Jan 13, 2015 17:09:56

Where in the 5E MM are monster sizes?

 

Page 6 says its in the stat block, but I cant find it in any of the stat blocks I looede at,

including mosnters that are obviously larger then normal like Ogres and Giants.

(Reply to #3588)

SilentSin

DMxingyi wrote:
(Reply to #3591)

SilentSin

Cyberqat wrote:
(Reply to #3593)

Cyberqat

SilentSin wrote:
(Reply to #3593)

Cyberqat

SilentSin wrote:
(Reply to #3594)

SilentSin

Cyberqat wrote:
(Reply to #3596)

Cyberqat

SilentSin wrote:
(Reply to #3596)

Cyberqat

SilentSin wrote:
#3599

pukunui

Jan 13, 2015 23:23:21

Q1091: Can you put barding on a mount you summon via find steed? If yes, what happens to it when the steed gets unsummoned? Does it go with the steed, or does it get left behind?

#3600

Delazar78

Jan 14, 2015 4:51:24

Q1092: XP value of monsters with a CR of 21+.

Which value is correct? The one mentioned in the DMG, or those mentioned in the entry of each monster? For example, Ancient Red Dragon is worth 62,000 xp in the DMG, but only 36,500 xp in its entry in the MM (and also on page 303 of the DMG...)

#3601

Delazar78

Jan 14, 2015 4:51:32

Q1092: XP value of monsters with a CR of 21+.

Which value is correct? The one mentioned in the DMG, or those mentioned in the entry of each monster? For example, Ancient Red Dragon is worth 62,000 xp in the DMG, but only 36,500 xp in its entry in the MM (and also on page 303 of the DMG...)

#3602

mellored

Jan 14, 2015 5:09:48

Does repeated use spells count as "attacking" or "casting a spell"?

 

i.e. would call lighting's repeated casts break sanctuary?

(Reply to #3599)

SilentSin

pukunui wrote:
(Reply to #3601)

SilentSin

Delazar78 wrote:
(Reply to #3602)

SilentSin

mellored wrote:
(Reply to #3605)

OoftaMeg

SilentSin wrote:
#3607

mellored

Jan 14, 2015 7:49:26

OoftaMeg wrote:
#3608

Conterter

Jan 14, 2015 8:18:44

I'm a druid with proficiency in constitution saving throws (via feat) and my con score is 20 so i have a +5. being lvl 5 makes my ST bonus a +8, if i wild shape in a wolf with con score 12 (+1), my ST is still +8 or +4(3 proficiency and +1 from wolf con score)?

(Reply to #3607)

OoftaMeg

mellored wrote:
(Reply to #3608)

AaronOfBarbaria

Conterter wrote:
#3611

mellored

Jan 14, 2015 9:11:17

OoftaMeg wrote:
(Reply to #3611)

OoftaMeg

mellored wrote:
#3613

pukunui

Jan 14, 2015 12:24:42

SilentSin wrote:
#3614

Jhishma

Jan 14, 2015 14:16:35

Q1094:

PHB, p. 195 - Shoving a Creature (Attack Action)
"Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or to push it away from you..."

 
(Reply to #3614)

OoftaMeg

Jhishma wrote:
#3616

PersianFury

Jan 14, 2015 16:48:31

Q1095: When a character is crafting an item can he hire hirelings to assist the process? ex: Character wants to create an uncommon item, he hires 3 skilled hirelings for 5 days. he (25gp/day progress) plus the 3 hirelings (3*25gp/day progress, or 75gp) will reach the 500gp completion mark within 5 days.

#3617

Orethalion

Jan 14, 2015 16:51:24

mellored wrote:
(Reply to #3617)

OoftaMeg

Orethalion wrote:
#3619

AaronOfBarbaria

Jan 14, 2015 18:01:53

A1095: Yes, people can be hired to help you craft something.

 

Keep in mind, however, that crafting magical items has much more specific requirements - a particular level, and having spell slots - so is likely to result in higher prices than a typical skilled hireling if such folk are available for hiriing at all.

#3620

guachi

Jan 14, 2015 18:37:22

Q1096: Easy question, I think.

 

I am a Rogue. I use Sneak Attack on my turn during my attack action. I have the Sentinel feat. An enemy triggers the Sentinel feat. I attack. Can I use Sneak Attack on this attack (assuming I have advantage and/or an ally within 5 feet)?

 

#3621

Zachary74

Jan 14, 2015 18:42:56

Q1097

 

If I have the "crossbow expert" feat, can I use a shield and a hand crossbow and use my attack action to attack with the hand crossbow and then use my bonus action to attack again with the same hand crossbow?

(Reply to #3620)

Bloodscythe

guachi wrote:
#3623

AaronOfBarbaria

Jan 14, 2015 19:21:33

A1096: Yes.

 

A1097: You'll have to ask your DM about doing that with a shield equipped (some require your character have a hand free to load the crossbow, but others - such as I -do not), but crossbow expert absolutely allows you to fire the same hand crossbow twice.

(Reply to #3621)

Bloodscythe

Zachary74 wrote:
#3625

guachi

Jan 14, 2015 19:45:02

A1097:

 

You'll likely get differing answers here about even wielding a hand crossbow + shield or two hand crossbows. But I think we all agree that "Ask your DM" is the right answer.

 

As to the other question - the feat says you can ignore the loading property and then the feat also says you need a loaded hand crossbow. Since drawing ammunition is part of the attack you could, if the hand crossbow was already loaded, fire and THEN draw the ammunition (and load. but you ignore loading... ) so the hand crossbow would never be unloaded (even if you ignore that property...). Or, as mentioned, use your object interaction. So, yes, you can in principle fire the same hand crossbow as a bonus action.

 

 

#3626

RufusRockbottom

Jan 14, 2015 22:46:06

Is a monsters special trait: innate spellcasting still vulnerable to counterspell, dispel magic as normal spellcasting is?

(Reply to #3626)

SilentSin

RufusRockbottom wrote:
#3628

Plaguescarred4

Jan 15, 2015 5:09:40

Zachary74 wrote:
#3629

Miladoon

Jan 15, 2015 8:15:14

Q1099:  Extend Spell

 

Can I spend more than one sorcery point when casting a spell with the metamagic feature, Extend Spell?  So, casting a 1 minute spell using 2 sorcery points would extend the duration to 4 minutes.

 

 

Note:  There is only one spell that can be doubled to 24 hours, and that is only one feature of the Creation spell.

#3630

Zachary74

Jan 15, 2015 9:08:12

Q1100

 

Can a lightfoot halfling use its bonus action from Cunning Action to hide behind a fellow medium sized ally party member in order to gain advantage on their next attack?  If so, would the hide check be verses the monster's passive perception or verses a normal perception check?  Thanks.

#3631

AaronOfBarbaria

Jan 15, 2015 9:08:47

A1099: No.

 

None of the metamagic options state that you can spend sorcery points on their effect more than once per usage, which means that no such option is possible.

#3632

AaronOfBarbaria

Jan 15, 2015 9:18:12

A1100: Yes a lightfoot halfling can hide behind a medium size creature.

Yes Cunning Action can be used to hide as a bonus action.

Typically stealth is rolled against passive perception, and an active roll of perception is made if a creature is spending an action trying to find something/someone hidden.

 

Important note: If you are hiding behind an ally, you are going to be attacking at advantage but your target will have cover provided by your ally because if your ally isn't blocking enough of your enemy for it to have cover against your attack, then your ally isn't blocking enough of you for your intended target to not immediately see you and thus make you being hidden impossible.

#3633

Zachary74

Jan 15, 2015 10:40:13

AaronOfBarbaria wrote:
#3634

mellored

Jan 15, 2015 10:46:52

Zachary74 wrote:
#3635

Avross

Jan 15, 2015 10:47:31

R1092:  Wow.   Normally, I'd say that specific trumps general...but to put some more clarity on this.   Delazar is referencing the fact that there is a discrepancy in XP awards.

For a Ancient Red Dragon (CR24), I see the following awards:

 

Monster Manual:

p9 - Standard "Experience Points by Challenge Rating" table states CR24 creature is worth 62,000 XP

p97 - Ancient Red Dragon entry states CR24 (36,500 XP)

 

DMG: Monster Lists (Appendix B)

p304 - Under Mountain Monsters, Ancient Red Dragon entry states CR24 (36,500 XP)

p309 - Under Challenge 24 Monsters (62,000 XP), Ancient Red Dragon is listed.

I think I saw the "Experience Points by Challenge Rating" table in there as well, but can't find it now

 

 

 

#3636

AaronOfBarbaria

Jan 15, 2015 11:05:52

R1092: The issue of experience value discrepencies is a simple one: there is no text in the books that suggest creatures of same CR are intended to have differing XP values. In fact, the opposite is true:

 

Monster Manual page 9 wrote:
(Reply to #3634)

OoftaMeg

mellored wrote:
#3638

RufusRockbottom

Jan 15, 2015 14:20:55

Looking to create a mock psionic using a great old one warlock/enchantment focused wizard and was wondering if there is any guide or further information on the charmed status.

 

I have quite a few questions regarding this but I'll start with this one,

"Persuading" a charmed person to kill someone for me would be affected by allignment, would it not?

 

What I mean is asking someone of a good alignment to kill someone simply because I "asked" as obvious a no as I think? As well the opposite for someone of an evil allignment?

(Reply to #3638)

OoftaMeg

RufusRockbottom wrote:
#3640

mellored

Jan 15, 2015 16:28:21

RufusRockbottom wrote:
#3641

TheophilusCarter

Jan 15, 2015 16:51:28

I apologize, as I'm certain these questions have been asked before, but I can't find a damn thing with the search function in this forum ...

 

1) Does the halfling's nimbleness trait make them immune to attacks of opportunity?  One of my players thought it might, but I didn't see that in the rules, so I said no.  He was cool with that ruling, but I just wanted to make sure I was doing that right.

 

2) Does the increased damage for critical hits apply to all attacks, including spells?  Or just weapon attacks?

 

Thanks much!

 


(Reply to #3641)

OoftaMeg

TheophilusCarter wrote:
(Reply to #3642)

TheophilusCarter

OoftaMeg wrote:
#3644

Avross

Jan 15, 2015 17:05:51

TheophilusCarter wrote:
#3645

Krazyskooter

Jan 15, 2015 22:23:02

Can Shadow Step be used outside of combat?

(Reply to #3645)

AaronOfBarbaria

Krazyskooter wrote:
#3647

Krazyskooter

Jan 15, 2015 22:34:45

AaronOfBarbaria wrote:
(Reply to #3647)

Bloodscythe

Krazyskooter wrote:
#3649

AaronOfBarbaria

Jan 15, 2015 22:52:39

Bloodscythe has hit the important point, but to follow up a bit:

 

Krazyskooter wrote:
#3650

RufusRockbottom

Jan 16, 2015 1:08:05

Does a monks/barbs unarmored defense stack witha rogues uncanny dodge due to uncanny dodge not being a resistance?

#3651

The_Vaped_Batman

Jan 16, 2015 1:08:33

Q1101

 

My party just leveled up to 5th level and many of the PC's gained an extra attack (i.e. a barbarian, fighter, and my sorceror just gained "Haste" which grants an extra action for attack/dodge/etc.) but we don't know how the "extra attack" is handled. My DM is saying that we are able to swing twice at the same target (and ONLY the target of our first attack) and we PC's are saying that we can choose a different target to use the extra attack for; meaning we attack one target and use our extra attack to swing on the guy next to him. What do you think? I hope the question makes sense...

#3652

Plaguescarred4

Jan 16, 2015 2:18:49

A1101: Extra Attack let you attack twice when you take the Attack action, and each attack can be against same or different targets since the ability doesn't say otherwise.

#3653

mellored

Jan 16, 2015 5:18:14

Krazyskooter wrote:
(Reply to #3650)

OoftaMeg

RufusRockbottom wrote:
#3655

Malthirian

Jan 16, 2015 7:16:51

Q102 Does the spell Alter Self grant the abilities such as granting darkvision if a human uses it to assume the form of a dwarf? The spell says that it doesnt change statistics using the "Change Appearance" form of  the spell and yet you can grow gills to breath underwater using the "Aquatic Adaptation" form of the spell, so I wasn't sure.

#3656

AaronOfBarbaria

Jan 16, 2015 7:26:55

A1102: Alter self has three distinct options for its effects which are each fully contained within a single paragraph, clearly labeled, and have no overlap with each other.

 

If you use the change appearance option, you get what is listed in that paragraph, and nothing else. So no, you don't get darkvision for looking like a dwarf.

#3657

guachi

Jan 16, 2015 8:01:26

You only look like a Dwarf (whatever), but aren't one. Polymorph, on the other hand, would grant you darkvision.

#3658

fargus

Jan 16, 2015 10:17:12

Q103 If you have resistance to a damage type from two different features, such as being Dragonborn and the Totem Barbarians Bear Totem, how do you calculate it? Is it 1/4 damage, immunity, or still just 1/2?

 

Q104 If you have a feature that lets you ignore an energy resistance, does it also ignore immunity?

(Reply to #3658)

Malthirian

fargus wrote:
#3660

Avross

Jan 16, 2015 10:33:31

fargus wrote:
(Reply to #3656)

Malthirian

AaronOfBarbaria wrote:
#3662

Wonderbringer

Jan 16, 2015 10:38:35

I am curious as to how some people are handling this or as to how it should be handled...

 

Moving Around Other Creatures: Whether a creature is a friend or an enemy, you can't willingly end your move in another creatures space.

 

Q1: What if said creature is dead, unconcious, or prone?

 

Q2: If you can occupy the space of a dead, unconcious, or prone creature, what if said creature is revived or attempts to stand?

 

Q3: If you can't end your move in a dead, unconcious, or prone creatures square, can you move into said creatures square (obviously difficult terrain), perform some action, and then move out of square to end your move so you're not in a creatures square?

 

Q4: Would the previous scenario mean that the occupant of another dead, unconcious, or prone creatures square be considered Squeezing into a Smaller Space?

 

Thank you.

#3663

RufusRockbottom

Jan 16, 2015 11:06:12

OoftaMeg wrote:
(Reply to #3662)

OoftaMeg

Wonderbringer wrote:
#3665

RufusRockbottom

Jan 16, 2015 15:22:43

Does the feat grappler and an enlarge spell cast on me mean I can grapple a huge creature?

 

And by that logic shrink a colossal creature to huge and grapple with it?

#3666

Tigra_Jhalavar

Jan 17, 2015 0:52:28

Q#1110 -  I need claification on the Ranger's Favored Enemy Language.

 

If a Ranger takes two races of humanoid , insead of a group type, do they get two extra  languages (one from each enemy type) or just one?

 

Thank you for your time.

(Reply to #3666)

SilentSin

Tigra_Jhalavar wrote:
#3668

slumgum

Jan 17, 2015 5:58:15

Q1111

 

If a party member fell to 0 hitpoints and became unconcious, what would happen if I cast Polymorph on him or her and chose something like a bear?  Would they wake up with the full hit points of a bear? Would they suspend making death saves? If they had already made a certain number of death saves would those successes and failures be reset?

#3669

Plaguescarred4

Jan 17, 2015 6:12:41

A1111: The creature should regain conciousness since it assumes the hit points of its new form, and the death saving throws would reset to zero.

(Reply to #3668)

Malthirian

slumgum wrote:
#3671

Tigra_Jhalavar

Jan 17, 2015 9:14:29

SilentSin wrote:
#3672

Malthirian

Jan 17, 2015 14:57:29

Q 1112 How do I calcuate the CR values? There is an archmage that appears to be 17th level on page 342 of MM but has a CR12 value and I don't see the conversion formula for this or other classed "people".  Thanks

#3673

Renko_Usamimi

Jan 17, 2015 15:47:53

Q1113

While I understand that you can interact with one object in the environment for free, does that also limit the drawing of weapons?

For example, if I throw 2 weapons can I draw 2 new ones or only 1?

 

Thanks

(Reply to #3673)

OoftaMeg

Renko_Usamimi wrote:
(Reply to #3671)

SilentSin

Tigra_Jhalavar wrote:
#3676

AaronOfBarbaria

Jan 17, 2015 16:48:00

A1112: CR is calculated roughly, and is then fine-tuned to its final value through playtesting.

 

Whether dealing with classed or non-classed characters, CR is calculated as the average of defensive CR and offensive CR. Calculation of those are:

 

Defensive CR: Find effecttive average hit points on the table found on page 274 of the DMG, adjust Defensive CR by 1 for every 2 points the creature's AC differs from the AC on the same row as the effective average hit points (remembering to include any special traits that count towards CR as increased AC).

 

Offensive CR: find the creatures average damage (over 3 rounds, if the creature's damage varies significantly each round such as a spellcaster might) on the page 274 table, adjust Offensive CR by 1 for every 2 points the creature's attack bonus or save DC, whichever is more relevant to its ability to deal damage.

#3677

Tigra_Jhalavar

Jan 17, 2015 17:03:41

SilentSin wrote:
(Reply to #72)

Aristomachus

Chimerasame wrote:
#3679

Aristomachus

Jan 17, 2015 18:51:30

Q1114: 5e PH pg 226 "Conjure Minor Elementals" - states that you summon elementals of CR1/4 to CR2, and "The DM has the creatures statistics". I looked in all my pockets, I can't find the stats for CR2 Elementals. I looked in the PH 5e (in the back with bats and what not), and in Monster Manual 5e "Elementals" entry on pg 124, but the Monster Manual Elementals are CR5, and no smaller ones are on offer. Any thoughts on where I can find pocket sized Elemental stats?  Do I need to scale them down?? ugh. THanks!

#3680

DMxingyi

Jan 17, 2015 19:13:19

so grappling and knocking prone reduces your movement speed too 0. From my understanding of raw the freedom of movement spell becomes useless of your pinned because you have 0 movement and it requires you to spend 5ft of movement to get out of a grapple. Well if your pinned you have 0 movement so you have none to spend to use freedom of movement. This sounds very broken to me, is that correct and could anyone link me to any information that clarifies this please? 

#3681

DMxingyi

Jan 17, 2015 19:13:20

so grappling and knocking prone reduces your movement speed too 0. From my understanding of raw the freedom of movement spell becomes useless of your pinned because you have 0 movement and it requires you to spend 5ft of movement to get out of a grapple. Well if your pinned you have 0 movement so you have none to spend to use freedom of movement. This sounds very broken to me, is that correct and could anyone link me to any information that clarifies this please? 

#3682

AaronOfBarbaria

Jan 17, 2015 19:22:08

A1114: Conjure minor elementals summons elementals (the creature type), not just elementals (such as the creature's named air elemental, fire elemental, and so forth).

 

The stats you're looking for are things like mephits and magmin.

(Reply to #3681)

SilentSin

DMxingyi wrote:
#3684

amberlink9

Jan 17, 2015 23:10:48

Q1115: Does using a staff, for example a staff of fire counts as casting a spell for the purposes of metamagic? Does it count for the purposes of Elemental affinity?

#3685

Aavarius

Jan 18, 2015 0:45:10

Q1116:  Cunning Action and similar bonus actions you get from class features:  can you still perform them while Wild Shaped?

(Reply to #3684)

SilentSin

amberlink9 wrote:
(Reply to #3685)

SilentSin

Aavarius wrote:
#3688

Plaguescarred4

Jan 18, 2015 3:00:02

A1115: Yes and yes. 

 

A1116: Yes.

 

(Reply to #3679)

EzechielDantan

Aristomachus wrote:
#3722

paulstrait

Jan 21, 2015 11:12:08

guachi wrote:
#3723

Gprep

Jan 21, 2015 13:00:56

Q1124: I see the Subraces get bonuses and habilities on top of the parent race with absolutly no drawback. Is that correct?

 

Q1125: How does Human and Half-Elf match this unbalance in power of the Subraces compared to the normal races, since they don´t have subrace powers of their own?

#3724

Plaguescarred4

Jan 21, 2015 13:12:19

A1124: Yes

 

A1125: The human and half-elf offer flexibility in that they give either more ability score bonus, or a bonus to ability score of your choice. The human also has the alternative to offer a free feat and skill. So greater customizability basically.

(Reply to #3720)

Bloodscythe

mellored wrote:
#3726

guachi

Jan 21, 2015 14:29:49

I can see it going either way, too. I can't say I'd get too vexed either way. I think sharpshooter only works with ranged weapon attacks and this spell may be the only instance in the rulebook where this issue would come up.

 

How about rider damage like sneak attack or hunter's mark?

#3727

Volfram8

Jan 22, 2015 3:54:57

I have a few questions about Monk of four elements abilities, they formulated quite vaguely.

 

Elemental Attunement:

 

«Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.»

Q1126 Does «harmless» means that I can’t  for example blind my enemy with sparks or small cloud of mist?

Q1127 Is it necessary that effect should be weak and quiet, or it may be for example sound of crumbling rocks?

 

«Instantaneously light or snuff out a candle, a torch, or a small Campfire»

Q1128 Does this ability only for candles, torches and campfire, or they mean just small fire? Can I make ropes that bind me to burn? Or ignite an enemy's shirt-sleeve?

 

«Chill or warm up to I pound of nonliving material for up to I hour.»

Q1129 To what temperature? For example is it possible to chill someone’s clothes so that can cause colds if he will not undress? Or heat the hilt so hot that it will be hurt to keep?

 

«Cause earth, fire, water, or mist that can fit within a I-foot cube to shape itself into a crude form you designate for 1 minute.»

Q1130 Does «earth» also means stones, and «water» mean Ice? 

Q1131 Does «shape» mean that element just will take the form or it also include changes in state of matter? Can I turn water in ice or mist with this ability?

Q1132 Can I only shape material or also make it move? For example create a small man from clay and make it dance, or create a ghost from mist and make it dash on someone?

 

«Shape the Flowing River: As an action, you can spend I ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create a fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.»

Q1133 Does «Injure» means «make wounds»? Can I just make water to create a helmet of ice around enemies head and make him suffocate, or freeze water that he just drink?  Does prohibition on  trap mean that I cant create  a pit and left enemy inside, or create a 15 feet column under his legs? Can i make a lances of ice and hereafter push enemy on it?

 

«Water Whip. You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance lt. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d 10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull It or knock it prone.»

Q1134 If distance between monk and enemy is 10 feet, can he throw enemy at 15 feet back behind monk?

(Reply to #3727)

EzechielDantan

Volfram8 wrote:
#3729

mellored

Jan 22, 2015 5:17:26

guachi wrote:
#3730

guachi

Jan 22, 2015 11:08:40

Volfram8 wrote:
#3731

Artemis01

Jan 22, 2015 12:36:24

Q1135

 

I cant believe no one has asked this before but when I search "two weapon fighting" it does not bring up any results. When fighting with two weapons and both are light do you get the ability modifier and the proficiency modifier on the second attack role. I know you don't get the bonus for damage but i can't find anything that specifies what the second attack gets? Sorry if this is a redundant questions

(Reply to #3731)

OoftaMeg

Artemis01 wrote:
#3733

KeepTheEdge

Jan 22, 2015 13:38:07

Q1136: I'm a multiclass Paladin and Rogue. If I chose the "Thief" path for the Rogue and got the "Fast Hands" ability where I can use an item as a bonus action (like drink a potion) as part of my cunning action could I use my lay on hands as a bonus action? Logic would make me think if I had time to use an item or drink a potion that I could just put my hands on someone for LoH. Maybe I'm the only one that makes sense too or maybe that would be too powerful so I thought I would ask. Thanks in advance!

#3734

guachi

Jan 22, 2015 14:53:37

A1136: By the rules, no. Perhaps lay on hands is an action because it takes longer than a bonus action might; it's not something that can be sped up. Perhaps it's an action because it requires both hands. For whatever reason, it doesn't look like it would work with Fast Hands.

 

However, it's not completely ludicrous or implausible so perhaps your DM would agree.

#3735

thespis42

Jan 22, 2015 16:25:26

Q1137:  Regarding spells known vs. spells prepared.  The tables are very clear on how many cantrips and spells you may have prepared for each level.  When it comes to the list of spells which a caster may select from, I am less sure.  With Wizards, it seems pretty clear that you have a book of spells of a certain number, and that you add to it as you level or by discovering spells somewhere.  With clerics/druids, since they gain their spells from prayer, I am not as sure.  Can they simply alter their prepared list by prayer?  In other words, can they change their spells without having to discover them or through leveling, simply by praying?  If at first level I didn't choose to start with a spell, can I take a long rest and pray and then just trade out spells from the complete list of spells?

(Reply to #3734)

KeepTheEdge

guachi wrote:
(Reply to #3735)

OoftaMeg

thespis42 wrote:
#3738

Bioberg

Jan 22, 2015 17:16:30

Can someone go into detail about the grease spell? It just seems a little overpowered and ridiculous...

#3739

paulstrait

Jan 22, 2015 17:54:14

Bioberg wrote:
#3740

guachi

Jan 22, 2015 17:57:17

KeepTheEdge wrote:
#3741

Undrhil

Jan 22, 2015 20:58:30

Q1138: If there is an enemy near some bad area (such as an Evard's Black Tentacles spell zone) and I shove the enemy into that area, do they get a saving throw to not go in?

Q1139: In the same example, if the zone stipulates that an enemy takes the damage of the zone or is affected by the zone when they enter it, would this also trigger from being forced into the zone?

Q1140: If there is an enemy near a pit and I shove the enemy into the pit, do they get a saving throw to not go in?

Q1141: If there is an enemy near my ally and I choose to shove my ally (using the rules for shoving) can the ally willingly fail their check to not be shoved, so that I do shove them?

Q1142: If the ally in Q1141 does willingly allow itself to be shoved, would that still be considered 'forced movement' for the putpose of avoiding an opportunity attack?

(Reply to #3741)

OoftaMeg

Undrhil wrote:
(Reply to #3733)

EzechielDantan

KeepTheEdge wrote:
(Reply to #3741)

EzechielDantan

Undrhil wrote:
#3745

Smashed_Pumpkin

Jan 23, 2015 8:49:30

Q1143: I tried to post earlier but it doesn't seem to have shown up. My question is a super newbie one regarding spellcasting. I can't seem to find a simply laid out description of what exact rolls need to be made in order to cast spells. Do all spells require the caster to make a roll for success? If so, what value is the caster rolling to beat? and what exactly are the modifyers added to the casting roll? On top of that, what saves are rolled by the target of the spell and what modefyers are used for that?

 

The rule book seems to mention "some" spells needing an attack roll but none of the spell descriptions seem to mention these attack rolls.

 

I've kind of pieced together that characters have a DC deriveed from taking 8 + your proficiency modifyer + your spellcasting abillity modifyer. But what is this value used for? Is it the magic equivelent of AC? The spellcasting section of the handbook goes into so much detail about theoretical targeting and what-not, yet doesn't seem to clearly lay out what the player actually needs to roll to cast his spells. If anyone could walk through what a player physically needs to do in terms of rolls and where the numbers come from, that would be amazing. Cheers!

#3746

guachi

Jan 23, 2015 10:01:38

A1143: There are three basic ways for a spell to do its thing.

 

1 - The spell happens with no dice rolling necessary - find familiar, globe of invulnerability, freedom of movement.

 

2 - The spell requires a die roll and the caster gets to roll the die. This would be an attack and the spell should say whether it's a ranged spell attack or melee spell attack. This is resolved very much like a weapon attack. Roll a d20, add your proficiency bonus based on your character level, add your spell casting ability modifier (cha, int, or wis). If it equals or exceeds the target's AC the spell effect happens. Examples include fire bolt, inflict wounds, scorching ray.

 

3 - The spell requires a die roll and the target gets to roll the die. These are spells that require a saving throw instead of an attack roll. (Aside - D&D uses three different terms when referring to dice rolling - check, roll, or throw. Specifically, ability check, attack roll, saving throw). Generally, it's used for indirect damaging attacks like fireball or lightning bolt or anything else that might be dodgeable or mental attacks like hypnotic pattern or eyebite or something like poison where you attempt to resist the effects.The caster sets a spell DC (which is something like AC but for a spell) where the target number is 8 + proficiency + spell ability modifier. Each spell targets a particular ability score. Similar to an attack, the target  rolls d20 + proficiency bonus (but only if proficient in saves of that ability) + ability modifier.

#3747

Smashed_Pumpkin

Jan 24, 2015 4:48:54

Thanks for the explination Guahi! That all makes a lot of sense now. I didn't realise that your armour class is used against spells, it makes me feel a little less worried about my Barbarian being targeted by casters.

Thanks.

#3748

Wizzykin67

Jan 25, 2015 11:01:17

Q1144: Hey - totally new player here. I'm just going over the D&D 5E Starer Set Rulebook and something isn't quite making sense to me. It says you cannot end your turn on the same space... But what is a space? Everything seems to be in increments of 5 feet. So is this saying if an enemy is 30 feet away, a player couldn't move 30 feet and attack? They'd have to move 25 feet and attack? It's just that the idea of a space is a little confusing since I'm not playing a board game here - this is all in our heads, so I'm wondering what a space is defined as.

#3749

paulstrait

Jan 25, 2015 11:41:33

Wizzykin67 wrote:
#3750

SilentSin

Jan 25, 2015 16:24:03

Q1145: in another thread, someone has been claiming that there is a "dev FAQ", but they haven't provided a link to it and I can't seem to find it with goodle searches. Does such a thing exist? It sounds like something I'd be interested in going over.

#3751

paulstrait

Jan 25, 2015 17:02:05

A1145:  The closest I know is http://www.sageadvice.eu/ which compiles every tweeted response to a question from the devs.

#3752

Plaguescarred4

Jan 26, 2015 1:56:46

Wizzykin67 wrote:
#3753

turri

Jan 26, 2015 10:34:04

Q1146: About Multiclassing. As far as I understand, if I have a cleric 9/Druid 11, I will have access to level 5 spells as cleric, level 6 spells as druid, and will have spells per day as a level 20 caster on both classes.

 

#3754

mellored

Jan 26, 2015 10:47:07

turri wrote:
#3755

turri

Jan 26, 2015 11:19:29

mellored wrote:
#3756

mellored

Jan 26, 2015 11:28:09

turri wrote:
(Reply to #3756)

SilentSin

mellored wrote:
#3758

paulstrait

Jan 26, 2015 16:03:20

mellored wrote:
#3759

turri

Jan 26, 2015 18:00:22

Q1147, About the WarCaster Feat:

 

" You can perform the somatic components of spells even when you have weapons or a shield in one or both hands"

What's the deal here? he could just sheat his weapon, cast the spell and unsehat again right? couldn't find the rules for sheat/unsheat weapons in the PHB

#3760

paulstrait

Jan 26, 2015 18:14:47

turri wrote:
#3761

turri

Jan 26, 2015 18:22:16

paulstrait wrote:
#3762

slumgum

Jan 26, 2015 20:25:11

Yes, but then when a creature provokes an attack of opportunity you might not have your weapon equipped..  The Warcaster Feat also comes with two other things you might find useful.

#3763

celtwarrior

Jan 26, 2015 20:45:39

Q1148, arming undead.  the MM states a skeleton can wear armor and use weapons and that a zombie will use a weapon placed in its hands but it does not say they can they wear armor.  if i put armor on a zombie will it be at disadvantage in its attack?

#3764

AaronOfBarbaria

Jan 26, 2015 20:50:29

A1148: If you are the DM, you decide this answer and whatever you decide is correct. If you are not the DM, ask your DM.

 

As a DM, I find it useful to consider a monster to be proficient in using whatever bits and bobs I've decided to describe them as using.

#3765

celtwarrior

Jan 26, 2015 20:51:41

Q1149, unseen servant.  

 

#1] the spell unseen servant does not specify a size, can you make a tiny, small or large servant?

 

#2] can the servant 'fly' or must it 'walk' on the ground

#3766

Ozone_the_White

Jan 26, 2015 22:08:45

Q1150, Healing spells being classified as Evocation/Conjuration

Having had a look through the PHB, it can be seen that a number of spells; Cure Wounds, Prayer of Healing, Heal, and a number of other healing based spells are classified as being Evocation spells.  However, page 118 describes Evocation as "....magic that creates powerful elemental effects such as bitter cold, searing flame...."

Necromancy, meanwhile, is described "...explores the cosmic forces of life, death and undeath.  As you focus your studies...you learn to manipulate the energy that animates all living things."

 

Even more confusingly, Mass Cure Wound and Mass Heal are listed as Conjuration spells.


Should these spells be classified as Evocation and/or Conjuration, and if so, what is the reasoning behind this, given the elemental nature of the rest of the evocation or conjuration spell trees?  Why would these effects not be necromantic in nature?

#3767

AaronOfBarbaria

Jan 26, 2015 22:06:44
A1150: I prefer considering healing effects to be necromancy, but the evocation of positive energy being the explanation of some healing magic also works. It is a legacy of D&D to misapply their own spell schools.
(Reply to #3765)

SilentSin

celtwarrior wrote:
#3769

turgoncid

Jan 27, 2015 10:17:49

Q1150 :im playing as a hexblade in d&d 3.5, and i want know if i can use a two handed weapon and cast spells with gestual components?? 

i thought yes because armored mages can cas with bucklers without arcane failure, but doenst say about two handed wepon..

(Reply to #3769)

Bloodscythe

turgoncid wrote:
#3771

Bioberg

Jan 27, 2015 15:43:08

Does anyone know of person, forum, blog, that have high res files so I can print out the maps in 1 inch grid from M.O.P, Hoard, and Rise?

(Reply to #3771)

itsmarkda

Bioberg wrote:
#3773

celtwarrior

Jan 27, 2015 16:49:55

SilentSin wrote:
(Reply to #3773)

EzechielDantan

celtwarrior wrote:
#3775

mellored

Jan 28, 2015 9:24:21

SilentSin wrote:
(Reply to #3775)

Bloodscythe

mellored wrote:
#3777

IxidorRS

Jan 28, 2015 14:39:59

Q1151: Conjure Animals and similar spells. I'm fairly sure how this should work and I've read these spells over and over quite a bit (see my sig) but I was challenged by a DM in a Facebook group. His argument was that DMs choose what animals/fey/elementals appear for the various conjuration spells. He thinks this is how it is RAW. However, I see nothing in the spell that actually indicates who chooses what creatures appear, only what number and CR appear. Because of that, I think it falls to the player. I think he's absolutely wrong. Anything to support either side of this? Thanks!

(Reply to #3777)

EzechielDantan

IxidorRS wrote:
(Reply to #3777)

OoftaMeg

IxidorRS wrote:
#3780

paulstrait

Jan 28, 2015 16:38:30

IxidorRS wrote:
#3781

LazurusRising

Jan 28, 2015 21:41:20

Hey there,

 

In the 5th E, am I correct in saying that a Blink Dog is now just considered a beast and therefore allowable for a Ranger to use as a companion?

 

Thanks,

 

Lazurus.

#3782

paulstrait

Jan 28, 2015 22:16:54

LazurusRising wrote:
#3783

TheKingOfDurf

Jan 29, 2015 8:44:32

One of my PCs just had his Intelligence score reduced to 0 by an Intellect Devourer. They're a 3rd level party, and don't have access to any magic that could restore his ability score. Is such ability score damage permanent in 5E, unless cured by magic, or do scores return gradually, as in some previous editions? Not sure if it's time to roll up a new sorcerer.

#3784

Noctaem

Jan 29, 2015 9:02:34

TheKingOfDurf wrote:
#3785

paulstrait

Jan 29, 2015 9:09:51

Noctaem wrote:
#3786

alienux

Jan 29, 2015 10:19:36

Just a friendly reminder to please number your questions with the next available number after the previous question.

 

It does help. When this thread was first created after the transition from the playtest forums to the new 5E forums, I tried to keep up with this thread and answer questions when I could, but it's grown so huge that it can be hard to keep up with, especially when there are questions randomly mixed with no number system.

 

So please help keep things orderly. Even if it doesn't seem like much, it does help.

(Reply to #3783)

Bloodscythe

Q1153:

TheKingOfDurf wrote:
#3788

ObeseBoyWonder

Jan 29, 2015 16:35:01

Q1154: Does the superiority die from Martial Adept scale with the Battle Master archetype to become d8-d12, or remain d6 forever, if taken before the archetype is chosen?

(Reply to #3788)

SilentSin

ObeseBoyWonder wrote:
#3790

AaronOfBarbaria

Jan 29, 2015 17:39:45

A1154: The language of "if you already have superiority dice" is likely the point of confusion - consider it not as a matter of timing (i.e. you got to Combat Superiority before you got to the Martial Adept feat), but as a matter of reason why you have superiority dice (i.e. do you have them without this feat, or is this feat the only reason you have one).

#3791

Pandaemonius

Jan 29, 2015 19:33:03

Q1155:  Mostly to confirm, but when the spell Enhance Ability is cast, the Bull's Strength enhancement only grants advantage on Strength checks, not Strength-based melee attacks and Stength saves, correct?

#3792

AaronOfBarbaria

Jan 29, 2015 19:44:02

A1155: Correct.

#3793

Ka_D-Argo

Jan 30, 2015 8:23:56

Q1156: New to 5th Edition. I have tried searching both the Forums and Google for the answer with no luck. What is the attack bonus for Extra Attacks beyond the first? Is it as previous editions where it is -5 for each new attack, or do all attacks in 5th edition use the same bonus (Proficiency + Ability Score + Misc)?

#3794

randl

Jan 30, 2015 8:29:04

A1156: All attacks use the same to hit.  There is no inherent penalty to hit with "Extra Attack" or any other multiple attack options.

#3795

Muboshi

Jan 30, 2015 9:51:35

Q1157 If you cast polymorph on an unconcious party member would they then be awake in their new form on the next turn? Would this prevent death saving throws from needing to be rolled since the target is using the HP pool of the new form?

 

Q1158 Do spell attacks like firebolt or eldritch blast allow you to use sneak attack with it or is that for only physical attacks? 

 

Thanks!

#3796

Kalissa_Marshall

Jan 30, 2015 10:53:56
A1157: Polymorph would give the target "the hit points of its new form". However, when the duration expires, "the creature returns to the number of hit points it had before it transformed". So you can polymorph someone into consciousness, but they fall unconscious again when the spell ends.

A1158: Can't get sneak attack on a spell because:

Basic Rules, p. 27 wrote:
(Reply to #3795)

Bloodscythe

Muboshi wrote:
#3798

Zakon05

Jan 30, 2015 18:04:27

Two questions about two spells:

Enhance Ability. Do you get advantage on saving throws to the stat you improve? Or is it all checks except for saving throws?

 

Moonbeam. The text says the creature takes damage when it first moves into the space or when it starts its turn there.  If the moonbeam is casted directly on top of an enemy, would they take damage both when the spell is cast and when they begin their turn, or just one of the two?

(Reply to #3798)

SilentSin

Zakon05 wrote:
#3800

texaspoet

Jan 31, 2015 3:59:36

Q1158: If my wizard is inside of a Darkness spell, can I still cast a fireball into a hex of my choice outside of the darkness? Say I know that before darkness went up, a hex 100 feet away was the center of a bunch of bad guys, can I accurately put a fireball there even though I can no longer see that hex?

(Reply to #3800)

SilentSin

texaspoet wrote:
#3802

Avross

Jan 31, 2015 6:33:06

SilentSin wrote:
#3803

Kalissa_Marshall

Jan 31, 2015 6:38:57
A1158: After a brief review of chapter 10, I found no reason to disallow setting a point of origin for a spell just because you do not have line of sight to it. In fact, the rules state:
Basic Rules, p. 80 wrote:
(Reply to #3802)

AaronOfBarbaria

Avross wrote:
(Reply to #3803)

EzechielDantan

Kalissa_Marshall wrote:
#3806

celtwarrior

Jan 31, 2015 10:49:51

EzechielDantan wrote:
#3807

celtwarrior

Jan 31, 2015 12:09:00

Q1160 [i hope], minor conjuration, as the 2nd level alblity of the conjuration wizard.  can a object be made that starts off 3 feet or less on a side but then is unfolded to somethingn longer?  maybe a foldable 11 foot plank?  the image link below is an example but for d&d it would be something simpler

 

http://i00.i.aliimg.com/photo/217675273/Multi_use_Foldable_Ramp_Set.jpg

 

(Reply to #3807)

Bloodscythe

celtwarrior wrote:
#3809

celtwarrior

Jan 31, 2015 12:58:43

Bloodscythe wrote:
#3810

Zeembrook

Jan 31, 2015 13:34:32

Q1161 Can I summon an Elephant with any spell?

With Conjure Animals the max CR is 2 and casting it at higher levels only increase the number of animals not the CR.

Q1162 Would be unbalanced if in higher levels change number of animals for CR at the same proportion?

#3811

Zeembrook

Jan 31, 2015 13:39:58

Q1163 How fire damage works? In 3.5 it was 1d6 per turn, but now in Fireball it only says that objects get ignited but do not explain what ignition does.

#3812

Kalissa_Marshall

Jan 31, 2015 18:56:55
A1161: You could summon an elephant with "Conjure Fey". It allows you to " summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower". (PHB 226) An elephant is a CR 4 beast, so works with this spell. (Caution: if you lose concentration on this spell, you lose control and the creature becomes hostile towards you.)
A1162: Balance issues aren't a simple question, IMHO, so I don't have a simple answer.
A1163: The unattended object burns up. Since Fireball doesn't affect worn or carried items, the only time it may be a concern is a room full of unattended flammable objects (such as a library, for example).
#3813

Thanezak

Jan 31, 2015 20:15:06

Q1164: Consider a rogue/warlock; Assassinate + Eldritch Blast works?

#3814

celtwarrior

Jan 31, 2015 23:05:46

Q1165, G r i m H a r v e s t, when you kill one or more creatures with a spell of 1st level or higher,  what constitutes a being killed by a spell?  sure if a magic missile kills that is straight forward, but what about flaming sphere?  after it is cast it can be controlled by command to move around and do more damage if it kills after the time of casting does it count as killed by a spell?  what about a skeleton created by animate undead, if it kills does that count as killed by a spell?

(Reply to #3813)

SilentSin

Thanezak wrote:
(Reply to #3814)

SilentSin

celtwarrior wrote:
#3817

celtwarrior

Feb 01, 2015 10:05:37

Q1166, Eldritch Knight casting with hands full.  does the Eldritch Knight get to cast spells if their hands are filled with weapon[s]/[sheild]?  the class feature W a r M a g i c

[...when you use your action to cast a cantrip, you can make one weapon attack as a bonus action] seems to imply that is the case.

#3818

AaronOfBarbaria

Feb 01, 2015 10:46:28

A1166: The implication you think you are seeing does not exist - nothing in the war magic feature talks about having a shield in the hand that isn't holding your weapon.

 

You have a hand free to cast the spell as normally required... you just also happen to have a weapon in your other hand to attack with (or you actually have the war caster feat and can cast even though you don't have a free hand)

(Reply to #3817)

EzechielDantan

celtwarrior wrote:
#3820

celtwarrior

Feb 01, 2015 11:16:22

AaronOfBarbaria wrote:
(Reply to #3820)

AaronOfBarbaria

celtwarrior wrote:
(Reply to #3821)

OoftaMeg

AaronOfBarbaria wrote:
#3823

celtwarrior

Feb 01, 2015 13:26:23

celtwarrior wrote:
#3824

tussler21557

Feb 01, 2015 22:07:45

Quick Question: one of the NPC's has bane cast on them, and they fail the save, so they have the d4 penalty, can they still hit critically? i thought yes because a 20 roll of the die is an automatic critical

(Reply to #3823)

EzechielDantan

celtwarrior wrote:
(Reply to #3824)

EzechielDantan

tussler21557 wrote:
#3827

paulstrait

Feb 01, 2015 22:49:35

AaronOfBarbaria wrote:
#3828

VetMichael

Feb 02, 2015 12:41:59

Q: Int he Paladin's "Divine Smite" it states "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target..." My question is, why does it HAVE to be a melee weapon? It seems more damage, in general, is done with melee weapons than with ranged, so technically, the Paladin wouldn't be breaking the game through smite-at-a-distance uses.

#3829

mellored

Feb 02, 2015 12:49:59

VetMichael wrote:
#3830

2_Live_Khrushchev

Feb 02, 2015 19:26:42

I'm new and have a really basic question: How do the 5th edition rules establish whether a player succeeds in casting a spell?

 

I've been told that the chance is 50% success at first level, 55% success at second level. THEN the creature being attacked by the spell rolls to determine if the spell succeeds in hurting it. So there's two different barriers to success. Can that be right?

 

I'm specifically interested in how this works in combat. But is it different when not in combat? (The spell was "Dissonant Whisper".)

 

Or is there normally no such "50%" restriction on the success of a spell?

#3831

Drunemeton

Feb 02, 2015 21:10:49

2_Live_Khrushchev wrote:
#3832

Drunemeton

Feb 02, 2015 21:19:41

VetMichael wrote:
#3833

Drunemeton

Feb 02, 2015 21:22:56

tussler21557 wrote:
(Reply to #3830)

SilentSin

2_Live_Khrushchev wrote:
#3835

2_Live_Khrushchev

Feb 03, 2015 1:12:25

Thanks, Drunemeton and SilentSin!

 

Another question: If a character casts a spell, is he then unable to attack or cast a spell the next turn because he needs to rest?

(Reply to #3835)

EzechielDantan

2_Live_Khrushchev wrote:
#3837

mellored

Feb 03, 2015 6:03:27

2_Live_Khrushchev wrote:
#3838

IxidorRS

Feb 03, 2015 7:56:43

Q1168: Is there anything in the general rules by RAW (outside of specific spells) that says if you aren't in line of effect to something created with a spell that it no longer works? As an example, the Blink spell after casting Conjure Minor Elementals. I command the summons verbally during the turn I cast the conjuration spell and again the turn I cast Blink. I then roll a 12 at the end of my turn and vanish to the Ethereal Plane. Do my conjurations continue to exist? Do they continue to follow my last command or only defend themselves? I have a feeling this is not properly addressed RAW, but thanks for any input.

#3839

posineg

Feb 03, 2015 8:37:16

IxidorRS wrote:
#3840

alienux

Feb 03, 2015 8:43:31

mellored wrote:
#3841

dev6500

Feb 03, 2015 9:08:58

2 questions:

1. When a sorcerer with war caster gets a Opportunity Attack and uses war caster to cast a spell, can they apply twinned spell to it?

 

2. Can a multiclass warlock/sorceror convert warlock spell slots into sorcery points?

 

 

(Reply to #3841)

Bloodscythe

dev6500 wrote:
#3843

IxidorRS

Feb 03, 2015 11:07:56

posineg wrote:
#3844

Noctaem

Feb 03, 2015 11:26:09

IxidorRS wrote:
(Reply to #3844)

OoftaMeg

Noctaem wrote:
#3846

2_Live_Khrushchev

Feb 03, 2015 14:24:13

A DM keeps having our 5e characters stab themselves in the leg or shoot their allies every time they roll a 1 on an attack. Page 194 of the PH says that a 1 is a guaranteed miss, but doesn't mention anything about a mandatory attack against your own team. Is there any basis in the rules for that?

(Reply to #3846)

OoftaMeg

2_Live_Khrushchev wrote:
#3848

Kalissa_Marshall

Feb 03, 2015 15:43:39
2_Live_Khrushchev wrote:
#3849

paulstrait

Feb 03, 2015 16:05:19

Drunemeton wrote:
#3850

Eep1337

Feb 03, 2015 19:44:34

I had a question -

We are a pretty noob  group still trying to figure out a lot of things.

 

We are doing a premade campaign, and I got a pre-built fighter (a human noble, neutral good iirc)

 

He starts with a Great axe, two handed weapon with 1d12 + 3 slashing damage

 

Earlier, our group killed a boss named Clarg (I think that is how you spell it), and I noticed he had a morning star equipped. I took it and decided to use that.

 

My dm (horribly mistaken) told me that damage on it was: 11 + 2D8 + 2, which I thought was incredibly OP so obviously I grabbed the hell out of it.

 

I later looked up on a website and noticed it was 1D8 Piercing/Slashing (which I am assuming you roll 1D8 for each damage type?)



TLDR:

My question is, the great axe had a +3 slashing damage 'bonus'....does the morning star have a bonus like this? How do you figure this out?

Also, is there any bonuses for using different weapon types? I noticed on a website earlier that FInesse weapons apparently allow you to sub dex/str for different rolls...but did not see anything like that for martial/two handed weapons.

#3851

large_gnar

Feb 03, 2015 20:54:44

Quick question:

 

When the bonus action is taken from two weapon fighting, do I need to roll against AC on that second attack as well? I realize that no modifiers are added to this roll. I can't find anywhere in the rules where it specifies. I am assuming you would and that it is not an automatic hit if you succeed on the first attack and not an automatic miss if you miss the first attack.

(Reply to #3851)

SilentSin

large_gnar wrote:
(Reply to #3850)

EzechielDantan

Eep1337 wrote:
#3854

BoldItalic

Feb 04, 2015 3:48:14

I think this is Q#1175

 

Eep1337 wrote:
#3855

Luca

Feb 04, 2015 8:55:33

Can a Fighter use a Wand of Magic Missiles?

#3856

alienux

Feb 04, 2015 9:05:11

Q 1176: I generally play as a figher or rogue so I'm not sure about this option for magic users (which I've played, but not enought to know well); If say, a wizard uses his action and a spell slot on his turn during combat to cast a spell, can he still cast a reaction spell later that same round if attacked even though he already cast a spell this round and used a spell slot (assuming he has slots left)?

(Reply to #3855)

AaronOfBarbaria

Luca wrote:
#3858

AaronOfBarbaria

Feb 04, 2015 9:08:25

A 1176: Yes - unless prevented from taking reactions, or prevented from casting spells during the particular timing of the reaction spell casting (specifically if you cast a spell as a bonus action on your turn and then provoked an opportunity attack and wanted to use a reaction to cast shield against that attack you would be out of luck because of the specific rules attached to having cast a spell as a bonus action).

(Reply to #3857)

Luca

AaronOfBarbaria wrote:
(Reply to #3859)

AaronOfBarbaria

Luca wrote:
(Reply to #3860)

Luca

AaronOfBarbaria wrote:
(Reply to #3860)

OoftaMeg

AaronOfBarbaria wrote:
(Reply to #3862)

AaronOfBarbaria

OoftaMeg wrote:
#3864

aluopa

Feb 04, 2015 14:01:12

Q1178 (at least, I think it's 1178):

 

Party setup:

4th level Druid, Circle of the Moon, Sentinel Feat

4th level Paladin, Mounted Combatant Feat

 

So here it is: our druid, thanks to his circle, can shapeshift into a CR1 bear, and he's got the Sentinel feat, so he's taking a free swipe per round when he's not the center of attention (which isn't actually that often, because, you know, BEAR). Our paladin has the Mounted Combatant feat which lets her redirect attacks that target her mount to herself.

 

My question, then: if the paladin is riding the druid-bear, and someone within 5 feet attacks the bear, the paladin changes the target of the attack to be herself. Does the attack, which is now targeting the paladin, provoke the Sentinel attack so the druid-bear gets a swipe?

#3865

Brunellus

Feb 04, 2015 21:53:20

Q 1181

I couldn't find anything in the DMG about the gold, labor, and time requirements to build roads.  Did I completely miss it (page #?) or am I looking in vain?  I tried esimating using the shorthand that roads in Ancient Rome are said to have cost the yearly salaries of ten soldiers per mile of road, which worked out to 7-11 thousand gold per mile.

Any ideas?

#3866

Onelostroad

Feb 04, 2015 14:11:27

Q1180 (I think)

 

I've seen elsewhere on this board that a Monk's saving throw DC for Stunning Strike is based on wisdom but I didn't see that in the PHB. I tried searching this forum... sorry for the repeat question because I know this has been asked before. So if a monk's wisdom is 18 (+4) does that make the DC 10+4= 14, is the monk's proficiency bonus also added in to make it higher, or is there another method that's used? 

#3867

Kayal

Feb 04, 2015 15:35:59

A1178: Yeah, it looks that way. Mounted Combat allows the paladin in your example to become the target of an attack. Sentinal allows the bear to make a reactionary "melee" attack against anyone within 5 feet who attacks a target other than himself. Someone might argue that a bear's claw is not a melee weapon, but page 10-11 of the MM states that natural weapons count as weapons (at least, in RE to monster stat blocks, which the druid happens to be using).

#3868

Kayal

Feb 04, 2015 15:39:18

A1180: The formula is on page 78 of the PHB, under "Ki," in the lower left corner.

#3869

jonathonhawke

Feb 04, 2015 15:40:33

Since the Monk's Stunning Strike is a ki-based feature, it uses the Monk's Ki save DC = 8 + proficiency bonus + Wisdom modifier (PHB, page 78)

#3870

guachi

Feb 04, 2015 16:10:48

Eep1337 wrote:
#3871

2_Live_Khrushchev

Feb 04, 2015 21:36:19

If I understand the rules right, a character with Plate Armor (AC 18) and a Shield (AC 2) has an armor class of 20. Usually there's a Dexterity Modifier that adds at least 1 AC. So you could easily have 21 AC as a starting character.

 

When a monster attacks, it usually uses a D20 for its attack roll.

 

So would the monster then have a zero percent chance of hitting the character?

 

Or am I just totally misunderstanding AC?

#3872

BoldItalic

Feb 05, 2015 0:19:39

A#1181

 

Dexterity modifiers do not apply to heavy armour, so Plate Mail+Shield is AC20 regardless of Dexterity.

 

To Hit rolls are not just a d20 - they include Strength (or Dexterity) modifier + Proficiency Bonus. So an opponent with a Strength modifier of +4, say, and a proficiency bonus of +3, for example, would hit AC20 on a d20 roll of 13 or better. Even a low-level creature with no plusses to hit at all would still hit on a roll of a natural 20. So, no, AC20 is not "unhittable" at all.

 

2_Live_Khrushchev wrote:
(Reply to #3865)

Kalissa_Marshall

Brunellus wrote:
#3874

Jester4108

Feb 05, 2015 9:37:05

Q#1182 i believe.

 

Do monster templates not raise the challenge score? It seems like a Half-red dragon hydra would be worth a few extra challenge points but from what i can see it stays the same.

(Reply to #3864)

EzechielDantan

aluopa wrote:
#3876

AaronOfBarbaria

Feb 05, 2015 10:44:06

A 1182: Adjustments to the traits of a monster are not universally effective, so there can't be a specific adjustment to CR made by a template no matter what creature it is applied to - each creature will have to have their post-template statistics checked for change in CR.

 

To go into specific detail regarding half-dragon:

  • blindsight and darkvision aren't likely to change CR
  • Reistance to one type of damage might have an impact if the creature doesn't have any other resistances or immunities, but is likely not to change anything if it is added in addition to other resistances or immunities.
  • languages don't affect CR.
  • Breath weapon certainly can affect CR, but only if the damage of the breath weapon is significantly higher than the creatures normal method of attacking - for example, the sample half-dragon in the Monster Manual has an average damage per round of 20 from two longsword attacks and one shortsword attack, or 24 from the breath weapon, which means that the breath weapon isn't a significant enough difference to change its CR.
(Reply to #3876)

ZickZak

In Ranger's Natural explorer it says: "...Underdark."
Is Underdark an underworld as in any cave and tunnel? Or is it just a specific set of caverns located in a specific setting?
Thanks

(Reply to #3877)

OoftaMeg

ZickZak wrote:
#3879

Asperix

Feb 05, 2015 17:37:17

Q 1183: Suppose an evocation wizard finds a staff of fire.

Can the wizard use 'sculpt spells'  to exclude allies from blast radius when casting fireball spells from staff?

#3880

LordDreadman

Feb 05, 2015 20:08:39

The racial stats in the PHB  are +2 to one and +1 to another (in general), but the recent Eberron article detailed the races from that setting as +1 to two stats. Where is the disconnect, and which variety of racial stats is correct?

 

Lord Dreadman

(Reply to #3854)

Eep1337

BoldItalic wrote:
#3882

Thanezak

Feb 05, 2015 22:10:58

Q1184: When using wildshape if I'm carrying various equipment, backpacks, maybe even a box, it all merges into new form?

(Reply to #3876)

EzechielDantan

AaronOfBarbaria wrote:
(Reply to #3882)

Bloodscythe

Thanezak wrote:
(Reply to #3879)

Bloodscythe

Asperix wrote:
#3886

IxidorRS

Feb 06, 2015 12:49:36

EzechielDantan wrote:
(Reply to #3886)

Bloodscythe

IxidorRS wrote:
(Reply to #3886)

EzechielDantan

[quote="IxidorRS"]

 

EzechielDantan wrote:
#3889

Talreign

Feb 07, 2015 15:26:04

Q1185

 

Do Sculpt Spell from the Wizard features and Careful Spell from Sorcerer metamagic affect the caster of the spell, if he/she wishes it? They specifically say "cast a spell that affects other creatures that you can see", but it would seem to me that the first creature you would specifically train to NOT include in something like a Fireball would be yourself. Is this RAI? You are a creature and you can see yourself, but you are not an "other."

 

Which leads me into Q1186:

 

Can you apply the Careful Spell metamagic to the Wild Sorcerer Wild Magic table? Some of the percentile results indicate "You cast X spell on top of yourself" If you cast it, then can't you apply metamagic? Dropping Grease on top of yourself and spending 1 metamagic point to make you and everyone you like save it, while enemies not, seems useful.

#3890

celtwarrior

Feb 07, 2015 15:28:42

LordDreadman wrote:
#3891

celtwarrior

Feb 07, 2015 22:39:09

Q1187, moving a grappled creature,  can you grapple a creature to prone?  you can move a grappled 1/2 your movement so if you are grappling and you choose to fall prone can you drag your grappled creature with you?

#3892

celtwarrior

Feb 07, 2015 22:39:54

Q1188, Incorporeal grapple, what happens when you grapple a Incorporeal creature?  assuming you can grapple them [nothing in RAW says you can not] can you then move them?  on the Incorporeals turn it can Incorporeal Movement out of grapple but before then can it be moved via grapple?

(Reply to #3891)

Bloodscythe

celtwarrior wrote:
(Reply to #3892)

Bloodscythe

celtwarrior wrote:
(Reply to #3889)

Bloodscythe

Talreign wrote:
#3896

celtwarrior

Feb 08, 2015 15:38:16

Bloodscythe wrote:
#3897

Malthirian

Feb 08, 2015 18:52:16

Q1189 When a player wishes to hold an attack until an enemy does something, such as if they are waiting for their initiative to see if they are going to attack, and the enemy does indeed attack, does the enemy attack first or does the player? I didn't see this in the PH or DMG.  Thank you!

(Reply to #3895)

Talreign

Bloodscythe wrote:
#3899

BoldItalic

Feb 08, 2015 23:57:55

A#1189

 

You can't "Hold Your Attack" as such, in 5e but you can, as your action, Ready an action  (such as making an attack) to take place later in response to a specific condition. So you could say, for example, "I will ready an arrow, and if the bandit attacks anyone, I will shoot at the bandit." Then, when it gets to the bandit's turn, if he does indeed attack someone, you can shoot your arrow at him, as a reaction to his making an attack.

 

The rule is, that your reaction (shooting the arrow) occurs after the trigger (the bandit making an attack) has completed. You can't prevent him making the attack and even if your arrow kills him, his attack will still have happened. This is explained on p.193 of the PHB. "When the trigger occurs, you can either take your reaction right after the trigger finishes ..."

(Reply to #3898)

Bloodscythe

Talreign wrote:
#3901

AshParnell

Feb 09, 2015 6:45:27

Q1190   I've been looking at the Rules for Spellcasting.  If a spell has a somatic component the Caster needs a free hand to cast the spell.

 

If you're equiped with a shield, does that count as a free hand?

The Cleric, the Paladin, and the Valorous Bard are proficient with shields, but won't be abe to use shields if they can't cast spells because of the shield.

 

 

#3902

mrpopstar

Feb 09, 2015 8:31:37

Bloodscythe wrote:
#3903

AaronOfBarbaria

Feb 09, 2015 9:27:40

A1190: Clerics and paladins can use a holy symbol engraved on their shield, which allows for their shield arm to be considered free for the purposes of somatic components on any spell that also has a material component that can be replaced by a spellcasting focus (those non-consumed components without specific cost) - and many DMs allow for somatic components to not be prevented by use of a spellcasting focus for spells which have a somatic component but not a material component even though the rules technically don't allow that.

 

Bards and all other spellcasters have two choices: A) keep the shield on one arm, free up your other hand to cast spells, or B) take the Warcaster feat.

(Reply to #3896)

Bloodscythe

 

celtwarrior wrote:
#3905

MaXimillion_Zero

Feb 09, 2015 18:33:12

The description of incendiary cloud states:

"The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns."

So, which is it, directly away from you, or in a direction that you choose? Or do you only get to choose if you're standing at the center of the cloud?

(Reply to #3905)

AaronOfBarbaria

MaXimillion_Zero wrote:
#3907

Orethalion

Feb 10, 2015 7:17:58

Bloodscythe wrote:
#3908

Noctaem

Feb 10, 2015 8:18:17

Orethalion wrote:
(Reply to #3907)

Bloodscythe

Orethalion wrote:
#3910

Kostoglot

Feb 10, 2015 21:15:01

For determining caster levels in a multiclass character - are Arcane Trickster/Eldritch Knight levels divided separately, or together?

For example: an 18th level PC with 11 levels of EK and 7 levels of AT. Is it:

a) (11 + 7)/3 = 6 caster levels

 

-or-

 

b) 11/3 (rounded down) + 7/3 (rounded down) = 5 caster levels

#3911

Drunemeton

Feb 10, 2015 23:00:32

AshParnell wrote:
(Reply to #3910)

Bloodscythe

Kostoglot wrote:
(Reply to #3907)

Bloodscythe

Orethalion wrote:
#3914

mellored

Feb 11, 2015 6:33:39

Bloodscythe wrote:
#3915

Zachary74

Feb 11, 2015 10:37:44

Q1192

 

Sorry if this has been asked before, but I couldn't really find a definitive answer.  And the search function on these forums isn't working for me.

 

With the druid's wild shape ability, what constitutes a race feature?  Specfically:

a) Does the druid get to use its race ability increases in wild shape form?

b) Does the druid get to use its class ability increases in wild shap form?

c) Does the druid get to use its feat ability increases in wild shape form?

d) Since all of the race abilities are listed as traits, are they also considered features?  If not, what are race features?

 

I can see it both ways.  The wild shape ability states the creature's physical stats replace your current stats, but it also states you retain class/race/other features while in animal form.  Flavor wise, it would seem to make sense that a dwarf-turned-bear is a little tougher than an elf-turned-bear, but an elf-turned-bear is a little quicker.

 

Thanks.

#3916

fargus

Feb 11, 2015 11:50:42

Q1193

 

My party encountered some Merrow a few sessions ago, and our DM let us take their harpoons after we killed them. The damage for the harpoon in the Merrow stat block is 2d6, with a range of 20/60. Unlike the Bugbear's morningstar damage being a racial bonus, the Merrow seem to just have these 2d6 javelins. Are we right in assuming we can wield these as two-handed melee/one-handed throwing weapons with the 2d6 damage? And would martial weapon proficiency let us add our proficiency bonus to the attack roll?

(Reply to #3916)

OoftaMeg

fargus wrote:
(Reply to #3917)

fargus

OoftaMeg wrote:
#3919

mellored

Feb 11, 2015 12:26:55

fargus wrote:
#3920

mellored

Feb 11, 2015 12:39:00

Zachary74 wrote:
(Reply to #3920)

Talreign

mellored wrote:
#3922

jonathonhawke

Feb 11, 2015 15:36:38

fargus wrote:
#3923

Orethalion

Feb 11, 2015 15:58:14

Bloodscythe wrote:
(Reply to #3923)

Talreign

Orethalion wrote:
#3925

mrpopstar

Feb 11, 2015 18:16:32

Talreign wrote:
(Reply to #3925)

Bloodscythe

mrpopstar wrote:
#3927

JamesAleman

Feb 12, 2015 18:03:49

Question: As a Battlemaster, can you use your bonus action for Feinting attack (give yourself advantage next attack, add superiority die if you hit), then use your attack action for a Distracting strike (When you hit, give your ally advantage on their next attack, and add superiorty die to your hit) in the same round?

 

In other words, you would add both dice on the same "successful" attack? One being a bonus action, the other an attack action? Rules say you can use one maneuver per attack, and I am not sure if this is one attack with 2 superiority dice or two seperate actions modifing one attack?

 

I assume you could do a Distracting Strike first (assuming you hit) then use the bonus action to do a feinting attack for next round....on that following round, would you be prohibited from using a manuever since a hit would add a superiority die? Or could you then use another distracting strike assuming a hit? Thus adding 2 dice to one attack, using 2 combat round attacks??

 

If this is illegal, would it be Over Powered to allow since you would fly through your superiority dice fast?

 

What about this single combat round scenario:

(requires use of an attack action, a bonus action, a move action and a reaction and 4 superiority dice along with 4 different manuevers)

If I first use my attack action to do a Disarming attack first and I hit adding superiority dice to that attacks damage on a failed save thus disarming my enemy.

Then I next use a bonus action to do a feinting attack to give my next attack advantage and 1 superiority die of damage on a success.

Next I then use a move action along with Evasive Footwork (to raise my AC) to move away from that enemy in that same combat round to encourage an opportunity attack against me.(hoping for a miss to trigger Risposte)

May I now use my reaction to Riposte with my advantage from the feint attack and add 2 superiority dice to the damage if I hit?

     (Effectively immitating Strider from Lord of the rings against the Orc that killed Borimer. Knocking the bow out of his hand, fighting close quarters, moving back to the tree, and then ducking under the resulting miss to finish him.)

 

Or am I now prohibited from using my reaction to Riposte(make an attack, add superiority die to damage) a missed opportunity attack against me? (since I have advantage and 1 superiorty die already "hanging" on that hit?)  If not, would you get to add both superiority dice (1 from the feint, 1 from the Riposte)?

 

Edit: If illegal, I guess I could switch the bonus action for a second wind and make this play out properly.

(Reply to #3927)

OoftaMeg

JamesAleman wrote:
#3929

Asperix

Feb 12, 2015 22:59:07

Q1195  Just wanted to confirm something about polymorph.  Suppose the wizard polymorphs the party rogue into a giant ape.  Does the rogue still get sneak attack in his new form?  It appers from the spell description that everything in the new form replaces the orignal.  In this case, rogue will get apes mental abilities too (int, wis, cha).  Suppose wizard transforms the barbarian into a giant ape.  Does the barbarian in new form able to reckless attack or use character feats?

#3930

pukunui

Feb 13, 2015 2:20:21

Q1196: Slippery Ice. On page 110 of the DMG, it states that a creature that moves out onto slippery ice for the first time on its turn must make a Dex (Acrobatics) check to avoid falling prone. Since this is an ability check rather than a saving throw, does the creature need to spend an action to make the check? Usually the text states that an action needs to be spent but in this case it doesn't. However, most of the time when a creature makes an ability check, it requires an action, so I thought I'd ask since it's not clear. Also, I take it once you've made the check, if you stay on the ice, you don't have to keep making checks each round unless you go off the ice and then go back on again?

#3931

alienux

Feb 13, 2015 6:47:26

pukunui wrote:
(Reply to #3931)

SilentSin

alienux wrote:
#3933

Noctaem

Feb 13, 2015 9:08:56

Asperix wrote:
#3934

EatDrinkPlay

Feb 13, 2015 9:40:25

Q1197    I'm looking at Warlock prerequisites for Invocations. It says prereq is 12th level, does that mean Warlock 12th level or character level? I assume it means Warlock level, but just wanted to be sure.

#3935

Noctaem

Feb 13, 2015 9:43:04

EatDrinkPlay wrote:
#3936

JonDee

Feb 13, 2015 10:24:43

I've got a quick question about the Arcane Trickster's Mage Hand Legerdemain.  To the best of my summation ability, it works as follows:

 

Mage Hand Legerdemain (Conjuration)
Arcane Trickster Cantrip
Casting time 1 action
Range 30 ft. (Mage Hand disappears if it leaves range)
Components V, S
Duration 1 minute/10 rounds (no concentration required)

Mage Hand is invisible and appears anywhere within range that its caster designates.

Mage Hand can’t attack, activate magic items, or carry or move more than 10 lbs.

Mage Hand can (as either an action or as a bonus action granted by Cunning Action):
Open unlocked doors, windows, containers, etc.
Manipulate or carry one object.
Stow or retrieve an object (including an object worn or carried by another creature).
Pour the contents out of a vial (such as a potion).
Use thieves’ tools to pick locks and disarm traps within range (using its caster’s thieves’ tools and ability check).

Mage Hand's caster can perform any of these tasks without being noticed by a creature or creatures if he or she succeeds on a Dexterity (Sleight of Hand) check contested by Wisdom (Perception).

So...did I screw up anything and/or miss anything?
Thanks. =)

#3937

BoldItalic

Feb 13, 2015 11:51:53

A#1198

 

  • A Mage Hand is not invisible. It appears. That means you can see it,
  • You can use your action to control the hand. That doesn't mean you can use your Cunning Action bonus action to do it. There are strict limits to what kinds of things you can do with that, and nowhere does it say that this is one of them.
  • Nowhere does it say that you can use a Mage Hand to pick locks or pick pockets. That's not in the list of things it is capable of doing. Someone's pocket is not an open container, so it can't take things out of it. A Mage Hand can hold your thieves' tools for you but you couldn't pick a lock that way because you don't get any force-feedback from it so you can't gauge how to twist the tools. It's not a 30-foot pair of tongs, there's no physical connection between your hands and the Mage Hand. It's ingenious, I grant you, but you would have to argue that one out with your DM.

 

#3938

jonathonhawke

Feb 13, 2015 12:29:43

BoldItalic wrote:
#3939

Thanezak

Feb 13, 2015 16:35:34

Q1199: If a creature is large, it may wield a two handed weapon in one hand?

I'm looking for something official about it but I found no rule on the DMG!
#3940

mrpopstar

Feb 13, 2015 18:02:59

Thanezak wrote:
#3941

jonathonhawke

Feb 13, 2015 18:28:09

mrpopstar wrote:
#3942

celtwarrior

Feb 14, 2015 8:09:00

Q1200, grappler feat.  in the grappler feat on p167 in PHB, it says

 

"Creatures that are one size larger than you don’t automatically

succeed on checks to escape your grapple."

 

where does it say creatures one size larger automatically escape?

#3943

OoftaMeg

Feb 14, 2015 10:59:26

Basic rules page 74 (I don't have my PHB handy)

 

The target of your grapple must be no more than one
size larger than you, and it must be within your reach.

(Reply to #3943)

celtwarrior

A1200,

 

OoftaMeg wrote:
#3945

AaronOfBarbaria

Feb 14, 2015 18:46:15

A1200: That line of the grappler feat is an error. The grapple rules changed and it was meant to be removed to reflect that change, but was missed.

 

I don't know where to grab a quote on that, but it is info from the developers on the matter.

(Reply to #3945)

OoftaMeg

AaronOfBarbaria wrote:
#3947

celtwarrior

Feb 14, 2015 21:46:27

A1201, A n i m a t e D e a d, the latter part of the spell states:

 

 

"To maintain control o f the creature for another
24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This
use o f the spell reasserts your control over up to four
creatures you have animated with this spell, rather than
animating a new one."

 

does this mean if more than 24 hours passes you forever lose control of the undead you created?  or can it be used to regain control after a 24 hour period?

(Reply to #3947)

Bloodscythe

celtwarrior wrote:
#3949

AaronOfBarbaria

Feb 14, 2015 22:06:55

A1201: You must cast the spell again within the appropriate time to maintain control.

 

If you do not cast the spell in time, you lose control.

 

There are currently no rules that I know of that cover gaining control of undead other than through the act of creating them.

#3950

Calsio

Feb 14, 2015 23:08:00

Q1202 Is there any fifth edition rules for a PC making a Shield Guardian?  The only mention of it I've found was the entry in the monster manual, but it only gave the cost of the master amulet, not the construct's cost.  The magic item construction rules in the DM guide are so vauge on some things, I'm not really sure where to look.

(Reply to #3949)

Calsio

AaronOfBarbaria wrote:
#3952

KillerDucci

Feb 16, 2015 6:43:02

Does 4th-level-slot Divine Smite go to 6d8 against undead/fiends? 7d8 at 11th level with Improved Divine Smite? Or is it 5d8 period, and you just get to use lower-level slots to get there?

#3953

thanson02

Feb 16, 2015 9:46:53
Can a level 3 wood elf ranger cast Fog Cloud and not be blinded himself so he can hunt targets in the fog?
#3954

nighteternal

Feb 16, 2015 13:56:18

I am going between the DMG and PHB trying to interpret the rules on poisons, specifically involving dosage and duration - The rules are clear in the basic poison listed in the PHB, but my question is regarding the other poisons listed in the DMG. 

 

They are listed as one dose, but how long is the potency of these poisons, and how far does a dose go? 

Does 1 dose mean one use, or can it be applied to 1 blade or 3 pieces of ammo and last the minute? (re; injury applied poisons) 

 

The rules aren't clear and quite contradictary from book to book and I can find no official rules. 

 

I would imagine the ingested poisons or skin contact poisons are 1 dose = 1 use, but does it have a limit on its potency duration? 

 

(Reply to #3953)

Bloodscythe

thanson02 wrote:
(Reply to #3952)

Bloodscythe

KillerDucci wrote:
(Reply to #3950)

Bloodscythe

Calsio wrote:
#3958

thedandyman

Feb 17, 2015 12:59:11

Q1206
This may have already been asked, but I'm having a hard time finding out what Scrolls do in the PHB. Maybe I'm overlooking it somewhere? Anyway, what do scrolls do? Do they allow people to learn the spell? Do they just give anyone one free cast of that spell? I'm not sure how this works.

#3959

Kayal

Feb 17, 2015 13:07:23

A1206: I depends on the scroll. Scrolls are described on pages 199 and 200 in the DMG.

 

Basically, a spell scroll allows you cast a spell, if that spell is on your class list. If the spell is of a level that you can cast, then you do so auotmatically. Otherwise, a roll is involved.

 

A Scroll of Protection, on the other hand, affects whoever reads it and creates a cylinder-shaped barrier.

(Reply to #3958)

Bloodscythe

thedandyman wrote:
#3961

Malthirian

Feb 17, 2015 14:47:58

Q1207 I realize that it has not been released yet but does anyone have a link or whatever to the new spells contained in the upcoming Princes of the Apocalypse book?

#3962

DKitten

Feb 19, 2015 5:30:10

Q1208:

School of Evocation Wizard casts "Gust of Wind" as a Lv3 spell instead of a Lv2 one.  It has no bonuses for casting it as a level above.  Does the Evocation School ability "Spell Shaping" treat it as a Lv2 spell (can be shaped around three targets) or a Lv3 spell (can be shaped around four targets)?

#3963

blindhamster

Feb 19, 2015 5:57:56
A1208: it would be level 2 (therefore 3 people) fireball would always be level 3 (therefore 4 people) I believe.

This is because sculpt spell uses SPELL level +1 rather than spell SLOT level +1.

in my own games I'd probably consider granting the benefit based on slot used, but the rules suggest it's the level of the actual spell.

#3964

DKitten

Feb 19, 2015 6:46:20

Thank you~

#3965

AaronOfBarbaria

Feb 19, 2015 10:23:03

A1208: A spell is whatever level the slot you spend to cast it is - for all purposes, not just for if there are altered effects of the spell for casting it at a higher level.

 

For reference see Player's Handbook, page 201, paragraph following the sub-heading "Casting a Spell at a Higher Level", first sentence. This rule is also present on page 78 of the player's Basic D&D PDF.

#3966

Kalani

Feb 19, 2015 20:07:15

AaronOfBarbaria wrote:
#3967

celtwarrior

Feb 19, 2015 21:42:57

Q1209, the mending cantrip can fix the broken bones of a skeleton, but can it also heal the skeleton in the process?  the spell discription says it can mend magic items and constructs but not restore the magic to them, however a skeleton is not a construct and may or may not be a "magic item".  

#3968

Kalani

Feb 19, 2015 22:20:04

celtwarrior wrote:
#3969

Drunemeton

Feb 20, 2015 0:18:55

JamesAleman wrote:
(Reply to #3969)

Grison

Q1210:  For spells that require Concentration and also have a Range, does exceeding the range after casting cause the spell to end? For example, if I cast Web or Heat Metal, it is possible for me to then maintain the spell at any distance, so long as I maintain concentration?

(Reply to #3970)

OoftaMeg

Grison wrote:
#3972

Xallin

Feb 21, 2015 0:40:21

Q1211:  If I set off a pit trap, is there a Dex save to negate the fall?  I couldn't find it in the DMG.  I saw number for Spotting and disableing the trap but not for a reflex save to avoid the fall.  Thanks.

#3973

BoldItalic

Feb 21, 2015 3:49:30

Xallin wrote:
#3974

Kaizeran

Feb 22, 2015 0:13:28

Q1212: When using Wall of Fire, would you roll for damage each turn and for each individual creature or just roll for damage when the wall is cast and use that damage each time it is applicable?

(Reply to #3974)

OoftaMeg

Kaizeran wrote:
#3976

stranflow

Feb 22, 2015 8:26:21

I am coming back to D&D having played during the 1st edition.

 

Q1213: Combat Rules - is there are parry option in combat? The way I am reading the rules is that the attacker rolls a d20 and if they roll higher than the target's AC, it's a strike. Does the target have an option to parry or evade/dodge? Do either of those actions take away the action for that users round?

 

 

#3977

BoldItalic

Feb 22, 2015 10:57:12

A1213: In general, no, Combat has been simplified in 5e to make it faster. If the target took the Dodge action on its last turn, attacks against it will be at disadvantage until its next turn. This simple mechanic replaces the need for the target to make dodging or parrying calls as specific reactions at the instant of the attack.

 

There is a specific Parry manoeuvre that Battle Master Fighters can choose but that reduces the damage from being hit, rather than reducing the likelihood of being hit. Likewise, Rogues have an Uncanny Dodge feature from 5th level but, again, that reduces damage. Both of those use the target's Reaction, and a target can only take one Reaction of any kind between its successive turns but it doesn't stop the target using its Action on its next turn.

 

BTW it's a hit if the attack equals or exceeds the target's AC. It doesn't have to be greater than the AC, it's enough to just match it.

#3978

celtwarrior

Feb 22, 2015 22:20:57

Q1214, can a familiar grapple?  the spell states the familiar cannot attack and in the grapple discription it says to grapple is to use the Attack action, so it seems the familiar cannot grapple.  but if we look deeper at the RAW of the familiar spell it says the familiar cannot attack it does not say it cannot use the Attack action.  that seems to say that the familiar cannot make a melee or ranged attack but it can use the other Attack action options?  

 

EDIT:

 

in other words, in the find familiar spell when it says the familiar can't attack.  is the word 'attack' equal to the Attack action or a subset of the Attack action?

#3979

celtwarrior

Feb 22, 2015 21:15:18

Q1215, dex mod and heavy armor, i'm sure this has been asked but i can't find it: if fighter has a dex of +3 and puts on ring mail [heavy armor] i know the AC will only be 14 [no dex mod], but can the figher still use +3 for ranged attacks, intiative, etc... or is any postive dex mod lost when heavy armor is put on?

#3980

celtwarrior

Feb 22, 2015 22:35:01

Q1216, if you are currently grappling a creature and you cast a spell with range of touch can you automaticly hit the creature you are grappling?

(Reply to #3978)

Bloodscythe

celtwarrior wrote:
(Reply to #3979)

Bloodscythe

celtwarrior wrote:
(Reply to #3980)

Bloodscythe

celtwarrior wrote:
#3984

Hower81

Feb 23, 2015 6:18:05

Q1217: about the warpriest attack bonus ability can be used only before/after an attack action and for attack action are inclueded only melee/ranged attack, or I can use a spell and this is still an attack action?
for example can I cast inflict wounds and use the warpriest bonus attack ability?

#3985

mellored

Feb 23, 2015 6:46:04

Hower81 wrote:
#3986

Theophil

Feb 23, 2015 7:34:49

Q1218: I am an Rogue with archetype Assassin with crossbow expert and I am dual wielding two one handed crossbows. 

Does my critical hit and combat advantage from my assassin archetype apply to my off-hand crossbow.

#3987

Noctaem

Feb 23, 2015 8:21:45

Theophil wrote:
#3988

mellored

Feb 23, 2015 8:22:39

Theophil wrote:
(Reply to #3977)

stranflow

BoldItalic wrote:
#3990

Avross

Feb 23, 2015 9:54:03

Q1214: I think the answer to this is no, but 

 

For the druid's wild shape, "you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it."   A question came up as to whether or not magic items which need to be held are effective if they are merged into your new form.  (For example, the Staff of Defense)

 

The debate we had about this boiled down to the fact that it says "held" not "wielded" or "carried" which would have been clearer to both sides.   ("Wielded" would have made it clear it needs to *not* be merged, and we were fine with the idea that if it only needed to be "carried", that merging it would have been fine...at least for the +1 AC boost)

#3991

jonathonhawke

Feb 23, 2015 12:19:14

Avross wrote:
#3992

WelbyWizard

Feb 23, 2015 12:20:41

Hi all,..first time poster. Just started with 5e.   I have not played since red box :p

 

 

Q1215:  Ensnaring Strike.  while restrained,..can the victim still cast and use ranged attacks? Do these 'Magical Vines' envelope the entire victim?

 

Q1216:  Can ANYone dual wield?  all I know is weapons in offhand do not use your mod(str for melee, Dex for ranged or finese)  for additional DMG.  

 

Q1217:  One of our poor Clerics has a hit die of 1d8 -1( from constitution penalty).    I told her she had a choice when leveling up. Guaranteed half HitDie +1 meaning, 5.   Or take your chances and roll.    She rolled and rolled a 1.    1 (-1 con) = 0.    So she didn't gain any hp when leveling to level 2.   Is this correct or is there a minimum?  Or deal with it?

 

thanks!

 

-Welby

 

 

#3993

mellored

Feb 23, 2015 12:34:38

WelbyWizard wrote:
(Reply to #3993)

WelbyWizard

mellored wrote:
#3995

Avross

Feb 23, 2015 14:10:21

mellored wrote:
#3996

Xallin

Feb 23, 2015 15:47:20

Question 1218

 

No Dire Rats? Or any other "dire beast" outside of the dire wolf?

#3997

Orethalion

Feb 23, 2015 17:56:11

Avross wrote:
(Reply to #3996)

OoftaMeg

Xallin wrote:
(Reply to #3982)

celtwarrior

Bloodscythe wrote:
(Reply to #3999)

randl

celtwarrior wrote:
(Reply to #3998)

Xallin

OoftaMeg wrote:
#4002

Flashohol

Feb 24, 2015 8:14:41

Is the Dwarven thrower the only returning weapon?

#4003

alienux

Feb 24, 2015 8:54:37

Avross wrote:
(Reply to #3999)

Bloodscythe

celtwarrior wrote:
#4005

Toshir0

Feb 24, 2015 18:14:32

If I multiclass a Fighter lvl5/warlock lvl 5 for example can i get extra attacks from the fighter class and the pact weapon innvocation? 2 attacks from fighter ability times the two if i use my pact weapon would be 4 attacks right with the pact weaponright?

#4006

BOXofPROPS

Feb 24, 2015 18:01:35
I am making a tavern brawler fighter. Can I attack with a versatile weapon with both hands, hold the weapon one handed, and then punch with my fist?
(Reply to #4005)

celtwarrior

Toshir0 wrote:
(Reply to #4006)

celtwarrior

BOXofPROPS wrote:
#4009

christheadventurer

Feb 24, 2015 18:37:38

Q1228: DM Guide's chart "Monster Statistics by Challenge Rating" (pg 274) has hit points for monsters that are much higher than those of the monsters in the Monster Manual of the same challenge rating. So if I build myself an orc using the DM's Guide that is essentially the same as the orc in the Monster Manual (pg 246), my orc would have way more hit points according to the DM's Guide's "Monster Statistics by Challenge Rating" chart. Why is this?

#4010

aramil59

Feb 24, 2015 19:53:20

Q1229: When you use your attack action to shove a creature with your bare hands can you use the tavern brawler bonus action to grapple on the same turn or do you have to do a normal attack to be allowed to use tavern brawlers bonus grapple action.

Q1230: If you can attack twice with an attack action can you use one attack to grapple and one attack to shove? or do one of your attacks have to me a normal damage attack.

#4011

AaronOfBarbaria

Feb 24, 2015 21:14:55

A1228: Because guidelines are not exact or precise by nature, and because the monsters in the Monster Manual have received tweaks to their stats based on playtesting - which the guidelines cannot account for, but are intended to get you monster stats that are ready for such playtesting and potential tweaks based on that playtesting.

(Reply to #4002)

Lord_Kadarian

Flashohol wrote:
#4013

turri

Feb 25, 2015 1:14:49

Q1231: About Druid armor proficency, what's the point on them having medium armor but not being able ot use metal armor? Hide Armor is terrible compared to Studded Leather, and is almost the same AC as leather armor, with the same price.

#4014

BoldItalic

Feb 25, 2015 2:05:14

A1231 Breastplates made of fire-hardened oak are good. And Beechwood Scale Mail is nearly as good, though it tends to clatter a bit when you walk. Basically, Druids don't necessarily have high Dexterity so may be able to get better AC with Medium Armour than with LIght. But Chain Mail made of woven lianas infused with wonderberry juice is out. Besides, it tends to curl up in the rain.

#4015

AaronOfBarbaria

Feb 25, 2015 2:51:39
A1231: druids can also wear dragon scale armor thanks to their medium armor proficiency
#4016

moonbeast

Feb 25, 2015 9:45:55

Quick question from 5e MM:   Bulette size

 

Bulettes are listed as Large monstrosity in 5e MM.   I'm not saying this is necessarily wrong.  However......  a couple of the older (pre 5th edition) bulette minis that are on the market size them up to be HUGE creatures.  I'm talking about huge as in roughly the same size (or bigger than) a brawny Hill Giant.   So I'm curious if they really should be 'Huge' rather than just 'Large'.  Or maybe somewhere in between?   As a D&D minis collector, the answer would influence which of the bulette minis I end up buying.  thanks in advance! 

#4017

christheadventurer

Feb 25, 2015 10:18:14

AaronOfBarbaria wrote:
(Reply to #4017)

AaronOfBarbaria

christheadventurer wrote:
#4019

moonbeast

Feb 25, 2015 10:50:51

AaronOfBarbaria wrote:
#4020

christheadventurer

Feb 25, 2015 12:51:50

moonbeast wrote:
(Reply to #4020)

AaronOfBarbaria

christheadventurer wrote:
#4022

celtwarrior

Feb 27, 2015 13:41:57

Q1232, warlock E l d r i t c h I n v o c a t i o n s, are they warlock or charcter level dependent?  for example would a warlock Pact of the Blade level 3 / fighter level 2 be eligible for t h i r s t i n g B l a d e?

 

i reasked this question in Q1236

 

#4023

StarkeJR

Feb 25, 2015 20:07:16

Q1233: If a character is knocked unconscious with negative hit points, can another character stabilize them with a succesful medicine check? If so are they brought to 0 or do they just no longer need to make save rolls?

(Reply to #4023)

OoftaMeg

StarkeJR wrote:
#4025

StarkeJR

Feb 25, 2015 20:16:04

OoftaMeg wrote:
#4026

AaronOfBarbaria

Feb 25, 2015 22:05:53
R1233: There are no negative hit points in 5th edition. You stop at 0.
#4027

Ravix

Feb 26, 2015 3:23:28

Does a character that is knocked unconscious (in this case by the sleep spell) have only the unconscious modifier or do they all also become prone?

#4028

BoldItalic

Feb 26, 2015 4:45:43

Ravix wrote:
#4029

BoldItalic

Feb 26, 2015 4:48:48

The forum software decided to post my answer 3 times over. Ignore this copy.

#4030

BoldItalic

Feb 26, 2015 4:49:18

The forum software decided to post my answer 3 times over. Ignore this copy.

#4031

alienux

Feb 26, 2015 6:23:38

StarkeJR wrote:
#4032

christheadventurer

Feb 26, 2015 6:53:15

AaronOfBarbaria wrote:
#4033

s0ul4nge1

Feb 26, 2015 8:15:57

Q1234: Sorry to have several question in a row but they are all linked.
So it's about the ability to cast a spell from a scroll because it's not clear in books: its said one time that everyone can cast a spell from a scroll and later that you need to be a caster to do it (but without any comment about the fact that you need, or not, to have the spell in your spell class list).


So the questions are:  can everyone do it or do i need some specific class?
For eg: 
1/can my warrior launch a "cure wound" spell from a scroll?
2/can my sorcerer launch a "cure wound" spell from a scroll? (he can launch spell but cure wound is not in its list).


So, if the previous answers was "no" and "no" (from my 2 previous questions): about the feat "ritual caster" and "magic initiate", if i play a warrior and i choose the feat "magic initiate" and i take the "cure wound" spell from the cleric list. Can i launch all the cleric spell from a scroll or only the one i learn (cure wound in this case). Same question about ritual caster.

 

 

And last questions, about changing the spell element. In the optional rules, you can, when you have some "free time", as a caster, the ability to "scult" your spell in order to change the element (create a ice ball or fire storm...). So my question is: do the side effect stays if the element change? 

Basically, if my "chain lightning" (becoming: "chain fire") can still jump to 2 monsters? Or for my "firing grasp" (a fire version of "shocking grasp") have also the effect to give a advantage is the creature wear an armor made of metal? 
(Reply to #4033)

Bloodscythe

s0ul4nge1 wrote:
#4035

s0ul4nge1

Feb 26, 2015 9:08:20

So it means that: if you don't have the required level or if you have not the spell in your spell class list... it's the same consequence: arcana check (DC 10 + spell lvl)??
But if i'm a Sorcerer level 10 so i can cast level 5 spell. I took the feat "Magic initiate" and i choose the cleric list. Can i launch, without any "arcana check" a scroll with a cleric spell level 3?


For the spell sculting, i don't find where i read it but i'm currently looking into my books in order to find it.

(Reply to #4035)

Bloodscythe

s0ul4nge1 wrote:
#4037

jonathonhawke

Feb 26, 2015 9:33:45

Bloodscythe wrote:
(Reply to #4037)

Bloodscythe

jonathonhawke wrote:
(Reply to #4038)

AaronOfBarbaria

Bloodscythe wrote:
(Reply to #4039)

Bloodscythe

AaronOfBarbaria wrote:
#4041

BoldItalic

Feb 26, 2015 10:24:37

Bloodscythe wrote:
#4002

Flashohol

Feb 24, 2015 8:14:41

Is the Dwarven thrower the only returning weapon?

#4003

alienux

Feb 24, 2015 8:54:37

Avross wrote:
(Reply to #3999)

Bloodscythe

celtwarrior wrote:
#4005

Toshir0

Feb 24, 2015 18:14:32

If I multiclass a Fighter lvl5/warlock lvl 5 for example can i get extra attacks from the fighter class and the pact weapon innvocation? 2 attacks from fighter ability times the two if i use my pact weapon would be 4 attacks right with the pact weaponright?

#4006

BOXofPROPS

Feb 24, 2015 18:01:35
I am making a tavern brawler fighter. Can I attack with a versatile weapon with both hands, hold the weapon one handed, and then punch with my fist?
(Reply to #4005)

celtwarrior

Toshir0 wrote:
(Reply to #4006)

celtwarrior

BOXofPROPS wrote:
#4009

christheadventurer

Feb 24, 2015 18:37:38

Q1228: DM Guide's chart "Monster Statistics by Challenge Rating" (pg 274) has hit points for monsters that are much higher than those of the monsters in the Monster Manual of the same challenge rating. So if I build myself an orc using the DM's Guide that is essentially the same as the orc in the Monster Manual (pg 246), my orc would have way more hit points according to the DM's Guide's "Monster Statistics by Challenge Rating" chart. Why is this?

#4010

aramil59

Feb 24, 2015 19:53:20

Q1229: When you use your attack action to shove a creature with your bare hands can you use the tavern brawler bonus action to grapple on the same turn or do you have to do a normal attack to be allowed to use tavern brawlers bonus grapple action.

Q1230: If you can attack twice with an attack action can you use one attack to grapple and one attack to shove? or do one of your attacks have to me a normal damage attack.

#4011

AaronOfBarbaria

Feb 24, 2015 21:14:55

A1228: Because guidelines are not exact or precise by nature, and because the monsters in the Monster Manual have received tweaks to their stats based on playtesting - which the guidelines cannot account for, but are intended to get you monster stats that are ready for such playtesting and potential tweaks based on that playtesting.

(Reply to #4002)

Lord_Kadarian

Flashohol wrote:
#4013

turri

Feb 25, 2015 1:14:49

Q1231: About Druid armor proficency, what's the point on them having medium armor but not being able ot use metal armor? Hide Armor is terrible compared to Studded Leather, and is almost the same AC as leather armor, with the same price.

#4014

BoldItalic

Feb 25, 2015 2:05:14

A1231 Breastplates made of fire-hardened oak are good. And Beechwood Scale Mail is nearly as good, though it tends to clatter a bit when you walk. Basically, Druids don't necessarily have high Dexterity so may be able to get better AC with Medium Armour than with LIght. But Chain Mail made of woven lianas infused with wonderberry juice is out. Besides, it tends to curl up in the rain.

#4015

AaronOfBarbaria

Feb 25, 2015 2:51:39
A1231: druids can also wear dragon scale armor thanks to their medium armor proficiency
#4016

moonbeast

Feb 25, 2015 9:45:55

Quick question from 5e MM:   Bulette size

 

Bulettes are listed as Large monstrosity in 5e MM.   I'm not saying this is necessarily wrong.  However......  a couple of the older (pre 5th edition) bulette minis that are on the market size them up to be HUGE creatures.  I'm talking about huge as in roughly the same size (or bigger than) a brawny Hill Giant.   So I'm curious if they really should be 'Huge' rather than just 'Large'.  Or maybe somewhere in between?   As a D&D minis collector, the answer would influence which of the bulette minis I end up buying.  thanks in advance! 

#4017

christheadventurer

Feb 25, 2015 10:18:14

AaronOfBarbaria wrote:
(Reply to #4017)

AaronOfBarbaria

christheadventurer wrote:
#4019

moonbeast

Feb 25, 2015 10:50:51

AaronOfBarbaria wrote:
#4020

christheadventurer

Feb 25, 2015 12:51:50

moonbeast wrote:
(Reply to #4020)

AaronOfBarbaria

christheadventurer wrote:
#4022

celtwarrior

Feb 27, 2015 13:41:57

Q1232, warlock E l d r i t c h I n v o c a t i o n s, are they warlock or charcter level dependent?  for example would a warlock Pact of the Blade level 3 / fighter level 2 be eligible for t h i r s t i n g B l a d e?

 

i reasked this question in Q1236

 

#4023

StarkeJR

Feb 25, 2015 20:07:16

Q1233: If a character is knocked unconscious with negative hit points, can another character stabilize them with a succesful medicine check? If so are they brought to 0 or do they just no longer need to make save rolls?

(Reply to #4023)

OoftaMeg

StarkeJR wrote:
#4025

StarkeJR

Feb 25, 2015 20:16:04

OoftaMeg wrote:
#4026

AaronOfBarbaria

Feb 25, 2015 22:05:53
R1233: There are no negative hit points in 5th edition. You stop at 0.
#4027

Ravix

Feb 26, 2015 3:23:28

Does a character that is knocked unconscious (in this case by the sleep spell) have only the unconscious modifier or do they all also become prone?

#4028

BoldItalic

Feb 26, 2015 4:45:43

Ravix wrote:
#4029

BoldItalic

Feb 26, 2015 4:48:48

The forum software decided to post my answer 3 times over. Ignore this copy.

#4030

BoldItalic

Feb 26, 2015 4:49:18

The forum software decided to post my answer 3 times over. Ignore this copy.

#4031

alienux

Feb 26, 2015 6:23:38

StarkeJR wrote:
#4032

christheadventurer

Feb 26, 2015 6:53:15

AaronOfBarbaria wrote:
#4033

s0ul4nge1

Feb 26, 2015 8:15:57

Q1234: Sorry to have several question in a row but they are all linked.
So it's about the ability to cast a spell from a scroll because it's not clear in books: its said one time that everyone can cast a spell from a scroll and later that you need to be a caster to do it (but without any comment about the fact that you need, or not, to have the spell in your spell class list).


So the questions are:  can everyone do it or do i need some specific class?
For eg: 
1/can my warrior launch a "cure wound" spell from a scroll?
2/can my sorcerer launch a "cure wound" spell from a scroll? (he can launch spell but cure wound is not in its list).


So, if the previous answers was "no" and "no" (from my 2 previous questions): about the feat "ritual caster" and "magic initiate", if i play a warrior and i choose the feat "magic initiate" and i take the "cure wound" spell from the cleric list. Can i launch all the cleric spell from a scroll or only the one i learn (cure wound in this case). Same question about ritual caster.

 

 

And last questions, about changing the spell element. In the optional rules, you can, when you have some "free time", as a caster, the ability to "scult" your spell in order to change the element (create a ice ball or fire storm...). So my question is: do the side effect stays if the element change? 

Basically, if my "chain lightning" (becoming: "chain fire") can still jump to 2 monsters? Or for my "firing grasp" (a fire version of "shocking grasp") have also the effect to give a advantage is the creature wear an armor made of metal? 
(Reply to #4033)

Bloodscythe

s0ul4nge1 wrote:
#4035

s0ul4nge1

Feb 26, 2015 9:08:20

So it means that: if you don't have the required level or if you have not the spell in your spell class list... it's the same consequence: arcana check (DC 10 + spell lvl)??
But if i'm a Sorcerer level 10 so i can cast level 5 spell. I took the feat "Magic initiate" and i choose the cleric list. Can i launch, without any "arcana check" a scroll with a cleric spell level 3?


For the spell sculting, i don't find where i read it but i'm currently looking into my books in order to find it.

(Reply to #4035)

Bloodscythe

s0ul4nge1 wrote:
#4037

jonathonhawke

Feb 26, 2015 9:33:45

Bloodscythe wrote:
(Reply to #4037)

Bloodscythe

jonathonhawke wrote:
(Reply to #4038)

AaronOfBarbaria

Bloodscythe wrote:
(Reply to #4039)

Bloodscythe

AaronOfBarbaria wrote:
#4041

BoldItalic

Feb 26, 2015 10:24:37

Bloodscythe wrote:
(Reply to #4032)

AaronOfBarbaria

christheadventurer wrote:
(Reply to #4041)

Bloodscythe

BoldItalic wrote:
#4044

s0ul4nge1

Feb 26, 2015 10:44:37

The problem with the scroll rule is that, in the DM Book, page 139, its written:

A scroll is a consumable magic item. Whatever the
nature of the magic contained in a scroll, unleashing
that magic requires using an action to read the scroll.
When its magic has been invoked, the scroll can't be
used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language
can read the arcane script on a scroll and attempt to
activate it.

But ok with the pdf update but:

So my question is still valid: does it work if you have "magic initiate" feat... cause if you are a sorcerer and take the feat with "cure wound" (from cleric list), you obviously understand the "cleric" language so can you launch a scroll from the cleric list or only the "cure wound" scroll? Cause otherwise "magic initiate" is a very weak feat... but if it give you the ability to understand the "chosen class spell language" and so be able to launch scroll... it have a certain interest.

(Reply to #4044)

AaronOfBarbaria

s0ul4nge1 wrote:
#4046

jonathonhawke

Feb 26, 2015 11:11:23

s0ul4nge1 wrote:
#4047

s0ul4nge1

Feb 26, 2015 11:34:15

So you can cast the scroll version of the spell you've taken with magic initiate only?

(Reply to #4046)

Bloodscythe

jonathonhawke wrote:
#4049

Ravix

Feb 26, 2015 13:38:09

Do the unconscious and prone conditions "advantage/disadvantage" components cancel each other out as it pertains to ranged characters?

 

#4050

BoldItalic

Feb 26, 2015 15:20:31

I think this is Q1235  ?

Ravix wrote:
(Reply to #4050)

OoftaMeg

BoldItalic wrote:
(Reply to #4042)

christheadventurer

AaronOfBarbaria wrote:
(Reply to #4052)

AaronOfBarbaria

christheadventurer wrote:
(Reply to #4010)

Regin_Vargtass

A1229: Unfortunately, the Shove is a special melee attack, and not a hit from an unarmed strike or improvised weapon, so the bonus grapple attempt is not allowed.

I would wish it was, though.

 

A1230: If you can attack multiple times on your turn, you can replace one of the attacks with a shove and one with a grapple.

 

aramil59 wrote:
#4055

DandDBoys

Feb 27, 2015 9:30:07

"Hunter's mark" question...

 

Is it possible to shift this mark to another creature BEFORE the target has dropped to zero hitpoints, or ONLY once they've been reduced to zero hitpoints?

 

According to the players handbook it sounds like the latter, "...If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature." But if that is the case, I do not understand why the spell length increases when cast in a higher slot (8 and 24 hours) - those would be some loooong battles.

 

It's your mark, you should be able to move it whenever you want - right?

 

Thanks in advance for any further thoughts or explanation.

 

DandDboys 

 

#4056

DandDBoys

Feb 27, 2015 10:14:10

Disregard my previous question.  I found a similar discussion from October.

#4057

celtwarrior

Feb 27, 2015 13:40:18

Q1236, i'm reasking an unasnwered question and attempting to keep the numbering of questions going:

 

i asked this back with Q1232, a warlock E l d r i t c h I n v o c a t i o n s, are they warlock or charcter level dependent?  for example would a warlock Pact of the Blade level 3 / fighter level 2 be eligible for t h i r s t i n g B l a d e?

(Reply to #4057)

Bloodscythe

celtwarrior wrote:
(Reply to #4058)

celtwarrior

[quote="Bloodscythe"]

 

celtwarrior wrote:
#4060

Legendsmiths

Feb 27, 2015 15:35:58

Q1237: dragon breath says that it only targets creatures. Unlike a fireball (which says it sets things on fire but doesn't damage them directly), dragon breath does not even set things on fire. Is that intentional, or is dragon breath meant to target anything (so it can destroy houses, etc.)?

#4061

AaronOfBarbaria

Feb 27, 2015 16:39:39

A1237: The monster information in the Monster Manual is intended to be interpreted by a live human DM, and said DM is responsible for any and all judgement calls such as whether fire breath from a dragon not only does serious damage to the player characters facing it, but also sets anything and everything around them on fire, thus creating a situation where not only does a dragon need to be dealt with but so does a sudden and intense local fire that could become a wild fire or city-consuming inferno if not extinguished.

#4062

Ravix

Feb 28, 2015 3:22:27

Q1239: Can I twin a spell as a Sorcerer and then quicken cast a Cantrip?

#4063

Legendsmiths

Feb 27, 2015 17:02:23

A1237: That runs counter to the explicit spell descriptions which severely limit which spells can damage objects. 

#4064

Ravix

Feb 28, 2015 3:22:52

Q1240: Can Shillelagh be cast on an Arcane Focus, as opposed to a "Quarterstaff?"

 

#4065

MOLOKH

Feb 28, 2015 2:50:41

Q1238: The Pearl of Power from DMG allows you to regain an expended spell slot of 3rd level or lower. How does this interact with the Warlock's unique casting method? Can a Warlock use this item at all? What if his slots are 3rd level or lower? What if they are higher?

#4066

Ravix

Feb 28, 2015 3:20:36

A1238: I'd say you can use the item up until Warlock level 7, at which point your spell slot level becomes 4 and is unable to be regained by that effect.

#4067

BoldItalic

Feb 28, 2015 6:27:22

A1239: I'd rule yes, provided that you have the sorcery points available to do it.

 

A1240: Provided that the focus is already useable as a club or quarterstaff, yes, The Shillelagh cantrip doesn't create a weapon, it makes an existing weapon more effective.

 

#4068

Kalani

Feb 28, 2015 7:36:01

Ravix wrote:
#4069

M_Aurelius

Feb 28, 2015 9:14:59

Question 1241: Is the use of a scroll simply a use item, or count as casting a spell. I.e. if I quicken a spell, can I use a scroll as my action?

#4070

mrpopstar

Feb 28, 2015 9:25:38

Legendsmiths wrote:
(Reply to #4059)

jeff0

[quote="celtwarrior"]

Bloodscythe wrote:
#4072

WelbyWizard

Feb 28, 2015 10:28:51

Question 1242 : similar to 1241,   does using a scroll use up a spell slot?  I'd hope not,..but as I understand  spell slots,..they are meant to emulate how you get exhausted from the mental strain of the act of casting( in my mind then,..casting is casting, whether from a spell book or scroll.)   Maybe Wands are different? and don't use a spell slot? Certainly potions don't. 

 

 

#4073

Kalani

Feb 28, 2015 10:36:46

WelbyWizard wrote:
(Reply to #4073)

WelbyWizard

Kalani wrote:
#4075

Redfangerz

Feb 28, 2015 12:44:44

Okay, so Eldritch Blast says that at 5th level you can fire 2 beams for the damage.  My warlock has the agonizing blast invocation so that she adds her charisma modifier to the damage.  Will that be added to each beam or just one?  Also, if she has the Eldritch Spear invocation which increases its range to 300, and has the Spell Sniper Feat which doubles its range would that make it 600 ft?

#4076

jeff0

Feb 28, 2015 13:51:01

~~

Redfangerz wrote:
(Reply to #4076)

Redfangerz

jeff0 wrote:
#4078

Druun

Feb 28, 2015 16:31:12

Does a Monk's bonus action unarmed strikes recieve a damage bonus?

#4079

jeff0

Feb 28, 2015 16:47:06

Druun wrote:
#4080

Kalani

Feb 28, 2015 17:24:38

WelbyWizard wrote:
#4081

Mind_Flayer_Monk

Mar 01, 2015 15:06:06

Q1243: Does a magical bow firing nonmagical ammunition deal magical damage for the purposes of overcoming a Stoneskin spell or monster'sdamage resistance?

#4082

AaronOfBarbaria

Mar 01, 2015 15:18:26

A1243: Yes.

 

A magical bow is a magical weapon, so is magical ammunition, so if you have one or the other then you are dealing damage with a magical weapon which is, as you might expect, not non-magical.

#4083

mrpopstar

Mar 01, 2015 15:22:31

Mind_Flayer_Monk wrote:
#4084

Shadowsmith

Mar 01, 2015 15:41:08

Q1244

 

 

I've gotten into a disagreement with a player in a game that I'm running. He thinks that Ability Score Improvements are tracked by Character Level. My ruling is that they're tracked by Class Level.

 

This comes up because I'm running Against the Giants and having my players make 9th level characters. This player is making a Ranger 6/Rogue 3. He believes he should have two Ability Score Improvements (4th leven and 8th level). I believe he has only one (4th level Ranger).

 

I've read over the rules multiple times now and I can't agree with his view. I'm I wrong? If so, why?

#4085

AaronOfBarbaria

Mar 01, 2015 15:48:55

A1244: Your player is incorrect - Ability Score Improvement is a class feature that all classes happen to have, not a thing which is gained at specific character levels.

 

For evidence of this, since argumentative players often demand proof, show the player the fighter class - which has ability score improvements at 6th and 14th level - and the rogue class - which has an ability score improvement at 10th level - as they are perfectly clear evidence that ability score improvements are not on a universal track, despite their coincidentally being gained by every class at 4th, 8th, 12th, 16th, and 19th levels.

(Reply to #4084)

jeff0

Shadowsmith wrote:
#4087

WelbyWizard

Mar 01, 2015 19:55:43

Q1245 :   Does Radiant damage do 'extra' damage to Undead? and how is it calculated?

 

sry,..I am at work right now.  I am looking through the PDF PH and all the undead in there, like zombies and skellys,   say nothing about getting extra damage from Radiant or being vulnerable.   Is it only higher level undead?  

 

thanks

#4088

Kalani

Mar 01, 2015 20:00:32

WelbyWizard wrote:
#4089

alteronin

Mar 01, 2015 20:39:44
Q1246: is it possible to learn spells outside of your class via teacher or some other means aside from the wizards spellbook feature or warlocks pact of the tome with its correlating invocation?
#4090

AaronOfBarbaria

Mar 01, 2015 21:38:11

A1246: Bard's have a class feature that lets them pick a limited number of their known spells from any spell list.

 

Beyond that, such ask your DM.

#4091

jonathonhawke

Mar 01, 2015 21:45:33

The Bard feature Magical Secrets lets you learn spells from outside the Bard spell list.

#4092

Kalani

Mar 01, 2015 22:52:13

alteronin wrote:
#4093

RealSeolfor

Mar 01, 2015 23:20:20

 

 

All questions regarding the bonus attack from the Polearm Mastery feat:

 

- Does it apply when a Quarterstaff is used with a Shield or only when held 2Handed

- if allowed with QStaff+Shield, does the damage bonus benefit from Duelist fighting style

- is the damage dice d4 or d8 with Shillelagh 

- does the damage roll benefit from STR bonus (or WIS bonus when used with Shillelagh)

- does the attack and damage rolls benefit from the magic of the held QStaff, say, the Staff of Striking, does the bonus attack also get +2 to attack and dmg rolls?

- if yes to all the above, isn't this combo (QStaff+Shield+Duelist+Polearm Mastery+Shillelagh) the best sword & board melee setup?

 

A variant Human Druid1/Fighter1 would have it at level 2. Giving

- two attacks, each at +5, doing 1d8+3+2 damage each, while having 18AC. V/s

 

A variant Human Fighter 2 with TWF fighting style+Feat using 2 longswords/Battleaxe/Warhammers etc

- two attacks, each at +5, doing 1d8+3, while having -1 AC

#4094

mellored

Mar 02, 2015 5:22:29

RealSeolfor wrote:
(Reply to #4070)

Legendsmiths

mrpopstar wrote:
#4096

Talreign

Mar 02, 2015 8:23:30

If your team is willing to use a Fireball to break an Entanglement, then I say "Why not?" If the wizard has Evocation Sculpt Spell, the congratulations on good teamwork. If he doesn't, then congratulations on dead teammates. Consistency in universe should always trump "RAW." Just because the book doesn't say a Fireball doesn't explode an inanimate object doesn't mean it shouldn't be able to. If you throw a Fireball at a door, check to see if the damage is greater than what you would assume to be the HP of the door. If it's greater, then the door explodes. Given that a Fireball uses a level 3 spell slot and makes a very, very loud noise, I am perfectly fine with a Fireball exploding a door and alerting everyone within 300 feet that there is a wizard or sorcerer in need of clobbering. If you don't want your door exploding, then make it a metal door with decent HP. If a barbarian could clobber the door open with his MANLY STRENGTH, then the wizard should be able to expend a 3rd level spell to nuke it.

 

Q1247

 

It says in Barbarian Eagle Totem that the Barbarian gains a flying speed equal to his walking speed. I am to understand after reading the section on movement that if something says "gain a flying speed" then it is a speed EXTRA to the walking speed, such that you can walk for x distance and also fly for x distance, where x is your base speed plus mods. So, if you rage in Eagle mode, have Mobility, and have armored movement, and also use your Dash bonus action, you could move 2*50 walking feet and 50 flying feet? So, 150 feet in total?

 

Also, just as an idea, if I have Mobility and/or use a Polearm/Lance, I can literally move in, Reckless Attack something, and then instantly move behind full cover if there is full cover?

 

Is this not wonderful? My barbarian is now a lancer, able to jump in from outside of enemy move+dash distance, impale someone, and be outside of move+dash distance in the same turn. I could turn a dungeon into a Benny Hill chase.

 

My party might hate me, but it would be glorious.

 

Also, your enemy spellcaster thinks he's safe behind his wall of fire/force/stone, and then you fly over or just run around it, and clobber him to death with a big piece of fatty.

#4097

jonathonhawke

Mar 02, 2015 8:27:09

A1247  Additional movement modes do not increase your total movement.  In your example, the character has a speed of 50', fly 50'.  Using the Dash action increases his movement for the turn to 100', which he can split between walking and flying as he wishes.

(Reply to #4097)

Talreign

jonathonhawke wrote:
#4099

jonathonhawke

Mar 02, 2015 9:19:39

You can fly 100 feet into the air and then fall, taking 10d6 damage on impact.

#4100

mellored

Mar 02, 2015 9:26:31

jonathonhawke wrote:
#4101

Talreign

Mar 02, 2015 9:36:17

jonathonhawke wrote:
#4102

jonathonhawke

Mar 02, 2015 9:38:39

Talreign wrote:
#4103

KleinDavy

Mar 02, 2015 9:43:26

Q1248

 

What weapons can be used if a shield is equipped? It seems logical that I can't wield a two-handed melee weapon if I hold a shield in my off hand, but what about bows? As I imagine it the shield isn't actually held in the hand but atached to the forearm. So it should be possible to use short and long bows right? And what about a heavy crossbow? Using these weapons doesn't requiere a particularly flexible wrist so I think the shield should not hinder the charackter noticeably.

I play the story of the 5e starter set and I don't know if a need to have the goblins doff their shields before they can switch to the shortbow, which would take a hole action. Or am I supposed to just have them drop the shield and reduce their AC by 2 until they pick it back up?

(Reply to #4102)

Talreign

jonathonhawke wrote:
#4105

jonathonhawke

Mar 02, 2015 10:23:40

Talreign wrote:
#4106

Talreign

Mar 02, 2015 10:36:57

Q1249

 

Does a fist count as an off-hand weapon? Could you, say, wield a weapon in one hand, and nothing in the other, and use your fist as a bonus action?

 

My query is such: if we say that Tavern Brawler gives you 1d4 + Str for unarmed damage, then could you conceivably use a versatile weapon such as a longsword to deal 1d10 for your atacks, and then punch with an off-hand for 1d4? Versatile doesn't say you have to use any sort of action to switch between one-to-two handed mode. You just have to declare what mode you're using when making the attack. You could conceivably make a two-handed strike, then a one-handed strike, correct?

 

So if I wanted to make a Tavern Brawler + Grappler character, I could run with a battleaxe for my main strikes as a two-handed strike, then punch with my bonus, or punch with one of my main strikes, and use a bonus attack to grapple?

 

Is this conceptually cool and in keeping with RAW?

 

I missed the part about the bonus action (although Totem Spirit is a separate feature from Totemic Attunement, and does require choosing the same animal).  Given the availability of the barbarian's action for an attack, I would allow it from 50'.
#4107

jonathonhawke

Mar 02, 2015 10:35:34

A1249 PHB, page 129: "When you are unarmed, you can fight in melee by making an unarmed strike", so most characters cannot mix unarmed strikes with weapon attacks.  The exception is the Monk, who has specific rules regarding unarmed strikes that override the general rule.

 

(Reply to #4095)

Bloodscythe

Legendsmiths wrote:
(Reply to #4107)

Talreign

jonathonhawke wrote:
(Reply to #4053)

christheadventurer

AaronOfBarbaria wrote:
(Reply to #4108)

Legendsmiths

A1237:

 

Bloodscythe wrote:
#4112

mrpopstar

Mar 02, 2015 18:55:13

Legendsmiths wrote:
(Reply to #4110)

Mind_Flayer_Monk

christheadventurer wrote:
#4114

KleinDavy

Mar 03, 2015 1:56:39

Q1250

​If a creature gets hit by another creature's reaction, can the hit creature still move the rest of its speed? And if a creature gets hit by an opportunity attack does it stop still in reach of the enemey, or can it still move?

#4115

jeff0

Mar 03, 2015 4:24:15

KleinDavy wrote:
(Reply to #4115)

KleinDavy

jeff0 wrote:
#4117

Kalani

Mar 03, 2015 7:59:10

KleinDavy wrote:
(Reply to #4109)

celtwarrior

Talreign wrote:
#4119

wrswldo

Mar 03, 2015 17:59:49

Q. 1251

 

Can the bonus action attack for Two Weapon Fighting be used to make a ranged attack with a light melee weapon that has the thrown property (hand axe, light hammer)

 

Q. 1252

 

Since Hiding is listed as an action, is there a way for all classes to be able to attack, move, and hide, or is that limited to specific classes, like a Rogue with Cunning Action?

 

Q. 1253

 

Regarding attacking with a net. "When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." I take this to mean that a character can't just make multiple attacks with the same net, but can't make multiple attacks at all when they attack with a net, even if they off hand a net and have another weapon in their main hand, or vice versa. Is that correct?

 

 

#4120

jeff0

Mar 03, 2015 18:30:36

wrswldo wrote:
#4121

alienux

Mar 04, 2015 5:58:08

wrswldo wrote:
#4122

Kalani

Mar 04, 2015 6:14:10

wrswldo wrote:
#4123

mellored

Mar 04, 2015 6:17:13

alienux wrote:
#4124

DKitten

Mar 04, 2015 15:52:10

Q 1254:

 

If I am playing a spellcaster with limited spell slots per day, and then I take a second spellcasting class, do I add the total spell slots from both classes? Or are they treated separately based on which class I cast from?

 

For example, I'm a Lv5 Bard with 3 Cantrips Known, 4 1sts, 3 2nds, and 2 3rds a day (8 spells known).  I level up and add Sorceror (assuming the character bio lets it), which at Lv1 has 4 Cantrips, and 2 1st slots (2 spells known).

 

Does this mean I now have (3 Bard Cantrips + 4 Sorceror Cantrips), (8 Bard + 2 Sorceror spells known), and a total of 6 1st slots available per day?

#4125

jonathonhawke

Mar 04, 2015 16:14:30

A1254: Go to the Multiclass Spellcaster table on page 165 of the PHB.

Your effective level = Bard level + Cleric level + Druid level + Sorcerer level + Wizard level + half (rounded down) of Paladin level + half (rounded down) of Ranger level + one third (rounded down) of Fighter (Eldritch Knight) level + one third (rounded down) of Rogue (Arcane Trickster) level.

 

You still prepare your spells for each of your classes as if you didn't have any other class levels (i.e., a Bard 5 / Sorcerer 1 would prepare Bard spells as a fifth level Bard, and Sorcerer spells as a 1st level Sorcerer).

#4126

DKitten

Mar 04, 2015 17:11:29

Ah right, forgot that existed under Customization (checked Spells like a complete derp, since I've never multiclassed before). Thank you!

#4127

Wolfbane85

Mar 05, 2015 1:03:42

My buddies and I were wondering about the spell components part. When a spell says you can use verbal, somatic, or materials for the components, do you need all of them or do you simply pick one? I'm with the idea that if you can't provide the speech, movement, and materials at once, you can't use the spell, but my buddies think that you would only have to do one or the other? Can I please get some help on which way the rules really say?

#4128

Ravix

Mar 05, 2015 2:23:41

A1255: You need to be able to use all of the listed components for the spell.  So if it requires (V, S, M) you need to be able to speak, make gestures and also have the materials.  Using a focus to cast spells has a bit of debate surrounding it as to whether or not it also allows you to forgo the somatic component in addition to the material component.

#4129

Kalani

Mar 05, 2015 6:38:58

Ravix wrote:
#4130

Clancey

Mar 05, 2015 11:09:33

Q1256: I am new to 5e (from a 30+ year gap in playing) and am rolling up a Paladin Character. The Oath Spell has me stumped. I can't figure out at what level an Oath spell is cast, and if it is akin to cantrips in the sense of being able to cast them unlimited times or if it is just another spell that once cast, a long rest is required. Any clarification appreciated!

#4131

mellored

Mar 05, 2015 11:28:42

Clancey wrote:
(Reply to #4131)

Clancey

mellored wrote:
#4133

Eretas

Mar 05, 2015 17:37:11

Q1257: Do you have to select the sneak attack before kwowing the result on a two-weapons strikes? Or you can apply the extra damage on whatever attack hits the target.

#4134

Geoarrge

Mar 08, 2015 0:38:27

Q1258:  Does nondetection or wearing an amulet of proof against detection and location protect your equipment from locate object?

#4135

Onelostroad

Mar 05, 2015 19:48:07

Q1259 - Truesight - Does a creature with truesight see in natural darkness and magical darkness like "darkvision" (dim light which lightly obscures, giving disadvantage on perception checks) or as if it is bright light?

(Reply to #4133)

OoftaMeg

Eretas wrote:
(Reply to #4135)

OoftaMeg

Onelostroad wrote:
#4138

celtwarrior

Mar 05, 2015 20:42:51

Q1260, multi-classing druid with barbarian/fighter.  if a druid wildshapes into creature with natural armor, does that armor count as armor for the purposes of the barbarian's UNARMORED DEFENSE or the fighter's FIGHTING SYTLE: DEFENSE? 

#4139

Regin_Vargtass

Mar 05, 2015 22:14:28

Q1261: I have a Pact of the Chain familiar. If I choose to replace one of my attacks with an attack from the familiar, can the familiar use multiattack, if the creature has it?

#4140

Agoat

Mar 06, 2015 5:12:05

Q1262: If I have the Spell Sleep and I want to cast it on a party memeber will it work as the spell reads as follows "This spell sends creatures into a magical slumber" So if my spell has the wording "creature" will it still work on a party memeber 

#4141

mellored

Mar 06, 2015 6:36:43

Can you sneak attack with lighting arrow?

#4142

jonathonhawke

Mar 06, 2015 6:45:56

A1262  That is correct.  The spell targets all creatures within 20' of the point you designate within range.

#4143

mellored

Mar 06, 2015 7:10:24

Agoat wrote:
#4144

KleinDavy

Mar 06, 2015 9:58:32

Q1263

​Can magic staffs (eg Staff of Defense) or wands (eg Wand of Magic Missiles) be held in the off hand while attacking with the other hand? If this is possible can I use any actions or passive abilities (eg +1 to AC) provided by the magic item?

(Reply to #4144)

Bloodscythe

KleinDavy wrote:
#4146

Vamroc

Mar 06, 2015 20:56:21

I was reading the description of Mage Armor and it says the spell ends if the character dons Armor but nothing about casting the spell while wearing armor the word DONS implies the act of putting on Armor if I'm reading the spell correctly. So if a character is already in armor he should be able to cast the spell, get the benefits, and everything should stack.   

(Reply to #4146)

celtwarrior

Vamroc wrote:
(Reply to #4133)

FrogReaver

Eretas wrote:
#4149

digi-dog

Mar 07, 2015 1:12:04

First time rolling up 5e characters. Please forgive me if these have already been asked. I wasnt having much luck with the search feature.

 

Q1265: At 1st lvl, is there a maximum number of spells caster classes have access to when considering what to prepare for the day? I know the spell slots table tells me how many cantrips I HAVE, but beyond that I cannot find anything to suggest I'm limited in which spells I can prepare for my 1st lvl slots. Can I pick from the whole list of 1st lvl spells for my class?

 

Q1266: In class section of the PHB, it gives you starting equipment, skills, languages, etc.  When you choose background, it often points out skills and languages there as well. Do these two groups stack?  For example, my cleric says I can take two languages, Common and one other.  Acolyte background says I can have two languages of my choice.  Does this mean I have four or is it simply restating the two I already have?  Same scenario for skill proficiencies.  Cleric says I can pick from four choices. Acolyte says two specific ones.  Is it only two or do I get two for cleric and two for acolyte?

(Reply to #4149)

OoftaMeg

digi-dog wrote:
#4151

moonbeast

Mar 07, 2015 17:21:42

Crossbow Expert feat: 

 

Umm, can someone clarify..... IF a character takes the CE feat, the Feat description says nothig about automatically gaining Proficiency with Crossbow weapons.  Therefore.... to make full use of the CE feat, your character should already have proficiency in Crossbows to begin with, right??   

 

(question also applies to similar feats Polearm Master, etc) 

(Reply to #4151)

OoftaMeg

moonbeast wrote:
(Reply to #4148)

Eretas

FrogReaver wrote:
#4154

strongarm85

Mar 07, 2015 23:05:34

Q: 1267

When someone aquires +1 Ammunition, how much +1 Ammunition do they aquire.

 

For example, as written in the DMG, 1 piece of +1 Ammunition amounts to a Single Arrow. A single arrow which happens to cost as much as just buying a +1 Bow.

 

Now surely, this is not the intent because if it was intent, than you have effectively dissentivised anybody from every wanting to buy magical ammunition who isn't around level 20, and has more money then they can spend. Why even bother printing it as an option at that point?

(Reply to #4154)

celtwarrior

strongarm85 wrote:
#4156

AaronOfBarbaria

Mar 08, 2015 10:23:22

A1267: When you acquire magical ammunition, you get one - just like anything else not clearly stating multiple uses (a healer's kit, for example) or multiple instances (iron spikes, which come in groups of 10, for example).

 

Further, you are incorrect in your assessment that a single arrow costs as much as a bow of similar bonus, as evidenced by page 135 of the DMG in which 1) no specific price is given for any particular item, and 2) the quote "The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity." which should apply to ammunition as well given its consumable nature.

 

Also, due to the nature of the rules regarding magic items themselves being optional, and things like creating, buying, and selling, said magic items being further options not necessarily opted into while opting into using magic items, it requires the DM's input to discover what, if any, cost and availability conditions you are looking at for magical items.

(Reply to #4156)

celtwarrior

AaronOfBarbaria wrote:
#4158

mrpopstar

Mar 08, 2015 13:04:13

celtwarrior wrote:
(Reply to #4158)

celtwarrior

mrpopstar wrote:
#4160

turri

Mar 08, 2015 17:27:11

Q1268: Heavy armor master and barbarian rage damage reduction.

Do they stack? Wich one goes first?

(Reply to #4160)

celtwarrior

turri wrote:
#4162

turri

Mar 08, 2015 17:55:15

celtwarrior wrote:
(Reply to #4162)

celtwarrior

turri wrote:
#4164

turri

Mar 08, 2015 18:41:10

celtwarrior wrote:
#4165

mrpopstar

Mar 08, 2015 20:05:42

celtwarrior wrote:
(Reply to #4164)

celtwarrior

turri wrote:
#4167

WanderingBard

Mar 08, 2015 22:53:42

If you go 3 bard and 1 fighter, do you not get a ability modifier? I.E you have to go 4 bard, or 4 fighter, etc hit the specific class levels that say you get ability modifiers, in order to get them?

#4168

mrpopstar

Mar 08, 2015 23:05:53

WanderingBard wrote:
#4169

Azedenkae

Mar 08, 2015 23:14:04

Can one make two bonus actions instead of one bonus action and one 'normal' action?

#4170

mrpopstar

Mar 08, 2015 23:33:02

Azedenkae wrote:
#4171

Azedenkae

Mar 08, 2015 23:35:25

mrpopstar wrote:
(Reply to #4166)

AaronOfBarbaria

celtwarrior wrote:
#4173

KleinDavy

Mar 09, 2015 6:01:21

Q1271 The Basic Rules say a player needs 1 gallon of water per day, 2 gallons if it is hot. A waterskin holds only 4 pints of water, so 1/2 gallon. Must the PCs really fill up their waterskins twice per day, or even four times when it's hot? Seems a little bit much if you ask me. It seems to be impossible to create a realistic world while keeping track of the player's thirst.

#4174

AaronOfBarbaria

Mar 09, 2015 6:40:45

A1271: Yes, refills of waterskins are part of what is assumed to be going on throughout an adventure - but that's not to say that the game expects you to limit each character to carrying a single waterskin, expecially when they are aware that they may have difficulty finding a place to refill.

 

Realistic worlds are created by acknowledging that folks don't trek into the real-world without water easily available (such as when in a civilized area), or in ample supply (barrels, drums, multiple canteens, bottles, etc.) when they know that drinkable water will not be easily available - not by changing how much water a character needs or the volume that can be held in a waterskin.

(Reply to #4174)

KleinDavy

AaronOfBarbaria wrote:
(Reply to #4175)

OoftaMeg

KleinDavy wrote:
(Reply to #4175)

AaronOfBarbaria

KleinDavy wrote:
#4178

mellored

Mar 09, 2015 7:58:14

AaronOfBarbaria wrote:
(Reply to #4178)

OoftaMeg

mellored wrote:
(Reply to #4172)

celtwarrior

AaronOfBarbaria wrote:
#4181

Zorgox13

Mar 09, 2015 17:09:49

Q1272 Could an item that has already been crafted (such as a quarterstaff or spear), especially one with innate magical power (such as a crystal or magic rod), be imbued with enough magic to become an arcane focus? In short, can an item that was not created as an arcane focus be fashioned into an arcane focus by some means?

#4182

caecafortuna

Mar 09, 2015 17:14:54

Q1273  I have a cleric in my game that uses Animate Dead to create undead minions.  Can he use Inflict Wounds on these creatures to "heal" them?

(Reply to #4180)

AaronOfBarbaria

celtwarrior wrote:
#4184

AaronOfBarbaria

Mar 09, 2015 17:31:25

A1273: No - undead are not healed as a result of taking necrotic damage, though some are resistantant or immune to that type of damage.

#4185

Avross

Mar 09, 2015 19:10:39

This has probably been asked in several threads, but I can't find it.

 

Q1274.  The rules define an arcane focus as "a special item designed to channel the power of arcane spells".

 

Does this mean that the Staff of Defense or other devices which can cast arcane spells can be used as an arcane focus?   

#4186

caecafortuna

Mar 09, 2015 19:27:34

AaronOfBarbaria wrote:
(Reply to #4183)

celtwarrior

AaronOfBarbaria wrote:
#4188

Vylkre

Mar 10, 2015 1:03:28

Q1275: Say i'm a Barbarian or a Monk with Unarmored Defense, and im taking Magic Initiate feat and chose Mage Armor as 1rst lvl spell, does my Unarmored defense still apply assuming Mage Armor is magical and not a material armor?

#4189

AaronOfBarbaria

Mar 10, 2015 2:34:45
Regarding readied healing: healing spells restore hit points once they are lost, they do not modify the damage taken. As such, even when readied, they are not figured into the timing scheme of modifiers to damage.
(Reply to #4188)

OoftaMeg

Vylkre wrote:
#4191

AaronOfBarbaria

Mar 10, 2015 7:17:50

A1275: Different calculations of AC are incompatible, you use whichever you'd prefer if there are two that apply.

 

In the case of Unarmored Defense and Mage Armor, you either have AC equal to 10 + your dexterity modifier + your constitution (barbarian) or wisdom (monk) modifier, or you have AC equal to 13 + your dexterity modifier.

 

That is the entire point of those things stating the AC calculation, rather than phrasing their effects as a bonus. I.e. that's the whole reason that mage armor doesn't just say "you gain a +3 bonus to your armor class" and why Unarmored Defense doesn't just say "you also add your Constitution modifier to your AC."

#4192

jonathonhawke

Mar 10, 2015 7:28:02

Vylkre wrote:
#4193

defiancecp

Mar 10, 2015 16:26:17

*(edit to add Q#)

 

Q1275.5 (sorry!)

 

So, large group of monsters, on same initiative.  For the purposes of actions that affect each other, do they get to shuffle their order at will?  In 4e we had played that in both directions, mostly because delay capability made it so you could shuffle at will, either as monsters or players - but with no delay in 5e, it seems to only apply to same-initiative monsters, which can be a significant advantage.

 

Example, consider a group of 6 monsters, just for the sake of clarity numbered 1-6 based on the order they moved in the first round.  Number 4 is outside of the range of a sleep, but the rest are not, and all fall asleep.  If there is a set initiative, #4 could then wake up any one after his initiative (say 5), and that one could then wake up another after him (6) - but it would all be limited by luck of initiative, just as it would be for players, and by using ALL their actions, they may wake up (on average) half their group in the first round.  Again, that all works precisely the same way it would for players.

 

But if like-initiatived monsters can shuffle at will, then 4 will just go at the top of the order, waking up the 2nd, who wakes up the 3rd - and before the round is over, EVERY one is awake, AND there's still an action to take by the last one to be awakened.  Seems exploitative...

 

Is this OK by rules as written? 

 

I can't find any rule-based reason it wouldn't be OK; it just seems like the group initiative recommendations were intended to streamline, not to give an advantage...  being able to effectively cut the impact of a spell in half like that is not a small change, I'd think.

 

I know the raw states they act 'at the same time', but we can't really physically process their turn simultaneously, so game mechanically how does 'simultaneous' action work? 

(Reply to #4193)

AaronOfBarbaria

defiancecp wrote:
#4195

LordOfTheChance

Mar 10, 2015 14:13:18

A 5th level Barbarian (40ft movement w/ fast movement) has Boots of Striding and Springing.  

 

What would the characters maximum jump distance be for each: 

 

Q1276a:   LongJump (running)?

Q1276b:   Longjump (standing)?

Q1276c:   Highjump (running)?

Q1276d:   Highjump (standing)?

 

Q1277:  Can a character take the dash action to increase the maximum distance of a jump?

#4196

Kirak7

Mar 10, 2015 19:51:31
For the defender sword (pg 164 dmg) when does one choose to apply the swords bonus to ac?
#4197

PsiD

Mar 10, 2015 20:48:50

Q1278

If you are immune to poison damage by stacking a ring of poison resistance with a potion of poison resistance are you also immune to the poison effect

(Reply to #4197)

celtwarrior

PsiD wrote:
(Reply to #4196)

celtwarrior

Kirak7 wrote:
(Reply to #4197)

OoftaMeg

PsiD wrote:
#4201

Elleron

Mar 11, 2015 9:08:23

Q1280

 

My question is re: the Adventurers League Player's Guide to Elemental Evil:

 

On page 3 under Part 1: Characters, it states:

 

Allowed Rules:  
Characters originating during the Elemental Evil
storyline season can use the following rules for
character options:

 

• D&D Basic Rules (all rules except rolling ability
scores and hit points, rolling for starting wealth, some
alignment restrictions)
• D&D Player’s Handbook™ (all rules except rolling ability
scores and hit points, some alignment restrictions)
• Princes of the Apocalypse™ appendices A and B
• Elemental Evil™ Player’s Companion (all rules
except aarakocra)
• Monster Manual™ appendix A (beasts only)


Official documentation, such as a D&D Adventurers
League certificate, might provide exceptions to the
allowed rules.

 

 

Does this mean that those Adventurer's League legal characters originating in Tyranny of Dragons are unable to add spells from Elemental Evil?  I would like to choose a few spells for my Bard and Sorcerer from the EE list, but didn't want to become an illegal AL character.

 

#4202

BoldItalic

Mar 11, 2015 10:27:00

A1280

My reading is that those restrictions are the ones that apply when creating new characters for the EE season. Existing legal characters that you are carrying over from the ToD season enter this season's play as they are. If you then level up after playing through an EE episode, then your DM will be able to tell you whether or not you can take the new EE spells at that time. 

 

#4203

Kalani

Mar 11, 2015 10:32:55

Elleron wrote:
(Reply to #4185)

Bloodscythe

Avross wrote:
#4205

AaronOfBarbaria

Mar 11, 2015 11:18:36

R1274: Magical staves are also quarterstaves in general, but can specifically say otherwise. Though I don't think there are any which current make that distinction, it is important to note that they could so that coming across one in the future doesn't result in confusion.

(Reply to #4205)

Bloodscythe

AaronOfBarbaria wrote:
(Reply to #4206)

AaronOfBarbaria

Bloodscythe wrote:
#4208

Ralif_Redhammer

Mar 11, 2015 12:35:09

Here’s my question. I’ve got a player that’s using his familiar to have advantage on everything, by way of having the familiar use the aid another. Checking the rules, it seems to be allowed, since it's not an attack, but it just doesn’t seem kosher to me. Anyone else have thoughts on this?

 

I know the easy answer is to start killing his familiar off, but doing that all the time seems a bit drastic.

#4209

Coredump00

Mar 11, 2015 12:37:16

R1274: I don't see anything stating that all staves are an arcane focus.

 

I agree that it makes sense for all magical staves to also work as an arcane focus, but I don't see that written, nor the more general 'all staves'....

 

 

(Reply to #4207)

Bloodscythe

AaronOfBarbaria wrote:
(Reply to #4208)

Coredump00

Ralif_Redhammer wrote:
(Reply to #4208)

OoftaMeg

Ralif_Redhammer wrote:
(Reply to #4209)

Bloodscythe

Coredump00 wrote:
(Reply to #4213)

Coredump00

Bloodscythe wrote:
(Reply to #4214)

Bloodscythe

Coredump00 wrote:
#4216

jonathonhawke

Mar 11, 2015 13:45:26

So the Amulet of Health, Amulet of Proof agains Detection and Location, and the Amulet of the Planes are all holy symbols?

 

And the salt crystals on the rocks at the beach are arcane foci?

 

And the Rod of Resurrection (requires attunement by a cleric, druid, or paladin) is an arcane focus?

(Reply to #4216)

Bloodscythe

jonathonhawke wrote:
#4218

jonathonhawke

Mar 11, 2015 14:06:11

So is there anything in the books to indicate that magical staves are arcane foci?

(Reply to #4218)

Coredump00

jonathonhawke wrote:
(Reply to #4199)

Kirak7

celtwarrior wrote:
#4221

ObeseBoyWonder

Mar 11, 2015 16:02:32

Q1284 (Maybe? It's practically anarchy here.)

 

Do drow and tieflings actually know their racial spells, and thus don't have to spend a spell known on them if a sorcerer or some such? Or is it just a spell-like ability with no bearing on spells known?

#4222

celtwarrior

Mar 11, 2015 17:25:44

Kirak7 wrote:
(Reply to #41)

2_Live_Khrushchev

Q1285: Generally speaking, can you cast a spell like Sleep or Faerie Fire through a door or other barrier? Their descriptions say that they have a certain range, but don't say that you have to see the point where you're casting them.

#4224

Perigorn

Mar 11, 2015 23:56:39

celtwarrior wrote:
(Reply to #4223)

OoftaMeg

2_Live_Khrushchev wrote:
#4226

InchLabel

Mar 12, 2015 8:14:04

Q1286 Suppose a druid of 4th level or higher takes damage, then takes a short rest while in wildshape form.  If she uses the beast's hit dice to heal damage during the short rest, does she still have whatever normal hit dice she had available to her in her normal form when she reverts?

 

Q1287 Can a wildshaped druid use a healing kit or quaff (or administer) a potion?  Which beast forms are physically capable of doing so?  (Are there precedents in other words?)

 

Q1288 Which wildshape forms can speak?  (Given that an Awakened plant or animal can speak Common.  I assume a raven can speak for example.)

 

Q1289 Can I cast Shillelagh on a club (1d8) and attack with a second (1d4) or a scimitar (1d6) using two weapon fighting?

 

Q1289 If I have the polemaster feat and cast Shillelagh on a quarterstaff, do I use my spellcasting attack bonus for both attacks?

 

Q1290 Are improvised weapons used with disadvantage or only without proficiency modifier?

 

Q1291 The PHB says "If you make a melee attack with a burning torch and hit, it deals 1 fire damage."  This is uses Strength I assume, so do you add your strength modifier to the damage?  Is it still all fire damage?  Is it an improvised weapon?  Can you wield it as a club?

 

Q1292 How does one treat a knife as a weapon?  Is it equivalent to a dagger?  Is it like an unarmed strike?  Is it an improvised weapon but deals 1d4?

 

Q1293 Does Wind Wall only deal damage once?  How do you tell if something is "in its area"?  Are both sides of the wall basically identical?

 

Q1294 Can a creature be damaged by a Guardian of Faith more than once?  Does the creature have to move or can it just be within 10 feet to take damage?

#4227

mellored

Mar 12, 2015 8:18:22

InchLabel wrote:
#4228

Cyberqat

Mar 12, 2015 11:20:03

Simple question.

 

Why are the save stats for Rogues Dex and Int when most of the proficiencies actually useful to a Rogue

are all Wis based (Perception, Insight, etc) ?

 

 

#4229

alienux

Mar 12, 2015 11:39:50

Cyberqat wrote:
(Reply to #4228)

ObeseBoyWonder

Cyberqat wrote:
#4231

Chaosmancer

Mar 12, 2015 12:04:00

Q1296 (I think?)

 

The Night hags haunting ability does work on Elves even though they don't actually sleep correct? I ruled that it does but the player tried to argue with me and in the spirit of fair play I thought I'd ask.

(Reply to #4231)

OoftaMeg

Chaosmancer wrote:
#4233

fargus

Mar 12, 2015 13:13:37

Q1297

Why are Rogues proficient with longswords if they can't be used to sneak attack due to not being finesse weapons?

#4234

mellored

Mar 12, 2015 13:22:42

fargus wrote:
(Reply to #4234)

fargus

mellored wrote:
#4236

mellored

Mar 12, 2015 13:27:02

fargus wrote:
(Reply to #4221)

ObeseBoyWonder

ObeseBoyWonder wrote:
(Reply to #4237)

OoftaMeg

ObeseBoyWonder wrote:
(Reply to #4238)

ObeseBoyWonder

OoftaMeg wrote:
#4240

sjaworski

Mar 12, 2015 15:46:03

Q#1298  When multiclassing into a wizard, how does one calculate spells and cantrips known?

#4241

jonathonhawke

Mar 12, 2015 17:15:26

A#1298 The same way you do for a single-classed wizard.  Just ignore the non-wizard levels.

#4242

sjaworski

Mar 12, 2015 17:30:50

I should have been more specific, for instance start at lvl 1 fighter, then go wizard.  How many spells do I choose?

(Reply to #4242)

AaronOfBarbaria

sjaworski wrote:
#4244

Isnarte

Mar 12, 2015 19:24:28

Q - Can i use the shove action with the bonus action granted by TWF, or with the opposite end of a polearm with polearm master feat?

#4245

2_Live_Khrushchev

Mar 13, 2015 1:18:31

Q1299: Can equipment (like barding, or beast armor) that's worn by a druid's Beast form merge with the druid's normal form the same way her normal form's equipment can merge with her beast form? 

 

When a Druid shapeshifts into a Dire Wolf, the player's guide says that any equipment worn & carried by the druid's normal form during transformation can "merge" with the beast form*. I imagine that to mean that equipment worn or carried basically disappears and reappears when shifting back and forth from beast form. (Maybe worn equipment is still visible as patterns resembling tattoos on the beast's body, or maybe it just goes away entirely and then comes back.)

 

*Page 67 the guide says "You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it."

#4246

InchLabel

Mar 13, 2015 1:23:51

(repeating due to editing delay before)

 

Q1293 Does Wind Wall only deal damage once?  How do you tell if something is "in its area"?  Are both sides of the wall basically identical?  (That is, is there an inside or outside?)

 

Q1294 Can a creature be damaged by a Guardian of Faith more than once?  Does the creature have to move or can it just be within 10 feet (when the spell is cast) to take damage?

#4247

Avross

Mar 13, 2015 4:56:09

Q1295: The rules for standing up simply state that it costs half your movement.   Fairly simple, but is this  calculated based on your race's base movement (25', 30', or 35') or does it include all the bonuses you can get.   Seems strange that a high level wood elf monk with Mobility (estimated move of 85-90, I don't have all the rules in front of me) would need to spend 45' of movement to stand up, while his fighter buddy would only need to spend 15'.   

 

(Yes, I do see that the monks still has more movement left over...but that's too close to saying that you can charge a higher level character more gold for his new armor because he will still have more left over than the low level.)

(Reply to #4239)

Bloodscythe

ObeseBoyWonder wrote:
(Reply to #4247)

Bloodscythe

Avross wrote:
(Reply to #4244)

SilentSin

Isnarte wrote:
(Reply to #4245)

SilentSin

2_Live_Khrushchev wrote:
(Reply to #4246)

SilentSin

InchLabel wrote:
(Reply to #4247)

SilentSin

Avross wrote:
(Reply to #4248)

ObeseBoyWonder

Bloodscythe wrote:
#4255

CarlderRitter

Mar 13, 2015 7:03:04

Q1301     Barbarian/duid multiclass.  If I shift into a brown bear,  does the barbarians unarmored defence stack with natural armor?

 

#4256

mellored

Mar 13, 2015 7:14:05

CarlderRitter wrote:
#4257

Avross

Mar 13, 2015 14:21:13

Bloodscythe wrote:
#4258

Jerismoo

Mar 14, 2015 0:29:46

Q1302: Are dragons really not immune to paralysis any more?

 

Scenario from last session: party all has faster initiative than the dragon. Their first several attacks all require saving throws. Dragon rolls poorly and uses up all of its legendary resistance. Party then gets to use a paralysis effect. Dragon again rolls poorly, no more legendary resistance. Paralyzed dragon? Really? They get to carve it up before it even took an action? This seems wrong.

 

According to my MM, none of the dragons have any kind of condition immunities at all. I thought they were supposed to be scary.

 

 

#4259

AaronOfBarbaria

Mar 14, 2015 2:23:23

A1302: Dragons are scary - you are treating a statistical anomaly, that dragon would manage to fail so many saves while having the best overall save bonuses of all monster in the Monster Manual, as if it were a normal, expected occurance.

 

You are also describing a situation that sounds like the DM used up legendary resistance on saves that maybe weren't so important as to prevent the dragon from saving one just in case of paralysis.

#4260

Jerismoo

Mar 14, 2015 8:32:21

I admitted right away that I maybe should have used his legendary resistance differently. But two of the uses were to halve the damage from arrows of dragon slaying. I forget the third, but it was some other spell effect, I probably could have let that one go. But still, it's not like he was going to wipe them out in the first round. They had a harder time with Yuan-Ti archers than they did with this dragon. I'm really surprised that dragons don't have any condition immunities, and will probably house rule that going forward.

#4261

2_Live_Khrushchev

Mar 14, 2015 10:09:56

Q1303: Can you use Minor Illusion to blind somebody for 1 turn?

 

If you don't have a blinding spell, could you use Minor Illusion to make a helmet (either it has an opaque visor, or it's worn backward) appear on an enemy's head, blocking his vision for a turn? The Minor Illusion description says the illusions have to be examined to be seen through, so it seems like that would take a whole turn and allow other members of my party to take advantage of the enemy's temporary blindness. Would that work?

(Reply to #4256)

celtwarrior

mellored wrote:
(Reply to #4260)

Coredump00

Jerismoo wrote:
(Reply to #4260)

AaronOfBarbaria

Jerismoo wrote:
#4265

Addax

Mar 14, 2015 13:40:48

Does a shield count as armor for purposes of the Mage Armor spell? 

(Reply to #4265)

Lucas_Blackstone

Addax wrote:
(Reply to #4261)

Lucas_Blackstone

2_Live_Khrushchev wrote:
#4268

DKitten

Mar 14, 2015 17:02:27

Q1305: Due to events of a campaign, my character was using a magical artifact to cast Tenser's Disk, which is a duration spell without a concentration component, with the artifact acting as a sort of battery / capacitor for it.  She got knocked into DST.  We already resolved this event, but none of our players found anything dictating what should happen in this situation - if the spell continues until its duration expires or if it disappears immediately.  For simplification's sake, we considered the artifact to be a wand, if that'll help you decide.

#4269

AaronOfBarbaria

Mar 14, 2015 17:17:59

A1305: the reason you aren't finding anything about whether a non-concentration duration spell ends when you fall unconscious or are dying is simple: not stating that the spell does end in such a case is functionally identical to having said that it does not end in such a case.

(Reply to #4266)

Coredump00

Lucas_Blackstone wrote:
(Reply to #4270)

Lucas_Blackstone

Coredump00 wrote:
#4272

Azedenkae

Mar 14, 2015 22:00:20

Fighting Style: Dueling.

 

Paladin: Divine Smite.

 

Does the +2 bonus from Dueling apply to extra damage by Divine Smite.

 

E.g. Instead of 'extra damage is 2d8', for example, it is '2d8 + 4'?

 

Similarly with Hunter's Mark.

 

I guess the question is, do those extra damages count as rolling damage dice?

#4273

Azedenkae

Mar 14, 2015 22:10:19

A1304: I can actually answer this! Sort of.

 

Page 144 and 145 of the PHB clearly distinguishes between 'armor' and 'shield' as two separate entities, rather than 'shield' being a subset of 'armor'. For example, in the first paragraph of the Armor AND Shields section of page 144, the last sentence reads 'Many warriors supplement their armor with a shield', indicating that shields are very distinct from armor.

 

The class proficiency features tacts on shields into the armor proficiencies, but does not group them into the armors one is proficient with.

 

For example, page 84 (Paladin), under Proficiencies: 'Armor: All armor, shields'

 

This separates armors and shields clearly.

 

Okay, actually it implies that there are two definitions of 'armor', one that incorporates shields, and the other doesn't. But really, I can see that it is just to save space, instead of having to have a separate 'Shield Proficiency: None/Shield' sort of thing.

 

[EDIT]

 

Actually, basically pretty much as Lucas_Blackstone said. Didn't read his post before mine. But yeah, a few extra info on proficiencies and stuff.

(Reply to #4272)

Lucas_Blackstone

Azedenkae wrote:
(Reply to #4273)

Lucas_Blackstone

Azedenkae wrote:
(Reply to #4274)

Azedenkae

Lucas_Blackstone wrote:
#4277

Luciender

Mar 15, 2015 4:51:02

I guess I'm Q1307.

Regarding Adventurer's League and the FAQ update to crafting potions of healing; as a non-spellcaster with proficiency with the Herbalist's Kit, if I want to craft a potion of healing, do I use the crafting rules from the PHB or the specific magic item crafting rules from the DMG?

(Reply to #4271)

Coredump00

Lucas_Blackstone wrote:
(Reply to #4275)

Coredump00

Lucas_Blackstone wrote:
(Reply to #4277)

Coredump00

Luciender wrote:
#4281

ZickZak

Mar 15, 2015 10:12:31

Does Paladins divine health protect against lycanthropy & mummy rot?

I heard it is protecting against the rot; if so, how do I know the difference? It says curse, anyway.

 

Thanks

(Reply to #4258)

BZA

Jerismoo wrote:
#4283

pukunui

Mar 15, 2015 16:02:58

Q1308: Nondetection says it protects against "divination magic". Does that include things like a paladin's Divine Sense and a ranger's Primeval Awareness?

(Reply to #4283)

Lucas_Blackstone

pukunui wrote:
#4285

pukunui

Mar 15, 2015 16:31:44

R1308: Right. For the record, I'm trying to find a way for a shapechanged succubus to hide the fact that she's a fiend.

(Reply to #4285)

Lucas_Blackstone

pukunui wrote:
#4287

Drunemeton

Mar 15, 2015 21:20:55

Coredump00 wrote:
#4288

pukunui

Mar 15, 2015 22:03:27

Lucas_Blackstone wrote:
(Reply to #4287)

Lucas_Blackstone

Drunemeton wrote:
#4290

NevetSMR

Mar 16, 2015 10:13:42

Q1309: I am playing a wild Mage and say I cast fireball and the GM says to roll on the wild magic table. Would the fireball still be cast, or would only the wild magic table effect happen?

#4291

AaronOfBarbaria

Mar 16, 2015 10:24:10

A1309: Wild magic surges are in addition to the spell that triggered them.

#4292

Ainulindalion

Mar 16, 2015 12:00:38

Q1310:  My barbarian/druid wildshapes into a creature that has (natural armor), DEX +2 (AC 13) and CON +2.  I think RAW means that I can either have a 14 or 13 AC, though imposing reality feels like it means that I should have a 15 AC.  Or does natural armor count as 'wearing armor' and cancel the Barbarian feature of Unarmored Defense, thereby limiting me to 13 AC?

#4293

Wowen

Mar 16, 2015 12:08:27

Q1311: Spellcasting underwater? The PHB mentions weapon attacks underwater, but no mention of spells. It would make sense if spells like fireball has reduced effectiveness, and lightning might have increased effectiveness. Perhaps area effects are 5-10 feet less underwater. Since spells traveling through a solid medium is not allowed, it would stand to reason that the intermediary medium between air and solid would also be met halfway. Or is it just simpler to have spells cast as normal?

#4294

AaronOfBarbaria

Mar 16, 2015 12:18:05

A1311: The only effect that the rules levy on spells when cast underwater or against underwater targets are these:

  • Range is likely to be limited by visibility being limited.
  • Creatures fully immersed in water have resistance to fire damage.

It is not only simpler to have spells not include a bunch of alterations, but also avoids the mistake of attempting to treat magical effects as equivalent real-world physics which causes the entire game to become a giant mess of unworkable interactions on account of the designers not being physicists and thus not actually having the required knowledge base for judging these things, nor are there any agreed upon theories about exactly how a particular spell effect would function from any aspect other than that it is a game element that does game things for game reasons.

(Reply to #4292)

celtwarrior

Ainulindalion wrote:
(Reply to #4287)

celtwarrior

Drunemeton wrote:
(Reply to #4295)

OoftaMeg

celtwarrior wrote:
(Reply to #4297)

Ainulindalion

OoftaMeg wrote:
(Reply to #4298)

Lucas_Blackstone

Ainulindalion wrote:
#4300

Cooperjera

Mar 17, 2015 5:00:25

Q:1312  The Staff of Thunder and Lightning (DMG P 204) has additional properties with text that can be confusing.  "It also has the following additional properties.  When one of these properties is used, it can't be used again until the next dawn.  Lightning.  When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage."  Similar text is applied to Thunder.  The text for Lightning and Thunder do no indicate an expiration of the effect (i.e. there is not "on next hit" text).  This implies the effect is continuous until the next dawn.  Would that be the correct way to interpret the text?  In addition, there is no text that causes the use of any of the properties to override the use of a currently used property, in other words Thunder and Lightening properties can be operating simultaneously.  Does that seem correct for this magic item?

 

I'm using this as a replacement magic item for Ulwai Stormcaller in Red Hand of Doom

 

Edit: Added question number.

#4301

mellored

Mar 17, 2015 5:50:24

Cooperjera wrote:
(Reply to #4298)

Coredump00

Ainulindalion wrote:
(Reply to #4296)

Coredump00

celtwarrior wrote:
#4304

Lord_Kadarian

Mar 17, 2015 11:33:50

Q1313

 

I apologize if this has been asked before (but the search function and I are not getting along right now) 

 

Sharp shooter and ranged spell attacks 

 

it is technically a form of ranged attack, but I could see an argument for the idea of ranged spell attack being a seperate concept to ranged attack.

 

If it does work it is a nice damage boost to ranged combat spells (although does not get the range boost spell sniper grants) 

 

thanks for your time and assistance

(Reply to #4304)

OoftaMeg

Lord_Kadarian wrote:
#4306

AaronOfBarbaria

Mar 17, 2015 12:11:09

A1313: The Sharp Shooter feat has no interaction with ranged spell attacks, as all of it's features specifically say "ranged weapon attack" or "attack with a ranged weapon".

(Reply to #4306)

Lord_Kadarian

AaronOfBarbaria wrote:
(Reply to #4301)

Cooperjera

mellored wrote:
(Reply to #4303)

celtwarrior

Coredump00 wrote:
#4310

slumgum

Mar 18, 2015 1:14:06

Q1314:

 

Here's a scenario.  Someone in the party casts Silent Image to make a giant rock.  The group tank engages a group of creatures and all the ranged players stand inside the rock.  Do they all get Advantage on attacks as long as they stay in the rock illusion?  Assume the the hostile creatures never inspect or come into physical contact with the rock illusion.

(Reply to #4310)

Bloodscythe

slumgum wrote:
#4312

fargus

Mar 18, 2015 10:33:25

Q1315 Do Clerics and Paladins still need to be within one step of their Deity's alignment? I ask because I want to play a Lawful Tempest Cleric, but there are no Lawful Deities (in Forgotten Realms setting at least) with the Tempest domain.

Edit: I also can't have the character be evil, since it will be for the Elemental Evil campaign.

(Reply to #4312)

OoftaMeg

fargus wrote:
#4314

mellored

Mar 18, 2015 10:40:36

fargus wrote:
(Reply to #4314)

fargus

mellored wrote:
(Reply to #4308)

randl

Cooperjera wrote:
#4317

Stackout

Mar 18, 2015 13:46:24

Q1316  Can a Monk Aarakocra stack its talon and unarmed attack damage (e.g. 2d4)?

(Reply to #4317)

OoftaMeg

Stackout wrote:
#4319

Hephalumph

Mar 18, 2015 14:42:23

How do multiple damage reductions interact? Say Heavy Armor Mastery and/or Stone's Endurance, and Resistance to a specific damage. Do you half the damage first, then reduce it via HAM and/or SE? Or reduction first then halve the damage?

#4320

turri

Mar 18, 2015 15:35:34

Q1317: Warlock Pact of the tome, book of ancient secrets and retrains.

So here it goes.

 

A warlock has pact of the tome and book of ancient secrets.
 

She learns unseen servant, adds it as ritual to her book..then on the level up, she changes her unseen servant spell.

 

Does she keep the ritual i guess?

#4321

Iourn

Mar 18, 2015 16:23:47

Q1318: Can you please help me out with a ruling for the "Evasive Footwork" manoeuvre for the Battlemaster Fighter (PHB p74).

 

The text states: "When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving."

 

What does that actually mean? Does the bonus to AC only apply for the duration of one Move action? Does it continue to apply round after round as long as the character spends a Move action to move? Does it continue as long as the character is in continuous motion - and if it does how would you adjudicate that?

 

Currently I'm leaning toward redefining the manoeuvre in this way: "When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC. The bonus to your AC persists until the start of your next turn." That brings it in line with the power level of the shield spell, and I *think* it's the intent of the rules. But honestly, I'm just confused by the whole thing.

#4322

AaronOfBarbaria

Mar 18, 2015 16:34:01

A1318: You stop moving at the end of your turn, if you haven't before that point by using up all your speed.

#4323

2_Live_Khrushchev

Mar 18, 2015 20:51:54

Q1318: Does Relentless Endurance apply if the PC who has it is reduced to 0 HP or below, or does it apply ONLY when the PC has been reduced to exactly 0 HP?

 

The Half-Orc has this feature:

 

"Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest."

(Reply to #4323)

OoftaMeg

2_Live_Khrushchev wrote:
(Reply to #4312)

Coredump00

fargus wrote:
#4326

BoldItalic

Mar 19, 2015 1:12:07

A1318: The Evasive Footwork manoeuvre is for when you attack a target and then want to move away, without having disengaged. This would normally allow your opponent (and, possibly, its nearby allies) to make opportunity attacks against you. By spending a superiority die on this manoeuvre, you gain a bonus to your AC when defending against those opportunity attacks. When you stop moving away, you stop triggering opportunity attacks so you don't need the bonus any longer. Your turn might end there, or you might have stopped to make another attack on a different opponent or to take some other action but in all those cases, you have stopped moving so the bonus ends right there. The key phrase is "until you stop moving". You stop moving if your turn ends or if you make another attack or take another action (assuming you have more than attack or can take more than one action on your turn).

 

(Reply to #4326)

Lucas_Blackstone

BoldItalic wrote:
#4328

Xallin

Mar 19, 2015 8:59:45

Question 1319:  What is the purpose of a Spell Casting Focus.  It's barley touched on in the magic section of the book.  I don't full understand it.  Is it just so you don't need to pack material components?  If thats the case why would you ever not take that over like the component pouch?  Is there something I"m missing here?

(Reply to #4328)

Ranthalan

Xallin wrote:
#4330

slumgum

Mar 20, 2015 2:05:55

Q1320 For the purpose of Twinned Spell metamagic does the new Elemental Evil spell "Ice Knife" target just one creature?

#4331

Iourn

Mar 20, 2015 3:14:20

Lucas_Blackstone wrote:
#4332

mellored

Mar 20, 2015 5:22:39

Hephalumph wrote:
#4333

Logain08

Mar 20, 2015 7:21:07

Q1321: Can you successfully concentrate on a spell if you are paralyzed? For example: you cast blur but are afterwards targeted by hold person and you fail the saving throw.

(Reply to #4333)

OoftaMeg

Logain08 wrote:
(Reply to #4334)

Logain08

OoftaMeg wrote:
#4336

Arkzhar

Mar 20, 2015 9:18:08

Q1322: Should I consider the ability of Abjurant Wizard (ward) as temporary hit points? Or it is cumulative with temporary hit points?

#4337

mellored

Mar 20, 2015 9:29:03

Arkzhar wrote:
(Reply to #4330)

Bloodscythe

slumgum wrote:
#4339

waffle299

Mar 20, 2015 10:59:16

The new Elemental Evil Players Companion adds the spell Absorb Elements. This is a first level Abjuration spell with a casting time of "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage". One of the spell effects is that "You have resistance to the triggering damage type until the start of your next turn."

 

Suppose I get hit with a fire attack and I spend my reaction to cast this spell. Do I have resistance to the initial attack, or do I take full damage from the initial attack, but have resistance from ongoing damage until the start of my next turn?

 

(Reply to #4339)

Ainulindalion

waffle299 wrote:
#4341

Hagaurd

Mar 20, 2015 11:56:39

Quick question,

 

How does a barbarian's damage resistance stack with reducing the damage through either the goliath special ability or the fighters parry?  Please cite your source.  Thanks

#4342

Ainulindalion

Mar 20, 2015 12:00:28

Q1321?

 

One of the printed modules says:

 

Show
The bandits also accumulated other plunder worth 100 gp, including numerous weapons.
(Reply to #4341)

Ainulindalion

Hagaurd wrote:
#4344

mellored

Mar 20, 2015 12:12:49

waffle299 wrote:
#4345

SecondLevelBastard

Mar 21, 2015 10:30:59

 

Greatings everyone! I have some Warlock issues and I need your help making two calls on the rules.


#1 Does Hex work with both weapons using dual wield? or does the extra damage 1d6 only apply to the main weapon?

 

 

#2A player of mine has an Imp and went with Pact of the Chain. It states in the PHB

 

"Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make on attack of its own."

 

If the Imp is attacking an enemy can the warlock cast the Bonfire cantrip on the ground below that enemy? Technically the warlock is not attacking just causing
an effect in area.

 

 

Thanks in advance for all your help!

 

 

 

(Reply to #4345)

Ainulindalion

SecondLevelBastard wrote:
#4347

KleinDavy

Mar 21, 2015 11:18:07

Q1322

Is an unconscious creature able to use bonus actions? The rules just say it can't take actions or reactions. So a fighter should be able to use second wind to regain hit points and become conscious again, right?

(Reply to #4347)

Ainulindalion

KleinDavy wrote:
(Reply to #4348)

KleinDavy

Ainulindalion wrote:
#4350

paulstrait

Mar 21, 2015 15:48:02

Ainulindalion wrote:
#4351

FatherLiir

Mar 21, 2015 16:34:00

Q1323

 

The extent of using the 9th level spell, True Polymorph, i feel is well understood when turning a creature into another creature

Are the extent of the other two portions up to your GM or is it only limited by your imagination?

 

 for example:

 Turning a Carrot into a Tarrasque: Object into Creature

Turning Tiamat into a solid gold statue of herself: Creature into Object

Turning myself into a black hole: Creature into Object

#4352

paulstrait

Mar 21, 2015 17:02:20

FatherLiir wrote:
#4353

Wowen

Mar 21, 2015 17:10:46

Q1324 Anyone can use wands? Or just spellcasters?

#4354

AaronOfBarbaria

Mar 21, 2015 17:17:42
A1324: anyone can use a wand unless that wand requires attunement by specific classes
#4355

2_Live_Khrushchev

Mar 22, 2015 4:04:53

Q1325: (Not exactly a rules question): Is it common or uncommon for a DM to allow players to "unlearn" a spell and replace it with a different one?

(Reply to #4355)

SilentSin

2_Live_Khrushchev wrote:
#4357

paulstrait

Mar 22, 2015 17:43:14

2_Live_Khrushchev wrote:
#4358

paulstrait

Mar 22, 2015 17:46:08

Q1326:  For Longtooth shifters, are they considered proficient with their bite attack?  I presume the answer is yes but I can't remember if there is some general rule that would apply in this situation.

#4359

lanimoe

Mar 23, 2015 10:26:27

Help, trying to figure out what kinda items need to be attuned and what are not attuned

#4360

paulstrait

Mar 23, 2015 10:41:20

lanimoe wrote:
#4361

thedandyman

Mar 23, 2015 11:18:28

Q1328: Does armor proficiency add your proficiency bonus to your AC while wearing armor of that type, or does it simply allow you to wear the armor without the penalties that come with not being proficient (and no bonus to AC)?

#4362

SecondLevelBastard

Mar 23, 2015 11:22:40

Q1329

 

When casting the spell Darkness. Can you cast it on a person? or does it have to be cast on an object or place?

(Reply to #4361)

Lucas_Blackstone

thedandyman wrote:
#4364

thedandyman

Mar 23, 2015 11:26:57

Lucas_Blackstone wrote:
(Reply to #4362)

Lucas_Blackstone

SecondLevelBastard wrote:
(Reply to #4364)

Lucas_Blackstone

thedandyman wrote:
#4367

thedandyman

Mar 23, 2015 11:42:38

Gotcha. 

#4368

paulstrait

Mar 23, 2015 12:02:11

thedandyman wrote:
(Reply to #4365)

SecondLevelBastard

Lucas_Blackstone wrote:
(Reply to #4357)

2_Live_Khrushchev

paulstrait wrote:
#4371

alienux

Mar 23, 2015 19:59:15

thedandyman wrote:
#4372

DavrosAerae

Mar 23, 2015 21:08:36

Q: 1330 - When casting the spell Turn Undead via the Cleric ability Channel Divinity are the undead that fail the save vs WIS required to do nothing but attempt to flee for six rounds in combat or until it takes damage? Or more specifically could an undead creature attempt an attack if a party member ended their turn within 5' of the undead and that party member was not the caster of Turn Undead?

 

Flavor text for Channel Divinity Turn Undead:
"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

 

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, the creature can use the Dodge action."

 

Now that seems pretty straight forward however my DM made a ruling in game stating that the way they had always handled this in the past was that if anything destructible stood in the way of the undead fleeing (inanimate or otherwise) then the undead would attempt to attack it "fleeing through it".

 

I can understand the reasoning, and the player that ended up being attacked was not seriously hurt over this and he was kinda drifting off and making risky mistakes. However I did read line by line for a week creating this character and had an assumption that "...for its action, it can use only the Dash action or try to escape..." meant that I would be capable of shooting fish in a barrel when it came to the undead.

 

My DM may already have come on here and asked but I couldn't turn up anything with the search function in the last 24 hrs so I figured I'd do my due diligence.

 

Thanks for your time!

#4373

moncealyo

Mar 23, 2015 21:29:50

I recently bought the starter set.  My group consist of three players.  I didn't know until I read the campaign intro that you need at least four players and a DM.  Q:1331 can you play the game with two players and a DM?  My worry is that the game mechanics are set up for four players and a DM.  I understand that this kind of game is open to customization but we would like to enjoy the game without spending too much time modifying the game for the two player and DM setup.  I ended up returning the starter set.  I'm wondering if I should just get the player handbook.  The problem is that it seems like the starter set has some good info for beginners.  Any helpful advice would be appreciated

(Reply to #4372)

Coredump00

DavrosAerae wrote:
(Reply to #4373)

Coredump00

moncealyo wrote:
#4376

alienux

Mar 24, 2015 6:08:14

moncealyo wrote:
(Reply to #4376)

moncealyo

Good advice.  I think we'll try it out.  Thanks for the advice guys.

 

moncealyo wrote:
#4378

Dworius

Mar 24, 2015 7:46:36

I have been playing a rogue - assassin character and the following things are not really clear to me:

I can hide when I have total cover.

Q1332: Can I use my bonus action to dash and my action to hide, moving up to 60 feet?

Q1333: Are there any penalties for stealth roll, e.g. moving too fast?

Q1334: If I am hidden, I rolled higher on stealth than the enemy on perception, how long do I stay hidden? As long as I have some sort of cover (even partial) or I attack?

Q1335: As an assassin I can double the number of dice I roll for damage, if the enemy is surprised. In case I manage to get total cover and hide during combat - I become hidden -, will I surprise the enemy with my next attack and doube the number of dice for damage?

Q1336 If the answer is yes to Q1335. Can I do this several times during combat?

#4379

cjblaney0

Mar 24, 2015 7:53:13

Q1337:  As a level 5 fighter with Polearm Master Feat (description below) for this bonus action, do I add my STR modifier to the damage roll?  Also, when I do my extra attack, can I again roll the d4 for damage?

 

 

Polearm Master
(Reply to #4379)

Bloodscythe

cjblaney0 wrote:
#4381

mellored

Mar 24, 2015 8:36:44

Dworius wrote:
(Reply to #4378)

Bloodscythe

Dworius wrote:
#4383

Dworius

Mar 24, 2015 9:01:53

Can I have a reference page number to A1336?

To me it seems logical that if someone is hidden, he will suprise enemies as the enemy doesn't know where the attack (arrow) is coming from. he cannot dodge or use a dex bonus against such an attack, just armour.

(Reply to #4383)

Bloodscythe

Dworius wrote:
#4385

2_Live_Khrushchev

Mar 24, 2015 21:43:39

Q1338: Do you have to see a location within range to cast a spell there? Specifically, could you cast Sleep centered on a point on the opposite side of a wall or closed door, just hoping that it hits something?

(Reply to #4385)

Bloodscythe

2_Live_Khrushchev wrote:
#4387

SecondLevelBastard

Mar 25, 2015 8:36:36

Hi folks,

 

I had a few questions regarding spells. Thanks very much for responding!

 

 

 

Q1339 Can other spells be cast on top of Armor of Agathys? For example can you have AoA up and be made Invisible or have False Life cast on you??

 

 

Do temporary HP have resistances? Example: You have Armor of Agathys give you 5 temp point but you have resistance to slash damage. Are the temp HP resistant as well?

#4388

BeaumontSebos

Mar 25, 2015 10:17:12

 

SecondLevelBastard wrote:
(Reply to #4388)

AaronOfBarbaria

BeaumontSebos wrote:
(Reply to #4387)

OoftaMeg

SecondLevelBastard wrote:
(Reply to #4390)

AaronOfBarbaria

OoftaMeg wrote:
(Reply to #4391)

OoftaMeg

AaronOfBarbaria wrote:
#4393

SecondLevelBastard

Mar 25, 2015 11:13:34

Thank you everyone for your imput on my rulings.

 

As a DM I'm trying to decide on a ruling. The Warlock for some reason has interesting combos.

 

 

 

Can I player have Mage Armor (AC buff) and Armor of Agathys (HP buff) going on at the same time?

 

I'm leaning torward yes.

#4394

2_Live_Khrushchev

Mar 25, 2015 11:22:21

Q1340: Does the WildShape description "Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before" mean that you can only turn into ONE beast you have seen before? If not, what's the best way to show that it does not?

 

I wouldn't think it means only one, but it doesn't say "assume the shape of beastS you have seen," it says A beast.

(Reply to #4394)

Bloodscythe

2_Live_Khrushchev wrote:
(Reply to #4394)

AaronOfBarbaria

A1340: If it read "assume the shape of beasts you have seen" it would be saying that you, one character, can assume the shape of multiple beasts at one time.

 

The way it is worded is correct for saying that you, one character, can assume a singular beast shape - meaning you can turn into a bear, but not three bears at once.

 

The plurality of forms to choose from - being able to turn into a bear, or a rat, or a bird, or whatever else you have seen - comes from the ability not specifing a quantity limit. It does not say "you can assume the shape of one beast that you have seen before."

 

While "a" and "one" can often be used similarly, they also typically have separate meanings. If I am remembering it correctly, here is a useful device my English teacher told me many years ago that helps keep clear what the difference between "a" and "one" often are:

A woman, not a man.

One woman, not two.

...and most uses of "a" that are refering to quantity are actually doing that thing that people do where the word used works, but isn't really the best/clearest option.

#4397

StarkeJR

Mar 25, 2015 13:03:32

Q1341: What is required to copy a spell scroll into a spell book as a Wizard.  In the PHB on pg. 114 it says it takes 2 hours per spell level and 50 gold.  In the DMG on pg. 200 it says you need to make an Arcana check and if it fails the scroll is destroyed.  Which is correct?

#4398

KleinDavy

Mar 25, 2015 13:25:25

Q1342

Can a Druid dual wield Clubs and apply the Shillelagh spell to both of the clubs? At first I thought it wouldn't be possible, since the spell needs verbal, somatic and material component and a free hand is needed to cast somatic and material component spells. But one of the material components needed actually is the club itself. So if a spellcaster can use the same hand for the material component as for the somatic component he should also be able to cast shillelagh with a club in his hand right? Does he then need to draw the club as a object interaction and cast the spell as a bonus action, or does he automatically draw it while casting shillelagh? 

(Reply to #4397)

KleinDavy

StarkeJR wrote:
(Reply to #4398)

OoftaMeg

KleinDavy wrote:
(Reply to #4400)

KleinDavy

OoftaMeg wrote:
(Reply to #4401)

OoftaMeg

KleinDavy wrote:
#4403

mellored

Mar 25, 2015 17:35:03
or just hit people with a branch of missle toe
(Reply to #4390)

Coredump00

OoftaMeg wrote:
(Reply to #4393)

Coredump00

SecondLevelBastard wrote:
#4406

mysticalist

Mar 26, 2015 18:58:07

Q1343 + Q1344   - Two Questions

 

Q1343: Can a creature who uses greater invisibility still be hidden from a Giant Scorpion, a creature that sees with blindsense(60ft), without performing the hide action?

 

Q1344: do creatures of large size move 5ft at a time or is that considered a half movement (which is not allowed)? (my DM says its impossible for a large creature to move less than 10ft at a time)

(Reply to #4406)

Lucas_Blackstone

mysticalist wrote:
(Reply to #4402)

celtwarrior

OoftaMeg wrote:
(Reply to #4406)

Bloodscythe

mysticalist wrote:
(Reply to #4409)

mysticalist

Bloodscythe wrote:
(Reply to #4251)

InchLabel

SilentSin wrote:
(Reply to #4390)

KleinDavy

OoftaMeg wrote:
#4413

KleinDavy

Mar 28, 2015 7:02:22

Q1345

Can I craft potions of healing with alchemist's supplies? The PHB says only non magical items can be crafted. Does this mean the only thing I can craft using the supplies is poison?

#4414

AaronOfBarbaria

Mar 28, 2015 7:14:54

A1345: How you can craft potions of healing is technically up to your DM, if it is possible at all. It could take alchemist's supplies, or a special formula, and it could follow the normal crafting rules in the PHB or the magic item crafting rules in the DMg.

 

However, alchemist's supplies could also be useful in crafting: alchemist's fire, acid vials, antitoxin, perfume, soap, black powder and TNT (if your campaign includes those things), as well as numerous substances not already covered in the game books - though that goes back into "ask your DM" territory.

(Reply to #4414)

randl

AaronOfBarbaria wrote:
#4416

Writhani

Mar 28, 2015 20:18:35

Q1346 - The Rogue's Sneak Attack text reads, "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll". Does the bolded section insinuate that the rogue ALSO has to be within 5 feet of the target, or can a rogue's ranged attack trigger sneak attack if the target is within 5 feet of "another" enemy, but the rogue is not within 5 feet of the target?

#4417

caecafortuna

Mar 28, 2015 20:21:50

Q1347 - Please confirm aspect of Crossbow Feat feature which states that there is not disadvantage when making ranged attacks with an enemy withing 5'.  Is this for crossbow only? Or, any ranged attack?

#4418

Writhani

Mar 28, 2015 20:35:05

A1347: Straight from PHB pg 165: "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls."

 

It doesn't state "ranged crossbow attacks" or any other restriction, so it applies to all ranged attack rolls. Bows, crossbows, slings, thrown weapons, and spells that require a ranged attack roll all benefit from this portion of the feat.

 

(Reply to #4416)

Bloodscythe

Writhani wrote:
#4420

SecondLevelBastard

Mar 29, 2015 8:17:58

 

CA1346 : Can you have the effects of Armor of Agathys and Mage Armor simultaneously?

(Reply to #4420)

randl

SecondLevelBastard wrote:
#4422

Filksinger

Mar 29, 2015 17:37:38

Q 1348  Facing, Reaction, Bonus move

 

We are using the 5E optional rules for facing in the DMG.  This means that moving from being "in front" to his "flank" and then to behind him would give you advantage on the attack (and no shield bonus to the defender).  The defender could either take an Attack Of Opportunity as you go behind him (you are leaving the area he threatens when you go behind him)  OR he could use his reaction to turn to face you.  So far no problem.

 

BUT - if you have a bonus action that allows you to move AGAIN, can you then move behind him anyway?  The defender having already "used up" his reaction, it would seem possible.  But if the intention of the "turn to face your opponent" Reaction choice is to let you keep changing your facing until the opponent's ENTIRE TURN is over (instead of when his MOVE action is over), then it would not be possible to force having an attack with advantage.

 

How is this supposed to work?

#4423

mysticalist

Mar 29, 2015 17:47:05

Q1349- Fighters "Extra Attack" feature states that when making the attack action you can make a second attack, but what if I'm duel wielding? does the Bonus action work the same as your main action by using your second weapon to make an attack?

 

 

Example: dual wielding fighter does all of these as attacks: main action, bonus action, and action surge in one round. would he/she then make 6 attacks?

(Reply to #4423)

OoftaMeg

mysticalist wrote:
(Reply to #4424)

mysticalist

OoftaMeg wrote:
(Reply to #4425)

OoftaMeg

mysticalist wrote:
#4427

ThomasamohT

Mar 29, 2015 20:15:07

According to the phb (p157) sailing ships average 2 mph but typical caravels averaged 4-5 knots (4.6-5.75mph).  Why is traveling by sea so slow in 5e?  

 

Maybe I should become a master shipwright and rule the realms...

(Reply to #4422)

Coredump00

Filksinger wrote:
(Reply to #4425)

Coredump00

mysticalist wrote:
(Reply to #4425)

BoldItalic

mysticalist wrote:
(Reply to #4430)

Coredump00

BoldItalic wrote:
(Reply to #4430)

mysticalist

BoldItalic wrote:
#4433

KleinDavy

Apr 02, 2015 5:30:05

Q1350

​The Protection from Poison spell grants a target advantage on saving throws against being poisoned. Does this include magical effects which require the target to make a saving throw to get full or half poison damage but don't actually give it the poisoned condition like a green dragon's poison breath?

(Reply to #4433)

OoftaMeg

KleinDavy wrote:
#4435

531st

Apr 02, 2015 6:29:01

Q1351 If i target ground trying to hit an invisible creature using acid splash, choose two adjectent squares and creature occupies them both do i hit creature once with it even if i manged to target it twice despite acid splash requires to target 2 different creatures?

#4436

mellored

Apr 02, 2015 7:01:15

531st wrote:
(Reply to #4436)

Coredump00

mellored wrote:
#4438

paulstrait

Apr 02, 2015 15:27:35

OoftaMeg wrote:
#4439

paulstrait

Apr 02, 2015 16:02:05

Coredump00 wrote:
#4440

celtwarrior

Apr 02, 2015 20:28:38

Q1532 [i hope people have been loose with the numbering] sign language.  is there a sign language?  back in 1st/2nd edtion part of the underdark was hand signals.  and theives cant sometimes involves some sign language.  if the language could exist what is the minimum INT stat needed?  is 6 enough? could a skeleton do it?

#4441

celtwarrior

Apr 02, 2015 20:59:50

Q1533, message to a skeleton.  the spell message states "The target (and only the target) hears the message and can reply in a whisper that only you can hear."  but skeleton stats in the MM say "Languages understands all languages it knew in life but can't speak".  according to RAW since the PHB is before the MM, can the skeleton respond via the message spell?

 

i realize that the skeleton does appear in the PHB but not all skeletons

(Reply to #4441)

OoftaMeg

celtwarrior wrote:
(Reply to #4442)

celtwarrior

OoftaMeg wrote:
#4444

AaronOfBarbaria

Apr 02, 2015 22:38:30
There is no contradiction between the two - message does not grant creatures that cannot speak the ability to speak.
#4445

paulstrait

Apr 02, 2015 23:52:02

celtwarrior wrote:
#4446

paulstrait

Apr 02, 2015 23:58:36

celtwarrior wrote:
#4447

Piloti

Apr 03, 2015 1:09:06

Q1534

 

Is there a rule about changing weapons during an attack.  For instance, If I go into combat using a crossbow and then when in melee range decide to switch to a sword, is it possbile to switch back to the crossbow if needed in later rounds?  Is there some sort of penalty?

(Reply to #4447)

OoftaMeg

Piloti wrote:
#4449

celtwarrior

Apr 03, 2015 9:49:59

Q1535, magic mouth, the spell says "You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature"  it is clear that part about about implanting the spell requires that is not worn or carried but what about after the spell is cast can the item then be moved, worn or carried?  if not why? other than the spell in past editions would be more of a fixed thing

 

(Reply to #4449)

OoftaMeg

celtwarrior wrote:
#4451

9bit

Apr 03, 2015 17:13:41

I just have a quick question about Saving Throws.

 

If I'm, say, a Warlock with a spell save DC of 15 (8 + Proficiency Bonus + Charisma) and I cast a spell that causes a monster to do a Wisdom saving throw (let's say Vicious Mockery), is that the monster's Wis save vs my 15 or is is vs my [8 + Prof Bonus + Wis]?

 

So like, is the DC always my 15, no matter what the spell says the Saving Throw is? Or should I not take Vicious Mockery because my Wisdom score is crap?

(Reply to #4451)

AaronOfBarbaria

9bit wrote:
#4453

Undrhil

Apr 03, 2015 21:51:22

Q1537: If a Rogue has advantage and disadvantage on a creature, does he get Sneak Attack?

#4454

paulstrait

Apr 03, 2015 22:41:55

Undrhil wrote:
(Reply to #4454)

OoftaMeg

paulstrait wrote:
#4456

paulstrait

Apr 04, 2015 11:35:01

OoftaMeg wrote:
#4457

PrismLegacy

Apr 04, 2015 21:24:14

Hey I just started Dungeons and Dragons in the 5th Edition recently, and I'm the Dungeon Master for the group. I'm new, and I'm muddling along reading all the books but it's a lot of information. If it's not too much trouble, I'd like to ask some pretty basic questions to the more experienced community.

 

 

 

Q1538: One of my players was asking if there were any augmentations to rolling for hitting an enemy, because the goblins in the starter campaign had an AC of 13, and they were rolling the D20's to see if they could make hits. I noticed the goblins had scimitars which gave them +4 to hit and all that, but didn't see anything in the book about that for player owned weapons. What's the deal with that?

 

Q1539: About ranged attacks like using bows and crossbows. I feel like I read somewhere that you can't move the full 30 feet AND use your ranged weapon. I have house rules right now saying that if you want to shoot an arrow at someone, you can only move like 5 feet before doing so. Is that true? Also, if someone is in the way or there's a crowd of people and you're shooting at someone who's 15 feet away, does that incur a penalty/chance to shoot a friend?

 

Q1540: Is there diagonal attacking in D&D5th? We use a grid and I don't allow it but I'm not sure if that's normal or not.

 

I'm sure I have other questions but at this moment, those are the ones I remember off the top of my head.

(Reply to #4457)

ObeseBoyWonder

Just as a suggestion you could control+F on the basic rules to find the answers to these questions. Easier than trying to find stuff in the book if you don't know where to look.

 

A1538: You missed it. You add their proficiency bonus and relevant ability modifier (either Dex or Str as appropriate).

 

A1539: You can use your whole movement before, after or in between ranged attacks. There are rules for cover, how much cover an enemy has is up to you for any given situation. 

 

A1540: There is. 

#4459

Filksinger

Apr 05, 2015 0:57:42

Q1541  Barbarian Totem (Eagle, 6th level) and Darkvision

 

Eagle: You gain the eyesight of an eagle.  You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.  Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

 

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

 

Note that they don't specifically put a 60' limit on turning darkness to dim light - though some think it is implied.

 

As I read this, if you have both Eagle Totem 6 and Darkvision then darkness becomes dim light (which normally means disadvantage on the perception role).  But since this specifically gets rid of disadvantage in dim light conditions, you have normal perception rolls and can see things in total darkness a mile away as if they were only 100 feet away in bright light. 

 

Is this correct?   (Then I might add the Observant feat to get lip reading and +5 to passive perception.  Someone 200 feet away in total darkness would be as easy to see and read lips as someone in bright light only 4 feet away for a person without these abilities.)

 

 

#4460

paulstrait

Apr 05, 2015 1:01:24

PrismLegacy wrote:
(Reply to #4459)

Coredump00

Filksinger wrote:
#4462

Archon5

Apr 05, 2015 7:12:34

Question:  When a druid shapechanges into a bear,he gains multiple attacks.  Can he use one of these attacks to shove a target, and then attack with his second attack?  The PHB p.195 reads to say this is possible, but others argue that if the druid's natural form doesn't have multiple attacks, and he gains them only due to his shape changed form, then he can't do this.  Their argument doesn't make sense, but I wanted to get a ruling.  Thanks. 

(Reply to #4462)

KleinDavy

Archon5 wrote:
#4464

KleinDavy

Apr 05, 2015 8:35:54

Q1542

When you have a spell prepared which has a casting time of 1 reaction, can you cast the spell every time the triggering event happens (as long as you have spell slots) or do you have to use your action to prepare the spell as a reaction?

(Reply to #4463)

OoftaMeg

KleinDavy wrote:
(Reply to #4464)

OoftaMeg

KleinDavy wrote:
(Reply to #4466)

KleinDavy

OoftaMeg wrote:
#4468

paulstrait

Apr 05, 2015 10:51:03

KleinDavy wrote:
(Reply to #4468)

KleinDavy

paulstrait wrote:
#4470

Nevvur

Apr 05, 2015 18:40:11

Q. 1543 -- If a rogue attacks with Flame Blade (via scroll or multiclass), does he get sneak attack damage?  Assuming he already has advantage on the attack, or an ally is adjacent to the enemy.

 

 

#4471

paulstrait

Apr 05, 2015 20:46:08

A 1543 - Yes.

#4472

pukunui

Apr 05, 2015 21:32:15

Q1544: Is a pearl of power any use to a warlock of 7th level or higher? I ask because the 5th level warlock PC in my Scourge of the Sword Coast game just found one, and while he can use it now, since his spell slots are only 3rd level, there is some uncertainty as to whether or not it will still be of any use to him when he reaches 7th level and all his spell slots become 4th level ones. I'm thinking no, but I just want to be sure.

#4473

Filksinger

Apr 06, 2015 3:25:37

R1541 - would it make a difference if the thing you are trying to see is only a half mile away instead of a mile away?  That would mean in some sense you were seeing it "as if it was only 50 feet away" (which would be within the range of standard 60' darkvision).

 

(Reply to #4471)

AaronOfBarbaria

paulstrait wrote:
(Reply to #4472)

Cooperjera

pukunui wrote:
#4476

Bloodscythe

Apr 07, 2015 4:58:54

R1544:  Interesting question.  A spellcaster can use higher lvl spell slots to cast lower lvl spells... and while some spells actually detail that they are improved if using higher lvl spell slots to cast them, not all do.  I don't see any reason why a warlock can't cast a spell as a 3rd lvl spell using a 4th lvl spell slot.  Some of the magical energy is just wasted.  I'm not familiar enough with the wording of this magical item though to say how I'd rule.

 

I don't see how the game is more fun by making a magical item useless to the character just because they've levelled up.

 

EDIT:

Here's how I'd rule it: While a warlock at a high enough level will have 4th or 5th lvl spell slots, the magical item only restores 1 slot up to 3rd lvl.  I'd allow a warlock to use the item at any level, but the item only provides them with a 3rd lvl spell slot despite the slots they normally have.

#4477

paulstrait

Apr 06, 2015 12:44:51

AaronOfBarbaria wrote:
#4478

Asperix

Apr 07, 2015 2:53:41

Q1545 - Suppose I have a multi-class fighter/wizard, with shield spell prepared.  He's using a greatsword (2-handed) and just attacked a monster.

On the monster's initiative, it attacks my character.  Can my character cast shield (verbal/somatic) as a reaction?

 

 

(Reply to #4478)

ObeseBoyWonder

A1545: Yes. (According to my reading of the rules and War Caster feat.) Ask your DM for their specific rules. 

 

Dropping a hand from the weapon is a free action. Two-Handed Weapons only need two hands to be wielded, not held. Free item interaction to regrip the weapon on your turn. 

#4480

lordnazgul9

Apr 07, 2015 9:32:11

Q1546  Missle fire into melee.  How to determine if it hits the target or someone in melee with the target?  Cant find what 5th says to do to determine.  Thx

#4481

lordnazgul9

Apr 07, 2015 9:39:47

Q1547  Does a sorcerer spell slot, created via socerer points (sp), that is not-expended before a long rest continue to exist after a long rest


- A sorcerer regains all EXPENDED spell slots after a long rest

- Also, SP recover after a long rest

- at second level, 2 sp convert to an additional spell SLOT

- this slot is created during a bonus action

- after each long rest I get my max SP again.

- NON-expended slots last until cast/used?


Thus, assuming I do not cast a spell for 5 long rest periods:


day 1: I awake. I get my normal 3 spell slots and 2 sp. I immediately convert 2 sp for an additional slot. thus 4 spell slots

day 2: I awake. I have the 4 spell slots I went into the long rest with and 2 sp are gained from the long rest.  I immediately convert 2 sp for an additional slot. thus 5 spell slots

day 3: I awake. I have the 5 spell slots I went into the long rest with and 2 sp are gained from the long rest.  I immediately convert 2 sp for an additional slot. thus 6 spell slots

day 4: I awake. I have the 6 spell slots I went into the long rest with and 2 sp are gained from the long rest.  I immediately convert 2 sp for an additional slot. thus 7 spell slots

day 5: I awake. I have the 7 spell slots I went into the long rest with and 2 sp are gained from the long rest.  I immediately convert 2 sp for an additional slot. thus 8 spell slots


Day 5 I go adventuring with 8 spells slots to cast. I use all my spell slots. After the next long rest I have 3 spell slots and 2 sp gained.

 

Is this correct. Sorcerer spells slots created with SP exist until expended?

 

(Reply to #4480)

Bloodscythe

lordnazgul9 wrote:
(Reply to #4481)

Bloodscythe

lordnazgul9 wrote:
#4484

alienux

Apr 07, 2015 10:42:50

lordnazgul9 wrote:
#4485

Malthirian

Apr 07, 2015 16:37:03

Q1548

I have looked but have not found clairity to this as of yet.  At 14th level, a rogue gets Blindsense.  It says that they know where an invisible creature is if it is within 10 feet of them.  Do they still incure the penelities if they attack that invisible creature?  Thank you.

#4486

AaronOfBarbaria

Apr 07, 2015 16:44:07

A1548: The blindsense ability states you are aware of where the invisible creature is, which means no guessing and thus automatically missing if you guess the wrong area to attack, but it does not state that you can see the creature - that means disadvantage still applies, since you have disadvantage when attacking a creature you can't see.

#4487

jbokcrusader

Apr 08, 2015 2:26:44

alienux wrote:
#4488

alienux

Apr 08, 2015 3:42:18

jbokcrusader wrote:
#4489

Eroan

Apr 08, 2015 12:00:08

Q1549

 

Hi, im new to D&D (my girlfriend dragged me into it) and even newer to these Forums. I found some real useful information online originating from this place, so I figured i;d ask my question here. I have a level 1 fighter, with the Two-Weapon fighting speciality and two shortswords equipped (full DEX yay). However, when attacking a target, do these two weapons attack as one, and do I only need to throw a single 'do-i-hit-the-target-or-not-dice' (srry dont know the name). Or do I need to throw two 'do-i-hit-the-target-or-not-dice', one for each shortsword?

(Reply to #4489)

Drunemeton

Eroan wrote:
(Reply to #4489)

OoftaMeg

Eroan wrote:
(Reply to #4489)

Coredump00

 

Eroan wrote:
#4493

BoldItalic

Apr 08, 2015 23:12:54

A1549: Two.

#4494

Eroan

Apr 09, 2015 0:06:30

Thanks a lot, that extra bit of information cleared it up completely for me.
Looking forward taking this bit of wisdom into my next D&D session! :D

 

#4495

Filksinger

Apr 09, 2015 14:29:38

Q1550   Fake Door

 

The Minor Illusion cantrip says that the illusion can be "no larger than a 5 foot cube".  Does this description imply that the 5' cube must be flat on the floor?

 

If I want to make the illusion that there is a closed door in a doorway in a normal house in the real world, a fake door that is only 5 feet tall isn't going to cut it.  Our doorways are taller than that.  BUT - if you tipped a 5 foot cube 45 degrees you would be able to have a vertical illusionary door up to 5' wide and 7' tall (going across the diagonal of the cube).  It fits within a 5' cube and it covers the entire standard doorway.

 

What say you - allowed, or not?

 

 

#4496

Kelwin55

Apr 09, 2015 15:15:39

Q1551: Hello this may have been answered but I cannot find anything through the search function: My question concerns the "lucky" feat. Our DM has decided to use critical hit tables so that lasting damage is extremely possible on criticals. According the RAW: PHB. Pg 167, when you make an attack roll, ability check or saving throw you can use a luck point "after you roll the die, but before the outcome is determined." So can I understand that the "lucky aspect" of your  character allows you to try your luck on a scenario of your choosing. It is as though you bought a lottery ticket and changed your mind about which numbers to use. Now the next part is where my question comes in: "You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attack uses the attacker's roll or yours." So, since you would only use the luck in combat when you need luck, can you wait to hear the result of the attacker's roll then decide to use or not use your "luck point"? The best way to illustrate this is at the extremes: If your attacker rolls a 1 and falls on their sword - you certainly would not use a "luck point". At the other exteme, if your attacker rolls a critical, this is where true "luck" in the real world would come out. So the qestion as if you can wait until the result of the attacker's roll before using one of your 3 luck points per day? Thank you.

#4497

paulstrait

Apr 10, 2015 5:06:11

Filksinger wrote:
#4498

Kelwin55

Apr 09, 2015 16:08:38

Q1552: Another easier question: In the Spell "Find Steed". If you (a Paladin) summon a War Horse and equip it for battle. If you dismiss it... then resummon... does it come back in full armor? 

#4499

paulstrait

Apr 09, 2015 16:11:56

Kelwin55 wrote:
(Reply to #4498)

OoftaMeg

Kelwin55 wrote:
#4501

Asperix

Apr 09, 2015 19:45:17

Q1553: Multi-classing

Suppose I have a fighter that has str16, int10. 

He found a headband of intellect during an adventure, bringing his int->19. 

Can he then multi-class to a wizard?

(Reply to #4501)

Lucas_Blackstone

Asperix wrote:
#4503

AaronOfBarbaria

Apr 10, 2015 3:00:54

A1553: Since multi-classing requires a particular rating or better in ability scores based on the classes you have, but the rules don't make a distinction between your normal ability scores and those which you have as a result of an attuned magic item, whether or not a headband of intellect can be used to allow multi-classing in the wizard class is up to each individual DM.

 

I advise against allowing it, however, since it could lead to either a situation where the item granting the required ability score is only attuned to while close to increasing in level (the player abusing the wording of the rules and their lack of specificity, rather than trying to adhere to their intent), or raises the question of whether you suffer any ill effects for no longer having the required ability score such as not being able to use features granted by classes beyond your first or not being able to increase in level while your character is technically "illegal".

#4504

paulstrait

Apr 10, 2015 5:22:53

AaronOfBarbaria wrote:
#4505

Coredump00

Apr 10, 2015 7:03:29

I would likely rule that the fighter had to be using the Headband for a certain amount of time before it could be used for multi-classing.  Probably for 1 full level.

 

 

#4506

Drunemeton

Apr 11, 2015 16:41:26

Asperix wrote:
#4507

Zakharock

Apr 12, 2015 19:08:28

Q1554: I use the Glyph of Warding spell in a book to store the magic Flame arrows with the trigger for when I touch the book ... the Flame arrows will be concentrated its full length?

(Reply to #4506)

Coredump00

Drunemeton wrote:
#4509

mellored

Apr 13, 2015 5:27:24

Zakharock wrote:
#4510

mellored

Apr 13, 2015 5:31:25

Coredump00 wrote:
#4511

Zakharock

Apr 13, 2015 8:16:43

mellored wrote:
#4512

mellored

Apr 13, 2015 8:26:27

Zakharock wrote:
#4513

Karnorr

Apr 13, 2015 8:33:34

I'm unclear on some aspects of bonus actions.  I've been scouring the site trying to find a concrete answers, rather than opinion and supposition.  Please forgive me if the answer is around somewhere, but I haven't had time to read the entirety of the thousands of posts in the rules thread and searching is brutally inefficient.

 

Q1555: Do spells with a casting time of 1 action have to be cast as a bonus action?

 

Q1555a: Readying a spell is an action that requires casting the spell as part of the action.  If I can only cast Healing Word as a bonus action, can I ready it at all?

 

Q1555b: Can I take a bonus action and then the ready action, or vice versa?

 

Q1555c: If yes to all three, can I take a bonus action, then ready Healing Word, then use it before the next initiative count to effectively use two bonus actions?

 

Q1555d: Haste gives an additional action.  Can I Attack (from haste), bonus action a second attack (war priest), move, ready Healing Word and loose it before the next initiative count?

 

This is just a short list for a Cleric and has none of the complications of multi-classing bonus action options.  Maybe a better question is:

 

Q1556: Can I use my action to perfrom a bonus action, as long as I don't violate any restrications (i.e. one non-cantrip spell per round)?

 

 

#4514

mellored

Apr 13, 2015 8:38:43

Karnorr wrote:
#4515

Zakharock

Apr 13, 2015 12:48:17

Q1557:

Imagine a fight between a fighter and a wizard, they are a long distance from each other,
the fighter shoots arrows and enters into a steel box in turn. The wizard can not target figther as this with full cover (right?) Then he releases a fireball in the box area or a other spell in the box.

 

Only the box is affected and receives damage?

(Reply to #4514)

Karnorr

mellored wrote:
#4517

paulstrait

Apr 13, 2015 14:34:01

Zakharock wrote:
#4518

Haer

Apr 13, 2015 14:36:02

Twinned Maximillian's Grasp - does using an action control one or both fists? It is a single spell and both fists cease to exist when you lose concentration on them so by that logic a single action should make them both act the same way?

#4519

Drunemeton

Apr 13, 2015 16:55:12

mellored wrote:
#4520

Xeviat-DM

Apr 13, 2015 21:48:39

Q1558: When you use a Monk's Stunning Strike feature, do you still deal normal damage from your attack, or does the stun supercede the damage? I thought it was in addition to the damage, but I just reread the ability today and it is a little confusing right now. Specific overrides basic, but it doesn't specifically say that the attack deals no damage.

#4521

AaronOfBarbaria

Apr 13, 2015 23:34:53

A1558: You answered your own question; it doesn't specify that it is stunning instead of damage, so you still deal damage as normal for hitting with a melee weapon attack.

(Reply to #4519)

Coredump00

Drunemeton wrote:
#4523

Pagu

Apr 14, 2015 12:20:05

Q1559)  Can a MC Wizard 3/Cleric 3 prepare 3rd level spells... RAW and RAI, I feel yes my DM says no... any official tweets or errata you guys can point me to! thanks in adavance

(Reply to #4523)

Bloodscythe

Pagu wrote:
#4525

paulstrait

Apr 14, 2015 12:55:06

Pagu wrote:
#4526

Avross

Apr 14, 2015 13:42:50

paulstrait wrote:
(Reply to #4526)

Bloodscythe

Avross wrote:
#4528

Pagu

Apr 14, 2015 14:34:25

It says under multiclassing you prepare each of  your spell lists as individual casters... Clerics can prepare any spell they have slots for... A wizard can scribe and prepare any spell he has slots for... A w3/c3 has 3rd level slots therefore he should be able to prepare 3rd level spells...

#4529

paulstrait

Apr 14, 2015 14:35:13

Avross wrote:
#4530

Pagu

Apr 14, 2015 14:38:18

Thanks anyways for the clarification

#4531

Pagu

Apr 14, 2015 14:38:23

Thanks anyways for the clarification

#4532

paulstrait

Apr 14, 2015 14:45:44

Pagu wrote:
#4533

Drunemeton

Apr 14, 2015 20:57:48

Coredump00 wrote:
(Reply to #4533)

Lucas_Blackstone

Drunemeton wrote:
#4535

Avross

Apr 15, 2015 5:23:17

paulstrait wrote:
#4536

ArialBlack

Apr 15, 2015 8:13:16

So my Wiz1 has a spellbook with six 1st level spells, just like every other Wiz1.

 

When I gain a level I become a Wiz2. According to Learning Spells of 1st Level and Higher: 'Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots'.

 

Since I only have 1st level spell slots, these two new wizard spells must be of 1st level.

 

Then I become a Wiz3. I now have two 2nd level spell slots, therefore my two new spells can be either 1st or 2nd level.

 

I then multiclass into cleric. By the time I am Clr3/Wiz3 my spell slots are 4/3/3. Even though I have 3rd level slots, I don't have any 3rd level wizard spells in my spellbook.

 

According to the multiclass Spells Known and Prepared paragraph, I must prepare today's wizard spells as if I were a single class wizard.

 

Okay. According to the wizard class description, Preparing and Casting spells, I choose a number of wizard spells from my spellbook, but the spells must be of a level for which I have spell slots.

 

So I have 3rd level slots, but don't know any 3rd level spells! Never mind, I can use these slots to 'overcast' 1st and 2nd level spells.

 

Then I gain a level and become a Clr3/Wiz4. My slots are now 4/3/3/1. I have a 4th level spell slot!

 

Because I've just gained a wizard level, I can add two wizard spells to my spellbook. These spells must be of a level for which I have spell slots. I have both 3rd and 4th level slots, so add one 3rd and one 4th level spell to my spellbook. When I prepare spells, they must be a level for which I have slots. I have 3rd and 4th level slots, therefore I can prepare 3rd and 4th level wizard spells.

 

If not, why not?

#4537

mellored

Apr 15, 2015 8:30:41

ArialBlack wrote:
#4538

ArialBlack

Apr 15, 2015 9:01:42

'You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class'.

 

Okay, I'm both a wizard and a cleric, but I must prepare my wizard spells according to the wizard rules, and the spells I know (the spells in my spellbook) are the ones gained from wizard levels.

 

My spell slots are those of a 7th level caster, and all of those slots are useable for both cleric and wizard spells.

 

According to the multiclass spell slots rules, I have 4/3/3/1.

 

According to the multiclass rules, the spells in my spellbook are determined as if I were a single-classed wizard. This means that the limit on which spells I put in my book are set by what spell slots I have, just like any single-classed wizard. I have 4th level slots.

 

According to the multiclass rules, I prepare wizard spells as if I were a single-classed wizard. The limit on which spells I can prepare is, 'The spells must be of a level for which you have spell slots'. Since I have 4th level slots, that's the limit.

 

The multiclass rules have us know and prepare spells as if we are single-classed, but single-classed casters do not use their class level to determine the highest level spells they know or prepare; they use slots. Referring us to the single class rules doesn't impose a class level-based limit on spell level, because there is no such limit mentioned in the single class entries.

#4539

mellored

Apr 15, 2015 9:18:19

According to the multiclass rules, the spells in my spellbook are determined as if I were a single-classed wizard. This means that the limit on which spells I put in my book are set by what spell slots I have, just like any single-classed wizard. I have 4th level slots.
#4540

KleinDavy

Apr 16, 2015 10:19:53

Q1560

The description of the Polymorph spell says:

The target's game statistics [...] are replaced by the statistics of the chosen beast.

I have the War Caster feat which gives me advantage on constitution saves to maintain concentration.

When I cast Polymorph on myself and get hit do I still get advantage to maintain concentration?

 

What exactly counts as game statistics?

(Reply to #4539)

ArialBlack

mellored wrote:
#4542

mellored

Apr 15, 2015 11:00:24

ArialBlack wrote:
#4543

ArialBlack

Apr 15, 2015 12:10:03

'The multi-class rules say that you prepare spells, as if you where a level 4 wizard'

 

No they don't. Nor do they say you know and prepare spells as a single-classed wizard who has a number of wizard levels equal to your own.

 

They just say that you know and prepare spelss as a single-classed wizard, without reference to any class level.

 

And why should they? The single-class rules do not refer to class level when determining the level of spell you can know, prepare or cast. The single-classed rules use the level of slots you have, not the class level. Therefore, when making multiclass characters follow the single class rules, and the single class rules determine spell level by spell slot rather than class level, then this means that multiclass casters do also.

#4544

mellored

Apr 15, 2015 12:53:14

ArialBlack wrote:
(Reply to #4544)

ArialBlack

mellored wrote:
#4546

mellored

Apr 15, 2015 13:34:02

And a single-classed wizard with 4th level slots can prepare 4th level wizard spells.
(Reply to #4546)

ArialBlack

mellored wrote:
#4548

Bloodscythe

Apr 15, 2015 14:09:38

I don't know why this is still being discussed.. I literally quoted the relevant passage from the rules:

 

"If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare.  You can use those slots, but only to cast your lower-level spells."  - Players Handbook page 164 under preparing spells.

 

A multiclass 3 wizard/3 cleric doesn't have 3rd lvl wizard spell slots and 3rd lvl cleric spell slots... they have 3rd lvl generic spell slots.  They are, per the rules, limited by the spell progression of a wizard and cleric individually.  A 3rd lvl wizard only has access to 2nd lvl wizard spell slots, so a 3 wizard/3 cleric can only prepare 2nd lvl wizard spells.

 

Before you ever reference the MC spell slot chart, you first consult the charts under wizard and cleric separately.  Those tables define your class's maximum spell level.  THEN, after you've prepared your spells based on your individual classes spell levels, you consult the multiclass spell slot table to determine how many slots your character has, which is based on your calculated spellcaster level, not your actual character level.

(Reply to #4545)

KleinDavy

ArialBlack wrote:
#4550

Ars81

Apr 15, 2015 15:23:05

Hello.

 

I'm using optional rule for lingering injuries in my campaign.

Also, one of adventurers is a druid, and he is able to transform into a beast.

 

Should I apply lingering injuries while the druid is in wild shape? Is it possible to lose an eye while he is in a beast form? Does this lingering injury disappear when the druid will return to human shape?

 

Thanks.

#4551

ArialBlack

Apr 15, 2015 14:38:44

In my example, when I was Clr3/Wiz3 I only had 2nd level wizard spells (because my first three levels were all wizard levels). This meant that even though I have 3rd level slots (as a multiclass 6th level caster), I don't know any 3rd level spells to cast, as described in the multiclass example.

 

But when I gained a 7th level and became Clr3/Wiz4, I gained a wizard level and a multiclass caster level (making me a 7th level caster). I then choose two new spells to add to my spellbook, as if I were a single-classed wizard. Note that nothing says that i get them as a (insert level) wizard, because the spells you can learn are not class level dependent but spell slot dependent.

 

According to the single class wizard rules, the spells I add must be ones for which I have a spell slot, and there is nothing that suggests anything about class level being a factor.

 

There is nothing in the multiclass rules that says spell preparation or knowledge is based on class level either, just that you do so as if single-classed. This refers to spell attack bonus, casting stat, spell list, save DC etc. That's what the multiclass example talks about.

 

But nothing is keyed off class level, only on spell slots. This applies to both single and multiclass casters.

 

TBH, there is much debate about this simply because of what the words say. If they want it to be calculated AS IF you had the spell slots that a single class caster of that individual level WOULD have (as opposed to the slots you ACTUALLY have), then they should write it without ambiguity.

#4552

BoldItalic

Apr 15, 2015 14:52:54

ArialBlack wrote:
#4553

ArialBlack

Apr 15, 2015 15:44:16

Agreeable, but unsatisfying in this case.

 

I'm not looking for a way to get around the rules, I just want the rules to be written unambiguously, and result in the RAW matching the RAI.

#4554

mellored

Apr 15, 2015 16:48:32

the examples make the rules pretty clear.
as does crawford's tweet.
but, it's your game, so do what you want.

#4555

paulstrait

Apr 15, 2015 17:25:43

ArialBlack wrote:
#4556

ArialBlack

Apr 15, 2015 20:20:52

The meaning would refer to situations like my example of a caster who started as Wiz3 then got Clr3. That caster would have the slots of a 6th level caster but no 3rd level wizard spells.

 

The example caster in the multi-class rules makes clear that such a caster can use 3rd level slots even without 3rd level spells in his spellbook. Neither the rules nor the example caster say that a multi-class caster is unable to learn or prepare spells appropriate for his slots, they just explain that he might not have those spells and how to use those slots anyway.

#4557

paulstrait

Apr 15, 2015 20:47:32

ArialBlack wrote:
#4558

ArialBlack

Apr 15, 2015 23:13:01

"If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare".

 

Yes, it might. I agree that it might, just like in my example Clr3/Wiz3. But this form of words does not mean that I cannot prepare or learn spells that the single-class rules indicate that I CAN learn and prepare, which, by RAW, is based on spell slots and has nothing to do with class level.

 

Crawford indicates in a tweet or whatever a rule which is not in the book! How are we supposed to know what his tweets are if we're not on Twitter? I'm not!

 

I get that this is RAI. So write words that unambiguously mean that!

(Reply to #4558)

FrogReaver

ArialBlack wrote:
#4560

FrogReaver

Apr 15, 2015 23:46:13

ArialBlack, the example of how it works is given in the rule book and makes the rule very disambiguous.  After reading the example there is no one going to come away with the reading you are arguing for.

 

"If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three w izard cantrips, and your spellbook contains ten wizard spells, two o f which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook."  PHB 164

 

 

This example is incompatible with your reading.

#4561

paulstrait

Apr 15, 2015 23:48:25

ArialBlack wrote:
#4562

ArialBlack

Apr 16, 2015 3:05:09

Actually, I'm not looking for the game to work like I'm saying, so much as getting the rules to say what they want them to actually mean.

 

Examples should illustrate the rule, but the rule should be understandable even without the example. Be honest, if that example wasn't there, could you really point to any actual rule which says that the maximum spell level of multi-class casters are tied to class level, when the same is not true for single-classed casters (who use spell slots to determine that)?

#4563

SilentSin

Apr 16, 2015 4:53:38

What possible reason could there be for giving a Wizard 1, Cleric 10 access to higher level Wizard spells when that's not at all how multiclassing works? You take a level of rogue, and you get features and advance sneak attack by one rogue level. Taking 15 fighter levels has no effect on which rogue features you get. Why should spells be any different?

(Reply to #4562)

Bloodscythe

ArialBlack wrote:
#4565

mellored

Apr 16, 2015 5:37:49

ArialBlack wrote:
#4566

Coredump00

Apr 16, 2015 7:32:54

I'm not sure what the point is here....  AB seems to be arguing just to prove how smart he is being able to twist the rules to maybe, kinda-sorta, mean something different than what everyone else agrees they mean.

Is this just an attempt to get an editing job somewhere? An attempt to get us to agree how wise you are?  Get Crawford to write you a personal letter of apology?  Whats the goal here...??

 

It is clear by the rules what is meant, even if you can squint in a dark room and determine the wording could mean something else.... yay.... you can now badger your DM and try and break the game.  Congrats.

 

 

(Reply to #4550)

OoftaMeg

Ars81 wrote:
(Reply to #4562)

FrogReaver

ArialBlack wrote:
#4569

Drunemeton

Apr 16, 2015 8:15:37

Q1560(?): I don't know the current number.

 

Can the Gust spell be used to get the caster out of the Grapple condition by casting the spell on the caster and having the caster willingly fail the saving throw?

(Reply to #4564)

ArialBlack

Bloodscythe wrote:
#4571

mellored

Apr 16, 2015 8:47:41

ArialBlack wrote:
(Reply to #4570)

AaronOfBarbaria

ArialBlack wrote:
#4573

jonathonhawke

Apr 16, 2015 9:30:44

ArialBlack wrote:
(Reply to #4569)

KleinDavy

Drunemeton wrote:
(Reply to #4574)

OoftaMeg

KleinDavy wrote:
(Reply to #4572)

ArialBlack

AaronOfBarbaria wrote:
#4577

KleinDavy

Apr 16, 2015 10:37:44

Q1561

Can you combine the sorcerer's Draconic Resilience or the spell Mage Armor with Unarmored Defense?

 

A player asked me if he could dip his monk charcter into sorcerer to get a +3 to AC, but I said this would count as natural armor like the actual scales of dragons do.

Though, I don't think Mage Armor, despite being called armor, counts as armor because it is described as "protective magical force."

 

If I'd read the rules word by word neither of the two could be combined with Unarmored Defense, because they give the character an AC of 13+dex and not a +3 to AC so the character would have to decide wheter he wants to use 13+dex or 10+dex+wis (or +con for barbarian)

 

What are your thoughts on this?

(Reply to #4576)

Bloodscythe

ArialBlack wrote:
(Reply to #4575)

KleinDavy

OoftaMeg wrote:
(Reply to #4577)

Bloodscythe

KleinDavy wrote:
(Reply to #4576)

FrogReaver

ArialBlack wrote:
#4582

KleinDavy

Apr 16, 2015 11:06:37

Can you please stop arguing about this?

Nobody cares, seriously!

(Reply to #4582)

FrogReaver

KleinDavy wrote:
(Reply to #4583)

KleinDavy

FrogReaver wrote:
(Reply to #4584)

FrogReaver

KleinDavy wrote:
#4586

mellored

Apr 16, 2015 12:00:01

FrogReaver wrote:
#4587

Pagu

Apr 16, 2015 13:11:24

Arial i used to see it your way  but The argument that got me to see it was that each paragraph of the mc caster rules works independently... You learn and prepare spell as a single class THEN determine your slots after... Its the procedure that sets the barrier... The ranger/wizard is a less then perfect example... I wish they used prepared full caster classes in the example 

#4588

BoldItalic

Apr 16, 2015 14:12:21

ArialBlack wrote:
(Reply to #4570)

Coredump00

ArialBlack wrote:
#4590

Zakharock

Apr 16, 2015 15:38:54

Q1562: Is a strange funny question but ...  already considering I can breathe anywhere, if I get into a bag of holding and cast a glyph of warding I can carry it around and use it where i want?

#4591

Drunemeton

Apr 16, 2015 19:01:52

KleinDavy wrote:
(Reply to #4588)

ArialBlack

BoldItalic wrote:
#4593

cythgrimey

Apr 16, 2015 21:14:11

Q1563: 

Given how the last multiclass spellcaster question went off the rails, I'm reluctant to ask this, but does a character get extra cantrips if they start as one caster class and then multiclass into another?

If someone had a Wiz3/Rogue3 with arcane trickster, would they get 6 wizard cantrips?  I think they do, but I'm not certain.

#4594

AaronOfBarbaria

Apr 16, 2015 22:35:42

A1563: Yes, you gain the cantrips as appropriate for your level in any/all spellcasting classes you possess.

 

edit: fixed answer number

(Reply to #4592)

AaronOfBarbaria

ArialBlack wrote:
(Reply to #4594)

Zakharock

AaronOfBarbaria wrote:
#4597

cythgrimey

Apr 16, 2015 23:17:42

Zakharock wrote:
#4598

LiquidSlug

Apr 17, 2015 3:52:38

Q1564. As a 5th level Barbarian, can I Shove then Grapple a target in the same turn?

 

Edit: Sorry for double-post! The lag is real.

(Reply to #4598)

AaronOfBarbaria

A1564: Both Shove and Grapple contain the following: "If you're able to make multiple attacks with the Attack action, this attack replaces one of them."

 

Neither contain: "...but you can't replace your other attack(s) with other things that can replace an attack."

 

That's about as clear as the rules can get.

#4600

TeaKitten

Apr 17, 2015 5:33:19

Q1565a: Can dispel magic be used to remove a curse?

Q1565b: Any implications for useing it in place of remove curse?

(Reply to #4591)

KleinDavy

Drunemeton wrote:
(Reply to #4600)

Bloodscythe

TeaKitten wrote:
#4603

LiquidSlug

Apr 17, 2015 6:42:19

AaronOfBarbaria wrote:
(Reply to #4603)

Bloodscythe

LiquidSlug wrote:
(Reply to #4603)

AaronOfBarbaria

LiquidSlug wrote:
(Reply to #4604)

LiquidSlug

Bloodscythe wrote:
(Reply to #4605)

LiquidSlug

AaronOfBarbaria wrote:
#4608

Drunemeton

Apr 17, 2015 7:22:50

KleinDavy wrote:
(Reply to #4607)

AaronOfBarbaria

LiquidSlug wrote:
(Reply to #4609)

LiquidSlug

AaronOfBarbaria wrote:
#4611

mellored

Apr 17, 2015 8:59:48

LiquidSlug wrote:
#4612

SterlingRat

Apr 17, 2015 9:24:58

Q1566: If I use an unarmed strike while wearing magical armor does the attack count as magical for the purpose of overcoming damage resistance? What about if I use a +1 Shield as an  improvised weapon.... is that magical?

(Reply to #4612)

Bloodscythe

SterlingRat wrote:
(Reply to #4613)

Cooperjera

Bloodscythe wrote:
#4615

Zakharock

Apr 17, 2015 12:36:03

Hey guys, yours jump my question, it works?

 

Zakharock wrote:
#4616

mellored

Apr 17, 2015 12:38:11

Zakharock wrote:
(Reply to #4615)

Bloodscythe

Zakharock wrote:
(Reply to #4617)

Zakharock

Bloodscythe wrote:
(Reply to #4616)

Zakharock

mellored wrote:
#4620

Drunemeton

Apr 17, 2015 20:20:12

Zakharock wrote:
#4621

BoldItalic

Apr 17, 2015 23:15:35

Zakharock wrote:
#4622

ArialBlack

Apr 17, 2015 23:59:40

AaronofBarbaria wrote:
(Reply to #4622)

AaronOfBarbaria

ArialBlack wrote:
#4624

ArialBlack

Apr 18, 2015 8:55:13

The spell slots you have ARE the limit of the spells you can know/prepare, according to the single-class rules to which we are directed.

 

The example shows that you MIGHT have slots of a higher level than you know spells for, just like when I gave my Wiz3 three cleric levels. This matches the example perfectly. But when I took a ;4th wizard level and checked the rules about what spells I can add to my spellbook, I was directed to the single-class wizard, where it said I can add any spell for which I have slots. Nothing in the multiclass rule contradict that, and the example saying that I MIGHT have slots higher than spells I know (and how to use those slots) did not say that I could not learn such spells later.

 

No rule in the multiclass section says treat yourself as a single class caster who only has a number of levels that you do in that particular class. If I'm a 7th level multiclass character and I'm told nothing more than to treat myself as if I were a single class caster, then I treat myself as a 7th level single class caster! Why? Without any rule to the contrary, the only rule I have is the one which definitely shows that I have the slots of a single-class caster, of 7th level!

#4625

jonathonhawke

Apr 18, 2015 9:02:51

So if you're a Wizard4/Fighter3 you'd prepare spells as a Wizard7?

(Reply to #4624)

AaronOfBarbaria

ArialBlack wrote:
#4627

Jourfrend

Apr 18, 2015 10:44:35

Q1569: Is a dual class Monk/Rogue with advantage in combat allowed to use sneak attack with his open-hand attack?

#4628

Karnorr

Apr 18, 2015 10:43:47

Three more questions about bonus actions...

 

Q1567a - If Incapacitated can I still take bonus actions?

Q1567b - If yes, can I use the Rogue's Cunning Evasion ability even though it says you can only use it "...to take the Dash, Disengage, or Hide action."

Q1568c - When stunned you "...can speak only falteringly." and are incapacitated.  Can you cast bonus action spells with verbal components?

(Reply to #4404)

Karnorr

Coredump00 wrote:
#4630

Malthirian

Apr 18, 2015 11:36:06

q1560 For purposes of casting Dispell Magic, which might dispell the magic for at least one round, what spell level of power do magic items work at? Anybody know the answer to this?

(Reply to #4625)

ArialBlack

jonathonhawke wrote:
(Reply to #4628)

ArialBlack

Karnorr wrote:
(Reply to #4624)

FrogReaver

ArialBlack wrote:
#4634

ArialBlack

Apr 18, 2015 18:55:40

FrogReaver wrote:
(Reply to #4634)

FrogReaver

ArialBlack wrote:
(Reply to #4635)

FrogReaver

FrogReaver wrote:
#4637

ArialBlack

Apr 19, 2015 6:47:31

That's not the example! That's the example in the spell slots section.

 

I've already worked out that a character with the spellcasting class feature has a single slot table as a single-classed caster of his combined caster levels, with some counting as 1/2 and others as 1/3.

 

As I level up, I don't need to refer to this again, because when I was 3/3 I was treated as a 6th level caster and now that I'm 3/4 I don't need the explanatory paragraph to work out I'm now treated as a 7th level caster. I don't need to even look at that paragraph again, just at the slots table, so whatever example is in that paragraph doesn't get looked at again either.

 

Right now, I'm looking at my new spells I can add to my spellbook. I started as Wiz3, therefore I've only got 1st and 2nd level spells in my spellbook. After that I got three levels of cleric, but even though I'm a 6th level caster I don't know any 3rd level wizard spells, and the example in the paragraph that I'm reading confirms that I might not know spells of every level that I have slots for, and what to do then.

 

So now I level up to Clr3/Wiz4. I look at the paragraph (with its example) about the spells I know, and it says to treat myself as a single-classed caster. This is the same advice that the slots section tells me, and I'm treated as a single-classed caster of 7th level.

 

Reading the wizard section, it tells me that I choose two spells to add to my spellbook, and these spells can be of any level for which I have slots. I have both 4th and 3rd level slots, so choose one of each.

 

You say that the example can only lead to one conclusion. I'm saying that, if the rule really was intended to be understood is this alternate way, how would the example in this paragraph contradict this?

(Reply to #4637)

FrogReaver

ArialBlack wrote:
#4639

jonathonhawke

Apr 19, 2015 9:44:58

FrogReaver wrote:
#4640

BoldItalic

Apr 19, 2015 10:35:07

FrogReaver wrote:
#4641

Pagu

Apr 19, 2015 11:22:33
Does anyone else in this spell prep/known debate find it interesting that in all the other casting classes except wizard/cleric/druid have language specificly refering to the class table while those aforementioned class only refer to spell slots... And even in learning wizard spells after first level section references the wizard table yet the spell book sidebar about adding new spells on the same page merely references spell slots... And don't forget the wizard 19\cleric 1 will have most 6 cleric spells prepared (and probably less then that due to MAD) and still have to share his slots... I don't see that as game breaking... Especially in a version that uses total levels for proficiency and total caster levels for spell capacity... EDIT... But then I forgot about the Crawford twitter post saying MC wizard 2/cleric 2 can't scribe 2nd level spells, which if taken as RAW & RAI, renders my point moot
(Reply to #4640)

AaronOfBarbaria

BoldItalic wrote:
#4643

Mazzy

Apr 19, 2015 11:30:52

If I have a Rod of Absorption, can I or someone in my party cast spells at me before an extended rest to charge up the rod or does that violate Bag of Rats?

#4644

ArialBlack

Apr 19, 2015 11:41:19

FrogReaver wrote:
(Reply to #4643)

AaronOfBarbaria

Mazzy wrote:
#4646

jonathonhawke

Apr 19, 2015 11:56:01

ArialBlack wrote:
#4647

ArialBlack

Apr 19, 2015 12:03:23

The example character is Rgr4/Wiz3. This character is considered a 5th level caster in terms of the slots he has, and he is considered a Rgr4 to determine the ranger spells known/prepared and as a Wis3 to determine the wizard spells known (i.e. in my spellbook) and prepared.

 

According to the ranger class, a Rgr4 knows three ranger spells. You know two 1st level ranger spells at 2nd level, and when you gain the third ranger level you know one more ranger spell, which 'must be of a level for which you have slots'. What slots you have are checked as you level up and learn that new spell.

 

Since the slots a multiclass ranger may have could be different that a single-classed Rgr3, then is he limited by his ranger level or his slots? According to the rules, it's his slots! Nothing in the relevant rule or example contradicts this.

 

The same process holds true for wizard spells known/prepared. A Wiz3 knows three cantrips and ten spells. The level of those spells is dictated by the slots you have when you added those spells to your spellbook. The number of spells you can prepare is equal to your wizard level (three) and your Intelligence modifier (+3 for Int16), so I can prepare six wizard spells each morning. Of what level? 'The spells must be of a level for which you have spell slots'. So each morning I choose six wizard spells of any level for which I have slots at the moment I prepare those spells, and since I have, as a Rgr4/Wiz3, spell slots of 3rd level then I can prepare 3rd level wizard spells.

 

Nothing in the rule or example contradicts this interpretation.

(Reply to #4646)

Pagu

[quote="jonathonhawke"]

 

ArialBlack wrote:
#4649

Pagu

Apr 19, 2015 12:21:00

Arial all the 1\2, 1\3, and full casters with spells known have specific language in there spellcasting rules that specificlly reference the class table... Its only cleric/druid/wizard that conspicuously leaves that language out and instead refers to slots as the determinarion as to what they can prepare... I think that is an important part of the argument 

(Reply to #4627)

celtwarrior

Jourfrend wrote:
#4651

celtwarrior

Apr 19, 2015 15:38:36

Q1570 [i doubt that is right number but 1569 is the highest number in the last two pages, remember folks, please number]

 

exhastion while in wild shape; if a human druid wild shapes into something, lets say brown bear for this example, and while in bear form the druid suffers one level of exhastion, when they shift back to human form, does the exhastion carry over?  loosing hit points does not carry over [unless the loss excedes the wild shape's HP], so i see no reason exhastion to carry over?

(Reply to #4651)

OoftaMeg

celtwarrior wrote:
#4653

cythgrimey

Apr 19, 2015 22:33:16

ArialBlack wrote:
#4654

ArialBlack

Apr 19, 2015 23:46:07

cythgrimey wrote:
#4655

FrogReaver

Apr 19, 2015 23:50:34

ArialBlack, in your understanding a level 4 ranger and level 3 wizard would either have access to level 2 ranger spells or level 3 wizard spells.  This is a fact.

 

At level 6 you must either be Ranger 4 Wizard 2 or you must be Ranger 3 Wizard 3.

 

If you are ranger 4 Wizard 2 then you must take a level of wizard to become Ranger 4 Wizard 3.  You claim that taking the level of wizard in the sitaution would give access to 3rd level wizard spells. 

 

If you are Ranger 3 Wizard 3 then you must take a level of Ranger to become Ranger 4 Wizard 3.  You claim that taking the level of ranger in the sitautionwould give access to 2nd level ranger spells. 

 

How is it that you say a level 4 ranger level 3 wizard must have access to either level 3 wizard spells or level 2 ranger spells and yet the rules say that such a character does not have access to level 3 wizard spells and does not have access to level 2 ranger spells?  That's a contradiciton my friend.

#4656

Tespri

Apr 20, 2015 4:55:27

Q1571
http://www.sageadvice.eu/2015/01/29/beast-master-companion-attack/
http://www.sageadvice.eu/2015/01/08/rangers-badger-multi-attack/
Does that mean that Rangers badger can use multiattack 2 at level 11. Since it seems that it has been confirmed as attack action. Aka can badger have 4 attack rolls?
 

(Reply to #4654)

cythgrimey

ArialBlack wrote:
(Reply to #4654)

AaronOfBarbaria

ArialBlack wrote:
#4659

mellored

Apr 20, 2015 5:20:21

ArialBlack wrote:
(Reply to #4655)

ArialBlack

FrogReaver wrote:
(Reply to #4657)

ArialBlack

cythgrimey wrote:
#4662

ArialBlack

Apr 20, 2015 7:09:02

AaronOfBarbaria wrote:
(Reply to #4659)

ArialBlack

mellored wrote:
#4664

mellored

Apr 20, 2015 7:17:18

ArialBlack wrote:
#4665

mellored

Apr 20, 2015 7:26:47

ArialBlack wrote:
(Reply to #4660)

FrogReaver

ArialBlack wrote:
(Reply to #4663)

FrogReaver

ArialBlack wrote:
(Reply to #4664)

ArialBlack

mellored wrote:
(Reply to #4666)

ArialBlack

FrogReaver wrote:
(Reply to #4667)

ArialBlack

FrogReaver wrote:
#4671

mellored

Apr 20, 2015 8:52:51

It shouldn't be convoluted!
(Reply to #4670)

FrogReaver

ArialBlack wrote:
(Reply to #4661)

cythgrimey

ArialBlack wrote:
#4674

cythgrimey

Apr 20, 2015 9:03:37

ArialBlack wrote:
#4675

FrogReaver

Apr 20, 2015 9:03:57

ArialBlack, The example from what you call the relevant section only says that a wizard 3 ranger 4 knows these levels of spells:

 

If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three w izard cantrips, and your spellbook contains ten wizard spells, two o f which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.

 

 

Care to tell me how it's possible that he is not mentioned as knowing any 2nd level ranger spells or any 3rd level wizard spells.  I mean by the rules he must be able to know at least 1 2nd level ranger spell OR at least 1 level 3 wizard spell.  But the rules here don't say he does.  Then we have even more clarification later with an example that says he doesn't know those spells.  

#4676

Malthirian

Apr 20, 2015 9:06:35

Q 1560 For purposes of casting Dispell Magic, what spell slot equivalent do magic items work at?

 

 

 

 

(Reply to #4676)

cythgrimey

A 1560:

Magic items cast spells at their base level, unless otherwise noted.  For Dispel Magic, that'd be as a 3rd level spell.

#4678

mellored

Apr 20, 2015 9:09:54

Malthirian wrote:
#4679

Gwaithador

Apr 20, 2015 9:13:31

Paulstrait is correct about the multiclass rules for a character with multiple classes in spellcasting.  I think it's a matter of adjusting our thinking from previous editions.  Preparing spells is much different from spell slots than it use to be in previous editions.

 

As for the idea that a non-permanent magic effect that raises an attribute would allow you to multiclass, I strongly disagree with that. I don't think that's what the rules mean by "natural aptitude."  And boy, would it cause a host of problems. What happens if your magical enhancing item is broken, stolen, lost or rendered inoperative? Do you suddenly lose all the associated class elements including hitpoints and your proficiency bonus drops?  That doesn't make much sense in terms of playability.

(Reply to #4662)

AaronOfBarbaria

ArialBlack wrote:
#4681

Malthirian

Apr 20, 2015 12:12:18

Clarification on Q 1560:

Thanks for the feedback, but I was asking about casting Dispel Magic at a Magic Item to disable it for a short time. This has come up a couple of times in our game.   As the DM I could simply assign a power level based on the power of the item as I understand it,  but I was looking to see if there are existing guidlines already in place.  Thanks!

#4682

mellored

Apr 20, 2015 12:40:15

Malthirian wrote:
(Reply to #4681)

OoftaMeg

Malthirian wrote:
#4684

Xirrax

Apr 20, 2015 23:41:18

Q1572: What happens when I attempt to charm an already charmed creature?

 

I was thinking one of three things:

- further charm attempts fail

- the old charm ends and is replaced by the new charm, provided the creature fails the save for the new charm

- both charms are in effect, provided the creature fails the save for the new charm

 

If being charmed prevents another charm, could I protect my party members by charming them before an encounter?

 

If it causes the first charm to fail, could I protect my party members who become charmed by stealing the charm?

 

If both charms are in effect, does the charmed creature treat both charmers as friendly aquaintences, unable to intentionally harm either, with both charmers getting advantage on social interaction? Or perhaps it could become some kind of ability contest.

 

The last option sounds the most entertaining to me and is the way I would rule if I were DMing tonight. I would like to know if there is a more official answer.

 

 

#4685

mellored

Apr 21, 2015 0:26:03

same thing thag happens when you prone a prone chreatre. nothing.
though depending on how you charm, there might be extra effects that could stack.

#4686

Rstmad

Apr 21, 2015 1:53:19

Q1573: can I use acrobatic and athletic for dex & str saving throw?

#4687

AaronOfBarbaria

Apr 21, 2015 2:23:08
A1573: no.
(Reply to #4684)

Xirrax

 

A1572: What happens when I attempt to charm an already charmed creature?

 

I wish I had waited a bit before posting. I found this in the PHB,p290:

 

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse.

 

I guess I have my answer. Should I remove my post?

 

Also, mellored, thank you for the quick reply.

 

 

#4689

Orethalion

Apr 21, 2015 11:24:08

Xirrax wrote:
#4690

SalaciousPeanut

Apr 21, 2015 15:16:58

 

First off, love 5e.

 

This isn't really a rules question exactly (well I guess it sorta is) but I didn't know exactly where to suggest this...

 

A lot of folks seem to be making their own Legend of Zelda stats these days. Does anyone know a link to 5e stats for Zelda races?

 

And if I have to post a question to the Wizards staff...well again, just a suggestion: A Legend of Zelda Campaign Setting book would sell through the roof. Partner with Nintendo! Darkhorse did it! :P

 

 

 

 

#4691

Rstmad

Apr 22, 2015 0:41:33

Q1573: Can I use skills and kits without proficiency in it?  (stealth and thieves tools for examle) 

#4692

AaronOfBarbaria

Apr 22, 2015 0:47:24

A1573: Yes.

#4693

Piloti

Apr 22, 2015 9:31:25

Q1574:

 

Can I please have a clarification on the rules of Sneak Attack for the rogue.

 

Does the creature need to be hit on my first attack to allow me use of the bonus sneak attack?

 

Do I need to roll for advantage (two d20 and pick the higher number as a base)?

 

When I roll for damage, do I add in my modifier to the d6 dice?

 

 

(Reply to #4693)

Bloodscythe

Piloti wrote:
#4695

Cooperjera

Apr 22, 2015 10:31:19

Bloodscythe wrote:
(Reply to #4695)

Bloodscythe

Cooperjera wrote:
#4697

mellored

Apr 22, 2015 11:21:25

Cooperjera wrote:
#4698

LiquidSlug

Apr 23, 2015 4:32:37

Q1575:

 

When a Wizard levels up, they get two spells.

Does the Wizard have to spend time learning these spells and writting them into their book, or do they just get them through natural experience and understanding?

(Reply to #4698)

Bloodscythe

LiquidSlug wrote:
(Reply to #4699)

LiquidSlug

Bloodscythe wrote:
#4701

aumguitarist07

Apr 23, 2015 10:15:21

Q1576:  Is it feasible that two Medium player characters with 24 Str would be able to lift and throw a Large-sized creature if it has the Stunned status? We're coming up with outside the box ways to get an Aboleth out of the water and onto dry land.

#4702

mellored

Apr 23, 2015 10:58:27

aumguitarist07 wrote:
(Reply to #4701)

OoftaMeg

aumguitarist07 wrote:
#4704

neztea2

Apr 23, 2015 12:27:01

q:1577: on a 20 Do Vorpal blade deal 6d8 damge on a crit or dose it deal 12d8 ?...... In the case that it is a monster whit a legendary action, (dragon) . and the monster can be crittet (drag

on)

 

(Reply to #4704)

OoftaMeg

neztea2 wrote:
#4706

AaronOfBarbaria

Apr 23, 2015 12:33:56

A1577: Since the damage only happens because of rolling a 20, it is not doubled as a result of rolling a 20.

(Reply to #4705)

AaronOfBarbaria

OoftaMeg wrote:
#4708

Zakharock

Apr 23, 2015 23:38:09

Q1578: What is the maximum and minimum height of an medium creature before changing category?

#4709

Pimachitan101

Apr 24, 2015 4:25:28
Short rest Q1579: In the PHB it doesn't seem to say how many short rests one can take in between long rests. Is there some rule about how many short rests are allowed and how much time must pass between 2 short rests? Basically I'm asking because of the Warlock and spell casting. (rest & cast, rest & cast, rest & cast...)
#4710

AaronOfBarbaria

Apr 24, 2015 4:43:18

A1579: There is no artificial limit to how many short rests can be taken, nor a specific amount of time that must elapse between one short rest and the next - it is important to note, however, that short rests being mentioned as being at least one hour in length means that there has to be some non-rest activity going on to create a separation between one short rest and the next (i.e. the difference between a single short rest that is two hours long and two short rests that are each an hour in length is that something besides rest actually happened between the later example).

#4711

AaronOfBarbaria

Apr 24, 2015 4:45:35

R1578: I think you'd have a better chance at getting a useful answer if you were to mention why you feel the need to know what the minimum and maximum heights are for a size category.

#4712

mellored

Apr 24, 2015 5:07:29

Zakharock wrote:
#4713

alienux

Apr 24, 2015 5:55:10

Pimachitan101 wrote:
#4714

Drunemeton

Apr 24, 2015 10:09:04

OoftaMeg wrote:
(Reply to #4710)

Pimachitan101

AaronOfBarbaria wrote:
#4716

celtwarrior

Apr 25, 2015 10:26:01

Q1580,  bag of tricks p154 DMG, how long does the creature last?  can i pull three out each day and keep them forever? so after one year i could have a horde of over a 1000 creatures willing to serve me?

#4717

celtwarrior

Apr 25, 2015 14:07:31

Q1581, adamantine armor, is adamantine a metal?  i think often it has been treated like a metal in past RPGs but what is it offically in 5th ed?  does it have to be a metal, it would be a great way for druids to get some armor on [pun intended]  the discription in the DMG says armor reinforced with adamantine, that might imply it is an element/compond added into a steel alloy or it could also be a seperate layer?  maybe adamantine is carbon fiber like a bullet proof vest? 

(Reply to #4717)

OoftaMeg

celtwarrior wrote:
(Reply to #4716)

Coredump00

celtwarrior wrote:
(Reply to #4718)

celtwarrior

OoftaMeg wrote:
(Reply to #4720)

AaronOfBarbaria

celtwarrior wrote:
#4722

Filksinger

Apr 26, 2015 1:43:58

Q 1582  Source of extra damage - weapon or devil?

 

Our group fought and defeated a bearded devil (MM p. 70).  During the fight the devil was using his glaive, which did d10+3 slashing damage and required a DC 12 CON save or the wound would bleed for d10 hp per round "due to an infernal wound".

 

After defeating the devil, we naturally took the glaive as booty - and found that it did NOT deal the extra damage when WE used it.  The DM says that this is because the devil itself was responsible for this extra damage, not the glaive.

 

Is this the correct RAW interpretation?  The MM doesn't really say whether it's the devil or the glaive itself that causes this extra damage.

(Reply to #4722)

Pimachitan101

Filksinger wrote:
#4724

Dworius

Apr 26, 2015 4:57:51

Q1583: Does Barbarian Rage provide advantage on melee attacks? Is a melee attack considered a Strength check?

#4725

AaronOfBarbaria

Apr 26, 2015 5:04:06

A1583: Rage does not provide advantage on melee attacks, but Reckless Attack can. There are three types of rolls that D&D uses: Attack Rolls, Ability Checks, and Saving Throws - the three of which are mutually exclusive, so no one roll can be more than one of those things.

(Reply to #4721)

celtwarrior

AaronOfBarbaria wrote:
(Reply to #4726)

AaronOfBarbaria

celtwarrior wrote:
(Reply to #4727)

celtwarrior

AaronOfBarbaria wrote:
(Reply to #4728)

AaronOfBarbaria

celtwarrior wrote:
#4730

fargus

Apr 26, 2015 10:52:02

Q1584 If I become perma-polymorphed into a dragon, do I retain my class levels? If so, how do I calculate my new health?

As part of the same question: can the permanent effects of true polymorph be dispelled, and is there a way to prevent that?

 

Q1585 Is it fair to assume that metallic dragons gain their "change shape" action at CR15? Also, I feel like chromatics should get it at some point too.

#4731

BairdEC

Apr 26, 2015 16:12:34

Q1586:

 

If a non-druid character has the medicine skill, how does he cure an illness without magic once he diagnoses it?     As far as I can tell, creating cures requires an herbalist kit, which is a tool that requires either the druid class or the Skilled feat to gain proficiency in it.

#4732

mellored

Apr 26, 2015 17:13:41
anyone can gain proficency in healing kits from a background.
#4733

celtwarrior

Apr 26, 2015 17:57:07

Q1587, is a stone considered a light and/or finesse weapon?  i ask for the purpose of throwing two stones using two weapon fighting?

(Reply to #4733)

ArialBlack

celtwarrior wrote:
(Reply to #4734)

celtwarrior

Q1588, what if the stone[s] are MAGIC STONE[s] [cantrip EE players companion], it states "You or someone else can make a ranged spell attack with one of the pebbles by throwing it" now does it have the 'thrown' weapon quality?  also since "that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll." is it no longer an improvised weapon?

 

 

 

ArialBlack wrote:
(Reply to #4732)

BairdEC

mellored wrote:
#4737

Filksinger

Apr 26, 2015 21:28:30

BairdEC wrote:
#4738

iMilkParty69

Apr 26, 2015 21:38:38

Hi the DM on my recent encounter said that i could change my characters stats and everything else expect for name up till lvl 5 is this true? the reason for the dm for saying this was beacause my charcater stats we made by rolls not by point system.

(Reply to #4735)

randl

celtwarrior wrote:
(Reply to #4738)

randl

iMilkParty69 wrote:
(Reply to #4730)

AaronOfBarbaria

A1584: Everything about your character's game traits, class levels included, are replaced by the details of the creature you are true polymorphed into - you do not keep your class levels, and thus need no special calculation for your health as it is just whatever your new form would have.

 

Permanent effects cannot be dispelled.

 

A1585: That is not a fair assumption, different colors of dragon can gain the change shape feature at CR that varies by their color. As for chromatic dragons getting the change shape feature at some point, it is your perogative as a DM to make that true in your campaigns, but it has traditionally been one of the separating factors between chromatic and metallic dragons.

#4742

mellored

Apr 27, 2015 7:47:41

If i'm a changling druid....

 

what happens if i wild shape into a bear, then shapechange into a humaniod?

(Reply to #4742)

Bloodscythe

mellored wrote:
#4744

531st

Apr 27, 2015 8:22:56

Q1589

Monster manual says that if lycanthrope is a born one and not just bitten/infected by another lycanthrope then it could be made not-lycanthrope only by the means of spell "wish". But if I cast "reincarnate" on a dead hereditary lycanthrope to make him a brand-new body, then its new body has no connection to any of its lycanthropic ancestors at all. Can i remove lycanthrope curse via "remove the curse" ritual after that?

#4745

ZickZak

Apr 27, 2015 8:35:02

Q1590

Warlock's pet Pseudodragon has Limited Telepathy - can it, or a full telepathy (Awakened Mind), be used to effectively transmit vision? Meaning if the telepathy target is blinded, has no darkvision in the dark, etc.

#4746

mellored

Apr 27, 2015 9:00:29

ZickZak wrote:
(Reply to #4746)

ZickZak

mellored wrote:
#4748

AaronOfBarbaria

Apr 27, 2015 9:39:35

A1589: A lycanthrope that is reincarnated is no longer a lycanthrope, whether it was born a lycanthrope or infected with it via a wound.

 

Nothing that was affecting the old, now dead, body has any bearing on the new body created by the reincarnation spell.

#4749

mellored

Apr 27, 2015 9:42:33

ZickZak wrote:
(Reply to #4747)

Coredump00

ZickZak wrote:
#4751

ObeseBoyWonder

Apr 27, 2015 17:04:21

Q1591:

Are attacks made with nets always at disadvantage? Also, why does it have the thrown property if it's already a ranged weapon?

#4752

AaronOfBarbaria

Apr 27, 2015 17:12:35

A1591: You could avoid disadvantage when attacking with a net by having the Crossbow Expert feat and being within 5' of your target, or by attacking a target that can't see you or is incapacitated while being within 5'.

 

As for the thrown property: all ranged weapons are either given the ammunition property or the thrown property, which clarifies whether you need multiple of the weapon to make multiple attacks (one weapon per attack made) or a separate ammunition, and makes sure no one gets confused into thinking half the nets they throw in a combat break and are not recoverable and reusable.

(Reply to #4750)

ZickZak

Coredump00 wrote:
(Reply to #4752)

ObeseBoyWonder

AaronOfBarbaria wrote:
(Reply to #4753)

Coredump00

ZickZak wrote:
#4756

Xirrax

Apr 28, 2015 2:34:09

Q1592: I would like your interpretations on Glyph of Warding. What would you allow as DM's?
"... you inscribe a glyph that harms other creatures..."

 

Could the glyph do something negative that doesn't deal damage?

Ex: A glyph that casts Banish, Bestow Curse, Blindness, etc. 

 

Could a glyph attempt something that likely leads to negative outcome?

Ex: A glyph that casts Command to approach a hidden trap?

 

Could a glyph do something non-negative that the target would resist?

Ex: The glyph is on an object. When the object is disturbed, the glyph casts Geas on the target to take that object somewhere.

 

Do you read that part of the description as flavor text, not requiring an actual harmful effect?

Ex: The glyph is on the floor of a treasure vault and casts Sending to the vault's owner if anything is disturbed. 

 

I concede the glyphs that give explicit buffs or heals break the action economy in a bad way, an unlimited number of spell glyphs that only you know about, triggered to only affect you.  At least glyphs that harm require you to lure targets to them in some way to take effect.

 

 

#4757

mellored

Apr 28, 2015 5:25:24

Xirrax wrote:
#4758

DMBobodrobo

Apr 29, 2015 0:44:59

Q1593:

Having a debate about the Bestow Curse Spell.

Player casts 3rd lvl bestow curse and creature fails its initial Wisdom saving throw.

Player selects spell option: "• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing."

Since this option says nothing about what happens in the event the creature makes a successful Wisdom saving throw at this time, some believe the spell ends, and some believe the creature must continue making saving throws on every turn for duration of spell (concentration).

 

Which is it?

 

 

 

 

(Reply to #4758)

Bloodscythe

DMBobodrobo wrote:
#4760

tussler21557

Apr 29, 2015 22:49:15

Q1594

 

Who can use a wand of Magic Missiles? It doesn't seem right that someone with no training can just cast and control the magic coming out of the wand. Also, would a monk's bonus action martial arts unarmed strike cancel out his multiclassed dueling fighting style?

#4761

Rya.Reisender

Apr 30, 2015 1:37:43

A1594:

- Magic items state that you learn how to use them when you either cast "Identify" on them or spend a short rest and focus on learning it (DM basic rules p.58)

- Spellcasting states that you can cast spells you don't know if they come from a magic item (PHB, p.201 / Player basic rules p.78)

- Magic items might have race / class / other requirements, this is however not the case for "Wand of Magic Missiles"

- If in theory there were race / class / other requirements on the magic item, there are feats that allow you to ignore these

 

So yeah, anyone can use a Wand of Magic Missiles as long as he spent some time learning how to.

 

To the other question, I wouldn't say the two cancel each other out, but let's take a look at the weapon requirement:

Dueling - A melee weapon in one hand and no melee weapon in the other hand

Martial Arts - Unarmed strike, short sword or any simple weapon that is not heavy or two-handed

 

Unarmed Strike basically is a simple melee weapon as it's listed in the table for simple melee weapons. Note that your fist is not a melee weapon, only unarmed strike itself is. That means your fist only counts as melee weapon when you use it to attack. Consequently if you only attack with one hand, then both Dueling and Martial Arts would stack. But if you want to use the Martial Arts's feat to attack with both fists, then the Dueling bonus does no longer apply because now you have a melee weapon in the other hand.

(Note: There is no unified opinion on whether unarmed strike should be counted as melee weapon or not.)

#4762

Ainulindalion

Apr 30, 2015 13:55:05

Q1595:  Today's (4/30/2015) Sage Advice article implies that there is a way to apply your proficiency bonus to your initiative check roll.  If this is, in fact, the case, how does one do it?

#4763

AaronOfBarbaria

Apr 30, 2015 13:58:11

A1595: If you are a bard you will get a feature called jack of all trade, and that will add half of your proficiency bonus to initiative. If you use the optional Ability Check Proficiency rules from the DMG, many classes are able to gain proficiency in Dexterity checks, which include initiative.

(Reply to #4763)

ObeseBoyWonder

AaronOfBarbaria wrote:
#4765

Xirrax

May 01, 2015 1:48:30

Q1596: I would like rulings from your tables on creating undead.

 

Do zombies and skeletons decompose?

If left in a tomb for ages, would zombies turn to skeletons and skeletons to dust?

 

If a creature died recently from something that didn't change their appearance, could it's zombie pass for living?  from a distance?

I imagine its movements could make it more detectable. Perhaps if it was commanded to act asleep or stand still?

Can you command undead to act "normal"? (this makes me laugh but I am curious how you would rule)

 

How effective would you let a Seeming spell be when cast on undead?

 

Suppose you cast Nystul's Magic Aura on a willing creature to mask it as an undead.

Would you allow it to penetrate an Antilife Shell?

Would it be immune to Cure Wounds?

Could you do the reverse, allowing undead to enter an are protected by Hallow?

 

Can you use the reassert aspect of Animate Dead/Create Undead to reassert control over undead you had previously lost control of?

 

Can you use Animate Dead on the pile of bones left behind when a skeleton undead is destroyed?

 

If there are no weapons next to the skeletons when animated, do they still get shortsword and shortbow attacks?

Can they use any weapons given to them? armor/shields?

Do you give them a fall back unarmed attack?

 

If the caster that created the undead is killed, what will those undead do?

Act as uncontrolled undead, follow last command given, do nothing but defend themselves, be destroyed or something else?

Also, same question for what happens when a wight dies with zombies under its control?

 

Can the control of created undead be broken with Dispel Magic?

 

 

 

 

(Reply to #4765)

Bloodscythe

Xirrax wrote:
#4767

FatherLiir

May 01, 2015 12:18:30

Q1597: When i cast "Dream" and enter someone's dream as they sleep, do i chose when i cast it to turn it into a nightmare (that is to say, Appear Monsterous, deliver a 10 worded message, cause 3d6 damage) or can i turn it into a nightmare at will throughout the dream, such as i hold a 4 hour conversation with a member of the Cult of Dragons, then after I have the information i need or have completed the conversation I make myself look like Tiamat and then use all five of my heads to pull his limbs off?

(Reply to #4767)

OoftaMeg

FatherLiir wrote:
(Reply to #4768)

FatherLiir

OoftaMeg wrote:
#4770

mellored

May 01, 2015 12:48:44

FatherLiir wrote:
(Reply to #4770)

FatherLiir

mellored wrote:
#4772

celtwarrior

May 01, 2015 20:46:24

Q1598, V i c i o u s M o c k e r y


"You unleash a string of insults laced with subtle
enchantments at a creature you can see within range. If
the target can hear you (though it need not understand
you), it must succeed on a Wisdom saving throw or take
1d4 psychic damage"

 

this has a verbal componet, but since understanding is not required can a gagged person use this spell?  a gagged person can make muffed sounds

#4773

mellored

May 01, 2015 21:05:23
it's up to the DM, but no. gagged can't do any V component.
(Reply to #4773)

celtwarrior

mellored wrote:
#4775

Sea-Envy

May 01, 2015 23:50:55

I think the definition of VERBAL component is that YOU must be able to speak loudly and clearly.

If any one can understand you or hear you has nothing to do with VERBAL component.

The spell allows you to insult people with out shareing a language not ignore the rules for VERBAL spells.

#4776

Rockyor

May 02, 2015 7:44:54

Q1599 can i take fighting style more than one time
if i have fighter 3/Pal 3

can i take Defense from fighter

then take Dueling from pal?

"
You adopt a particular style of fighting as your specialty.

Choose one of the following options. You can’t take a
Fighting Style option more than once, even if you later
get to choose again."

#4777

mellored

May 02, 2015 9:05:23
yes, just not the same one.
#4778

jonathonhawke

May 02, 2015 9:09:02

A1599 Yes, you can take more than one Fighting style.  You cannot choose the same style more than once.

(Reply to #4774)

Coredump00

celtwarrior wrote:
(Reply to #4779)

AaronOfBarbaria

Coredump00 wrote:
#4781

celtwarrior

May 02, 2015 21:27:03

Q1600, wild shape, if my human druid starts with his hands empty then transforms into a bear and then transforms back in to human form can i transform with weapons in my hands?  the last bullet on p67 PHB says:

 

"You choose whether your equipment falls to the
ground in your space, merges into your new form, or
is worn by it."

 

so does holding a weapon count as "wearing" equipment?

#4782

Malykai

May 02, 2015 22:30:11

Q1601 - Sorry not sure if this has been asked before or not, but the search function on here sucks so I'm going to ask again.

 

Can someone explain to me if I am thinking about this incorrectly?

 

The way I read the rules is that when a character tries to sneak they roll dice adding in their proficiency bonus and dex bonus and compare this to someone looking for them who uses their perception wisdom + proficiency if they have it.  However their is also a passive perception which is 10 + wis bonus + proficiency if the character has it.  So lets say I've got a rogue that is 10th level and has a 19 dex at this time and his proficiency bonus, which gives him a +8 bonus to his sneak role.  He is trying to sneak by a 1st level elven priest who has a wisdom of 15.  Elves get automatic proficiency in perception so the priest has a passive perception of +4.  So for me to sneak past the priest even if he is not looking for me I've got to roll a 7 or higher giving me a 35% chance of failure to a 1st level character who is not even actively looking for me.   Now heaven forbid the priest is 10th level as well and has boosted his wisdom up to a 17 by then he would then have a PASSIVE, passive perception check of 17.  This guy is not even trying to look for me and I'm sitting at a 50% chance to sneak by him.  Seriously, is stealth really for **** in this game or am I completely figuring this wrong?  I mean shouldn't a 10th level rogue who is sneaking past a 1st level character be able to break dance in platemail behind the guy and not have him notice?  Ok so I exagerrated a bit but 35% failure is nothing to scoff at and thats with 9 levels of difference in the characters. The way the passive perception reads its almost better for a character with perception to just relay on his passive perception because there is no advantage/disadvantage rolls to worry about.

(Reply to #4782)

Filksinger

Malykai wrote:
#4784

Xirrax

May 03, 2015 2:04:12

Q1602: Mind Control Spells

How do you rule on these?

 

Charmed Condition:

  Is the advantage to social interaction limited to charisma?

  ex:  wisdom(insight) to detect a lie from a charmed creature

 

Friends:

  If you were disguised, then would target become hostile to whom you were disguised as?

 

Suggestion/Mass Suggestion:

  The target is not charmed, could it attack the charmer?

 

Geas:

  "...forced to carry out some service..."

  Is this force merely motivation from the spell's damage aspect? The target knows it will be harmed if it refuses, but it can refuse.

  Or is it more like the Suggestion spell, where on a failed save, it pursues the course of action? If it is prevented from complying, it is harmed.

 

 

#4785

maceo00

May 03, 2015 5:23:39

Q1603:

 

Can a bard who takes the Magic Initiate feat then choose Find Familiar and cast it is a Ritual?

(Reply to #4784)

OoftaMeg

Xirrax wrote:
(Reply to #4785)

OoftaMeg

maceo00 wrote:
(Reply to #4786)

Coredump00

OoftaMeg wrote:
(Reply to #4788)

Xirrax

A1602:

 

Charmed Condition:

  Is the advantage to social interaction limited to charisma?

  ex:  wisdom(insight) to detect a lie from a charmed creature

 

I was thinking of the example of an interrogation, would that be social interation?  And then if not wisdom(insight), how about intelligence(investigation)?

 

Thank you for the great responses.

(Reply to #4783)

randl

Filksinger wrote:
#4791

Undrhil

May 03, 2015 18:59:38

Q1604 - Just so it's in once place, what is the concensus for Arcane Focii when it comes to the various components of spells?

 

I have an Arcane Focus in one hand and a shield in the other.  If I am trying to cast the following component type spells, what happens?

 

A) Verbal

B) Verbal, Somatic

C) Verbal, Material

D) Verbal, Material, Somatic

E) Material, Somatic

F) Material

G) Somatic

 

I am a level 2 character with proficiency in shields and I have a level of Sorcerer which allows me to use an arcane focus with Sorcerer spells.

#4792

AaronOfBarbaria

May 03, 2015 19:05:57

A1604: Note that all my answers adhere to the specific rules as they appear in the book - not how I deviate from them as a DM.

A) spell works fine

B) you have to free up a hand for the somatic component or you can't cast the spell

C) spell works fine

D) spell works fine

E) spell works fine

F) spell woks fine

G) you have to free up a hand for the somatic component or you can't cast the spell

#4793

Undrhil

May 03, 2015 20:24:41

Q1605 - Elemental Evil Goliath's Stone's Endurance: When you take damage, you can take a reaction to reduce some of that damage.  (paraphrased.)  Does this mean that I can use Stone's Endurance to reduce damage that would otherwise drop me to 0hp or below?

#4794

mellored

May 03, 2015 20:37:41
i don't see why not. though generally it's best to use it the first time you can make full use of it.
(Reply to #4793)

OoftaMeg

Undrhil wrote:
(Reply to #4794)

Undrhil

mellored wrote:
(Reply to #4791)

Xirrax

Undrhil wrote:
#4798

BoldItalic

May 04, 2015 0:03:23

Xirrax wrote:
(Reply to #4775)

posineg

Sea-Envy wrote:
#4800

KnoxPromethean

May 04, 2015 10:27:00

Q1605: Does the spell Sanctuary drop even if it is casts AFTER a previous spell was cast that is lingering and affects an enemy.

 

Situation:

  • Turn 1: Cleric cast Spirit Guardian
  • Turn 2: Cleric cast Spiritual Weapon
  • Turn 3: Cleric takes action and cast Sanctuary as Bonus Action on themselves.
  • Enemy moves into area effected by Spirit Guardian or Spiritual Weapon attacks enemy....does Sanctuary drop on the Cleric?
#4801

mellored

May 04, 2015 10:53:34

KnoxPromethean wrote:
(Reply to #4800)

Coredump00

KnoxPromethean wrote:
#4803

GEBELL

May 04, 2015 16:36:34

Q1606: if geas is cast on someone do they know about it after it expires? are they hostile toward the caster? like with a 'friends' spell? The description doesn't seem to discuss the subject's awareness of the spell.  Thanks. 

#4804

SonsFeanor

May 04, 2015 17:00:13

Page 203 of the PHB outlines how to maintain concentration and what will break concentration. Are there other means to lose concentration? For example going outside the range of the spell or going around a corner and break line of sight between the caster and recipient of a spell? For example a Heat Metal spell has a range of 60 ft. If I cast the Heat Metal spell on a an armored foe, and i or the foe runs outside the range of the spell (60 ft), or around the corner, does that break concentration and end the spell?

 

A follow-up question - the Heat Metal spell requires you to use a bonus action to cause the 2d8 of damage. Do you need to be within range and line of sight when you use your bonus action to continue the damage from a heat metal spell? So in my example if my druid casts the heat metal spell on an opponent that is 55' away, runs around a corner or runs into the woods so i am now more than 60' away or can no longer see opponent, can i still use a bonus action to cause another 2d8 points of damage?

#4805

mellored

May 04, 2015 17:52:45
range doesn't matter unless the spell says so. you can cast heat metal and the planeshift and still use your bonus action. it's magic.
#4806

Sclario

May 05, 2015 0:38:57

How does the Rogue's Expertise works?

A Rogue level 1 with Wisdom Mod +0:
Gets Expertise on Perception. Was +2 (because of the Proficiency) now is +4 right?

At level 6. Can this guy gets "double expertise" in the same Ability Check or "double proficiency" with the Thieve tools (if he already had Proficiency with them)?

The rules says "You can choose 2 more", but no "You can choose other 2 more". 

(Reply to #4799)

Filksinger

posineg wrote:
(Reply to #4806)

AaronOfBarbaria

Sclario wrote:
#4809

Avross

May 05, 2015 9:55:58

AaronOfBarbaria wrote:
#4810

Terror49

May 05, 2015 17:20:07
Are Goliaths able to wield two-handed weapons in one hand? The rules say they can lift, push, & drag as if they were one size larger.
(Reply to #4810)

OoftaMeg

Terror49 wrote:
(Reply to #4807)

Terror49

quote="Filksinger"]

posineg wrote:
#4813

Filksinger

May 06, 2015 0:00:25

I'm not seeing that Vicious Mockery deals with whispering at all.  It says (PH5 p. 285) "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) it must succeed on a Widom Saving Throw...."

 

The bit about "if it can hear you" would mean that this spell is ineffective if the target is deaf (or in an area that is magically silenced, or in an extremely noisy environment, or subject to any other condition that might provent hearing from taking place).  It does not mean that you get to whisper the Verbal Component of the spell.  The general rule about casting the spell with the required "resonance" would still apply.

 

With Dissonant Whispers, however, the spell DOES specify whispering.  It states (PH5 p.234)  "You whisper a discordant melody....", so the specific overrules the general in this case.

 

Any other spell which actually states that you whisper to cast it would likewise have the specific override the the general.

#4814

Malph

May 06, 2015 11:14:44

I did a quick search and couldn't find this question.

 

Incendiary cloud: 

Bob the Wizard casts it on Bad Guy.  Bad Guy makes a save at this time.  

Then, Bad Guy's turn comes up.  Does starting his turn in the cloud count as "entering the cloud for the first time on his turn", thereby requiring a new save?

 

Thanks!

#4815

mellored

May 06, 2015 11:30:25

Malph wrote:
#4816

Xirrax

May 07, 2015 18:56:18

Q1607: Immunity to Spells by Level vs. Casting a Spell at Higher Level

 

Spellcasting: a more general rule

  "... casts a magic missile using one of her 2nd-level slots, that magic missile is 2nd level."

 

Globe of Invulnerability: a more specific rule

  "... even if the spell is cast using a higher level spell slot."

 

Without that specific section, Immunity to spells by level can be bypassed by casting at a high enough level, even if the spell effects don't scale.

 

RAW specific beats general, I get that. RAI is what I am wondering about. I don't have the sources for this, but I was thinking that being able to cast spells at higher slots was in part to avoid having several different versions of the same spell with different power levels. If the higher level versions existed, they would bypass the invulnerability. I could use the rules in the DMG for creating custom spells to address this.

 

I can see how some spells might be considered greater do to the minimum caster level required to cast them, but I could say the same thing about character level and spell slots.

 

I am considering the heresy of ignoring the specific bit of Globe of Invulnerability that is giving me grief.

 

1) How much do you think that will affect my game?

 

2) Can you think of any obvious exploits that might make me reconsider?

 

I would like to know how other DM's handle this situation.

 

I have enjoyed reading the opinions on this forum, they help me decide how to rule as DM and what to expect at other tables.

(Reply to #4803)

Xirrax

GEBELL wrote:
#4818

Xirrax

May 07, 2015 19:12:33

Q1608:  Glyph of Warding: request for more rulings

 

I was thinking of interesting things I might try as a player, then realizing they were probably cheesy, how would I rule on the cheese.

 

High Level Spell Glyphs:

 

I compare the wording of Contingency with Glyph of Warding, two spells that I view as basically the same.  I see Contingency makes specific reference to using a spell slot for the stored spell, Glyph of Warding does not. Glyph does mention cast though and there are other ways to cast without a slot. I rule it means slot. Which means I could cast Glyph of Warding at 9th level and store an 8th level spell in it.  I couldn't store a Wish and use the 8th level or lower spell aspect, since wish is using a 9th level spell slot. I could store a 9th level spell with the Boon of High Magic. I had other ideas.

 

1) Would you let two casters collaborate on a Glyph of Warding? Where one person casts the spell glyph, the other person cast the spell to be stored.

 

2) Would you let a caster cast an unfilled spell glyph and later fill that glyph?

 

3) Would you allow a caster to create a spell glyph from a magic item that casts Glyph of Warding and then let the caster provide the stored spell? Or perhaps, let stored spell also come from a magic item? Is this is a task that only someone with special skills could accomplish?

 

Disturbing Glyphs:

 

I wondered about rendering a glyph inactive by something other than a dispel magic? Can it be covered up, damaged, buried, painted over etc. by something that doesn't trigger it? I rule that it can be covered or disturbed but to no effect, that whatever material is used to inscribe the glyph is irrelevant once the magic is active. Otherwise, they seem trivial to disarm once you know they exist. The writing that can be detected with investigation is a faint magic aura which is also visibile with Detect Magic.

 

4) How do you rule on disturbing glyphs?

 

5) Does a glyph need to be exposed to be triggered? Can I paint over or bury a glyph and still have it function?

 

Stacking Glyphs:

 

I considered stacking or overlapping glyphs. What if I had the time to set up hundreds or thousands of spell glyphs in the form of a super trap? Something to take down even a divine creature. The spell mentions it can "cover" an area of up to 10'. That could be literal and/or figurative. I rule that to mean the trigger must happen within 10', since there is no other mention of range. Otherwise, I might get silly distance triggers like when a specific fiend arrives anywhere on the material plane, cast planar binding on it.

 

6) Does a glyph's physical size match its trigger area? If the trigger area is 10' in diameter does the writing fill a 10' diameter circle?

If we allow silly trigger distances, then clearly the answer to this is no.

 

7) Do you allow a glyph's trigger coverage area to overlap that of another glyph?

Ex: A pile of coins, in a locked chest or not, each having its own glyph set to go off on the same condition.

Ex: Glyphs applied and painted over, repeatedly, covering the same area.

Ex: A small room with glyphs on the the floor, ceiling and walls.

 

 

#4819

Avross

May 08, 2015 9:16:58

Xirrax wrote:
#4820

Drunemeton

May 08, 2015 21:46:19

GEBELL wrote:
#4821

Drunemeton

May 08, 2015 22:02:13

Q1609: Spell Sniper Feat

 

It states that a Spell that requires an Attack Roll is x2 in Range. How does that interact with Shocking Grasp (Touch)?

#4822

Banestower

May 08, 2015 22:07:47

Q:1610

 

Upon reviewing the Player's Handbook and the Dungeon Master's Guide, it appears the Necromancers (Player's Handbook) can Command Undead at 14th Level while Oathbreaker Paladins (DM's Guide) can Control Undead at 3rd Level using Channel Divinity.  The Death Domain for a Cleric makes no mention of Commanding Undead. Is there any way for a Cleric to Command or Control Undead under the rules? 

#4823

Zakharock

May 08, 2015 22:31:51

Q1611: Group has seven characters and fought against seven globins, how much exp each receive?

#4824

Zakharock

May 08, 2015 23:17:32

Q1612: A level 1 wizard finds a spell scroll containing the fireball spell, he successfully copy to your spellbook, now he can cast fireball using the same test to the original spell scroll through the spellbook (DC 10 + spell level)?

#4825

BoldItalic

May 09, 2015 1:47:37

A1611: 50

 

One Goblin = 50XP

7 Goblins = 7x50XP = 350XP

350 XP split between 7 PCs: (350/7) XP each = 50XP each

 

Don't be confused by the multiplier that is used for estimating encounter difficulty - it is not used when calculating how much XP to award to the PCs for the encounter. Seven goblins would be a deadly encounter for seven 1st-level PCs, a medium encounter for seven 2nd-level PCs or an easy encounter for seven 3rd-level PCs, but regardless of that, they would still be worth 50XP each.

 

A1612: He cannot cast it at all.

 

A 1st-level wizard cannot learn a 3rd-level spell such as Fireball because he doesn't have any 3rd-level spell slots.

He can attempt to cast the spell from the scroll but he cannot copy it into his spellbook.

See the sidebar called "Your Spellbook" in the Wizard class description, the paragraph headed "Copying a Spell into the book".

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

(Reply to #4824)

OoftaMeg

Zakharock wrote:
#4827

Casa

May 09, 2015 8:31:43

Hi !

 

Q1613: A wizard casting haste on himself can use imediately the additional action provided by the spell, right?

 

Thanks

#4828

Xwenn

May 09, 2015 11:21:51

Q:1614

 

This may be old, but I'm a little confused with this one.

 

Let's say that I'm a warlock, and I have taken the feat War caster [PHB pg 170], which is written as the following:

 

War Caster

Prerequisite: The ability lo cast at least one spell you have practiced casting spells in the midst of
combat, learning techniques that grant you the following benefits:

·        You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.

·        You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

·        When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 

Does this feat overwrite the default rule for armour proficiency with shields [PHB, pg 144], which states that:

 

Armour Proficiency. Anyone can put on a suit of armour or strap a shield to an arm. Only those proficient in the armour’s use know how to wear it effectively, however.

Your class gives you proficiency with certain types of armour. If you wear armour that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

 

Or do I still have to find the means to gain Shield Proficiency to be able to cast my spells [such as multiclassing or the Moderately Armoured feat]?

(Reply to #4828)

OoftaMeg

Xwenn wrote:
#4830

Xwenn

May 09, 2015 20:31:33

Okay..So you interpret them as if War Caster does not overwrite the Armour Proficiency penalties [as in I will still require Shield Proficiency in order to cast spells while wielding a shield at one hand]? 

#4831

Xwenn

May 09, 2015 22:16:21

Another question [extended from my previous one]:

 

How does this appy to divine classes, such paladins and clerics? As in most of the time they will likely wield a shield or a weapon at one hand - does this also means that they cannot cast spells [whether it is of divine or arcane origins] with somatic components? Does that mean that they still require the War Caster feat too?

#4832

Zakharock

May 10, 2015 6:05:36

Q1615: Magic potions that replicate the effect of a magic that can use objects can also be used in an object?

(Reply to #4830)

OoftaMeg

Xwenn wrote:
(Reply to #4831)

OoftaMeg

Xwenn wrote:
(Reply to #4821)

randl

Drunemeton wrote:
(Reply to #4834)

Xwenn

OoftaMeg wrote:
#4837

BoldItalic

May 10, 2015 12:30:47

A1611:

  • If you cast a Paladin spell as a Paladin using your Holy Symbol shield as the M component, the quoted rule applies.
  • If you cast a Warlock spell as a Warlock  the standard rule applies and if the spell has an M or S component you will have to put away either your shield or your weapon to free up a hand unless you have the War Caster feat and the spell has no M component in which case you don't.

If you think that is inconvenient, argue with your DM, not with us. It's his game.

 

Xwenn wrote:
(Reply to #4835)

Drunemeton

randl wrote:
(Reply to #4838)

Xirrax

Drunemeton wrote:
(Reply to #4839)

Bloodscythe

Xirrax wrote:
#4841

Barky

May 11, 2015 18:12:42

Q1611: sorry if this has been asked before, but when you multiclass, you don't get the new class' saving throw proficiencies, do you? You only ever get the save proficiencies you had a level 1, right?

#4842

alienux

May 11, 2015 18:45:03

A1611: No, the table and text on page 164 in the PHB show what you get when you multiclass. It does not mention saving throws as something gained when multiclassing.

#4843

M_Aurelius

May 11, 2015 20:06:47

Q 1612: Can you twin lightning bolt?

(Reply to #4843)

celtwarrior

M_Aurelius wrote:
(Reply to #4841)

Xwenn

Barky wrote:
(Reply to #4837)

Xwenn

BoldItalic wrote:
(Reply to #4846)

Xwenn

Xwenn wrote:
#4848

BoldItalic

May 12, 2015 1:28:05

Q1613:

 

Xwenn wrote:
#4849

BoldItalic

May 12, 2015 1:47:07

Q1614:

 

Xwenn wrote:
#4850

InchLabel

May 12, 2015 6:30:33

Q1615: If I've cast Find Familiar and temporarily dismissed my familiar, I can use an action to "cause it to reappear in any unoccupied space within 30 feet" of me.

 

Can I cause it to reappear on the other side of a door or wall?

 

Does it make a difference if I can see the other side of the wall?  (Through a crack, via a mirror, using scrying magic, etc.)

 

Q1616: Can I cause my familiar to appear next to an enemy and then telepathically request it distract that enemy using the Help action, can the familiar a) provide advantage to the next attack by me or another ally designated by the Help action, as well as b) permitting a rogue to sneak attack the enemy, and c) permitting a creature with pack tactics to gain advantage against the enemy?

 

Q1617: If I'm wearing Gauntlets of Ogre Power and employing an Ioun Stone which gives me +1 to Str, what is my Strength Score?

 

Q1618: If I'm wearing Gauntlets of Ogre Power and a Shadow drains 5 points of Strength from me, what is my Strength Score?  If it drains another 15, am I dead or immune to Strength drain?

 

Thanks.

#4851

bantha223

May 12, 2015 6:34:41

Q1615

i've got a simple question. When using a magical spellcasting focus like a +1 staff or +1 orb, What does the +1 apply to? Is it just the attack roll and DC? Or does it include damage as well?

#4852

mellored

May 12, 2015 6:44:15

InchLabel wrote:
#4853

BoldItalic

May 12, 2015 7:13:52

bantha223 wrote:
#4854

Mrsilvertaurus

May 12, 2015 9:51:23

Q#

could a glaive  be considered a sword with a long handle? If so could it then be a sword type making it possible to be a vorpal blade or holy avenger?

#4855

mellored

May 12, 2015 9:58:18

Mrsilvertaurus wrote:
(Reply to #4855)

Mrsilvertaurus

mellored wrote:
#4857

mellored

May 12, 2015 10:33:14

Mrsilvertaurus wrote:
#4858

PandaMaster619

May 12, 2015 12:46:43

Q#

I cannot seem to find any reference in the handbooks or online. What is the consumption for the waterskin (5lb.)? As in how many days is it worth? With rations the 5E start set at least the characters have "10 days of rations" but does not give a clear consumption range with the waterskin.

#4859

mellored

May 12, 2015 13:12:00

PandaMaster619 wrote:
#4860

Avross

May 12, 2015 13:56:19

PandaMaster619 wrote:
#4861

Rya.Reisender

May 13, 2015 4:50:55

Yes, according to RAW you need to completely drink 2 full waterskins of water per day. It's very unrealistic in real life, but that's what the rules say. Well, honestly, I guess it makes sense that an adventurer who walks all day, keeps fighting 30 monsters every day and just tries to survive most of the time needs double the water than a normal human.

 

Also notable: The rules allow you to drink as much at once as you want. You could wake up, go to the nearby river, drink 1 gallon of water and you're good to go for the day.

 

And you can easily get massive amounts of rations and water by simply doing the "forage" action while traveling. Just need to bring enough waterskins to fill all the water in.

(Reply to #4861)

AaronOfBarbaria

Rya.Reisender wrote:
#4863

mellored

May 13, 2015 7:09:46

If we are talking real life...

 

Fruits and greens are 70-90% water.  You could easily get a full day's worth of water from those.

 

Meet is 50-60% water.  You will probably want to suppliment it with some water.  Probably where the 4oz comes from.

 

Travel rations however, have minimal water to prevent spoilage and reduce weight.  You very much need to drink water.

 

And salted butter is the best travel ration.  Add a few multi-vitamins and your set.  Though, again, you need to find water.

#4864

PandaMaster619

May 13, 2015 10:44:02

I'm new to D&D and as @mellored said, in the handbook there was a page for how much you need but I didn't see anything on the capacity of the waterskin.

 

Ya it may seem unrealistic but considering your rations are pretty much dried products, they contain no water like what we eat daily.

 

Thanks everyone for the info. It was just bugging me for quite some time.

#4865

Avross

May 13, 2015 11:17:37

The capacity of a waterskin is in the Container Capacity table (p50 basic rules): 4 pints liquid

As far as the realism / non-realism, I'll say again...people are going to have differing takes on how much water you need in a day, since nutritionists and other experts in the real world differ in their opinions.

 

For a game, I would go with one of the following:

  • a gallon a day (since that's what's listed in the PHB)
  • a waterskin a day (because that's easy to track and matches the 8 8oz glass)
  • some other amount which the DM is very confident about (because in the long run, it's a minor detail that most tables forget about...)
#4866

DarkGameMaster

May 13, 2015 15:49:35

Hey There, 

                  My friends and I just started playing 5th Edition and already I am having some issues with the way it is designed to run. My question is this. Can you have a dwarven Fighter/Wizard 1/3 In full plate who can still cast spells?

 

Please calrify because I see several friends going against the norm concept of the wizard and I am wondering why the game does not clarify this issue. Perhaps it does and I just missed it. I am just a player not the Dm so I need some help. My friend is playing the dwarf and far more powerful than anyone in the group. It is causing problems. Thanks.

(Reply to #4866)

OoftaMeg

DarkGameMaster wrote:
#4868

shibshooter

May 13, 2015 17:09:51

If I use cantrip-minor illusion to make a sack of potatoes appear in the back of a cart, will it remain functional as an illusion when/while the cart moves?

(Reply to #4867)

DarkGameMaster

OoftaMeg wrote:
#4870

Drunemeton

May 14, 2015 0:33:18

shibshooter wrote:
(Reply to #4870)

shibshooter

Drunemeton wrote:
(Reply to #4871)

Cooperjera

shibshooter wrote:
(Reply to #4871)

OoftaMeg

shibshooter wrote:
(Reply to #4871)

AaronOfBarbaria

shibshooter wrote:
#4875

mellored

May 14, 2015 11:00:45

AaronOfBarbaria wrote:
(Reply to #4875)

AaronOfBarbaria

mellored wrote:
#4877

sgaon

May 14, 2015 12:10:14

Q1623

Slow spell

PHB 277 wrote:
#4878

Avross

May 14, 2015 12:28:55

A1623: Slow should work the same way as Hold Person: At the end of each of the target's turn (as it comes up in the initiative order), they get to make a save.

 

I think the text reads as it does because they want to make it clear that *only* the target is freed when they make a successful saving throw.   Since the spell can affect "up to 6 creatures", I'm sure that if they had used the same "On a success, the spell ends on the target." text, that there would be people believing that when one person made their save, "the spell ends" and therefore they're all free.

#4879

Endarrion

May 14, 2015 12:58:05
Q1624 (?): If my monk/fighter is wielding a monk weapon in one hand and nothing in the other, can he benefit from duelist with both his weapon and unarmed strikes? Or just one and not the other?
#4880

Bumpo

May 14, 2015 14:14:55

A1624: Dueling only affect sweapons, not unarmed strikes.

(Reply to #4879)

Bloodscythe

Endarrion wrote:
#4882

sgaon

May 14, 2015 16:25:34

Avross wrote:
#4883

Xallin

May 15, 2015 10:04:15

Q. 1625  I'm not understanding spell prep for clerics.  At level 1 a cleric knows 2 fist level spells 3 cantrips.  It says you prep a list of cleric spells that are available for you to cast.  Chose a number of cleric spells = to wis mod + cleric level.  So if my wis mod is 4 and I'm a 1st level cleirc i get 5 spells to choose from.  I can then cast any of those spells because they are prepared, up to a total of 2 times before a long rest.  I also have 2 spells from my domain that are constantly prepared correct.  Do those spells count against my 2 per day if i chose to cast one of those spells?  I can also change my prepared spell list every long rest provided it's total time is within 2 hours of the long rest.  Am I getting this?  

#4884

mellored

May 15, 2015 10:16:44

Xallin wrote:
(Reply to #4883)

Bloodscythe

Xallin wrote:
#4886

Xallin

May 15, 2015 10:37:19

But do the domain spells count against the 2 spells I can cast each day at level 1?  It's pretty obvioius they don't count agaist the number you can have preped.

(Reply to #4886)

Bloodscythe

Xallin wrote:
#4888

Xallin

May 15, 2015 11:51:55

ok cool I get this now.  Thanks!  (I miss spontanius casting)

 

#4889

Drunemeton

May 15, 2015 19:31:46

Cooperjera wrote:
#4890

Rockyor

May 15, 2015 20:04:45

Q.1626
fighter class can use spell scroll?(as burning hands)
without caster feature

#4891

Zakharock

May 15, 2015 22:20:32

Q1627: What are the methods to increase the spell save DC in addition to attributes and by proficiency level?

#4892

InchLabel

May 15, 2015 23:06:32

Q1628: If both your hands are full, are you allowed to drop, sheathe or stow what you're holding in order to perform the somatic component of a spell with a casting time of 1 reaction, such as Counterspell, Hellish Rebuke, Shield or Absorb Elements?

 

Q1629: If you're not already holding it, can you bring forth the material component (or your spell focus) for a spell like Feather Fall as part of the reaction used to cast it?


#4893

Coredump00

May 16, 2015 7:14:05

A1626: To use a Spell Scroll, the spell must be on your spell list. If it is a higher level than you can normally cast, there is a roll that must be made.

 

A1627: There is a wand/staff/rod that can help. There are spells that cause disadvantage. That is all I can think of. Others might have more.

 

A1628: Ask your DM. I would allow you to drop an item.

 

A1629: Yes. Using the components is part of casting the spell.

(Reply to #4893)

celtwarrior

Coredump00 wrote:
#4895

celtwarrior

May 16, 2015 17:57:43

Q1630, if i had a 2nd lv monk and 3nd lv druid of the moon and i shifted into a giant spider would i still be able to use the monk's unarmed strikes?  if so would it be just the 1d4+mod or the spiders 'unarmed strike' of

 

"Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one."

 

Q1631, would i also be able to use Ki in the shifted form?  if so what would be the result of casting jump [x3 jump distance] before shifting then using 1 Ki point to use S t e p o f  t h e W i n d, which gives me x2 jump distance, would the total be x6, x5 or just x3?

 

also i need to know if these would hold up in adventures league games

#4896

mellored

May 16, 2015 20:00:06

q1630:, bite is not an unarmed strike (nor is claw, web, or any other attack), nor is it a monk weapon. that said, i'd still allow a spider to kick things for 1d4+dex if he wanted, but that's upto your DM.

q1631: yes to ki. not sure about the jump multiplier.

(Reply to #4894)

Coredump00

celtwarrior wrote:
(Reply to #4897)

celtwarrior

Coredump00 wrote:
#4899

Zakharock

May 17, 2015 5:28:04

Q1632: Suppose a wizard can prepare 6 spells for the day, I could prepare 4 spells and later that day the other 2?

#4900

AaronOfBarbaria

May 17, 2015 5:38:15
A1632: the book says you prepare spells when you finish a long rest, you'll have to ask your DM how they interpret that detail
#4901

jarandus

May 17, 2015 10:52:58

Q1633:

On a critical hit with a dagger is 2d4, is the 2d4 rolled twice or rolled once?

 

Q1634: When a rogue crits and has 2d6 for sneak attack damage, is that 3d6 also rolled twice (in addition to the 2d4)?

(Reply to #4901)

ArialBlack

jarandus wrote:
(Reply to #4902)

jarandus

 

 

jarandus wrote:
#4904

jonathonhawke

May 17, 2015 12:59:12

jarandus wrote:
(Reply to #4903)

sgaon

jarandus wrote:
#4906

Noctaem

May 17, 2015 14:58:00

Q: 1635

 

Could someone tell me where the rules for the attunement of items are?

(Reply to #4906)

Coredump00

Noctaem wrote:
(Reply to #4906)

randl

Noctaem wrote:
#4909

Noctaem

May 17, 2015 15:28:19

Coredump00 wrote:
#4910

celtwarrior

May 17, 2015 19:51:42

Q1636, is a torch considered a simple weapon?  if so can a monk use their unarmed strike damage with it so they would do 1d4+mod fire damage?

(Reply to #4910)

OoftaMeg

celtwarrior wrote:
(Reply to #4910)

Bloodscythe

celtwarrior wrote:
#4913

celtwarrior

May 17, 2015 20:54:40

Q1637, in the EE players compainon, are the manipulative parts of the spells mold earth and shape water only instantanous then last for an hour or can you continue to manipulate them over the duration of the hour?  for example shape water states: 

 

"You cause the water to form into simple shapes

and animate at your direction. This change
lasts for 1 hour."

 

so you use your action to cast the cantrip and you make puddle of water into the shape of a cube and it will stay like that for 1 hour, however, next round can you change the shape into a sphere or do you have to recast the cantrip to do that?  if you don't have to recast the cantrip what kind of action does it take to change the shape?  an action, bonus action, or use object?

#4914

PinkRose

May 18, 2015 11:53:51

Q1638

If using Variant Encumbrance, how does the dwarvish racial trait interact?

I'm inclined to not count the armour weight when figuring the weight carried.

(Reply to #4914)

OoftaMeg

PinkRose wrote:
#4916

AfroPhoenix

May 18, 2015 15:41:38

Q1639
I'm preparing a rogue to take the Arcane Trickster archetype, and I see that I can only use wizards' spells. Do I need to go through any kind of preparation before using spells at 1st-level and higher, as a wizard would? As I read it, the PHB never mentioned an Arcane Trickster needing to study a spellbook, or anything similar.

#4917

ArialBlack

May 18, 2015 16:14:03

No. The table tells you how many spells you know. You can cast any spell you know with any spell slot you have which is at least the level of that spell. No spellbook or anything like that.

#4918

fargus

May 18, 2015 18:55:32

Q1640: At what age can Dragons create a lair? I see no mention of age group, so I would assume that even a newly hatched Wyrmling could theoretically have its own lair. Also, does the Dragon have to consciously create the lair, or could it passively happen to an area it frequents/sleeps in without it knowing? I ask because one of my characters in a home game is a Copper Dragon that is trapped in humanoid form, and he has no knowledge of his true self. He is a pirate captain, so I was thinking his ship could become his lair.

(Reply to #4918)

OoftaMeg

fargus wrote:
#4920

KhyasTV

May 19, 2015 0:12:31

Q1641: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

So if a duel class character of Wizard 4/ Rogue 1 hits his over all level of 5 doeas the spell damage increase from 1d10 to 2d10 then?

#4921

AaronOfBarbaria

May 19, 2015 0:55:44

A1641: All cantrips scale by total character level, not individual class levels, to facilitate their being no difference in the way the cantrip functions based on how/when/where a character got that cantrip.

#4922

InchLabel

May 19, 2015 19:20:58

Q1642 What actions can I perform whilst in another creature’s space?  Can I cast spells or take attacks from that space as I am “passing through” either because my ally is letting me through, or because I am able to pass through an enemy’s space?

 

Q1643a I can’t move as part of a reaction can I?  Or only if I prepare the Dash action as my reaction?

 

Q1643b I can’t end my turn in another creature’s space (without being two size categories larger or smaller).  So how do I swap spaces with another similarly-sized creature?  I suppose if I grabbed or shoved them and moved them backwards into my current space, I could then move forward to occupy their vacated space.  And since they didn’t move of their own accord, they wouldn’t draw any opportunity attacks.  But I’d have used my action, yes?

 

Q1644 An incorporeal creature takes force damage if it ends its turn inside an object.  (Most elegant solution yet.)  But can it end its turn in the same space as a creature?  Without taking damage?

 

Q1645 Can an incorporeal creature hear/see/sense where it's going when it moves through solid rock, fog, darkness etcetera any differently to a corporeal creature?

 

Thanks!

#4923

IshKabibal

May 19, 2015 18:33:47

Q1646 I played a 5th level Paladin for the first time in a slot zero game readying for KublaCon 2015 game convention. Here's my question. Can my paladin with a longsword cast the first level spell "Thunderous Smite" (or any of the Smite spells) as a bonus action, move to a target, then, when I hit it, choose to "expend one paladin spell slot" (in this case, level 1 slot)  and use "Divine Smite" against it while the "Thunderous Smite" simultaneously goes off, doing 1d8 (longsword) + 2d8 (divine smite) + 2d6 (Thunderous Smite) + Str against the target? The decision to use "Divine Smite" seems to be a free action that requires you to expend an unused spell slot. I can't find a rule that says expending a spell slot in such a case is deemed an action of any sort. I know this is going to burn spell slots like crazy, but ohhhh, the damage dealt is.... divine?

(Reply to #4923)

IshKabibal

IshKabibal wrote:
#4925

Rya.Reisender

May 19, 2015 23:51:49

Q1642 What actions can I perform whilst in another creature’s space?  Can I cast spells or take attacks from that space as I am “passing through” either because my ally is letting me through, or because I am able to pass through an enemy’s space?
#4926

DKitten

May 20, 2015 12:23:35

Q1647

 

[PHB 272] Sacred Flame: Flame-like radiance descends on a creature that you can see within range...The target gains no benefit from cover for this saving throw.

 

This includes full cover, right? As long as I can see them, say through Arcane Eye or through a familiar's senses, and they're within range, I can Sacred Flame them?

(Reply to #4926)

OoftaMeg

DKitten wrote:
#4928

Rstmad

May 21, 2015 12:05:00

Hi all. Can i double dash with rouge cunning action? Why yes/no?

(Reply to #4928)

OoftaMeg

Rstmad wrote:
(Reply to #4929)

Rstmad

OoftaMeg wrote:
(Reply to #4930)

OoftaMeg

Rstmad wrote:
#4932

mellored

May 21, 2015 12:48:25

Rstmad wrote:
#4933

cythgrimey

May 21, 2015 14:59:21

Q1648 can eldritch spear and spell sniper stack to give eldritch blast a 600' range that ignores half and 3/4 cover?

#4934

Zakharock

May 21, 2015 15:17:27

Q1649: DMG page 278, says that you can use a weapon of one category larger than the creature with disadvantage.

This is rule to create a monster but this rule can be for players too?

#4935

leonardoraele

May 21, 2015 18:12:01

Hi all, I have some questions about mounted combat, hope you can help.

 

Q1650. The Player's Handbook says: "The initiative of a controlled mount changes to match yours when you mount it. "

This means that the mount will act before or after the mounted character in the turn order? Or will both act as one in a single turn? If both act in a single turn, can I do a "yoshi jump" and move 60 ft. mounted, unmount and move more 15 ft.? (considering I have speed of 30 ft.)

 

Q1651. The Player's Handbook says: "It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge."

This mean that the mounted character can attack in his or her turn and the mount can use a dodge or disengage action? It seems like a rogue's Cunning Action feature, but free of the bonus action cost; is it right or am I missing something?

 

Q1652. If an enemy hits the mount or the mounted character, does the mount or mounted character needs to make any sort of check? (to do not fall from the mount, for instance)

 

That's it guys, thanks for the help

(Reply to #4933)

Bloodscythe

cythgrimey wrote:
(Reply to #4934)

Bloodscythe

Zakharock wrote:
(Reply to #4936)

cythgrimey

Bloodscythe wrote:
#4939

KnoxPromethean

May 21, 2015 17:20:52

Q1650: When it comes to multiattack, does each attack of the multiattack count as a seperate attack?  More specifically, if each attack is an individual attack, then a rogues Uncanny Dodge would only take half-damage from one of the attacks (not the entire multiattack).  However, if each attack is an individual attack, and the mob targets a cleric with Sanctuary on them, then would each attack require a DC WIS to even target that cleric?

 

Thanks.

#4940

Justinian9

May 21, 2015 18:45:22

I use to play D&D back in the 70s and I am having a hard time understanding what to do with D&D 5ed.  I bought the DMG, PHB, MM and the starter kit to try to learn D&D again to DM for my son to keep him off the internet. 

 

Q1: I seem to remember surprise was rolling a d6 and 1 was a surprise... I cannot figure out how to role a surprise and make it fair with this skill system.  Some ideas would be great

#4941

leonardoraele

May 21, 2015 19:32:33

Justinian9 wrote:
#4942

Drunemeton

May 21, 2015 21:53:23

IshKabibal wrote:
#4943

ArialBlack

May 22, 2015 7:37:22

Divine Smite is not casting a spell, and the fact that it expends a spell slot to power it doesn't make it spellcasting.

 

The proscription on casting spells in the same round as using a bonus action to cast a spell remains a restriction on actually casting actual spells, not on using spell slots.

#4944

Avross

May 22, 2015 10:10:52

KnoxPromethean wrote:
#4945

KnoxPromethean

May 22, 2015 14:27:35

Avross wrote:
#4946

Undrhil

May 23, 2015 12:12:14

Speaking of mounted combat, how do you determine if a creature is intelligent enough to act independently as a mount?

 

A guy I was talking to was talking about making a Paladin and getting the Find Steed spell.  He started getting giddy about being able to have 4 attacks per turn because the Warhorse can do a charge, which allows for a bonus action Hooves attack after moving 20' and making a Hooves attack.

 

First, I pointed out that the warhorse wouldn't be able to charge every turn without provoking Opp attacks.

 

Second, I pointed out that the mounted combat rules state that a controlled mount can only take the Dash, Disengage, or Dodge action.  He said that the spell Find Steed would make the Warhorse intelligent enough to be considered independent.  I then pointed out that means the Warhorse can decide to go attack something else or to not charge.  To which he replied "Telepathically linked".  I countered that that would mean the warhorse is being controlled.

 

So, how would this really play out, by the rules?  It's for Adventurer's League, so I know the whole thing with DM has final say and table variation, etc.  I think the rules in the book are pretty clear-cut .. the only question comes down to "how intelligent is an INT 6 creature?"

#4947

Avross

May 23, 2015 13:38:34

Undrhil wrote:
(Reply to #4946)

OoftaMeg

Undrhil wrote:
#4949

Sulaco

May 23, 2015 22:14:39

Hey all, I'm just playing through the 5e Starter campaign with two of my brothers (Sorcerer, Rogue).

And we're all new to this.

 

We've only come up to the first set of cave encounters.

 

Q1652:

At one point the Rogue was unconscious at 0hp and survived his first death saving roll.

He was stablised by the Sorceror, but the rules say he remains at 0hp.

A long rest says it only returns HP if you are at 1.
I don't see any healing potions among their gear, so how is the Rogue supposed to gain HP?

 

Q1653:

If two goblins are sitting by a fire, can a halfling Rogue whose Stealth+Dex check exceeds their passive perception move about freely,

or does he have to re-roll his stealth for every turn he takes a movement in?

I'm just a little confused as to how powerful stealth is as an ability: "as long as they're not in the open".

 

Q1654:

They are loot hungry and are used to MMO's with their plentiful vendor-trash.

By this point they've ended the lives of five goblins and I've allowed the Rogue to reclaim the black-feathered arrows,

and to also conveniently recover HP before entering the cave. Is some form of loot expected off these five goblins?

I see that I can roll off the Individual Treasure: Challenge 0-4 table - but what is normal for goblin armour, weapons and shields - leave them?

#4950

AaronOfBarbaria

May 23, 2015 22:57:47

A1652: A stable creature that isn't healed regains 1 hit point after 1d4 hours.

 

A1653: Stealth is largely left to the DM on purpose because rules being too detailed on the topic create more problems than they solve. I suggest only rolling the dice when you find that either outcome (being detected or not being detected) could be an interesting way for the situation to turn and are using the dice to decide which interesting path to take.

 

A1654: My advice is to treat non-magical gear that opponents were using as being no good for sale, but good enough to use if someone in the party wants to use them (i.e. the goblins' arrows fire from a PC's bow just fine, but no NPC is willing to part with even a few copper to buy them) - the headache of tracking how many of what kind of "vendor trash" the party took, how much each is worth, and how many have actually been sold is not at all worth it.

 

If you want the players to get loot, skip the middle man and give them coins from the individual treasure table (less headache for roughly the same end result).

#4951

Sulaco

May 24, 2015 4:28:59

Thanks Aaron, that helps me a lot.

#4952

dom9000

May 24, 2015 6:15:09
Q1655:  

I'm a new player to d&d 5e and I was just wondering when I dual wield and roll to hit, do I roll to hit for both weapons?
(Reply to #4952)

OoftaMeg

dom9000 wrote:
(Reply to #4953)

dom9000

OoftaMeg wrote:
(Reply to #4952)

alienux

dom9000 wrote:
(Reply to #4954)

OoftaMeg

dom9000 wrote:
(Reply to #4948)

celtwarrior

OoftaMeg wrote:
#4958

celtwarrior

May 24, 2015 19:36:16

Q1656, rope trick, it says 

 

"Attacks and spells can’t cross through the entrance

into or out o f the extradimensional space, but those
inside can see out o f it as if through a 3-foot-by-5-foot
window centered on the rope."

 

is it possible to stick your hand through the opening and cast a spell, throw a dagger, etc...?

(Reply to #4958)

AaronOfBarbaria

A1656: No, you can't stick your hand out and cast a spell or throw a dagger or any other such attempt to weasel around that attacks and spells can't cross through the entrance: You are either inside the extradimensional space and you cannot attack or cast spells outside of it, or you are outside the extradimensional space.

 

Unless, of course, your DM doesn't mind turning a utility spell into the best defensive spell in the game by letting the "realism" of being able to stick a hand out trump the gameplay-oriented rules text.

(Reply to #4959)

celtwarrior

AaronOfBarbaria wrote:
#4961

AaronOfBarbaria

May 24, 2015 22:58:11
R1656: if you climb out you are outside, so the restriction on attacks or spells crossing out of the extradimensional space clearly don't factor.
(Reply to #4961)

Undrhil

AaronOfBarbaria wrote:
#4963

celtwarrior

May 25, 2015 9:30:54

Q1657, can you cast spells during a short rest?  under the long rest discription casting spells are considered strenuous but is it more strenuous than eating, drinking, reading, and tending to wounds?  if it is considered more strenuous can a short rest be "interupted" by a strenuous activity proportional to a long rest?  if a long rest of 8 hours can endure 1 hour of strenuous activity then can a short rest be interupted by an 1/8th of an hour? 7.5 minutes

#4964

celtwarrior

May 25, 2015 9:51:44

Q1568   if a medium or large size creature grapple a medium sized creature and attempt to drops its target off a cliff does the grappled creature get a chance to not be dropped?  releasing your target requires no action so is there anything in RAW that allows the target to take a reaction to regrapple?  lets say on the characters turn it grapples a foe, the target gets to make an oppossed check to see if it is grappled.  then the character drags the target to the cliff, does the target get another oppossed check?  two in one round?  furthermore, lets suppose a character is holding a grappled target off a the egde of a cliff on the targets turn it can attempt to break the grapple, if it does will the target then fall down the cliff?

(Reply to #4964)

Bloodscythe

celtwarrior wrote:
(Reply to #4963)

Bloodscythe

celtwarrior wrote:
(Reply to #4965)

celtwarrior

Bloodscythe wrote:
#4968

zothommogh

May 25, 2015 14:03:22

(Wizard + Elemental Adept feat + Lighning Bolt) VS (Monk + Evasion)

 

My question is, if a Wizard cast a lightning bolt and have the Adept elemental feat (lightning) what will be the damage on a monk that is using the Evasion ability ? (Full, half .. ?)

 

Thx !

(Reply to #4967)

Bloodscythe

celtwarrior wrote:
(Reply to #4968)

Bloodscythe

zothommogh wrote:
(Reply to #4970)

zothommogh

Pretty clear thx !

 

Bloodscythe wrote:
#4972

Drunemeton

May 25, 2015 21:13:18

ArialBlack wrote:
#4973

Drunemeton

May 25, 2015 21:19:36

Sulaco wrote:
#4974

alienux

May 26, 2015 5:13:32

Bloodscythe wrote:
#4975

h4xxler

May 26, 2015 6:19:26

I play a paladin with polearm master. My question: can I fight behind the frontline? Let's say a fighter is in the square in front of me, fighting a bugbear, can I attack it as well from behind the fighter? Also: has the hilt-strike from PAM also 10' reach?

 

Do enemies have a savingthrow vs Sleep? the spell doesn't say they have but the bugbear gets advantage on saving throws vs sleep...

(Reply to #4974)

Bloodscythe

alienux wrote:
(Reply to #4975)

Bloodscythe

h4xxler wrote:
(Reply to #4977)

OoftaMeg

Bloodscythe wrote:
#4979

alienux

May 26, 2015 12:39:09

Bloodscythe wrote:
#4980

jarandus

May 26, 2015 13:32:36

Q1662:....A player has to make an attack roll with disadvantage and rolls a 9 and a 10, and uses his Lucky feat to re-roll a die, and re-rolls the 9 and gets a 14. Does the 14 count as the actual roll or does the player still need to use the 10 roll due to disadvantage?

#4981

Avross

May 26, 2015 13:43:16

alienux wrote:
(Reply to #4980)

AaronOfBarbaria

jarandus wrote:
(Reply to #4978)

Bloodscythe

OoftaMeg wrote:
(Reply to #4981)

Bloodscythe

Avross wrote:
(Reply to #4983)

OoftaMeg

Bloodscythe wrote:
#4986

h4xxler

May 26, 2015 15:06:25

Bloodscythe wrote:
(Reply to #4986)

celtwarrior

h4xxler wrote:
#4988

Mazzy

May 26, 2015 16:26:34

I'm sorry, I'm sure this was answered at some point but I'm having a hard time using the search.

 

Can a warlock who chooses pact of the tome choose three different cantrips from 3 different classes (Guidance, Vicious Mockery, Shocking Grasp), or must he pick all of his cantrips from the same class? The language says "choose three cantrips from any class's spell list."

#4989

InchLabel

May 26, 2015 18:17:04

I'm trying to clarify what "incorporeal" creatures - ones with the Incorporeal Movement ability - can or can't do in 5e.  (Obviously I can make my own call.)

 

Q1663 By RAW, can such a creature generally pick up an object or grapple, or shove another creature?

 

Q1664 Can another creature automatically move through the space of an incorporeal creature without a check, or is it blocked (even though the incorporeal creature can move through it)?

 

Q1665 When an object (such as a weapon) interacts with an incorporeal creature, does it pass right through them (although still doing damage of course)?

 

The MM tells us:

Incorporeal Movement. The [monster] can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

 

Tremorsense can't be used to detect flying or incorporeal creatures.

 

Most incorporeal creatures have:

Condition Immunities grappled, restrained, prone.

 

Only the Will'o'Wisp has;

Ephemeral. The will-o'-wisp can't wear or carry anything.

 

 

 

#4990

AaronOfBarbaria

May 26, 2015 18:32:41

A1663: Yes to both.

A1664: It's blocked.

A1665: DM's call since it is description, rather than effect. I go with passing through but with a distortion of the incorporeal body and a residue left behind (like ectoplasm) on the object passing through.

 

The existince of the ephemeral trait on the will-o'-wisp is proof that creatures, even incorporeal ones, are able to wear and carry things.

#4991

Mechatarrasque

May 27, 2015 7:09:34

Mazzy wrote:
#4992

Avross

May 27, 2015 9:58:10

Mechatarrasque wrote:
#4993

Mazzy

May 27, 2015 23:25:16

Q: If I have 5 levels of Eldritch Knight and 4 levels of Arcane Trickster, would I have spell slots as a 3rd level caster or as a 2nd level caster? It is unclear if I add the levels together and divide by 3 rounded down or if I add a third of the fighter levels rounded down plus a third of the rogue levels rounded down.

 

Under multiclassing spell slots it says: "You determine your available spell slots by adding together...a third of your fighter or rogue levels (rounded down) if you have the eldritch knight or arcane trickster background."

#4994

BoldItalic

May 28, 2015 3:05:24

A1666

 

If it was me, I'd say add them together before dividing by three, and get the 3rd level slots. After all, if you had gone Eldritch Knight-6/Arcane Trickster-3 there would be no question and it doesn't seem reasonable to penalise you for levelling up in one class rather than the other, if they are to be counted as equivalent. But as in all cases of doubt, it's for the DM to decide.

 

Mazzy wrote:
#4995

Grimpow

May 28, 2015 7:17:11

Q1667 (maybe...)

 

A Favored Soul (Sorcerer Variant) receives the benefits of a clerical domain (ex War Priest, war), or just add the magic of such domain your sorcerer list?

(I think not).   

Favored Soul: https://dnd.wizards.com/articles/features/modifying-classes

#4996

BoldItalic

May 28, 2015 8:03:52

A1667 As I read it, you just get the extra spells - the domain spells of your chosen domain. You don't get all the other class features that clerics get. It's a subclass of sorcerer, not a subclass of cleric.

(Reply to #4996)

Mechatarrasque

BoldItalic wrote:
#4998

Lucas_Blackstone

May 28, 2015 22:08:02

Bloodscythe wrote:
#4999

celtwarrior

May 28, 2015 22:13:06

Q1668, if an orc, for example, is hit by a net, then is the orc considered wearing or carrying the net?  i ask for the purposes of spells like: 

 

F i r e B o l t ...flammable object hit by this spell ignites if it isn't being worn or carried.

 

and if the net is not worn or carried is it flammable?  if it is made of rope sure, but what about leather?

 

i was thinking if you covered someone with a cloak or blanket are they wearing or carrying if so the net should be the same?

(Reply to #4998)

celtwarrior

Lucas_Blackstone wrote:
#5001

Undrhil

May 28, 2015 23:57:45

R1668 (don't know a definitey answer, but ...) I think a net while "in use" is considered to be "attended", which means it won't catch fire.  Regardless of this, the only way to break a net with damage is to his its AC10 and deal 5 *slashing* damage to it.  I think the net is designed to allow for strikes and attacks to pass through it, otherwise the first attack anyone made against the person in the net would likely tear it up in the process.

(Reply to #4998)

Bloodscythe

Lucas_Blackstone wrote:
#5003

Avross

May 29, 2015 20:41:10

celtwarrior wrote:
#5004

Antowas

May 30, 2015 11:45:28

Q 1669 + 1670

 

I have a question about the feat Keen Mind (PHB pg 167).  A few actually.

 

The feat says that the character accurately recalls anything they have seen or heard in the last month.

 

Q1669  Firstly (and I have sen this argued elsewhere) if a wizard loses his spellbook, can he still memorize spells from that book as if he had it within that month?  Is there a distinction between reading something and seeing something?  If the character is not blind, then he would have to see something to read it.

 

Q1670 Second, the feat says nothing about actively listening or focusing sight.  Does this mean then that my character sitting in a tavern full of people would recall a man who is visible on the other side of the room pulling a knife, while my character is looking at a person at his own table?  Meaning he is not focusing on what is going on behind the person he is looking at.   And related to that, would my character be able to recall conversations that were taking place behind him that he could hear but is not actively listening to?

 

I understand that these things might require a perception roll at the time.... but later when my character thinks back, are these things he would recall?

#5005

AaronOfBarbaria

May 30, 2015 12:34:26

A1669: Ask your DM, there is no official clarification on exactly what "accurately recalls anything that have seen or heard in the last month" means.

A1670: Ask your DM, there is no official clarification on whether "have seen" means happened in your field of vision or happened in your field of vision and you actually noticed.

#5006

Drunemeton

May 30, 2015 18:32:12

Antowas wrote:
#5007

Rank1Mage

May 31, 2015 4:25:51

Q 1671: Spell casting - my DM recently read the WOTC rules page on spellcasting here: http://dnd.wizards.com/articles/features/rules-spellcasting. From his understanding, this means that if a spell's effect has "make a spell attack roll" (ranged, touch, etc.) that it means the caster may not "cast" the spell and perform the attack on the same turn. So spells like Magic Missile, Moonbeam, Fireball, etc. can be cast and have its effects resolve on the same turn; but spells like Eldritch Blast, Fire Bolt, etc. may only be cast every other turn. 

 

I have also watched the Dungeons & Dragons games by WOTC, on YouTube, and they do not do this. If a spell's casting time is 1 action, then the entire effect goes off when the casting is complete. (i.e. You do not need to wait a turn till you call make a spell attack roll). 

 

Per the article, is he correct or confused?

#5008

AaronOfBarbaria

May 30, 2015 21:05:40
A1671:confused.
#5009

BoldItalic

May 30, 2015 23:29:57

A1671: Spells take effect when they are cast, unless it's a special kiind of delayed actions spell like a glyph. On your turn, you can use your action to do one thing. Casting a spell counts as one thing; making an attack with a weapon counts as one thing, and so on. If you use your action to cast an attack spell, that casting is the attack - you roll the d20 there and then to see if you hit the target. When it says "casting time: one action", that doesn't mean it takes one action to wave your arms around and then wait until your next turn to make some sort of attack, it means that casting it and making the attack uses up your action for one turn. Next turn, you can do something entirely different. Making an attack with a spell is quite like making an attack with a weapon, except that you use a different ability modifier and the effects tend to be more varied if you hit.

#5010

primuspilushb

May 31, 2015 6:26:04

Q1672

I know that +1 weapons add to hit vs creatures, but what about a +1 staff with rolling to hit for a spell? Is it the same?

(Reply to #5010)

OoftaMeg

primuspilushb wrote:
#5012

Varuna

May 31, 2015 8:49:26

Q1673: My DM claims there have been errata or something that state that spellcasters get to add their Intelligence modifier to their spells. I find this hard to believe, but maybe I am mistaken?

(Reply to #5012)

OoftaMeg

Varuna wrote:
#5014

ezrider23

May 31, 2015 10:06:36

What are the rules for sleeping in armor?

#5015

Avross

May 31, 2015 10:55:22

ezrider23 wrote:
(Reply to #5015)

ezrider23

Avross wrote:
(Reply to #5016)

OoftaMeg

ezrider23 wrote:
#5018

ezrider23

May 31, 2015 11:16:57

Okay.

IDK how much of a discussion is needed but i'll start a thread just so this doen'y get bogged down.

#5019

Justinian9

May 31, 2015 16:46:24

Q1975:  what am I missing.... how does a rogue get a second attack per round?

#5020

celtwarrior

May 31, 2015 17:41:38

A1975, looks like you are missing the second attack  are you asking in comparision to a melee character that gets a second attack at 5th level or in general?  anyone can have two attacks per round if they use the two-weapon fighting attack action, just follow rules for that action.  also you might get a second attack as a reaction to an oppurtunity attack

#5021

nitsua60

May 31, 2015 17:58:27

Jumped into 5e a few weeks back after a 25-year hiatus. Liking it, and this whole internet thing gives an interesting new twist!

I couldn't find anything by searching and gave up after reading 52 pages of this excellent Q&A: I apologize if the following's already asked-and-answered.

 

in re: wild magic roll for a sorceror. In a few places the PHB says the DM "can" require a d20, on a 1 there's a wild magic effect. (I think it's mentioned as "can require" after any spell cast or any expenditure of sorcery points; I don't have it with me, though.) I can't find anything in the PHB or DMG about when a DM would or should do that. So:

 

Q1976a: am I missing a rule somewhere that says when a DM will issue/require that roll?

Q1976b: is it intended that wild magic occurs frequently, so we're going to always require a wild magic roll unless something makes that unseemly? Or is it expected that a DM would issue these in unusual circumstances? I don't know if this is an RAI or "best practices" question; I'll take either answer =)

 

I'll be DMing my first sorceror ever ('cause back in the day there were just M-U, Ftr, Cleric, and Elf for classes--who's with me!?) starting next week. Unsure what sort of balance the designers are envisioning.

 

Thanks all!

 

[edit: correct question #]

#5022

Justinian9

May 31, 2015 18:09:07

celtwarrior wrote:
(Reply to #5022)

celtwarrior

Justinian9 wrote:
#5024

BoldItalic

May 31, 2015 23:31:09

A1976a: No, you aren't missing anything - there is no hard and fast rule in the books. It's left open so that the DM can call for a roll if it seems a fun moment to do it, but isn't obliged to if it wouldn't be fun right now, Some of the results on the table can wipe out a low-level party or wreck the adventure if they happen at the wrong moment and that wouldn't be fun whereas some results are definitely fun and can add extra strands to the story in unexpected ways.

 

A1976b: It should be fairly unusual, but it depends on what the Sorcerer does. Even a high level Sorcerer isn't going to cast more than about 20 spells a day because he only has so many spell slots and sorcery points for spellcasting, so even if you roll every time, given that a surge only happens when he rolls a '1', that's about once a day, Tides of Chaos complicates it a bit; if the Sorcerer spams it he pays for it with surges, which makes it risky to overuse but that's the player's choice.

#5025

Rstmad

Jun 01, 2015 0:58:24

Q1977: Why Climber's Kit does not add advantage or bonuses on climb check?

 

#5026

AaronOfBarbaria

Jun 01, 2015 1:24:07

A1977: because a climber's kit doesn't make climbing easier, it makes it safer by limiting you to a maximum falling distance and thus a maximum amount of falling damage when you are able to utilize the kit.

(Reply to #5026)

Rstmad

AaronOfBarbaria wrote:
(Reply to #5027)

AaronOfBarbaria

Rstmad wrote:
#5029

Rya.Reisender

Jun 01, 2015 3:27:17

Justinian9 wrote:
#5030

Galarraz

Jun 01, 2015 7:01:32
friends I do not know if this is the correct place for this type of post, but if it is not excuse me today in my meeting one doubts arose:
After rolling the initiatives of the rogue group would attack first , however he was sneaky and narrate their attack said he would use stealth to take a vested at the opponent.
Is that possible ? for therefore he would have to run and I 'd like to know , it is possible to run when using stealth ?
#5031

Galarraz

Jun 01, 2015 7:01:45
friends I do not know if this is the correct place for this type of post, but if it is not excuse me today in my meeting one doubts arose:
After rolling the initiatives of the rogue group would attack first , however he was sneaky and narrate their attack said he would use stealth to take a vested at the opponent.
Is that possible ? for therefore he would have to run and I 'd like to know , it is possible to run when using stealth ?
#5032

mellored

Jun 01, 2015 12:15:04

Galarraz wrote:
#5033

Rya.Reisender

Jun 02, 2015 0:00:38

@Galarraz

You can post questions like this here but make sure you add the question number to it. Your question now officially Q1978.

 

And to add to the answer:

 

A1978 - Are we talking about during combat? To use stealth in combat you need to use the "Hide" action. You can only use it when you are unseen. Stealth ends when you approach an enemy that is not sufficiently distracted (needs to be decided by the DM). So if you are asking... can a rogue use Hide as bonus action (given he has the feat), run to the enemy and then attack it with advantage? I'd usually say no, because you moving 30ft towards the enemy is very likely to end your stealth, especially when you end up standing right next to it. Now talking about using a ranged attack... hmmm that would be more likely to work. There are quite many variables here and you probably should tell us the exact situation to get a clear answer.

 

If your question only was if you can run while hidden - yes you can. The only thing that limits your speed is the fact that you are using up actions you could potentially use for the dash action instead (you can only use one action and one bonus action per turn).

 

Outside combat, you can only move slowly when using stealth, though (see travel pace, player basic rules p.64).

#5034

Righetti

Jun 02, 2015 10:01:51

I know the question about making holy water was answered here somewhere, but I have a VERY important question that will greatly impact low level/poor characters.

 

Q1979a: Are ritual material components consumed with the casting of the ritual, or does it need to be specified in the spell?

Q1979b: Does creating holy water consume the powdered silver? 

 

According to the entry for holy water: 

A cleric or paladin may create holy water by performing a special ritual.

-The ritual takes 1 hour 

-uses 25 gp worth of powdered silver

-requires the caster to expend a 1st-level spell slot.

What does it mean "uses"? Does it mean "which the spell(ritual in this case) consumes"? If so why isn't it present in the text for holy water?

 

The reason for this question is that the ritual for making Holy Water (a 25gp item) requires 25gp in powdered silver (theoretically 5 lbs worth of silver), but never specifies that the silver is consumed...this would make powdered silver a good investment for a party that will travel quite a bit and needs to be mindful of both funds and encumberance. 

#5035

mellored

Jun 02, 2015 10:31:40

Righetti wrote:
#5036

ArtOfDrowning

Jun 02, 2015 12:13:56

Q1980- If a creature with, say, 30 speed starts his turn both prone and restrained and then breaks the restrained condition (using his action, for example), does he jump back to 30 speed and can then stand up using 15? It makes it clear in the rules that you can't stand up from prone if your speed is 0, but I guess I can't find if losing the restrained condition gives you your move back instantly.

Thanks in advance, and yes, I did make an account just to ask this! =)
 

#5037

mellored

Jun 02, 2015 12:23:32

ArtOfDrowning wrote:
#5038

Neptune0923

Jun 02, 2015 14:20:04

Q1981: Bugbear hides behind a closed door in a room while friends get involved in a fight with the PC's outside. It readies an action to attack anyone that opens the door. Melee outside ends. Fighter kicks in the door (fully expecting a problem).  Does the bugbear get a reaction attack? Does the figther? In what order?

#5039

Tiarn

Jun 02, 2015 22:14:40

Q1982:  Apologies if this is elsewhere, Google turned up nothing.

When using the spell counterspell does the caster get to know what the target is casting first?  Do you have to guess?  Is this an Int (arcana) check, and if so what are the DCs?

#5040

AaronOfBarbaria

Jun 02, 2015 22:56:56

A1982: The only answer is that this is up to your DM, as the rules are (likely intentionally) silent on the exact intended process.

 

Hopefully you are lucky enough to have a DM, or wise enough to be a DM, that doesn't think making a player jump through hoops for a chance to make an informed decision about spending limited resources is a good thing.

#5041

Rya.Reisender

Jun 03, 2015 1:46:00

mellored wrote:
#5042

Rya.Reisender

Jun 03, 2015 1:55:58

Neptune0923 wrote:
(Reply to #5038)

Coredump00

Neptune0923 wrote:
#5044

Zorgar

Jun 03, 2015 11:30:59

Magic attack questions:

Q1983 Are damge for "magical" monsters considered as magical in terms of overcomming resitance - attaks from Dragons, Elementals, etc?
Q1984 Are damage done by summoned animals considered as magical even if regular animal attack is not magical at all (bear, wolf, ape)?
Q1985 Are damges done Wall of Thorn considered as magical (and other damged done by summoned physical objects)  - throwing regular rock is not magical attack but throwing a stone created by some spell is?

(Reply to #5044)

OoftaMeg

Zorgar wrote:
(Reply to #5045)

Mechatarrasque

OoftaMeg wrote:
(Reply to #5046)

Zorgar

Mechatarrasque wrote:
#5048

Rya.Reisender

Jun 04, 2015 2:08:57

Talking about magical damage...

 

Q1986 - Anyone can point me out where it says that magic weapons (e.g. +1 Shortsword) deal magical damage?

#5049

IgnatiusReilly

Jun 04, 2015 6:09:57

Q1986:  Does the Ranger Hunter arcetype's "Horde Breaker" feat stack with Two-Weapong Fighting?  I.s., doe using Horde Breaker and 2WF together result in four attacks in one turn? 

 

               The description for Horde Breaker includes an additional attack for the weapon a ranger just attacked with.  I cannot find an EXPLICIT connection (limitation)  to 2WF. 

 

               Ergo, I am either missing a connection (likely), or 2WF+Horde Breaker turns into four attacks.

 

Q1987:  Does Two-Weapon Fighting (2WF) absolutely require TWO light weapons?  I.e., could the main hand be a longsword, and the off-hand a light weapon?

 

              Historically, a sword/dagger, etc. was more common than two swords, etc., and more reasonable.

 

NOTE:  I apologize if these questions ahve been asked and answered previously.  I am new to this forum, and all my search attempts for these questions returned nil results.

 

Thank you,

 

Ignatius

 

“With the breakdown of the medieval system, the gods of chaos, lunacy, and bad taste gained ascendancy.”
John Kennedy Toole, A Confederacy of Dunces

 

              

(Reply to #5048)

ArialBlack

Rya.Reisender wrote:
#5051

jaelis

Jun 04, 2015 7:04:46

IgnatiusReilly wrote:
#5052

PencilBoy99

Jun 04, 2015 8:39:07

Q1982: Re-Advantage/Disadvantage, is it "players come up with a reason on every roll why they have advantage" or "GM will tell you if you have advantage/disadvantage." I've gotten all sorts of contradictory opinions.

(Reply to #5052)

OoftaMeg

PencilBoy99 wrote:
#5054

XxJadePhoenixX

Jun 04, 2015 11:40:17

Q1983: Question about Sharpshooter. The feat specifies "ranged weapon attack" so I'm pretty sure that rules out magic, but what about thrown weapons? Can't seem to find any clarification on this, but my interpretation is weapons with range have a range listed next to them in the weapon table list. A "ranged attack" in the book is described as an attack made with a bow, crossbow or by hurling a handaxe and lastly thrown weapons are still "weapons". I think the reason the book specifies "ranged weapon attack" is to rule out ranged attacks made by spells so ranged attacks made with thrown weapons would still work? Also, just out of curiosity, what about improvised thrown weapons (i.e. Alchemist's Fire or a thrown long sword, or something)?

 

Q1984: My second question is about surprise. How does surprise work when one or two members of the party are hidden when a battle begins but the rest along with the enemies notice each other at the same time? Do the two hidden members act first?

#5055

nciluaga

Jun 04, 2015 12:38:57

Ok so our adventures league group is confused on divine smite. 

 

PH HANDBOOK 5e PG85: Starting at 2nd level, when you hit a creature with a mele weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a first level spell slot, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend.

 

So our question is, a paladin that is level 2 has 2 level 1 spell slots. Could the paladin expend both slots into one attack and do 4d8 instead of 2d8 or say at level 5 I expend 2nd level slot and 1 1st level slot up to the maximum 5d8? If not how many times can I expend in one combat round? Do I expend 1 slot every attack or one slot every turn. We are just confused on the wording. Say the paladin attacked once expended 2nd level and 1st and did 5d8 and repeated that same combo on the next attack to do anoth

(Reply to #5054)

OoftaMeg

XxJadePhoenixX wrote:
(Reply to #5055)

Bloodscythe

nciluaga wrote:
#5058

Cooperjera

Jun 05, 2015 10:23:24

XxJadePhoenixX wrote:
#5059

Avross

Jun 05, 2015 13:15:41

Cooperjera wrote:
#5060

turri

Jun 05, 2015 17:56:12

Q1990: A character using swift quiver can also use +2 arrows? or the spells requires you to use the "Non magical" arrows from the "swift quiver"?

#5061

mellored

Jun 05, 2015 19:43:21
yes, you can use +2 arrows with swift quivers. and any other thing you can normally use on an attack.
(Reply to #5052)

Filksinger

PencilBoy99 wrote:
#5063

turri

Jun 06, 2015 9:05:29

Q1991: Does dispel magic "Turn off" magic items forever?

#5064

AaronOfBarbaria

Jun 06, 2015 9:14:00

A1991: No, dispel magic doesn't even affect most magic items since its effect is to end magical effects which have a spell level attached to them, which magic items normally don't.

 

Even an antimagic field doesn't permanently remove the magic of a magic item.

#5065

Tichrimo

Jun 07, 2015 6:41:13

Q 1992: The Crossbow Expert feat reads (in part):

 

"When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding."

 

Can you use this bonus attack  when wielding a single hand crossbow?  (i.e.  Fire the hand crossbow with my action, then fire again as a bonus action.)

 

---------

 

My gut says "no" (you've fired the crossbow, it's not "loaded" and doesn't qualify to trigger the bonus action anymore); my player says "yes" (Crossbow Expert removes the "loading" property from the crossbow, and therefore you can load and fire as part of the attack).

(Reply to #5065)

Bloodscythe

Tichrimo wrote:
(Reply to #5066)

Tichrimo

Bloodscythe wrote:
#5068

turri

Jun 07, 2015 11:31:37

Q1993: Does the attack and damage bonus on +1/+2/+3 Arrows stack with the enhancemente bonus of bow?

like bow +2 with arrows +2: +4 attack and damage

(Reply to #5068)

OoftaMeg

turri wrote:
#5070

Elderis

Jun 07, 2015 12:00:34

Q1994: If i have a spell active that requires concentration, does casting any other spell (that does not require concentration) break the current concentration? Example: If i have silent Image active, can i still cast damaging spells without my concentration on silent image breaking?

(Reply to #5070)

OoftaMeg

Elderis wrote:
#5072

bookworm12002

Jun 07, 2015 16:29:46

Q1995: if you hit a flying target with ensaring stirke, as the target now has 0 move speed, would it begin to fall? ty! <3

#5073

iridium

Jun 07, 2015 18:15:29

In DnD 5e.

I'm wondering what kind of advantage a tiny creature has compared to a Huge creature regarding stealth or being hidden etc.

What other advantages are there to size categories?

 

I just find it silly that a tiger(large) can be harder to spot in the open than a scorpion(Tiny)

Yes there's th squeeze through, but is this more or less it?

#5074

DarkRhystar

Jun 07, 2015 18:41:24

Neptune0923 wrote:
#5075

guachi

Jun 07, 2015 19:01:03

iridium wrote:
#5076

Rya.Reisender

Jun 07, 2015 23:40:26

If the party does not know that the Bugbear is inside the room then combat ends as normal and we immediately roll initiative again and begin combat with the Bugbear's Surprise Round--Surprise rules come into play because one party was not aware of the other regardless of "how fully expecting a problem" that party was.
#5077

Sulaco

Jun 08, 2015 0:17:57

 

Q1996 (I am playing with all new players) - the Rogue ran behind in pillar and used Hide, with a Stealth check of 19.

The nothic came around to the Rogue's side of the pillar, I did a Perception check of 17.

 

Is it playing right to say that Rogue is still unseen even though there is nothing to hide behind and he should be in a direct line of sight?

 

Stealth kinda confuses me.

#5078

alienux

Jun 08, 2015 3:55:54

Sulaco wrote:
#5079

Rya.Reisender

Jun 08, 2015 4:03:19

Sulaco wrote:
(Reply to #5078)

Sulaco

alienux wrote:
(Reply to #5079)

Sulaco

Rya.Reisender wrote:
(Reply to #5067)

Bloodscythe

Tichrimo wrote:
(Reply to #5072)

Bloodscythe

bookworm12002 wrote:
#5084

Rya.Reisender

Jun 08, 2015 5:00:57

A1995 - Actually I wouldn't say that it's up to the DM as it's covered by the rules:

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
(Reply to #5084)

Bloodscythe

Rya.Reisender wrote:
#5086

Avross

Jun 09, 2015 13:12:53

Q1996: A rogue's sneak attack allows extra damage on one attack which is inflicted with a  finesse or ranged weapon.   I've got a player insisting that his druid/rogue can get his sneak attack damage in when he shapeshifts.  I've looked, and can't find any indication that natural weapons count as finesse weapons...but I acknowledge my search-fu isn't the best, so I wanted to see if anyone else saw something I didn't.

 

Q1997: The other multiclasser in the group (a fighter/warlock/rogue) is trying to leverage a lot of class features along with Eldritch Blast.   If I have been following the various questions, then:

  • With Action Surge, can he cast Eldritch Blast twice in a round (he's 6th level, so this would be 4 bolts)
  • He cannot leverage Sneak Attack, since Eldritch Blast is not a ranged weapon.
  • If he has Agonizing Blast, the +Cha damage only applies once per target.
  • Hex damage applies to every single bolt

Does that sound right?  I think their previous DM may have let certain things go (he mentioned that the multi-class characters seemed broken, but admitted he didn't read the rules.)

#5087

jaelis

Jun 09, 2015 13:20:02

Avross wrote:
(Reply to #5021)

Drunemeton

nitsua60 wrote:
#5089

Sulaco

Jun 10, 2015 15:31:29

Q2000 (I'm skipping two numbers as '96 '97 were used twice)

I'm running the Lost Mine of Phandelver campaign with only two PC's.

For the most part each section has a set level of XP and instructions to

divide it across the players. If I've subtracted one Bugbear from an encounter

that should have three (down to two), so far I have just subtracted its experience

block from the total - I've not used any experience modifier or multiplier effects.

 

At level two they had a random encounter with an Owlbear (Challenge 3, 700XP).

I made it slightly easier by putting the creature at a distance, but should there have

been a modifier on their experience for a difficult encounter like this? It should have

been deadly, but my beak/claws got bad rolls.

 

Cheers

#5090

Regin_Vargtass

Jun 10, 2015 22:53:17

Q2001: in the new errata it states that a Pact of the Chain familiar uses its reaction if ordered to attack. If the familiar has multiattack, can it attack with multiattack?

 

Comparing available multiattacks with the attacks of e.g. Quasits or Imps it would not be overpowered.

#5091

Ceskay

Jun 10, 2015 23:14:14

Does grappling "restrain" the target? If not, grappling appears to just prevent field movement, which is weird. 

#5092

Rya.Reisender

Jun 11, 2015 5:00:33

A2000: Did you know there once was a king who became king in 996 and then he decided that it's year 1000, effectively eliminating year 997, 998 and 999? You remind me of him.

 

Anyway to answer your question: By RAW you simply divide the XP by number of party members. So if you only have 2 players instead of 5, everyone should get 2.5 times as much XP. An owlbear defeated by two persons means both get 350 XP. An owlbear defeated by 5 persons means each gets 140 XP.

 

As for Lost Mine of Phandelver, rather than taking out important NPCs like the bugbear, I'd rather recommend letting the two players start at level 3 (but I guess it's too late for that now).

 

Also I think there are variants (or at the very least guides published on the internet) that handle ideas for making the difficulty of an encounter influence the XP you get (like double XP on deadly encounters, etc.).

 

 

A2001: Yes, you can. I think this was clarified by Jeremy Crawford once. If it's a single action that contains multiple attacks, you can do multiple attacks as reaction. An exception is extra attack which states that it can only be used on your turn. Multiattack however isn't limited to your own turn.

 

 

Q2002: Does grappling "restrain" the target? If not, grappling appears to just prevent field movement, which is weird. 

A2002: The grappled condition does exactly what it says in the rules: Speed becomes 0. It does not make the target restrained. It's mostly like that for balance reasons. But you can also argue that even if someone grapples you, you can still easily stab him.

#5093

robneto

Jun 11, 2015 6:53:17

Does action surge give me an action AND a bonus action? Can i use it while hasted (so my turn will have a movement, 3 actions and 2 bonus actions)?

(Reply to #5093)

OoftaMeg

robneto wrote:
#5095

robneto

Jun 11, 2015 7:52:33

tyvm

#5096

jaelis

Jun 11, 2015 9:31:37

Ceskay wrote:
#5097

Sulaco

Jun 11, 2015 18:00:06

Thank you - this forum has been so helpful in gaining confidence for a newbie.

#5098

Xenioph

Jun 12, 2015 21:12:57

Q2003: When do you declare the use of divine smite? Is it before or after the attack role?

#5099

Drunemeton

Jun 12, 2015 21:22:10

Xenioph wrote:
(Reply to #5098)

Coredump00

Xenioph wrote:
#5101

Ocule

Jun 13, 2015 8:29:47

Q2004: The new erratta did more to confuse me than actually clear things up. Elemental Affinity and Empowered Evocation both got  "The damage bonus applies to one damage roll of a spell, not multiple rolls." Now it was pretty clear before the erratta but this left me wondering what spells does this clause apply to. Is it just spells with multiple damage rolls for the same attack just as meteor swarm that splits the damage between bludgeoning and fire or does it apply to spells like storm sphere and scorching ray that have multiple attack and damage rolls. I'm not sure about RAW but RAI tells me that scorching ray is supposed to get the bonus on each ray just as if i had taken 3 shots with a bow or something. I mean melee types get their bonus on every attack, it was just a way to level the playing field for making a blaster. Or storm sphere that i get another attack each round. 

(Reply to #5101)

OoftaMeg

Ocule wrote:
#5103

twomp01

Jun 13, 2015 10:03:56

Q2005: If I'm a Druid and I take a feat to increase my strength, would this bonus carry over to my Wild Shape forms? (I think so, since feats are class features, which you retain in Wild Shape). If so, would the (possibly) increased strength modifier increase my damage/to hit?

#5104

531st

Jun 13, 2015 13:33:56

Q2005.5 (woops, some1 took 2005th while i was typing :P) the book of lost spells have the creeping eye 4th level conjuration spell that makes ur eye pop out, become alive and another eye appears in ur eyesocket afterwards. (I guess looks of the process should be delicious :D) Question is: if person lost an eye(or both eyes?) can I give him another eye by casting the spell? It does make another eye appear in eyesocket. It could require surgicaly removing the skin that grown over empty eyesocket but... Can I? I guess it does requires me to make an eye alive but it could be glass eye or smth

 

#5105

Ocule

Jun 13, 2015 10:41:52

OoftaMeg wrote:
#5106

Sling617

Jun 13, 2015 12:01:33

Q2006-  Can you cast Darkness on an item an enemy is wearing or carrying?

Q2007- If an enemy is in Darkness and you cast a Fireball do they have disadvantage on the saving throw?

(Reply to #5105)

OoftaMeg

Ocule wrote:
(Reply to #5106)

Bloodscythe

Sling617 wrote:
#5109

BoldItalic

Jun 13, 2015 23:55:40

A2007 I'd also say no, but for slightly different reasons.

 

  • The PHB errata has changed things slightly because darkness doesn't impose the Blinded condition any more;
  • As Bloodscythe has pointed out, Blinded doesn't affect saves anyway
  • Fireball is higher level than Darkness and Fireball "wins"
  • Common sense, the enemy would surely have no difficulty seeing a fireball in darkness and reacting to it 
(Reply to #5109)

Sling617

BoldItalic wrote:
#5111

jaelis

Jun 14, 2015 13:16:04

BoldItalic wrote:
(Reply to #5110)

Bloodscythe

Sling617 wrote:
(Reply to #5109)

Bloodscythe

BoldItalic wrote:
#5114

BoldItalic

Jun 15, 2015 8:43:36

Bloodscythe wrote:
(Reply to #5114)

Bloodscythe

BoldItalic wrote:
#5116

BoldItalic

Jun 15, 2015 11:18:37

Bloodscythe wrote:
(Reply to #5116)

Bloodscythe

BoldItalic wrote:
#5118

lanimoe

Jun 15, 2015 22:09:56

For the gaint posion snake, do beastmasters get the prof bonus on the posions as well as the pericing part of there damage. so is it 1d4+4+prof   + 3d6+prof    .

#5119

xpisoverrated

Jun 16, 2015 3:11:36

Q2008 With Great Weapon Master on a crit or taking an enemy to 0 hit points can you move before taking the bonus action to get an additional attack, or do you have to take the attack from the players current position.

 

 

(Reply to #5119)

ArialBlack

xpisoverrated wrote:
(Reply to #5119)

celtwarrior

xpisoverrated wrote:
#5122

celtwarrior

Jun 16, 2015 9:44:03

Q2009, what, if any, benfits could result from casting an obscuring or confusing MINOR ILLUSION cantrip on an arrow fired at a target with normal or dark vision?  for example if an illusion a few dozen arrows are placed randomly within a 5' cube parallel to the shooting arrow a the center?  the target will not be able to know which is the real arrow.  if the target sees the launce of this rain of arrows it might get a save since some of the arrows will pass through the shooter or at least not be shot via the bow, but what if the target did not see the lanuch?  also what if a simple opaque disk was cast in front of the arrow?  the target would not be able to see the arrow until it hit.  RAW does not say anything about the effects of not seeing an attack only regarding if the target is blinded or the attacker is invisible?

#5123

mellored

Jun 16, 2015 9:51:42

celtwarrior wrote:
(Reply to #5119)

Bloodscythe

xpisoverrated wrote:
(Reply to #5118)

randl

lanimoe wrote:
#5126

jaelis

Jun 16, 2015 11:33:16

celtwarrior wrote:
(Reply to #5126)

celtwarrior

jaelis wrote:
#5128

Avross

Jun 16, 2015 12:47:42

celtwarrior wrote:
#5129

celtwarrior

Jun 16, 2015 13:05:45

Q2010, In c a p a c it a t e d condidtion on p290 PHB, it states "An incapacitated creature can’t take actions or reactions" does that cover bonus actions?  using the word actions normally covers actions, bonus actions and reactions, however, the condition spells out reactions as a seperate item, so can you use bonus actions?  i'm leaning towards yes since some bonus action spells and ablitites will allow the user to escape 

(Reply to #5129)

randl

celtwarrior wrote:
(Reply to #5129)

Bloodscythe

celtwarrior wrote:
#5132

Kithas48

Jun 16, 2015 14:12:02

Q2011;

Quick question about the interaction between a few abilities. I realize the Storm origin sorceror is only from UA and nothing is a gurantee but as it is currently written;

When does the lightning damage from Heart of the Storm happen? Is it before or after(during?) the spell's effect?

One example where it matters;

6sorc(storm)/6cleric(temp)

I cast Thunderwave on some enemies in front of me. If 2 of them are already 10' away does the lightning damage from HoS combined with Thunderbolt Strike(when I hit something with lighting 10' push away) push those creatures out of the range of my Thunderwave before it can hit them?

#5133

guachi

Jun 16, 2015 14:17:46

xpisoverrated wrote:
#5134

jaelis

Jun 16, 2015 14:22:23

Kithas48 wrote:
(Reply to #5124)

ArialBlack

Bloodscythe wrote:
#5136

akr71

Jun 17, 2015 4:51:31

Q2012  Is there a thread somewhere with links to all the Unearthed Arcana pdfs?  If so, could it be made a sticky at the top of the Rules forum?  Near as I can tell, there is no link on the main WotC site that lists all of them.  3 so far by my count... maybe I missed some.

(Reply to #5135)

Bloodscythe

ArialBlack wrote:
#5138

jaelis

Jun 17, 2015 6:20:53

akr71 wrote:
(Reply to #5136)

Coredump00

akr71 wrote:
#5140

Sling617

Jun 19, 2015 14:45:42

Q2013-  Are the Drow racial abilities Faerie Fire and Darkness subject to Concentration restrictions seeing as they are abilities and not actually a spell?

(Reply to #5140)

OoftaMeg

Sling617 wrote:
#5142

celtwarrior

Jun 19, 2015 19:46:41

Q2014, by RAW do undead breath?  i ask for the result of the stinking cloud on an undead.  a zombie is immune to poision so it would have no effect on that, but a vampire spawn does not have the poision immunity so would it be affected?

(Reply to #5142)

OoftaMeg

celtwarrior wrote:
#5144

Zakharock

Jun 19, 2015 23:06:32

Q2015: The luck points can be used in the same action? example: make an attack and misses, use the point, misses again and use other point?

#5145

celtwarrior

Jun 20, 2015 11:18:19

Q2016, can you use your familar to deliver touch spells while you are in gasous form?

(Reply to #5144)

Avross

Zakharock wrote:
#5147

Avross

Jun 20, 2015 13:38:48

celtwarrior wrote:
#5148

guachi

Jun 20, 2015 13:50:54

I think I'll agree. The caster does all the VSM parts of the spell except the touch part to deliver the spell. A familiar doesn't negate the VSM components of the spell, it's just an extension of the touch range.

#5149

celtwarrior

Jun 21, 2015 21:58:05

Q2017, if i am restrained from net, is the net also restrained?  if i am restrained then i have disadvantage on attacks, but if the net is also restrained attacks have advantage on it, so if i attempt to cut the net off of me the advantage/disadvantage cancle so it will be a straight attack?

#5150

mellored

Jun 22, 2015 6:14:33

celtwarrior wrote:
(Reply to #5149)

Bloodscythe

celtwarrior wrote:
#5152

IgnatiusReilly

Jun 22, 2015 16:47:17

Q2018:  I don't yet have an easy understanding of the principle so spell casting within combat.  Here is one example:  When a Ranger casts 'Hail of Thorns,' can he/she still ose an arrow with the same action they cast the spell?  In one session I played most interpreted it that way, but I cannot find the RAW for it.

#5153

StarTwister

Jun 22, 2015 17:50:09

Q. 2019 Can the spells Shield and Shield of Faith be stacked for a total of +7 AC?  They are cast with different actions and different sources, as far as i know you cant get both on one character without multiclassing or the magic initiate feat, and neither of them have a limiting text like "your AC becomes X".

#5154

AaronOfBarbaria

Jun 22, 2015 18:01:25

A2109: yes.

#5155

Drunemeton

Jun 22, 2015 20:17:47

Q2020: What is the footprint and load bearing capacity of a wagon?

 

Since I've found zero information in either the PH or DMG am I missing something?

(Reply to #5155)

Valen_Dreth

Drunemeton wrote:
(Reply to #5152)

Valen_Dreth

IgnatiusReilly wrote:
#5158

Drunemeton

Jun 22, 2015 23:25:41

Valen_Dreth wrote:
(Reply to #5152)

Coredump00

IgnatiusReilly wrote:
#5160

s0lman1978

Jun 23, 2015 16:26:05

Q2021:Does bear totem resistances include magic resistance or does magic count more as a quality that bypasses resistances, instead of a damage type itself?

#5161

Kithas48

Jun 23, 2015 17:19:05

s0lman1978 wrote:
#5162

bam13302

Jun 25, 2015 8:36:36

Q2022:In the Unearthed Arcana: Eberron for the artificer, the creation of a scroll in no way states that you need to cast the spell (namely, spend the time or provide the materials to cast the spell) being infused, and according to the DMG, casting a spell from a scroll takes an action and also does not require material components. Is this correct or did I miss something?

(Reply to #5162)

Bloodscythe

bam13302 wrote:
#5164

bam13302

Jun 25, 2015 9:17:50

Q2023: The infuse potion ability states that you can have x# active at once, not you can do this x#/day, but everywhere I have read online people treat it as x#/day. If I make 3 potions (consuming 3 spell slots), use all 3 (say as healing potions), then make 3 more potions (using 3 more spell slots and assuming any duration effects like growth have ended), is there any issue with that?

 

Q2024: The superior artificer allows me to make an additional scroll, but no limit is clearly applied to the number of scrolls you can make in the infuse scroll ability that i can tell (besides the inhering limit in the ammount of arcane recovery you have). Whats missing/extra?

(Reply to #5164)

Bloodscythe

bam13302 wrote:
#5166

Drunemeton

Jun 26, 2015 20:37:38

Q2025: Concerning a spell's Areas of Effect (PH p. 204) and Cover (PH p. 196):

 

Cover grants a bonus to DEX Saves, and Areas of Effect gives clear guidance to "Line of Effect" (3rd paragraph, but not specified as "Line of Effect"), however some AoE spells state that they "go around corners". 

 

My interpretation is that an AoE spell, that goes around corners, isn't subject to the aforementioned "Line of Effect". 

 

True? If False, citations requested!

 

Q2026: (Concerning the above): What happens if Burning Hands is cast with a creature standing at the beginning of the cone? (Essentially the next 5' square on a battlemap) Is every creature in the AoE granted 1/2 or 3/4 cover? What distance from the Point of Origin results in a lowering of the AC/DEX Save bonus?

 

Thanks!

(Reply to #5166)

OoftaMeg

Drunemeton wrote:
#5168

TestSubject35

Jun 27, 2015 21:14:56

Don't know if this has been asked yet, but can a cantrip be used as a minor action? Then cast a leveled spell in the same turn, effectivly casting 2 spells in one turn? Such as...can our Cleric cast, Mending on an object to repair it, then cast Cure Wounds to heal a character in the same turn? 

(Reply to #5168)

OoftaMeg

TestSubject35 wrote:
#5170

Delanar

Jun 28, 2015 11:21:41

Q2027: Hi guys, so currently reading the player's handbook I'm under the impression that when attacking with spells (Let's say Magic missles just to have a working example) you don't need to make any sort of atttack roll against the enemie's AC unless it's expicitly stated in the spells descption. So in the case of magic missle it seems to me like it would just work like a point and shoot, with no real chance that the spell misses. My questions is if I'm correct in my understanding of this because to me that strikes me as horribly unbalanced if all physical attacks mack a d20 attack roll against the enemie's ac and whereas only certain spells have the same limitation. Glossing through the spells it seems like only a limited portion of them have an expressly stated requiremnt. 

 

"some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10" -phb Page 194

(Reply to #5170)

OoftaMeg

Delanar wrote:
#5172

Scruffywolf

Jun 29, 2015 8:53:48
Multclass spellcasting with pact magic.
(Reply to #5172)

Bloodscythe

Scruffywolf wrote:
(Reply to #5173)

OoftaMeg

Bloodscythe wrote:
#5175

Thoughts_My_Aim

Jun 29, 2015 12:40:36

OoftaMeg wrote:
(Reply to #5174)

Bloodscythe

OoftaMeg wrote:
(Reply to #5176)

OoftaMeg

Bloodscythe wrote:
#5178

Drunemeton

Jun 29, 2015 21:30:41

OoftaMeg wrote:
#5179

Tichrimo

Jun 30, 2015 6:51:58

Q2029 - Does applying poison to a weapon/ammo cost you an Action, or can it be your free "interact with an object" for your turn?

 

Seeing as drow in the Monster Manual can use poison every turn with their Hand Crossbow attack (and that's where my players got the poison from in the first place), I'm leaning toward the latter, but I'd love it if someone can point me to the rules, (if any).

(Reply to #5179)

Bloodscythe

Tichrimo wrote:
(Reply to #5180)

Tichrimo

Bloodscythe wrote:
#5182

BamCam

Jul 02, 2015 16:29:21

Question 2030:

(sorry, very new to the game)

How many spells are level 1 clerics and bards allowed to cast per day?

#5183

BoldItalic

Jul 02, 2015 17:42:38

BamCam wrote:
#5184

Rya.Reisender

Jul 03, 2015 3:47:17

To add to A2030: Cantrips can be cast unlimited times as long as you've learned them. And there are some feats and abilities that allow you to cast more spells per day.

#5185

KelnozzDuskryyn

Jul 03, 2015 12:53:27

Q2031: If a Wizard multiclasses into Sorcerer (Wild) would any spells cast from spellbook trigger a Wild Magic Surge if it appears on the Sorcerer list or would one have to gain it from Sorcerer to have that option?

#5186

drunkendante

Jul 03, 2015 17:28:40

Q2032~~Okay firstly Invoke duplicity (which has very little information about the clone) the cleric trickster ability to create a clone, The clone can it be attacked and as they create it and it pops up in their vision if you can see them and then a clone popping up I assume you can just ignore the clone and attack the actual cleric.

 

 

Secondly it states that you can not use any sense from the clone but you can cast spells as if you were in its location this i presume is to increase range on spells, as it states you can't use any senses from the clone would this include touch, so can the clone not make touch attacks as you can not sense the touch?

 

 

Also does it spawn with all items you do, because I assume it needs your holy symbol to cast your spells etc but if it spawns with all your items you can give it a really expensive item. Use the ability you now have a clone of the item and sell it to a shop before the 1 minute runs out. This would also reinforce the not being able to touch attack if you state it is just an illusion and the items and clone are not actually there and have no physical presence then presumably you can't touch anything from the clone to make touch attacks.

 

 

If you can/do attack the clone does it get destroyed can you get rid of it or does it just stand there immune to everything?

 

 

And if someone is hidden and you try to attack them do you get disadvantage or do you have to guess where they are and get disadvantage as this seems to double hinder you. You are guessing where they are it could be a massive area and if you guess the right spot where they are hiding then surely you shouldn't get disadvantage as you have guessed right where they are seeing as if you guess wrong you just miss. Or do you just roll disadvantage and this reflects not being able to see them, like in old dnd you could roll and if you hit a crit you would hit even if you couldn't see the enemy. This one seems like you have to choose an area so if your wrong and get a 20 it still doesn't matter and even if your right you have disadvantage so the odd's of rolling 2 natural 20's as you take the lowest are what 1 in 400?. Seems to be huge buff to stealth.

 

Suprise is also not worded well, if there are a group of us with a rogue who is sneaking. Then there are creatures ahead, if the group is not being stealthy and engages the creatures but the rogue is still unseen how does suprise work? Because we jump in and attack the creatures and a fight breaks out but the rogue has not revealed himself yet. Suprise states that if you get suprised you loose all actions for the first round of combat so that would be pretty broken as 3 of us could run round screaming and yelling and engaging groups then the rogue who is stealthed joins in and suprises the creatures so they can't do anything against us on the first turn.

 

Lastly, my friend believes that if you have multiple attacks and knock someone prone with the shoving a creature attack then grapples them afterwards he would be able to hold the creature down with his hand and not be subject to being prone himself. He is trying to get around the grappler perk which states you can attempt to pin a creature if you do you are both considered restrained he does not like that he will be subject to advantage attacks from another creature in combat with him and says that he can just knock someone prone and hold them down with one hand and then he does not have to go prone himself. I showed him that holding someone down with a hand you are still pretty bent over and can't move from where you are so are still very vulnerable to attacks but he does not agree. There are no specific rules for knocking someone prone then grappling them to hold them down. Is there any clarifcation on this?

 

 

Thanks if anyone can help with any of these questions that would be much appreciated :D

(Reply to #5185)

OoftaMeg

KelnozzDuskryyn wrote:
#5188

primuspilushb

Jul 03, 2015 19:16:20

Q2032
How exactly does an arcane or divine spellcaster create magical items in 5e? Are there going to be feats for this? Are they separate feats like in 3e? Thanks!

#5189

KelnozzDuskryyn

Jul 03, 2015 19:44:20

OoftaMeg wrote:
#5190

jaelis

Jul 03, 2015 22:21:26

drunkendante wrote:
#5191

jaelis

Jul 03, 2015 22:24:24

primuspilushb wrote:
#5192

jaelis

Jul 04, 2015 8:25:02

 

 

primuspilushb wrote:
#5193

BoldItalic

Jul 03, 2015 22:42:55

A2032 Crafting magic items is covered in the DMG, pp128-9. By default, PCs cannot craft magic items at all in 5e but if the DM chooses to allow it in his campaign, he can use the optional rules in the DMG to help him decide how hard they will have to work to do it, how much it will cost, how long it will take, and what adventures they have to undertake to gather the knowledge and materials they will need..

(Reply to #5187)

Coredump00

OoftaMeg wrote:
#5195

Kazadvorn

Jul 04, 2015 9:49:16

Q2033 - When do Ability increases for leveling up take effect?

 

I've got a Lvl3 Barbarian character with a Wisdom of 11, and want to multiclass into Ranger.

When the character gets enough XP to go to Lvl4 he can increase his Wisdom to 13 and qualify to multiclass into Ranger... BUT!

Would the increase in Ability score kick in BEFORE or AFTER the character levels up?

 

Sort of a Chicken before the Egg question. If the increase occurs after the character levels up... then he can't choose Ranger Lvl1, because of the minimum Ablity score requirement (Wis 13).

He'd have to take another level of Barbarian, and then wait until Lvl5 before making the jump into Ranger.

 

On one hand, both the Barbarian and Ranger get the Ability increase at 4th level... so no foul there.

 

On the other hand, it seems like you'd be choosing your Class prior to leveling up... and since the Ability increase comes with the Level increase... it seems like you really couldn't choose Ranger until your Wisdom had ALREADY reached 13.

 

Any idea if there's some specific ruling on this?

(Reply to #5195)

randl

Kazadvorn wrote:
#5197

KelnozzDuskryyn

Jul 04, 2015 11:13:06

Coredump00 wrote:
(Reply to #5196)

Kazadvorn

randl wrote:
#5199

leonardoraele

Jul 04, 2015 20:17:33

Q2034. Are natural weapons considered unarmed-strikes?

 

Q2035. Does natural armor stacks with armor AC (i.e. monsters with custom armor) or only the highest value applies?

#5200

thorbardin

Jul 05, 2015 3:46:44

Quote from Find Familiar: "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you."

 

Q 2036. Do you have to have line of sight to this unoccupied space?

 

#5201

mrpopstar

Jul 05, 2015 7:45:33

leonardoraele wrote:
#5202

Onelostroad

Jul 06, 2015 6:28:47

Q 2037 - Sorry if this was asked already... I tried to find the answer on my own unsuccessfully. When a wizard levels up, they can add two wizard spells of their chioce to their spellbook of a level for which they have spell slots. While the PHB lists a cost and time requirement for copying a spell from another source into your spellbook and also for making a copy of your spellbook, it doesn't list any cost or time requirements for the spells you get for leveling up. It doesn't specifically state that they're free and take no time, either. So which is it:

 

A) They take no time and have no cost.

B) They take time equal to making a copy of a spell (10 gp and 1 hr for each level of the spell)

C) They take time equal to copying a spell from a source (50 gp and 2 hrs for each level of the spell)

D) Some other time and cost requirement?

 

Thanks for your help!

#5203

mrpopstar

Jul 06, 2015 17:21:20

Onelostroad wrote:
#5204

FatherLiir

Jul 06, 2015 10:56:50

Q 2038

 

I would like some clarification on the rules of telepathy. If a creature or PC has the ability to send telepathic communications, such as a Mindflayer or a GOO Warlock through the Awakend Mind feature, can there be a telepathic response from a creature who does not have such an ability? I ask this because i've found conflicting answers from players and published resources.

 

Thank you in advance for your help =-)

#5205

turri

Jul 06, 2015 16:39:37

Q2039:Is there any explicit rule about forced movement and hazard areas?

like a "push" effect tossing creatures into a pit or spell area?

#5206

mrpopstar

Jul 06, 2015 17:39:01

FatherLiir wrote:
#5207

turri

Jul 06, 2015 17:34:28

mrpopstar wrote:
#5208

ElizaGWR

Jul 06, 2015 17:42:55

Can one gain a proficiency in a vehicle through roleplaying the act of training with someone proficient with that vehicle?  I only ask as there doesn't seem to be a feat that gains you a vehicle proficiency, unless vehicles are considered tools.

#5209

mrpopstar

Jul 06, 2015 18:41:02

turri wrote:
#5210

mrpopstar

Jul 06, 2015 17:52:48

ElizaGWR wrote:
(Reply to #5201)

celtwarrior

mrpopstar wrote:
#5212

mrpopstar

Jul 06, 2015 19:06:39

celtwarrior wrote:
(Reply to #5212)

celtwarrior

mrpopstar wrote:
#5214

mrpopstar

Jul 06, 2015 21:32:08

celtwarrior wrote:
(Reply to #5214)

celtwarrior

mrpopstar wrote:
#5216

mrpopstar

Jul 06, 2015 21:36:12

celtwarrior wrote:
(Reply to #5216)

celtwarrior

mrpopstar wrote:
#5218

mrpopstar

Jul 06, 2015 22:41:50

celtwarrior wrote:
#5219

Seuleslintan

Jul 07, 2015 3:45:06

Q2040 Mirror Image

 

hello there ^^

 

what will happen with a mirror image hit by an AoE?

What will happen if you get targetet by an save spell like Hold Person, Eye Beams of a beholder, Charm Person

when will Mirror Image help? every Attack roll related attack?

if you play on a battlenet, on which square does the images stand? the same 5 feet square of the real person?

 

thanks

#5220

mrpopstar

Jul 07, 2015 4:57:29

Seuleslintan wrote:
#5221

Seuleslintan

Jul 07, 2015 10:36:59

so what happens to a hold person spell? does it hit only the original because of no attack roll needed? or is it dispelled?

(Reply to #5221)

OoftaMeg

Seuleslintan wrote:
#5223

NamelessHero

Jul 07, 2015 12:27:15

Q2041: I am playing a grappling unarmed fighter battlemaster. With the new errata,  can an unarmed strike trigger battlemaster maneuvers? 

 

Q2042: Can a character use downtime days to gain proficiency in heavy armor? If so, are there prerequisites (such as medium armor proficiency)?  

 

 

#5224

jaelis

Jul 07, 2015 13:34:50

NamelessHero wrote:
#5225

Drunemeton

Jul 07, 2015 19:15:43

FatherLiir wrote:
#5226

mrpopstar

Jul 07, 2015 19:58:51

Drunemeton wrote:
(Reply to #5226)

OoftaMeg

mrpopstar wrote:
#5228

Draykov

Jul 07, 2015 20:46:49

Q 2043

Sorcery Points/Spell Slots

 

So a sorceror can use a bonus action on their turn to convert sorcery points to spell slots and vice versa (PHB pg. 101).  At Level 2 (for example) a sorceror has 2 sorcery points and 3 1st level spell slots (Sorcerer table - PHB Pg. 100). 

 

Do sorcery points converted to spell slots only last until they are expended? That is, as a Level 2 sorcerer with 2 sorcery points and 3 1st level spells, a PC could convert the 2 points to an additional 1st level spell slot as a bonus action (for 4 slots total), but that 4th slot goes away once spent to cast a spell...and the 2nd level sorcerer still ends up with 2 points and 3 slots after a long rest, correct?   In other words, the points spent to create the 4th level 1 spell slot revert back to being sorcery points after the long rest...do I have that right?

 

Thanks!

(Reply to #5228)

Bloodscythe

Draykov wrote:
#5230

Seuleslintan

Jul 07, 2015 22:42:55

OoftaMeg wrote:
#5231

mrpopstar

Jul 08, 2015 4:45:32

OoftaMeg wrote:
#5232

primuspilushb

Jul 08, 2015 9:36:50

Q2044
I understand that with Magic Resistance, a creature gets advantage on saves vs the spell. However, what about spells with a roll to hit like Eldritch Blast or Melf's Acid Arrow where there is no save?

Thanks.

#5233

jaelis

Jul 08, 2015 9:57:12

primuspilushb wrote:
#5234

Arkzhar

Jul 08, 2015 12:37:22

Q2045

 

HI!!

 

My question is about Web Spell. The description says:

 

"The webs are flammable. Any 5-foot cube of webs

exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire."

 

I mean, if I traped a Large creature (size = 8 x 5-foot-cube) into the web and I set fire (with fireball or burning hands, for instance) the web, Would th large creature take 16d4 fire damage (because it has 8 five-foot cube size)? or just 2d4, no matter its size? The description of spell is not clear enough. In my group we decided to deal 2d4 fire damage, no matter the size of the creature inside, because Web is 2nd level spell and it was not designed to do damage.

 

Sorry for my English!!!

#5235

jaelis

Jul 08, 2015 14:49:44

Arkzhar wrote:
(Reply to #5235)

Bloodscythe

jaelis wrote:
#5237

Draykov

Jul 08, 2015 18:44:55

Q 2046 

 

This might be more of a game design question than a rules question, but...why would a sorceror require an arcane focus?  I thought their whole deal was to be innately magical? 

 

Thanks!

(Reply to #5237)

OoftaMeg

Draykov wrote:
#5239

Draykov

Jul 08, 2015 20:55:21

Q 2047 - Weapon and Armor Proficiencies

 

When reading about the Cleric class in PHB pg. 57, it says the PC gains starting equipment as follows:

 

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

 

According to the dwarf race (PHB pg. 20) description, dwarves have proficiency with the warhammer, so that's covered.  But the only mention I can find of armor proficiency is in reference to the Mountain Dwarf subrace (Dwarven Armor Training - proficiency with light and medium armor).  

 

The Dwarf Cleric (Soldier background) included in the Starter Set has chain mail as part of the starting equipment as well as proficiency with "all armor" according to the character sheet.  How?  

 

Thanks!

(Reply to #5239)

OoftaMeg

Draykov wrote:
#5241

Draykov

Jul 08, 2015 21:04:29

OoftaMeg wrote:
#5242

Seuleslintan

Jul 09, 2015 0:34:25

question Mirror Image

Seuleslintan wrote:
#5243

mrpopstar

Jul 09, 2015 5:18:23

This is continued discussion of Question 2040.

 

Seuleslintan wrote:
#5244

jaelis

Jul 09, 2015 5:37:59

mrpopstar wrote:
#5245

Arkais_Kasm

Jul 09, 2015 8:32:35

Q2048

 

In the monster manual, I was looking at the NPC stat block for 'Priest' - why is his speed 25 ft and where is the +7 in medicine coming from? I suppose it doesn't really matter, but I was curious as the other stat blocks seem to all be calculable.

#5246

jaelis

Jul 09, 2015 9:10:02

Probably at some point he was wearing chain mail, and it got changed but they didn't update the speed.

 

Don't know about the skills, seems like Persuasion and Religion should have the same modifer too.

 

 

(Reply to #5246)

Arkais_Kasm

jaelis wrote:
#5248

jaelis

Jul 09, 2015 9:32:17

Arkais_Kasm wrote:
(Reply to #5248)

Arkais_Kasm

jaelis wrote:
(Reply to #5246)

celtwarrior

jaelis wrote:
#5251

mrpopstar

Jul 09, 2015 14:50:20

jaelis wrote:
#5252

Johs

Jul 09, 2015 17:10:26

Can a rogue spend his Action and his Cunning Action (Bonus Action) both on Dash, causing him to effectively "double dash" for 3x speed?

Dash (phb p.192) "When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash."

It sounds to me more like a status, and an effect that would make you dash when you're already dashing would have no additional effect.

#5253

Johs

Jul 09, 2015 17:10:02

When a Paladin with the fighting style Great Weapon Fighting makes a melee attack with a two handed weapon, and chooses to Divine Smite, is he allowed to reroll the 1's and 2's rolled on the additional radiant damage die? I have an AL player who believes he does, since it is additional damage caused by the weapon.

 

Great Weapon Fighting (phb p.84) - "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit."

Divine Smite (phb p.85) - "Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increased by 1d8 if the target is an undead or a fiend."

(Reply to #5252)

mrpopstar

Johs wrote:
#5255

jaelis

Jul 09, 2015 18:29:40

Johs wrote:
(Reply to #5253)

mrpopstar

Johs wrote:
#5257

jhansonxi

Jul 09, 2015 20:35:38

Question 2051:

The Command spell requires a compatible language between caster and target. Does a warlock with The Great Old One patron feature Awakened Mind meet this requirement if the target is within 30ft?

(Reply to #5257)

mrpopstar

jhansonxi wrote:
#5259

jhansonxi

Jul 09, 2015 20:54:59

mrpopstar wrote:
(Reply to #5259)

mrpopstar

jhansonxi wrote:
(Reply to #5258)

jhansonxi

mrpopstar wrote:
(Reply to #5261)

mrpopstar

jhansonxi wrote:
(Reply to #5262)

jhansonxi

mrpopstar wrote:
(Reply to #5263)

mrpopstar

jhansonxi wrote:
#5265

jaelis

Jul 10, 2015 4:31:00

jhansonxi wrote:
#5266

zymurgy65

Jul 10, 2015 5:48:18

Question 2052 (I think!)

 

Does a mundane missile shot from a magic bow count as magical for the purpose of overcoming resistance/immunity? If not, it places ranged characters at a real disadvantage; our 5th level group hasn't found a single piece of magical ammunition in over 20 sessions!

#5267

serkantur

Jul 10, 2015 6:08:27

A question about disengage action..

While I was DM'ing in Lost Mine Of Phandelver one of my players tried to use disengage action like this: There was a combat going on in a room, he was outside the room. There wasnt any enemy outside the room. He wanted to get into the room to meet with the enemy but that would trigger an attack of opportunity because of the route he take. Also that was the only possible route. So he sad I am using disengage action as to not trigger Attack of Opportunity. Can anyone use disengage action like this? İf so, everyone uses disengage like this and attack of opportunity will be history forever. I didnt let him use disengage like this because I thought that disengage is an action which you can use while fighting with an enemy (5 ft reach of it for melee) (which means you engage in a battle) but you want to escape from battle and you choose not to do anything but run. (run away from the battle)(DISengage) (not trying to go into the battle) Will you please clarify disengage action.

#5268

jaelis

Jul 10, 2015 6:11:31

zymurgy65 wrote:
#5269

jaelis

Jul 10, 2015 6:13:38

serkantur wrote:
#5270

mrpopstar

Jul 10, 2015 7:29:22

jaelis wrote:
#5271

CraggleRock

Jul 10, 2015 8:39:33

jaelis wrote:
(Reply to #5267)

Coredump00

serkantur wrote:
(Reply to #5268)

AaronOfBarbaria

jaelis wrote:
#5274

turri

Jul 10, 2015 15:17:42

Q2053:

Is there any specific rule about forced movement, and not allowed "squares"?

Like pushing a enemy into the square of another enemy, or making it pass over the square of my ally?(Beside the No OA stuff)

(Reply to #5274)

OoftaMeg

turri wrote:
#5276

CraggleRock

Jul 10, 2015 17:47:42

OoftaMeg wrote:
(Reply to #5276)

OoftaMeg

CraggleRock wrote:
#5278

Draykov

Jul 11, 2015 14:29:52

Q2054 (Combat):

When in combat with a group of monsters, do monsters take initiative as individuals or as a group?  Same question for attacks (though it seems pretty obvious that they would each attack as individuals).

 

(Reply to #5278)

OoftaMeg

Draykov wrote:
#5280

Draykov

Jul 11, 2015 14:49:47

OoftaMeg wrote:
(Reply to #5280)

OoftaMeg

Draykov wrote:
#5282

Draykov

Jul 11, 2015 15:14:50

OoftaMeg wrote:
#5283

Drunemeton

Jul 11, 2015 17:05:10

mrpopstar wrote:
#5284

oldsaxhleel

Jul 12, 2015 0:25:45

Just got the books, after mainly playing 3.5

I see right off the bat that Circle of Death does the same damage as fireball, despite costing 500gp in material components to cast. is Necrotic damage similar to Vile damage from 3.5, or has Circle of Death just been nerfed into oblivion?

(Reply to #5284)

mrpopstar

oldsaxhleel wrote:
(Reply to #5285)

oldsaxhleel

mrpopstar wrote:
#5287

Jorickbruins

Jul 12, 2015 6:07:54

Hello everyone, this might have been asked already but I tried searching for sneak attack and I couldn't find any hits. So here goes. We've recently started playing D&D and loving it, but we've been having some discussion about sneak attack for rogues:

 

Sneak attack gives you extra damage in certain situations (whenever you have advantage, or when your target has another enemy in 5 ft. who isn't incapacitated), that much was clear. But if the Rogue scores a crit, what happens? Do you only double the dice of your original weapon, or also for the sneak attack dice?

 

For example:


A level 1 rogue has advantage roll on an attack and rolls a natural 20, he hits and crits with shortsword. Is it 2d6 + 1d6 sneak attack + dex mod, or 4d6 + dex mod?
I assume the same thing will apply for assassinate later on.

 

Thank you!

#5288

jaelis

Jul 12, 2015 7:13:01

Jorickbruins wrote:
(Reply to #5287)

OoftaMeg

Jorickbruins wrote:
(Reply to #5289)

Jorickbruins

Thank you Jaelis/OoftaMeg!

#5291

Draykov

Jul 12, 2015 14:15:39

Q 2056 (initiative and surprise)

 

How do the rules intend surprise to work with initiative?  PHB pg. 189 says:

 

  1. Determine surprise
  2. Establish posiitons
  3. Roll initiative
  4. Take turns
  5. Begin the next round

 

Is it safe to assume that any members of a party who have been surprised will be attacked before initiative is determined?  Is it also safe to assume that a creature who has surprised another creature will still need to roll initiative to determine where its turn takes place in future rounds? 

 

Thanks!

#5292

jaelis

Jul 12, 2015 14:28:48

Draykov wrote:
#5293

BoldItalic

Jul 12, 2015 15:50:04

Draykov wrote:
#5294

Coredump00

Jul 12, 2015 16:12:39

Yep, everyone rolls initiative and you take turns in order.  If a creature is Surprised, it can't take any reactions until its first turn, and cannot take any actions (or move) on its first turn.

 

 

#5295

GuesssWho

Jul 12, 2015 17:52:36

Q2067

 

Shape water can't do direct damage. But can you drown people with it?

#5296

Dougjd902

Jul 12, 2015 18:09:20

Q2068

 

The Bless spell states ~~You bless up to three creatures of your choice within range. Must the Cleric "see" the creatures he is casting the spell on. As a DM, I feel it is implied but some of the players in last nights game felt that was not the case. Thoughts? Thanks in advance for all replies.

#5297

jaelis

Jul 12, 2015 19:02:36

GuesssWho wrote:
#5298

jaelis

Jul 12, 2015 19:05:12

Dougjd902 wrote:
#5299

Zakharock

Jul 12, 2015 19:09:14

Q2069

 

what would be the rule for monster knowledge check? I did not find the rule.

(Reply to #5299)

OoftaMeg

Zakharock wrote:
(Reply to #5299)

Filksinger

Zakharock wrote:
#5302

SearosTelos

Jul 13, 2015 12:17:35

Favored Soul Sorcerer

 

Is the option for the Sorcerer show in Unearthed Arcana the official release , or is it slated for an offical release in future Publications and this is just a rough idea.

Thanks in advance

(Reply to #5302)

OoftaMeg

SearosTelos wrote:
#5304

Zarza

Jul 14, 2015 9:06:09

Q2070

DMG p 139
Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it.

 

DMG p 200:

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spel llist you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

 

So who can activate scroll ?

 

 

Q 2071

When multiclassing into wizard, do you receve spellbook for free or you have to buy it ?

 

 



 

#5305

AaronOfBarbaria

Jul 14, 2015 9:32:42

A2070: Page 139 covers the general rules of magical scrolls as an item category.

 

Page 200 covers the specific rule of magical scrolls which bear an actual spell - spell scrolls.

 

What you missed is that page 199 covers the specific rules for scrolls of protection, which happen not to have a built in exception to the general magical scroll rules like spell scrolls do.

 

As a result, who can activate a scroll is just as the book says: generally any creature that can understand a written language, but specifically for spell scrolls said creature has to actually be a spell caster with that spell on their class' spell list.

#5306

Avross

Jul 14, 2015 15:43:15

Zarza wrote:
#5307

Zarza

Jul 14, 2015 15:47:01

Thanx

 

Q 2072

 

Can multiclass cleric/wizard, who doesn't have  detect magic spell im her wizard's spellbook, prepare it as cleric spell and then write to spellbook ?

(In order to cast it as ritual without preparing)

(Reply to #5307)

OoftaMeg

Zarza wrote:
(Reply to #5306)

celtwarrior

Avross wrote:
(Reply to #5307)

Filksinger

Zarza wrote:
#5311

Bloodscythe

Jul 15, 2015 7:32:03

R2072: would a character be able to instead prepare a detect magic scroll from their list of divine spells, then enter the spell into their spellbook using the scroll since the spell is also on the wizard's spell list?

 

Personally, I'd just allow the wizard/cleric to find a dusty copy of detect magic somewhere so they can copy it into their spellbook if the player wants to be able to cast it as a ritual without preparing.

(Reply to #5309)

Bloodscythe

celtwarrior wrote:
(Reply to #5312)

Coredump00

Bloodscythe wrote:
#5314

jaelis

Jul 15, 2015 8:29:03

It's hard to fathom that your spell book just magically appears one day. I'd probably say you need to purchase the spell book prior to taking a level in wizard, since you would presumably have been studying the arcane arts leading up to that.

#5315

CONTADOR

Jul 15, 2015 9:18:58

hello! Q: druid in elemental wild shape takes the damage resistances, immunities, condition immunities?

(Reply to #5313)

Bloodscythe

Coredump00 wrote:
#5317

jaelis

Jul 15, 2015 13:39:55

CONTADOR wrote:
#5318

Kremdes

Jul 15, 2015 15:16:44
mrpopstar wrote:
#5319

Draykov

Jul 16, 2015 6:50:55

Q 2074 (Trance PHB pg. 23)

 

Can elves keep watch during their 4-hours-a-day "Trance," or are they expected to be in a completely meditative state as though they were sleeping?  Thanks!

(Reply to #5319)

Bloodscythe

Draykov wrote:
(Reply to #5320)

Draykov

Bloodscythe wrote:
#5322

Servilan

Jul 16, 2015 7:50:47

Does the spell 'Entangle' work in areas where there is no plant growth to start with, such as in a dungeon with a stone floor? The spell's description does not specify any conditions that should pertain such as this, as I believe it did in previous iterations of the spell.

(Reply to #5322)

Bloodscythe

Servilan wrote:
(Reply to #5323)

Servilan

Bloodscythe wrote:
#5325

OB1

Jul 16, 2015 12:36:35

From an Encounters session last night.  Fighter moves invoking 2 opportunity attacks from 2 enemies standing next to him at the start of his turn.  First attack hits, droping him close to 0 hit points.  Can Second Wind be used prior to the third attack being rolled?  Just not sure if all of the reactions have to be resolved prior to the fighter getting to use his other actions.  Didn't think about it until I was making death saving throws next round.  DM said he would have allowed it but I was currious as to what the official rulling should be.

(Reply to #5325)

OoftaMeg

OB1 wrote:
(Reply to #5325)

Bloodscythe

OB1 wrote:
(Reply to #5326)

OB1

OoftaMeg wrote:
(Reply to #5326)

Bloodscythe

OoftaMeg wrote:
(Reply to #5329)

OoftaMeg

Bloodscythe wrote:
(Reply to #5330)

Bloodscythe

OoftaMeg wrote:
#5332

Draykov

Jul 16, 2015 14:01:51

Q 2077 (Cantrips)

 

Since cantrips can be cast at will, without using a spell slot and without being prepared in advance (PHB pg. 201), a PC can use that cantrip for every attack any time they have an action to spend (within the confines of the cantrip requirements), correct?  For example, a life-domain cleric who picked the Sacred Flame (PHB pg. 272) cantrip could use his action every turn to spout holy fire at some fools?     

 

Thanks!

(Reply to #5332)

Bloodscythe

Draykov wrote:
#5334

Draykov

Jul 16, 2015 14:51:01

Healing Word being a LVL 1 cleric spell that uses up a spell slot and has a casting time of "1 bonus action"...got it.  Thanks again, B.

 

Q 2078 Casting while not in initiative/combat

 

Let's say the party is entering a cave, but they are not yet in an encounter.  A cleric with the Light (PHB pg. 255) cantrip is in the party.  The casting time of Light is 1 action with a duration of 1 hour.  When the party is not in initiative, the taking of the action doesn't really cost anything, right?  Since nobody is really in the process of taking turns?  So the cleric could go ahead and shed some light on the situation without losing anything? 

(Reply to #5334)

Bloodscythe

Draykov wrote:
#5336

Undrhil

Jul 16, 2015 23:12:22

Q2079 - With the errata to Unarmed Strike taking it off the weapon table, am I still making a weapon attack if I attack someone with an Unarmed Strike?

 

I have a brawler fighter that uses Unarmed Strikes and Battlemaster maneuvers and the majority of those trigger when I hit with a weapon attack or make a weapon attack.  Just wanted to make sure the character concept is still viable before I retire him, if I can't do that anymore.

(Reply to #5336)

FarBeyondC

Undrhil wrote:
#5338

Alduran

Jul 17, 2015 7:34:33

Q2080 - Uncanny Dodge PHB P.96 (Rogue 5th Level Ability): "When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you."

 

Does this ability grant the rogue to be able to dodge every successful attack from every attacker that he/she can see and halve the damage, only one attack per turn, or only attacks of opportunity that allow for a "reaction"?


 

#5339

Noctaem

Jul 17, 2015 7:38:25

Alduran wrote:
#5340

Zarza

Jul 17, 2015 10:19:00

Q2081

 

What does character need to make potion of healing or antitoxin? Suppose she has herbalism kit and profiency with it. How much time and money will she spend for 1 potion?  Must she be 3rd level ?

#5341

Noctaem

Jul 17, 2015 10:53:13

Zarza wrote:
#5342

Aargent

Jul 17, 2015 12:57:32

Q2082  In the D&D podcasts, Chris Perkins mentions that some of the NPC's encountered are "minions" humanoid, with low hitpoints, and are quite easily taken out with one hit, however I cant seem to find any mention of these in the PG,DMG or MM, can anyone shed any light please?

 

(Reply to #5342)

OoftaMeg

Aargent wrote:
(Reply to #5343)

Aargent

 

 

OoftaMeg wrote:
(Reply to #5344)

Bloodscythe

Aargent wrote:
#5346

Draykov

Jul 17, 2015 14:20:05

Q 2083 (Ranger spellcasting)

 

Some of the spells on the Ranger spell list require a material component.  Does this mean a ranger is going to need a compontent pouch or an arcane/druidic focus to cast those spells?  

#5347

BoldItalic

Jul 17, 2015 14:30:22

A 2083

 

Rangers can use a component pouch as an alternative to keeping track of commonplace spell components. They can't use an arcane or druidic focus. Flavour apart, though, the only difference is the price and weight.

 

#5348

Draykov

Jul 17, 2015 15:12:05

Thanks!  I suppose for spells with ubiquitous material components (like Longstrider which requires a pinch of dirt) I would fudge it and say the PC who prepared the spell without owning a component pouch could still cast it.    

 

Q 2084 (concentration "up to x")

 

When a spell has a duration/concentration of "up to" a certain time...what does that mean exaclty?  For example, ranger spell Hail of Thorns (PHB pg. 249) has a duration of "Concentration, up to 1 minute."  Hunters's Mark (PHB pg. 251) has a duration of "Concentration: up to 1 hour."

 

A 2084

 

Oooooh, I get it...that's the duration of the spell assuming concentration doesn't get broken.  Not sure why I was struggling with that.  I was confusing casting time with duration, I guess. 

(Reply to #5342)

Mechatarrasque

Aargent wrote:
#5350

Draykov

Jul 17, 2015 17:05:23

Q 2085 (Sorcerer vs. Wizard)

 

I'm trying to understand the primary differences between these two classes. 

 

Wizards must prepare spells and have a spell book. 

 

Sorcerers do not have to spend time preparing spells and require no spell book, though they still have to have a component pouch or arcane focus like wizards.  Also, starting at level 2, sorcerers have sorcery points that they can convert to spell slots or vice versa (Flexible Casting).  At higher levels, sorcery points can be spent on cool stuff (Metamagic).  

 

Am I missing any key differences?  

(Reply to #5350)

Drunemeton

Draykov wrote:
#5352

Drunemeton

Jul 17, 2015 18:55:47

A 2086: My human variant sorcerer took Spell Sniper as his feat. If I also take the Distant Spell metamagic and expend 1 sorcerer point to make Shocking Grasp a 30' spell, does Spell Sniper synergize with that and make it 60'?

(Reply to #5352)

Bloodscythe

Drunemeton wrote:
#5354

Draykov

Jul 18, 2015 15:16:28

Q 2087 (Nimble Escape)

 

Goblins have the Nimble Escape feature (MM pg. 166) which allows them to take Disengage (or Hide) as a bonus action on each of its turns.  According to PHB pg. 189 regarding bonus actions, you choose when to take a bonus action during your turn.    Does this mean that a goblin could take the Disengage action (as a bonus) and then attack as opposed to the other way around?    Thanks!

(Reply to #5321)

Filksinger

Draykov wrote:
#5356

jaelis

Jul 18, 2015 16:27:22

Draykov wrote:
#5357

Draykov

Jul 19, 2015 18:21:41

Q 2088 (Two-Weapon Fighting)

 

A dwarf fighter with Fighting Style of Great Weapon Fighting decides to come at a target with two handaxes (simple melee weapons with the light and thrown properties).   This affords the dwarf two attacks.  On the second (off-hand) attack, the dwarf does not apply his ability modifier (strength in this case).  This is my interpretation of PHB pg. 195 section on Two-Weapon Fighting.    

 

The fighter has proficiency with all simple weapons.  Does the proficiency bonus apply to either attack roll?  Both?   Normally, a one-handed melee attack with a handaxe by this particular dwarven fighter would be attack +4 (+2 STR and +2 proficiency) with 1d6+2 slashing damage.  

 

2nd part of the question - is there a rule that dictates that a second weapon must have the light property?  I seem to remember this stipulation, but I'm having trouble finding anything that says that outright in the PHB.  Thanks!

#5358

jaelis

Jul 19, 2015 18:59:24

Draykov wrote:
#5359

Psyragorn

Jul 23, 2015 5:06:22

Q 2089 (Obscured perception and hiding)

 

The section on vision and light says:

 

A given area might be Iightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area-such as darkness, opaque fog, or dense foliage-blocks vision entireIy. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).
#5360

jaelis

Jul 23, 2015 6:29:14

Psyragorn wrote:
#5361

Psyragorn

Jul 23, 2015 7:21:40

jaelis wrote:
#5362

jaelis

Jul 23, 2015 7:32:51

Psyragorn wrote:
#5363

531st

Jul 23, 2015 9:43:08

Q2090

What benefits exactly does the size give except movement, squeezing etc? I suddenly realized that it gives no bonuses/penalties for shooting/punching not-medium creature. So shooting a cat running in the woods at full speed is as hard as hitting an airship with an arrow at point blank range?

(Reply to #5363)

Cooperjera

531st wrote:
#5365

Psyragorn

Jul 23, 2015 15:07:11

jaelis wrote:
#5366

turri

Jul 24, 2015 0:33:50

Q2091: Bladeward states it reduces "weapon damage", so it doesn't work against claws, bites and other beasts attacks i guess?

#5367

jaelis

Jul 24, 2015 6:30:26

turri wrote:
#5368

aumguitarist07

Jul 24, 2015 9:24:40

Q2092:  Sorry if this is a repeat.... Bit of a specific Q; would the monk's Stunning Strike (and similar non-elemental ki-based abilities) count as magical for the purposes of the feature of certain monsters that have the "Magic Resistance" ability (advantage on ST against the effects)? I.e., if I punch a Mind Flayer in the face and use Stunning Strike, would he have advantage on the Con saving throw against being stunned? Thanks!

(Reply to #5368)

Bloodscythe

aumguitarist07 wrote:
#5370

Motorskills

Jul 24, 2015 16:10:00

Q2093: Is the Prestidigitation cantrip useful for providing a bonus of some sort to Persuasion or Intimidation checks (makings one's eyes blaze with fire for instance...)? 

 

Q2094: Can Minor Illusion be used to create an area of distortion in front of the caster that makes him heavily obscured from those observing him (making him harder to be targeted)? 

#5371

Drunemeton

Jul 24, 2015 17:20:41

aumguitarist07 wrote:
#5372

Drunemeton

Jul 24, 2015 17:29:03

Motorskills wrote:
#5373

jaelis

Jul 25, 2015 4:40:33

Drunemeton wrote:
#5374

Onelostroad

Jul 25, 2015 8:50:05

Q2095 - The PHB (pg 78) says "You can spend these points to fuel various ki features... When you spend a ki point, it is unavaiable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself." Our DM has ruled that the "you draw all of your expended ki back into yourself" ends ki abilities that would still be going on such as Way of the Shadow's ability to spend 2 ki points to emulate the darkvision spell (which lasts for 8 hours). Essentially, he's saying you can't spend the ki on darkvision, rest and regain the ki and then spend the same ki again while the darkvision continues. Is this the correct interpretation or should the monk be able to keep the darkvision effect going and regain the spent ki after a short rest?

#5375

jaelis

Jul 25, 2015 9:32:38

Bloodscythe wrote:
(Reply to #5364)

531st

Cooperjera wrote:
#5377

mdholm

Jul 25, 2015 13:50:14

Q 18

Aboleth Lair Action - Phantasmal Force

I'm a fairly new player and a new DM and my campaign will have an aboleth.The save DC for the creature's normal actions (e.g. the tail swipe which is also a legendary action) is DC14.
How do I work out the save DC for the first lair action when it casts phantasmal force. the creature's hp is 18d10+36 and it has CON 15 (+2 bonus) which all implies level 18 (18*2=36). Level 18 has a +6 proficiency modifier.. So, basing the calculation on level (8+:spellcasting ability+proficiency bonus):
DC 18 (8+4+6) INT and CHA
DC 16 (8+4+4) WIS
On the other hand it might be based on the creature's challenge rating of 10 and not on the level (althogh this doesn't really make sense), in which case:
DC 16 (8+4+4) INT and CHA
DC 14 (8+2+4) WIS
The last DC of 14 matches the DC required for the other actions but to me it doesn't make sense to base it off the challenge rating and not the level, and it also make sthe save quite easy for a creature that should be quite tough.

Can some of the more experienced DM give me some pointers?

#5378

jaelis

Jul 25, 2015 19:38:00

Onelostroad wrote:
#5379

jaelis

Jul 25, 2015 19:53:25

mdholm wrote:
#5380

Lurchibald

Jul 25, 2015 20:14:42

Q2096
Is a Mithral Chain Shirt considered 'light' armour for profeciency purposes?
 

#5381

jaelis

Jul 25, 2015 20:33:46

Lurchibald wrote:
#5382

Writhani

Jul 26, 2015 0:54:21

Q 2097: I know that different sources of Unarmored Defense (Monk and Barbarian) do not stack, and that natural amor and Unarmored Defense do not stack for whatever reason (I don't recall reading anything about it in the books, but I do recall seeing a ruling referenced in a Druid guide on the forum regarding a Druid/Barbarian build). My question is thus: Can Mage Armor's change to armor class stack with Monk's Unarmored Defense bonus, or are they in conflict with one another?

IE: Could a Monk 2 | Warlock 2 with the Shadow Armor incantation have an AC of 13 + Dex Mod + Wis Mod? Or would he have to choose between 13 + Dex and 10 + Dex + Wis? Note that Mage Armor's text refers to "Base Armor Class" and Unarmored Defense's text refers to just "Armor Class".

 

 

(Reply to #5382)

Filksinger

Writhani wrote:
#5384

Mandarin

Jul 26, 2015 15:19:03

Instead of creating a new thread, I am asking a quick question here:

 

If I am, say a Goliath, and pick the Soldier background, I get Athletics "twice". Can I then pick any skill, or only those at my class list?

 

So to make it more complicated. What if I am a Cleric, and pick the Acolyte background, but pick Insight from my class, so I in a way get it twice (background and class), is that legal?  Would that mean I could  pick perception instead of insight from my background since I get the same skill from two different sources?

#5385

DukeNukes

Jul 26, 2015 15:46:32

Q2098: if a barbarian multi-classes into a rogue and attacks an opponent that is currently engaged in combat with someone else can he use sneak attack on that person while raged?

(Reply to #5384)

OoftaMeg

Mandarin wrote:
(Reply to #5385)

OoftaMeg

DukeNukes wrote:
#5388

Porkrot

Jul 26, 2015 20:24:24

Q2099 I have a player who is a warlock using a imp as a summon. he turns it into a bird and scouts everything out making suprises almost imposible. I cant find anything wrong with what he is doing but an sugestions ?

 

(Reply to #5386)

ArialBlack

OoftaMeg wrote:
#5390

jbokcrusader

Jul 27, 2015 1:53:13

ArialBlack wrote:
#5391

ElizaGWR

Jul 27, 2015 2:03:00

Does Unarmored Movement count towards the flight speed of an Aarakocra or is it just towards the land speed?  For that matter, what about mobile, does that only count towards the land speed or flight speed as well?

#5392

Yunru

Jul 27, 2015 2:40:21
Since it doesn't specify a specific speed: both.
(Reply to #5388)

Coredump00

Porkrot wrote:
(Reply to #5390)

ArialBlack

jbokcrusader wrote:
#5395

jaelis

Jul 27, 2015 8:49:21

ArialBlack wrote:
#5396

xaph

Jul 27, 2015 21:50:02

Hi! 

 

I'm brand new to the world of Dungeons and Dragons. I just started playing my first campaign with my first character, and came across a question immediately. I tried the search function, but I'm not sure if it's broken, or if it's just my internet filters at work, so here's my question!

 

Q2100

 

Monk - Martial Arts

 

Does attacking with the two handed profile of a quarterstaff still allow me to take my unarmed attack as a bonus action? The class feature says it allows you to do so if you're using a simple weapon that does not have the two-handed or the heavy property. The staff is versatile, but does using two handed for the extra damage exclude it from using the martial art feature?

(Reply to #5395)

ArialBlack

jaelis wrote:
#5398

pukunui

Jul 28, 2015 4:21:41

Q2101: Can eldritch knights, arcane tricksters and rangers use a component pouch as a spellcasting focus?

(Reply to #5396)

Yunru

xaph wrote:
#5400

jaelis

Jul 28, 2015 4:24:59

pukunui wrote:
#5401

pukunui

Jul 28, 2015 4:37:52

jaelis wrote:
(Reply to #5400)

Yunru

jaelis wrote:
(Reply to #5398)

Bloodscythe

pukunui wrote:
#5404

RTRimmel1

Jul 28, 2015 5:00:19

Q2102: If two characters can make an attack of opportunity on the same target, do the effects go off simultaneously or in sequence?  And if in sequence, based on which order?

(Reply to #5404)

Bloodscythe

RTRimmel1 wrote:
#5406

Rya.Reisender

Jul 28, 2015 6:18:29

Q2103: The rules for grid-based movement are that you can walk diagonally for 5ft movement cost except when you cut a corner where it costs 10ft movement. How about attack around a corner? Does that work? Does the distance still count as 5ft even though it would cost 10ft movement? What if someone moves from south of the enemy to south-west of the enemy and west of the enemy is a wall. Does that count as leaving the range of the enemy and provoke an opportunity attack?

(Reply to #5399)

Cooperjera

Yunru wrote:
#5408

Rya.Reisender

Jul 28, 2015 6:26:42

Bloodscythe wrote:
(Reply to #5408)

Bloodscythe

Rya.Reisender wrote:
(Reply to #5407)

Bloodscythe

Cooperjera wrote:
#5411

roddyriot22

Jul 28, 2015 7:31:38

Q2104 Can a spell with a duration, such as forcecage, be dismissed by the spellcater  before its duration expires?  Is dismissing an action?

#5412

Yunru

Jul 28, 2015 7:38:14
Nope. You have to think tactically: it's going to last until Dispelled or the duration ends.

Concentration spells are a different kettle of fish though.

#5413

Xallin

Jul 28, 2015 8:16:02

Q2105  Diseased Rat Varient:  States that until the disease is cured the target is effected by the disease, but nothing on how the disease is cured.  Obviously the cure disease spell will work but lets say that isn't available.  How does the disease end?  Thanks.

(Reply to #5402)

Coredump00

Yunru wrote:
(Reply to #5406)

Coredump00

Rya.Reisender wrote:
(Reply to #5413)

Bloodscythe

Xallin wrote:
(Reply to #5416)

Xallin

Bloodscythe wrote:
(Reply to #5417)

Bloodscythe

Xallin wrote:
#5419

KennyKiller

Jul 28, 2015 11:37:01

Q2106, Are there any Rules for throwing enemies or friendlies? 
Obviously, you have to be able to grab/ and then pick up the enemy. 

 

(Reply to #5419)

OoftaMeg

KennyKiller wrote:
#5421

jaelis

Jul 28, 2015 12:07:51

KennyKiller wrote:
(Reply to #5419)

Bloodscythe

KennyKiller wrote:
(Reply to #5422)

KennyKiller

Bloodscythe wrote:
#5424

Rya.Reisender

Jul 28, 2015 13:00:45

I personally would say that enemies and even their equips have special protection from everything in E5 and are untouchable (apart from officials actions like attack, shove, knock prone, etc.). I remember reading several paragraphes in the rules that indicated that but can't find them at the moment.

(Reply to #5423)

Bloodscythe

KennyKiller wrote:
#5426

KennyKiller

Jul 28, 2015 13:38:53

I completely disagree but thank you for your advice. 

 

(Reply to #5426)

Drunemeton

KennyKiller wrote:
#5428

Faradey

Jul 28, 2015 17:32:54

Q2107: When you choose skills, you get to add your proficiency bonus to those particular skill checks (plus any stat bonus, of course). If I don't have proficiency in a skill, does my character still get to make skill checks (plus stat bonus) for that skill?

(Reply to #5428)

OoftaMeg

Faradey wrote:
#5430

Faradey

Jul 28, 2015 19:39:20

OoftaMeg wrote:
#5431

Motorskills

Jul 28, 2015 20:31:48

Q2108 : Lightfoot Halfling Naturally Stealthy - I'm a bit confused by the Hide rule, since I think I've seen different interpretations about how it works.

 

Can my Lightfoot take a Hide action in the middle of an ongoing combat, if there is a bigger creature blocking the baddie's view, even if he knows I'm there?

(Reply to #5431)

OoftaMeg

Motorskills wrote:
#5433

Motorskills

Jul 28, 2015 22:47:08

Q2109: What is the effective consumption, if any, of the components required for Protection From Evil And Good? (It says they are consumed, but gives no detail).

 

Q2110: Am I correct in assuming that the 25gp value of components required to manufacture Holy Water (per page 152) are NOT consumed (other than maybe the cost of a vial)?

#5434

Rya.Reisender

Jul 29, 2015 0:51:35

Faradey wrote:
#5435

Rya.Reisender

Jul 29, 2015 0:55:48

Motorskills wrote:
#5436

Rya.Reisender

Jul 29, 2015 1:19:09

Motorskills wrote:
(Reply to #5430)

Bloodscythe

Faradey wrote:
#5438

posineg

Jul 29, 2015 9:55:53

Q2111: Should a flying Aarakocra who cast's Thorn Whip be able to pull the target up?

(Reply to #5438)

Bloodscythe

posineg wrote:
(Reply to #5439)

Yunru

Bloodscythe wrote:
(Reply to #5440)

OoftaMeg

Yunru wrote:
#5442

Yunru

Jul 29, 2015 10:57:42
Well no, it's a quite clear yes by the rules. But yes, your DM may choose to houserule otherwise.
(Reply to #5441)

Bloodscythe

OoftaMeg wrote:
#5444

Garresh

Jul 29, 2015 13:46:41

Does Mage Hand make noise when cast? It has verbal components and a 60 second duration, but is intended for stealth purposes when used with the arcane trickster. I've gotten different answers about how to handle this everywhere I've asked. How does hiding the spell work of it does make noise?

(Reply to #5444)

OoftaMeg

Garresh wrote:
(Reply to #5445)

Garresh

OoftaMeg wrote:
(Reply to #5444)

Bloodscythe

Garresh wrote:
(Reply to #5447)

OoftaMeg

Bloodscythe wrote:
#5449

Garresh

Jul 29, 2015 14:33:20

So to be clear, is the consensus that casting without a stealth check is fine as long as you're not gagged or magically silenced, then?

(Reply to #5449)

OoftaMeg

Garresh wrote:
(Reply to #5297)

GuesssWho

jaelis wrote:
(Reply to #5449)

Coredump00

Garresh wrote:
#5453

Rya.Reisender

Jul 29, 2015 23:20:45

As for casting a verbal spell, I'd say it has to make some noise. Not so much that everybody in the whole dungeon will hear you or even in the next room when the door is closed. But probably will hear you when you are in the same room. Rules say "When in doubt, then do ability checks".

 

Moving an already existing mage hand does not make any sound however, I think most DMs would agree to that at least?

(Reply to #5446)

Filksinger

Garresh wrote:
#5455

Garresh

Jul 30, 2015 6:31:56

Filksinger wrote:
#5456

Rya.Reisender

Jul 30, 2015 6:43:04

I wouldn't say that the rules encourage that the DM can change and ignore the rules. They are pretty clear on that the DM is a referee. If you think of a soccer game, you certainly wouldn't say that the referee can change and ignore rules, but he can decide whether something is within the rules or not.

 

60 seconds duration are basically 10 rounds. You could always cast the spell in another room and then make mage hand move to whereever you want to do something undetected.

(Reply to #5436)

Motorskills

Rya.Reisender wrote:
#5458

svendj

Jul 30, 2015 16:12:12

Probably been asked and answered a million times, but here goes: I pitted the players against a Flameskull, and one of them cast Darkness over the combat area. He said you couldn't cast spells targeting a square you can't see, so it's impossible to cast a Fireball anywhere inside the darkness. I've looked in the spells section of the PHB but couldn't find anything that proves him right or wrong. 

 

Is he correct, and what lines in the PHB back that up? 

#5459

jaelis

Jul 30, 2015 16:17:20

svendj wrote:
(Reply to #5459)

Cooperjera

jaelis wrote:
(Reply to #5459)

Yunru

jaelis wrote:
#5462

jaelis

Jul 30, 2015 18:46:32

Yunru wrote:
(Reply to #5461)

Filksinger

Yunru wrote:
(Reply to #5443)

celtwarrior

Bloodscythe wrote:
#5465

Thauruviel

Jul 30, 2015 21:21:34

Q90: is there no longer such a thing as masterwork tools and weapons?

#5466

Rya.Reisender

Jul 31, 2015 5:20:38

Can we go back to normal numbering of questions? We are at Q2114 now.

 

Q2114: is there no longer such a thing as masterwork tools and weapons?
#5467

svendj

Jul 31, 2015 1:09:48

Cooperjera wrote:
(Reply to #5464)

Bloodscythe

celtwarrior wrote:
#5469

Bloodscythe

Jul 31, 2015 5:13:40

Q2112: Mage hand making noise when cast...

Q2113: Player vs. flameskull...

Q2114: Masterwork weapons/tools...

 

We should be on Q2115 now.

#5470

Rya.Reisender

Jul 31, 2015 5:20:03

Only if you count the ones that were not numbered. =p

But fair enough.

#5471

BCREEK77

Jul 31, 2015 7:30:34

Q18 - Word of recall spell states it must be cast in a place that is associated with the Cleric's Deity.  So this would have to be done before an adventure begins?  Then you just speak the word anytime?  

 

#5472

BCREEK77

Jul 31, 2015 7:30:48

Q18 - Word of recall spell states it must be cast in a place that is associated with the Cleric's Deity.  So this would have to be done before an adventure begins?  Then you just speak the word anytime?  

 

(Reply to #5471)

Bloodscythe

BCREEK77 wrote:
#5474

Fiammingo

Aug 01, 2015 7:19:52

Q2116: Can spells which require attack roll crit on a natural 20?

 

Q2117: Rules state that a blinded creature gets disadvantage on attack rolls while attack rolls againts it get advantage; if two blinded creatures are fighting each other, like for example two humans fighting in complete darkness, is the fight resolved as a normal fight due to advantage being cancelled by disadvantage?

(Reply to #5474)

OoftaMeg

Fiammingo wrote:
#5476

moonbeast

Aug 01, 2015 7:58:43

Q2118:  In DMG, there are some magic items like Staff of Frost (also Staff of Fire).  Clearly they are magic items.  But can they also be used as magic weapons for combat?  (e.g. Lycanthropes can only be hit by silvered or magic weapons).  These staves do not have a combat bonus such as +1 or +2, so it is vague if they can also be used as combat magic weapons. 

 

 

(Reply to #5476)

OoftaMeg

moonbeast wrote:
(Reply to #5477)

moonbeast

 

OoftaMeg wrote:
#5479

McTurbo72

Aug 01, 2015 9:05:56

As a DM i am running my players through Rise of Tiamat. In one instance a dragon the players are to fight has no interest in dying.. and thus at a certian trigger point will attempt to flee by diving into a pool of water..

My question is about the Sentinal Feat: will it stop creatures that are much larger than the player? (aka can a dragon be prevented from fleeing if it chooses or be knocked out of the air during a fly by attack using sentinal by reducing its movement speed to 0 when the player hits the dragon when it provokes an AOO from moving out of the 5 foot area.)

 

__________________________

how are material costs determined for making magic items...(the ranges on the magic item rarity table are huge.. from 5000-50000 .. well.. how do you determine the upper/lower ranges? is it always the max for crafting?

#5480

jaelis

Aug 01, 2015 9:21:01

moonbeast wrote:
(Reply to #5478)

Filksinger

moonbeast wrote:
#5482

moonbeast

Aug 01, 2015 15:18:19

 

Filksinger wrote:
(Reply to #5482)

Filksinger

moonbeast wrote:
(Reply to #5483)

Cooperjera

Filksinger wrote:
#5485

bucklin1

Aug 01, 2015 20:22:59

ok so i just got he playes hand book and reading though it has me puzzled so here is my question

 

Q18 - when reading the races that are small i dont see anything that says they get a +1 to armor class like in the past editon so ...........is this true or am i just not seeing it?

 

thank you

(Reply to #5482)

Drunemeton

http://www.sageadvice.eu/2015/01/08/frost-brand-and-magic-plus-weapons/

#5487

moonbeast

Aug 01, 2015 22:06:14

Drunemeton wrote:
#5488

Rya.Reisender

Aug 02, 2015 3:33:12

bucklin1 wrote:
#5489

Drunemeton

Aug 02, 2015 8:16:30

Q2120: I'm having a hard time figuring out the rules for Mounted Combat coupled with the Find Steed Paladin spell and somewhat with the Mounted Combatant Feat. Specifically the Intelligent vs Controlled aspects. 

 

Since the spell states that they, "move as a seamless unit," it would seem to indicate that a Steed cannot be an intelligent mount (with their own initiative and attacks). 

 

Note: I have no problems understanding the spellcasting aspect of Find Steed. "Range: Self" is not the same as "targets only you".

 

Thanks!

(Reply to #5489)

OoftaMeg

Drunemeton wrote:
#5491

turri

Aug 02, 2015 12:37:37

Q2121: Does a Druid wearing a Cloak of resistance get an increase on CA and TDS when shapeshifting.

#5492

jaelis

Aug 02, 2015 14:36:50

turri wrote:
#5493

BamCam

Aug 02, 2015 17:00:22

Q2122: Does the elemental monk's elemental attunement ability require the monk to move their hands/feet? Can they use it when tied up, for example?

(Reply to #5493)

OoftaMeg

BamCam wrote:
#5495

moonbeast

Aug 02, 2015 22:24:44

 

Q 2123: I was wondering what happens if a Troll (theoretically) uses a potion of fire resistance. How would damage be resolved?  

 

The Troll has natural vulnerability to fire.  But now he has (temporary) resistance to fire because he just sipped the potion of fire resistance.   Would they just cancel each other out?  Or is adjusted damage calculated separately in a certain order?  

 

For example:  original damage is 19 hit points.  So fire resistance knocks it down to 9.5 which rounds down to 9.  And then vulnerability takes that 9 and doubles it, becoming 18 points of damage to the Troll.  Is this how to resolve it?   Is this explained anywhere in DMG or PHB? 

#5496

Rya.Reisender

Aug 03, 2015 2:50:49

A2123: They pretty much cancel each other out. This doesn't need to be mentioned as *2 and /2 automatically does this. And since multiple resistances can't stack, the final result is always *1. Also, this is not exactly defined, but I personally would do rounding only at the very end and not for sub-steps. So if damage is 19 and troll is resistant and vulnurable to fire, damage is 19.

#5497

DwarfMonk

Aug 03, 2015 7:23:05

Banishment Spell:

 

wording for if from same plane

You attempt to send one creature that you can see
within range to another plane o f existence. The
target must succeed on a Charisma saving throw
or be banished.
If the target is native to the plane o f existence you’re
on, you banish the target to a harmless demiplane.
While there, the target is incapacitated. The target
remains there until the spell ends, at which point the
target reappears in the space it left or in the nearest
unoccupied space if that space is occupied.

 

If not from same plane:
If the target is native to a different plane of existence
than the one you’re on, the target is banished with
a faint popping noise, returning to its home plane.

 

Then the concentration:
If the spell ends before 1 minute has passed, the
target reappears in the space it left or in the nearest
unoccupied space if that space is occupied. Otherwise,
the target doesn't return.

 

Question: If the creature is from the same plane as the caster and he holds concentration for a whole minute does the creature stay banished or still comes back.

(Reply to #5497)

Bloodscythe

DwarfMonk wrote:
(Reply to #5495)

Bloodscythe

moonbeast wrote:
#5500

jaelis

Aug 03, 2015 9:06:47

post deleted, issue is now fixed

#5501

the_Horc

Aug 03, 2015 12:41:48

I don't know if this is the right thread for this to be in, so if it isn't can a moderator move it to the right place?

 

In the new Unearthed Arcana: Modern Magic, does the Chained Device ability let you maintain more than one concentration check at a time, or is it more like you've put the part of your consciousness that handles concentration checks into the device, so you can't concentrate on more than one spell?

 

If it's the latter, then what is the benefit? That you don't need to worry about concentration checks when you take damage?

(Reply to #5501)

Bloodscythe

the_Horc wrote:
#5503

VetMichael

Aug 03, 2015 14:17:30

Can you react to a reaction? Examples:

 

Strike at a fighter but miss, the fighter gets riposte. Can you activate "Shield"?

 

A wizard activates shield to avoid getting hit by a Ranger's arrow. Can the Ranger's ally, a Wild Magic Sorcerer, react with "Bend Luck"?

 

 

 

If you CAN react to a reaction, where does it end? A Eldritch Knight(A) strikes at another fighter(B). Both have friendly sorcerers (C and D, respectively) : A misses B, provoking a riposte from B. B strikes at A and would hit, but A casts shield, causing B to miss. D uses "Bend Luck" to overcome the shield with a +d4. A's best friend then uses "Bend Luck" to impose a d4 penalty to the attack.

 

Nevermind, that last one I would LOVE to see because it would be an EPIC interchange....

 

 

But still, can you react to a reaction? 

#5504

jaelis

Aug 03, 2015 14:38:10

VetMichael wrote:
#5505

Mandarin

Aug 03, 2015 17:53:12

If I am a wizard with shield proficiency,  I wonder how am I able to cast spells with Somatic and Material Components, while wielding a shield? I mean, my Arcane Focus (staff), can be use for material components, unless it has a cost, but I still need a hand free for somatic component? With a shield and an arcane focus (staff), I simply doesnt have a hand free. Both hand are taken. If my understanding is correct, then I do need Warcaster to effectivly use a shield as a wizard. Am I correct in all this?

#5506

jaelis

Aug 03, 2015 18:03:22

Mandarin wrote:
#5507

Tautolitarian

Aug 03, 2015 19:47:33

Can a "Swarm" of beasts substitute for "a beast" in the abilities:

 

- Ranger's Companion

- Wild Shape

- Conjure Animals

 

provided the swarm still meets the CR limits?

#5508

jaelis

Aug 03, 2015 20:29:04

Tautolitarian wrote:
#5509

moonbeast

Aug 03, 2015 21:43:00

jaelis wrote:
#5510

Rya.Reisender

Aug 04, 2015 0:35:42

A2125: Reaction and Bonus Action are independent of each other. Per round you can use: Movement, 1 Action, 1 Bonus Action, 1 Other Action ("object interaction"), 1 Reaction

You can only use bonus actions when a feat or something in the rules grants you one. When they can be used is defined by the feat.

 

For example a Level 2 Rogue could use his Bonus Action to hide and then use his Action to set up a ready action "When the enemy comes out of his cover, I shoot an arrow at him". When the ready action triggers he uses his Reaction and can attack with advantage when the previous stealth roll from the bonus action was successful (and he wasn't discovered yet).

#5511

Aeonphlux

Aug 04, 2015 1:45:55

Q2126: This is probably covered else where, please just post a link in a response if so. But a level 2 Fighter, Level 3 wizard, Uses their Action to take the Cast a Spell action, casting Magic Missle, can they then action surge to cast Magic Missle again or are they restricted to 1 Bonus Action spell and 1 Action cantrip as listed on page 203 of the PHB?

#5512

Rya.Reisender

Aug 04, 2015 1:54:43

A2126: Action Surge grants you an additional action (on your turn). Magic Missile cost is 1 Action. So if you use it, you can use Magic Missile twice on your turn (assuming you have enough spell slots). This is completely unrelated to your 1 bonus action you have because that is neither affected by Action Surge nor by Magic Missile.

(Reply to #5512)

Aeonphlux

Rya.Reisender wrote:
(Reply to #5510)

moonbeast

Just wanted to comment that all of you who have answered my last 3 questions (in the span of the last 48 hours).... many thanks!  Lots of good people answering here, and your help is appreciated! 

 

#5515

jaelis

Aug 04, 2015 4:10:02

Aeonphlux wrote:
#5516

Rya.Reisender

Aug 04, 2015 4:57:31

I'd personally rule that you can cast one spell more when using Action Surge. As in, the general rule becomes "If you use action surge and cast a spell using a bonus action, you can only cast one other spell on your turn."

#5517

Drunemeton

Aug 04, 2015 6:31:41

moonbeast wrote:
#5518

jaelis

Aug 04, 2015 6:51:36

Drunemeton wrote:
(Reply to #5513)

Coredump00

Aeonphlux wrote:
#5520

bam13302

Aug 05, 2015 6:38:39

Q2127 Maxmilian's earthen grasp says "To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand." Does making this check require an action? Or does it make this at the beginning (or end) of its turn? Or something else? My best guess is it requires an action because the target is making an ability check not a save, and nearly every instance i have seen of someone making an ability check it is either the entire, or part of, an action.

#5521

jaelis

Aug 05, 2015 6:43:05

bam13302 wrote:
(Reply to #5520)

Bloodscythe

bam13302 wrote:
(Reply to #5522)

Coredump00

Bloodscythe wrote:
#5524

Rya.Reisender

Aug 05, 2015 10:35:27

In combat, any check for stealth requires an action actually. It's the hide action to be exact.

(Reply to #5523)

Bloodscythe

Coredump00 wrote:
(Reply to #5524)

Coredump00

Rya.Reisender wrote:
(Reply to #5526)

Bloodscythe

Coredump00 wrote:
(Reply to #5525)

Coredump00

Bloodscythe wrote:
#5529

jaelis

Aug 05, 2015 12:31:54

Bloodscythe wrote:
(Reply to #5527)

Coredump00

Bloodscythe wrote:
(Reply to #5529)

Bloodscythe

jaelis wrote:
#5532

Yunru

Aug 05, 2015 12:54:51
Not a simple question, take it to its own thread.
(Reply to #5532)

Bloodscythe

Yunru wrote:
#5534

Elderis

Aug 05, 2015 16:36:02

Q: 2128

 

If a spell such as "Fly" says "You touch a willing creature..." Would you be able to cast it upon yourself? As an example, can a wizard make themselves fly?

#5535

jaelis

Aug 05, 2015 16:59:44

Elderis wrote:
#5536

PsiD

Aug 05, 2015 22:49:21

ThirdQ 2129

Sancturary question PHB 272  

 

First:  If a cleric cast either Guardians of Faith or Spirit Guardians then casts Sanctuary and moves either himself or the spell on his next turn to damage to an enemy does the Sanctuary end?  According to Sanctuary on page 273 "if the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends."  My group disagrees wether or not Sancturary ends since the cleric isn't casting anoher spell after sancturry although either GoF or SG can still be active and do damage.

 

Second:  If a creature who succeeds on making a wisdom save against someone protected by Sancturary do they have to make additional wisdom saves to attack them again that turn or on their turn during the next round?

 

 

#5537

jaelis

Aug 06, 2015 5:41:20

PsiD wrote:
#5538

-Bander

Aug 06, 2015 7:56:00

Q 2130

 

Drow (any racial) Magic and Spell Slots:

 

A Mark 5, Mod 0 3rd-Level PC Drow fighter can cast Fairie Fire 1/day.

 

May a  Mark 5, Mod 0 3rd-Level PC Drow spell-caster spend a 2nd-Level Spell Slots to cast Fairie Fire more than 1/day?

 

Thank you.

 

(Reply to #5538)

OoftaMeg

-Bander wrote:
#5540

akr71

Aug 06, 2015 9:05:06

Q2131

 

I'm still confused about Saving Throw proficiencies and multiclass characters.  When a character mulitclasses, do they gain a proficiency bonus on the Saving Throws of the new class?

For example,  would a fighter/rogue 5/2 get +3 to Str, Con, Dex & Int saves?

#5541

Rya.Reisender

Aug 06, 2015 9:10:52

A2131: I remember this being asked before and the answer was that only the saving throw proficiencies of the first class you chose count.

(Reply to #5540)

Bloodscythe

akr71 wrote:
#5543

akr71

Aug 06, 2015 9:31:20

Bloodscythe wrote:
(Reply to #5543)

Bloodscythe

akr71 wrote:
#5545

akr71

Aug 06, 2015 11:02:41

#5546

ezrider23

Aug 06, 2015 11:13:35

Stupid question i should have an answer for already.

 

Q- Cantrips: Are they based on Class or Character level for the sake of Multi-Classing?

(Reply to #5546)

OoftaMeg

ezrider23 wrote:
(Reply to #5546)

Drunemeton

ezrider23 wrote:
#5549

Drunemeton

Aug 06, 2015 11:58:56

-Bander wrote:
#5550

pukunui

Aug 06, 2015 22:39:11

Q2133: Spells like raise dead state that they can't be used to bring an undead creature back to life. What about if you "kill" the undead creature (eg. drop it to 0 hp)? Could you then use the no longer animated remains to restore that person to life?

#5551

AaronOfBarbaria

Aug 07, 2015 2:25:45

A2133: The best possible answer here is "Ask your DM."

 

Some will consider an undead creature to be an undead creature even once "destroyed."

Others will consider a corpse to a corpse, rather than undead, at any time that it isn't animated as some kind of undead.

#5552

Rya.Reisender

Aug 07, 2015 3:15:06

A2133: The problem I see with Raise Dead are its requirements which should make it fail when cast on an undead. First of all it requires all body parts to still be intact. Undead usually don't have all body parts intact anymore so Raise Dead will automatically fail as described in the spell description. Also even assuming it still has all its body parts intact, the requirement is still that the creature hasn't been dead for more than 10 days. That time counts from its original dead, so an undead creature is highly likely to have been dead for longer than 10 days. Then you have the requirement that the soul is still available, willing and at the liberty to join its body again. Usually not the case either unless the adventurer's actually captured the soul to rejoin its body. Undead have a "foul mimicry of life" created by a necromancer, the real soul is long gone.

 

So in short, the answer would usually be "No".

 

Maybe if the whole scenario plot is about finding the soul of dead person then finding it's body, which was turned to an undead. Do all of this before the 10 day limit is up. Kill the undead and put the real soul back. That's pretty much only scenario I can imagine where this could be a "Yes".

(Reply to #5549)

Yunru

Drunemeton wrote:
#5554

Rya.Reisender

Aug 07, 2015 10:42:55

Sage Advise (at least that one) is unreliable and contradictory. For example: "In short, you must follow your character’s normal spellcasting rules" - But Jeremy, what you just said isn't the normal spellcasting rules.
#5555

Coredump00

Aug 07, 2015 11:27:13

Yep, that Sage Advice makes perfect sense, and works just fine with the rule, both pre and post Errata.

 

 

(Reply to #5555)

ArialBlack

Coredump00 wrote:
#5557

Yunru

Aug 07, 2015 16:41:17
Yup. Spellcasting let's you cast spells using spell slots. It then seperately restricts Class spells to spellcasting stats etc. Nowhere, no way, no how, does the restriction of having to have a level in that class to cast it using a spell slot conform to the written rules. Or the intent of said rules, given the clear distinction made between spells in general and class spells.
#5558

jaelis

Aug 07, 2015 17:22:42

-Bander wrote:
(Reply to #5556)

Coredump00

ArialBlack wrote:
(Reply to #5559)

Yunru

Coredump00 wrote:
#5561

Yunru

Aug 08, 2015 13:22:52
Let's take the very example you so brazenly postulated without bothering to check, the Bard:
S p e l l Sl o t s

The Bard table show s how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

#5562

Yunru

Aug 08, 2015 13:25:15
And before you say "your refers to your class", the very next paragraph refers to class spells by name, disproving that:
S pe lls K n o w n o f 1s t L e v e l a n d H ig h e r

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known colum n of the Bard table shows when you learn m ore bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as show n on the table. For instance, when you reach 3rd level in this class, you can learn one new spell o f 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

#5563

Orethalion

Aug 08, 2015 13:49:10

Yunru wrote:
#5564

Orethalion

Aug 08, 2015 13:51:59

Yunru wrote:
(Reply to #5564)

Yunru

Orethalion wrote:
#5566

Orethalion

Aug 08, 2015 14:09:13

Yunru wrote:
(Reply to #5566)

Yunru

Orethalion wrote:
(Reply to #5561)

Coredump00

Yunru wrote:
#5569

Coredump00

Aug 08, 2015 14:31:47

 

Regardless.... this has gone beyond a 'simple Q&A", so I suggest we discontinue the conversation in this thread.

 

#5570

bucklin1

Aug 10, 2015 19:35:30

Question- if i have a level 6 char say a fighter 3 and a warlock 3 can i pick a archtype from fighter and then one from warlock or do i have to only pick one or the other?

ex- level 3 fighter battle master / warlock pack of the blade

 

thank you for any info you can give

(Reply to #5570)

celtwarrior

bucklin1 wrote:
#5572

Rya.Reisender

Aug 11, 2015 1:27:55

Should be Q/A2134.

#5573

Darastrixx

Aug 12, 2015 13:53:11

Q2134:

 

I am currently playing the starter set campaign as DM for the first time ever. Having a lot of fun. But my question is to do with a specific check:

 

"the rope is 2 feet below the surface of the water. It's not visable from above the water, but can be found with a successful DC 15 Wisdom check or automatically by a character probing the cistern with a pole or jumping in."

 

Does this mean as a DM when players enter the room I have to announce to them to make a Wisdom check and then tell them something is there? Or they have to announce that they are searching it? But doesn't this then coincide with the automatically finding it? This type of check seems to happen a few times in the campaign book.

 

Cheers.

 

Dara

(Reply to #5573)

Bloodscythe

Darastrixx wrote:
#5575

megalith

Aug 12, 2015 14:44:23

 

Quick question. I have a 5th lvl Ranger with the archery fighting style. I'm taking 3 levels of Rogue before multiclassing to Fighter. Now, my DM says I can't take another fighting style. My interpretation of the rule is, I can take another fighting style, I just can't chose the archery option again and double up on the bonuses. His interpretation is, you can only take one fighting style, ever. The plan is, I will end up with both archery and two-weapon fighting styles. He wants to lock me into archery style only. Who's correct?

 

(Reply to #5575)

OoftaMeg

megalith wrote:
#5577

Draykov

Aug 12, 2015 20:01:50

Q2136: Magical Monsters

 

Certain monsters (e.g. the nothic - MM pg. 236) can cast spells without specific mention of spell slot limitations.  If there is no mention of spell slots, can the creature cast spells as though they were cantrips (i.e. able to cast them as an action during every turn, indefinitely)?  

 

Thanks!

(Reply to #5577)

OoftaMeg

Draykov wrote:
#5579

Rya.Reisender

Aug 12, 2015 23:18:48

A2134: To add to Bloodscythe's reply: I personally would not make PCs automatically notice hidden stuff the moment they enter a room. That is no fun and players won't feel any accomplishment. At least one of them needs to tell me that he wants to check out the water and then I ask him to do a wisdom check.

 

A2136: Yes, Oofta is right. The Nothic's ability doesn't even require any spell slot. I wouldn't even consider it a spell.

#5580

Kelwin55

Aug 13, 2015 10:39:55

Q2137: Bonded Weapon (PHB pg 75). Eldritch Knight. We were playing last night and the Eldritch Knight bonded with a magic sword. The magic sword happened to have a name and the sword belonged once to the King. The DM had the guard at the gate confiscate the sword (who cares? "bonded" remember) and the high mucky muck mage under the employ of the DM (city guard actually) says: "I will break the bond." So my question: How is this possible? there is no reference in any of the D&D guides for anyone - except the Eldritch Knight when he bonds a 3rd weapon - to break a bond with a weapon. 

(Reply to #5580)

OoftaMeg

Kelwin55 wrote:
(Reply to #5580)

Bloodscythe

Kelwin55 wrote:
#5583

Kelwin55

Aug 13, 2015 13:28:35

Q&R 2137: (update) So on further conversation with the DM, it appears he did not want this powerful magic sword to stay in the hands of the party. It was with the party up until the last battle when a prior party member had the sword and he was disintegrated by a Lich. The EK picked up the sword to use and bonded with it to prevent its loss. The DM had planned to have the guards confiscate it as a legendary object of the realm. But the EK had thrown a curve ball by bonding with it so the DM simply said: "The mage breaks the bond." Essentially the sword was breaking the gameplay by being overly powerful and had to be removed. I understand it now. However, I believe it still is a valid RAW issue of EK weapon bond not being able to be broken.

(Reply to #5583)

Bloodscythe

Kelwin55 wrote:
#5585

Yunru

Aug 13, 2015 16:09:33
Iirc, artifacts and the likes cannot be bonded.
#5586

Drunemeton

Aug 13, 2015 18:45:33

Kelwin55 wrote:
(Reply to #5585)

Kelwin55

Yunru wrote:
(Reply to #5587)

Bloodscythe

Kelwin55 wrote:
#5589

McTurbo72

Aug 14, 2015 7:11:13

Q2138:

As a DM i am running my players through Rise of Tiamat. In one instance a dragon the players are to fight has no interest in dying.. and thus at a certian trigger point will attempt to flee by diving into a pool of water..

My question is about the Sentinal Feat: will it stop creatures that are much larger than the player? (aka can a dragon be prevented from fleeing if it chooses or be knocked out of the air during a fly by attack using sentinal by reducing its movement speed to 0 when the player hits the dragon when it provokes an AOO from moving out of the 5 foot area.)

 

__________________________

Q2139: how are material costs determined for making magic items...(the ranges on the magic item rarity table are huge.. from 5000-50000 .. well.. how do you determine the upper/lower ranges? is it always the max for crafting?

(Reply to #5589)

OoftaMeg

McTurbo72 wrote:
#5591

Avross

Aug 14, 2015 7:45:51

A2138: So RAW, yes, a character with Sentinel can stop a creature of any size from fleeing.   There are a few things that, as a DM, you can do:

 

  1. Use the dragon's actions to remove the character's ability to take the opportunity attack.   Depending on the type of dragon, this might be a spell...you could change out one of its spells for shocking grasp.   This could also be a knockback attack which moves the character out of range.   Heck, it could even be a feint of some sort which requires the character to use their reaction.   (Not knowing the stat block, I couldn't suggest anything specific)
  2. Let it happen.  If the dragon really wants to get away, and there is one thing stopping it...turn the dragon's FULL abilities on that one character. Either A) the dragon gets away, and the character learns that stepping in the path of fleeing beasts is not always the right choice.  Or B) they manage to kill it.   If it was important to the story, then have the dragon's sibling, mate, sire, or spawn take it's place in the story.

 

A2139: The DMG p129 has a pretty simple chart for determining the cost for crafting, and the Creating a New Item rules on 284 don't seem to change the cost.  I don't see any ranges associated with the crafting.   At all.   Which suggests to me that yes, all common items cost 100 gp to craft, all rare items cost 5,000 to craft, etc.   If this feels too cookie cutter for you, it also clearly calls out "You are free to adjust the costs to better suit your campaign."   

 

I've been using a house rule for all crafting where after each day of crafting (mundane or otherwise), the player makes a DC 20 check.   On a success, they get extra progress (10%) completed.   If they fail, they get the normal amount in, if they crit fail, they get half, if they crit succeed, they get double.   (During which we all hum the "Montage Song"...)   It's simple enough, lets people roll dice, and gets away from the "round number syndrome".

#5592

Alduran

Aug 15, 2015 22:01:44

Q2140: I'm currently running a HotDQ and I have a 5th level sorcerer that seems to have some strange metamagic abilities. On their character sheet they have the cantrip Fire Bolt​​ twinned and quickened, so what are the different effects that it can have, exactly?

 

Q2141: How many times could the 5th level sorcerer mentioned above cast the 2nd level spell Scorching Ray per day with 5 sorcery points and no other obvious enhancements? During one of our encounters this character used the spell 4 different times without a short rest and with no marked abilities that would allow for repetitive castings (that I know of).​

 

Thanks for the help!

#5593

Yunru

Aug 16, 2015 6:40:07
A2140: It's all in the Player Handbook.

A2141: Spell slots. Probably all of 'em, but spell slots.

#5594

todd_c

Aug 16, 2015 8:01:30

Q2142: Do I get to make a bonus attempt if I miss my initial main-hand attack? Or, must I be successful with my first attack in order to get that bonus and try the second attack with my off-hand? I'm asking because I was playing the 5th Edition and I failed my initial attack with my first roll and then the DM wouldn't let me roll for my bonus action of attacking with my off-hand because I had missed my first roll.  Just wanted to know if there is a clear cut answer to this.  Thanks.

(Reply to #5594)

OoftaMeg

todd_c wrote:
(Reply to #5595)

todd_c

OoftaMeg wrote:
(Reply to #5596)

Yunru

todd_c wrote:
#5598

Avross

Aug 16, 2015 11:42:37

Alduran wrote:
(Reply to #5598)

Yunru

Avross wrote:
#5600

Avross

Aug 16, 2015 12:47:25

Yunru wrote:
(Reply to #5592)

Coredump00

Alduran wrote:
#5602

Avross

Aug 16, 2015 18:24:13

R2141: Yeah a few errors, thanks for the fix.

 

 

 

Q2143:

So a fighter with a Str of 20 can jump a distance of 20 feet when he gets a running start of at least 10 ft.   With the Remarkable Athlete ability, he can increase this by 5 ft to 25 ft.   This fighter sees an enemy warlock across a 60 foot-wide chasm.   The fighter says to his wizard friend, "Hey, cast Jump on me."   His wizard ally does so, which has the effect of "The creature's jump distance is tripled for until the spell ends".   This increases the distance he can effectively jump to 75 feet.   More than enough to make the jump.

 

He uses the Dash action, and gets his 10' running start...makes it 50' across the chasm...and the DM wants to move on to the next person, leaving the fighter mid-jump 10' from the far side of the chasm.   

 

The fighter and wizard are rather ticked off, since they know the warlock has Repelling Blast, is at least 7th level...and they can do the math.

 

But...

  • There's nothing in the rules which indicate that a jump needs to be completed in a single move action.   
  • There's also nothing that states that the Jump spell increases your speed.  
  • The rules actually call out that "each foot you clear on the jump costs a foot of movement" (Basic Rules, p 64)

So am I missing something, or is the fighter stuck mid-jump until his next turn?

(Reply to #5602)

Drunemeton

Avross wrote:
#5604

tijmz

Aug 17, 2015 6:52:45

Q2144:

 

This may have been asked elsewhere, but I couldn't find it through the search function.

 

If two rogues attack a single target, do both of them get the opportunity to use Sneak Attack on their turns?

#5605

Yunru

Aug 17, 2015 7:12:06
A2144: Of course.
#5606

AfroPhoenix

Aug 17, 2015 12:53:40
Gonna post a twofer here, but I doubt either one is complex.

Q2145: Does the ability check buff on the fighter's Remarkable Athlete trait apply to initiative rolls as well?

Q2146: Does the rogue's Reliable Talent negate natural 1 auto-fails for applicable skill checks?
(Reply to #5606)

OoftaMeg

AfroPhoenix wrote:
#5608

jaelis

Aug 17, 2015 13:01:39

AfroPhoenix wrote:
(Reply to #5608)

OoftaMeg

jaelis wrote:
(Reply to #5602)

Coredump00

Avross wrote:
(Reply to #5604)

Coredump00

tijmz wrote:
#5612

robneto

Aug 17, 2015 14:52:03

How overchannel (evocation wizards) works with hex spell (if i cast hex on someone and then i use scourting ray, for exemple)? Does it max the hex damage too? 

And with critical hits? Max double damage?! 

#5613

Redjak

Aug 17, 2015 17:26:02

Q2147

 

I've searched through the forum, but I have been unable to find an answer.

 

A DM in official play recently sprung this on our group, and I wish to make sure that it was legal and legitimate (there were other things going on that, in my opinion, made this encounter suspicious). In a recent adventure, we faced several adversaries that included a bulette with a rider. During the combat, which we lost, the bullette would move up to a character, grapple the character, then drag him down 30+ feet into the ground (all in the same round). The bulette would then leave the character there, burrow to the next character, grapple him, and drag him 30+ feet into the ground. The DM ruled that getting out of the hole was considered 'climbing' and 'difficult terrain', so speeds were quartered in most cases. Characters who were dragged underground were usually out of the main fight for several rounds.

 

I've read through the Monster Manual as well as other sources, and I am unable to find any reference to this ability. Is this a legitimate, legal ability of a Bulette with a rider?

 

Thank you for your time!

 

 

#5614

the-alchemist

Aug 17, 2015 18:10:13

I am confused on how XP works. Do I give each individual player the amount of XP from each individual monster they kill, or does the entire party get all the XP from the entire encounter?

#5615

jaelis

Aug 17, 2015 18:44:53

robneto wrote:
#5616

jaelis

Aug 17, 2015 18:55:18

Redjak wrote:
#5617

jaelis

Aug 17, 2015 18:56:23

the-alchemist wrote:
(Reply to #5616)

Redjak

jaelis wrote:
#5619

jaelis

Aug 17, 2015 19:29:57

Redjak wrote:
(Reply to #5619)

Redjak

jaelis wrote:
(Reply to #5620)

OoftaMeg

Redjak wrote:
(Reply to #5617)

the-alchemist

jaelis wrote:
#5623

jaelis

Aug 18, 2015 7:32:54

the-alchemist wrote:
#5624

jaelis

Aug 18, 2015 7:35:55

OoftaMeg wrote:
(Reply to #5624)

OoftaMeg

jaelis wrote:
#5626

Drunemeton

Aug 18, 2015 9:21:43

Redjak wrote:
#5627

Rya.Reisender

Aug 18, 2015 11:15:31

I don't think default actions like grapple need to be mentioned under the monster to be available. It's more a DM question whether it's realistic or not.

#5628

ShadoWWW

Aug 18, 2015 13:13:18

How can a spell be changed via wizard's Malleable Illusions? I don't get it.

(Reply to #5628)

the-alchemist

ShadoWWW wrote:
(Reply to #5628)

Bloodscythe

ShadoWWW wrote:
#5631

ShadoWWW

Aug 18, 2015 14:38:40

Oh, I see. Thanks.

#5632

Psyragorn

Aug 18, 2015 15:37:20

Q2149: Can I cast Magic Weapon on natural weapons?

E.g. Can an NPC caster of a race with claws or somesuch enchant their claws with this spell, or can a  wildshaped/polymorphed PC have the natural weapons of their form so enchanted?

 

Unlike 3.5, the spell doesn't explicitly call out any restriction on the types of weapons affected. With the removal of unarmed strikes from the weapon table in errata, I guess that clarifies (for me, at any rate) that magic weapon does *not* apply to unarmed strikes, but natural weapons seem to be different, at least from the descriptions given in the MM.

 

Has anyone seen any tweets that might clarify this?

 

Cheers,

(Reply to #5626)

Redjak

Drunemeton wrote:
#5634

jaelis

Aug 18, 2015 18:21:26

Redjak wrote:
#5635

jaelis

Aug 18, 2015 18:24:44

Psyragorn wrote:
(Reply to #5634)

Redjak

jaelis wrote:
#5637

celtwarrior

Aug 18, 2015 20:55:57

Q2150

 

Possible ways to interact with a familiar.  Let’s say I’m a medium creature and I have a tiny familiar.  I want to increase the survivability and usefulness of the familiar please critique the following scenarios:

·       The PHB p191 states that you cannot willingly occupy the same space, however the DMG p 271 has the optional rule of climbing on another creature but size differential is not clearly stated; “sufficiently large”.   So is there a way to have a tiny creature occupy the space of a medium creature.  For example a mouse between the legs of human?

·       Can a tiny familiar be worn or carried by a medium creature?  So as to avoid various effects such as spells?

·       Let’s put a wood elf, its tiny familiar [a cat] and medium foe [e.g. orc] all within five feet of each other.  Let’s give the elf a long cloak that reaches the ground.  By RAW you can move through a friendly space; can the cat move through the elf’s space to end up 10 feet away from the foe but as the cat passes through the elf’s space it ducks under the cloak [interacting with an object] gaining complete cover from the orc before it moves out of the reach of the orc thus not provoking an attack of opportunity from the orc?

#5638

jeremy1976

Aug 18, 2015 22:03:34

Hi there, anyone know a way to get more than one channel divinity per day without getting cleric 6?

#5639

NamelessHero

Aug 18, 2015 22:54:58

Q2152: Can a character make a grapple as a reaction (with say the mage slayer feat)? 

 

What about as part of an opportunity attack? Similarly, can they attempt to knock prone a creature as a reaction? 

 

#5640

jaelis

Aug 19, 2015 5:55:38

celtwarrior wrote:
#5641

jaelis

Aug 19, 2015 6:00:35

NamelessHero wrote:
(Reply to #5636)

Cooperjera

Redjak wrote:
(Reply to #5640)

celtwarrior

jaelis wrote:
#5644

Mad_Jack

Aug 20, 2015 9:12:55

 

 Q2153 (?):  Is Devil's Sight specifically limited to actual darkness, or does it funtion in dim light as well?

 

Seems to me it would work just as well in dim light, but it doesn't mention it like darkvision does.

 

(Reply to #5644)

Bloodscythe

Mad_Jack wrote:
#5646

jaelis

Aug 20, 2015 10:37:54

Bloodscythe wrote:
(Reply to #5646)

Bloodscythe

jaelis wrote:
#5648

Mad_Jack

Aug 20, 2015 14:39:55

 

 Devil's Sight simply says, "You can see normally in darkness, both magical and non-magical, to a distance of 120 feet."

 

It doesn't mention dim light at all.  But, from a RAI perspective, I can see arguments both for and against it working like an enhanced version of darkvision... If it only ever kicks in in actual darkness, that's one thing, but on the other hand if it's just another form of vision, it seems a bit wonky that it would let you see perfectly fine in darkness but not in dim light.

 

 

 

 

#5649

robneto

Aug 20, 2015 15:33:06

Q2154

Scorching ray + hex

does hex damage aplies in each ray or only one time when you cast the spell?

#5650

jaelis

Aug 20, 2015 15:46:03

robneto wrote:
(Reply to #5650)

robneto

jaelis wrote:
(Reply to #5642)

Redjak

Cooperjera wrote:
#5653

Rya.Reisender

Aug 21, 2015 4:56:44

Actually the requirements for grapple are pretty simple:

- you must use the attack action (stated in the grappling paragraph itself)

- you have a melee attack to replace (it's in the melee attack section)

So yeah, not all creatures can grapple by default, but all that can do a melee attack should be able to.

 

Contact damage can very well occur on a grapple, just like knocking someone prone on a fire pit does quite some contact damage (LMoP module suggests 1d6 fire damage per round).

#5654

Druidicy

Aug 21, 2015 7:22:43

Q# 2155 Druidcraft says it creates a harmless sensory effect; if I create a small ray of sunshine or a sprinking of water on a plant, does it actually get rained/sunned on or is this just an illusion? What about creating small amounts of heat or snow; they don't harm anyone but do they actually happen or is it just a trick of the senses?

(Reply to #5654)

Bloodscythe

Druidicy wrote:
#5656

the-alchemist

Aug 21, 2015 10:39:55

Q2156: What would you say the AC and HP of a wooden pole would be (Like a telephone pole)? Or a stone wall?

#5657

AaronOfBarbaria

Aug 21, 2015 10:48:37

A2156: The DMG provides some guidance to giving HP to objects on pages 246-247.

 

The actual resulting HP of an object are up to the DM to determine, but here is what I would do:

 

thick wooden pole: AC 15, 27 HP per section (i.e. 27 HP would take down the pole by cutting through part of it, not destroy the whole pole), and I might make normal weapons not as effective.

 

stone wall: AC 17, 18 HP needed to knock a medium-sized hole through it, resistance to slashing and piercing damage.

(Reply to #5653)

Redjak

Rya.Reisender wrote:
#5659

Yunru

Aug 21, 2015 11:50:03
Sure. It pins the creature to the ground with it's hoof, and moves it with its mouth. Of course horses are capable of grappling.
(Reply to #5659)

Redjak

Yunru wrote:
#5661

Yunru

Aug 21, 2015 14:41:35
Completely serious. They're physically capable.
(Reply to #5661)

OoftaMeg

Yunru wrote:
(Reply to #5662)

AaronOfBarbaria

OoftaMeg wrote:
#5664

fargus

Aug 22, 2015 0:41:38

Q 2157: Can a Beast Master Ranger's animal companion wear barding and still gain its master's proficiency bonus to its AC? Also, how would one determine an animal's armor proficiencies? I would assume a warhorse is "proficient" with most armors, but what about a mastiff or hawk?

#5665

Rya.Reisender

Aug 22, 2015 0:50:17

@Redjak

There's nothing in the rules saying that a warhorse can't grapple, so according to the rules it can, I'm with Yunru on that. Anything else is houseruling.

However, I would usually not make a warhorse try to grapple someone because it's not intelligent enough to even get that idea and it just doesn't fit to what a warhorse would do. An exception would be if the warhorse was actually trained to do exactly that.

 

You also shouldn't take "Grapple" to literary. All the action command words are just sample words for all the actions behind them. For example the Dodge actions doesn't necessarily have to mean that you dodge attacks. It could also mean that you harden your shell so you are harder to hit. Help doesn't have to mean that you put your hand on your allies hand so he can swing with more power, it can mean you actually shoot an arrow to distract someone. And just like those, Grapple simply stands for everything that has a stopping/dragging effect.

#5666

AshNamflee

Aug 22, 2015 3:25:38

Q2158: Goliath from the 5e Elemental Evil supplement have Powerful Build which reads:  "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."

 

Would this also affect the size of creatures that they can grapple and push, drag, or lift by treating them as a size larger?

#5667

jaelis

Aug 22, 2015 6:17:44

Rya.Reisender wrote:
#5668

jaelis

Aug 22, 2015 6:19:56

AshNamflee wrote:
#5669

celtwarrior

Aug 23, 2015 8:48:39

fargus wrote:
#5670

Ruaga

Aug 23, 2015 0:33:59

Q2159: Can I can cast dispel magic on conjured animals/elementals/woodland creatures? How many of them disappear?

Q2160: Can I can cast counterspell while casting another spell? Example: Amberos is casting fireball, enemy casts counterspell. Can Amberso counter the counterspell with his own counterspell and finish fireball?

#5671

AaronOfBarbaria

Aug 23, 2015 13:43:54

A2159: It seems to me like you should be able to target the conjure spell as a magical effect and dispel it that way, but my official answer is that it seems like it is the DM's call (and I only say it's doable because breaking the caster's concentration would end the spell, so it's obviously not a "permanent" effect)

 

A2160: Yes.

#5672

IAmHattMan

Aug 23, 2015 19:45:37

Q2160:  In the case of a multiclass Wizard/Warlock, how does that interact with this text from the Wizard class?

 

You prepare the Iist of wizard spells that are available
for you to east. To do so, ehoose a number of wizard
spells from your spellbook equal to your Intelligenee
modifier + your wizard leveI (minimum of one spell). The
spells must be of a leveI for whieh you have spell slots

 

Using a Wiz1/War7 as an example, you would have 2 4th level spell slots available. Given that and this text from the spellbook sidebar. 

 

When You find a wizard spell
of 1st levei or higher, You can add it to your spellbook if it is
of a levei for which You have spell slots
and if You can spare
the time to decipher and copy il.

 

Since you can use your Warlock spells slots to cast your Wizard spells in, could you transcribe spells of up to 4th level into your Wizard spellbook, and then cast them using your 4th level Warlock spell slots?

(Reply to #5672)

AaronOfBarbaria

IAmHattMan wrote:
#5674

IAmHattMan

Aug 23, 2015 22:48:59

AaronOfBarbaria wrote:
(Reply to #5674)

Coredump00

IAmHattMan wrote:
#5676

IAmHattMan

Aug 24, 2015 0:13:44

I may be missing something here, however it clearly states that you determind spells known and that you can prepare as if you were each of your single classes. The wizard specifically states in the spellbook sidebar that you can transcribe spells into your book so long as you have slots of the appropriate level to cast them with, and the section on Pact Magic and Spellcasting states you can cast spells from either source using either spell slots. 

 

If you are a wizard, have a spellbook, and are also a warlock with 4th level spells, then you have access to 4th level spell slots, and while you wouldn't gain spells of that level if you went up to second level of wizard, the wording of the spellbook section specifically states that so long as you have the slots to cast 4th level spells you can transcribe them into your book. 

 

The particulars of the wording is why this whole thing came to mind in the first place. 

#5677

AaronOfBarbaria

Aug 24, 2015 2:59:05
The detail people miss when looking at how a multi-class wizard spellbook works ia this: if you were a single clasa wizard, which the rules say you can learn and prepare spells as, you would only be level 1 in your example and thus wouldn't have those 4th level spell slots - specific (the multiclassing rules) trumps general (the spellbook rules).
#5678

posineg

Aug 24, 2015 6:57:56

 

jaelis wrote:
(Reply to #5678)

OoftaMeg

posineg wrote:
#5680

robneto

Aug 24, 2015 12:27:37

Q2161

Lets say im hidding and i cast hex on someone with subtle spell (sorcerer/warlock), can i stay hidden from that creature? Does the creature knows its under hex effect even without taking damage?

(Reply to #5680)

OoftaMeg

robneto wrote:
(Reply to #5676)

Filksinger

IAmHattMan wrote:
#5683

celtwarrior

Aug 24, 2015 17:19:19

Q1262

 

has there been any clarification on how much poison is needed?
#5684

Vindicte

Aug 24, 2015 21:29:39

Q1263

 

The spell Protection from Good and Evil has a material component that requires either holy water or powdered silver and iron. My question is, how often would I have to refill my material pouch/holy water if I were to use the spell? I can't find anything in the PHB or DMG regarding it except a listing of the price for holy water and the component pouch (both 25 gp) and spending 25 gp per cast of a level 1 spell seems rather rediculous to me.

#5685

AaronOfBarbaria

Aug 24, 2015 22:43:23

A1263: It says the component is consumed but does not list a quantity or value... so until an official change is made, "ask your DM" is the best answer.

 

That said, it is a very potent spell despite it's level, so the cost of 25 gp (a whole vial of holy water) for each casting is not entirely out of line.

(Reply to #5685)

Blackaxe666

The Flametongue sword, does it count as a magic sword needed to hit creatures that have resistance to non magical weapons? Even though there is no +1 or more bonus on it?

(Reply to #5686)

AaronOfBarbaria

Blackaxe666 wrote:
#5688

Rya.Reisender

Aug 25, 2015 4:56:50

Q2165 - Is there any way to detect whether an animal is a familiar or not? Also if the familiar communicates with its master via telepathy, is there any way to detect where the master is?

(Reply to #5688)

Mechatarrasque

Rya.Reisender wrote:
#5690

Merith28

Aug 25, 2015 15:30:57

Hi, I play dnd a lot, and there is not that much on how much a lot of pets would be. I was wondering if ayone might happen to know about how much a blink dog would cost as a creature companion????

(Reply to #5690)

celtwarrior

Merith28 wrote:
#5692

Matyr

Aug 25, 2015 20:25:23

Q2167: A DM quoted an errata that said all things that come back "at dawn" (ex: Necklace of Prayer Beads) had been ruled to actually come back after a long rest.  I couldn't find this anywhere.  Does this exist?

#5693

fargus

Aug 26, 2015 19:24:06

Q2168: Do darts and nets qualify for Sharpshooter?

(Reply to #5693)

OoftaMeg

fargus wrote:
#5695

fargus

Aug 26, 2015 20:56:13

OoftaMeg wrote:
#5696

Rya.Reisender

Aug 27, 2015 1:21:15

A2168: If the weapons are listed under ranged weapons, then all feats that refer to ranged weapons work with these. In fact, I'm pretty sure that it was already clarified by JC that darts are affected, but for example hand axes and daggers that are thrown are not. (Well the Sage Advice refers to Archery fighting style, but sharpshooter should work similar.)

(Reply to #5692)

Bloodscythe

Matyr wrote:
(Reply to #5694)

Coredump00

OoftaMeg wrote:
#5699

celtwarrior

Aug 27, 2015 19:35:11

Q2169, the spell blade ward, does is protect against natural weapons, for example dragon claws?

#5700

jaelis

Aug 27, 2015 19:46:42

celtwarrior wrote:
(Reply to #5700)

celtwarrior

jaelis wrote:
#5702

jaelis

Aug 28, 2015 5:35:50

celtwarrior wrote:
#5703

GDM12GDM

Aug 31, 2015 7:06:50

Q2170 -  A wizard can apply some feature like Sculpt Spell "when you cast" a spell. But if the "when you cast" is from an object? (staff, wand). In other words, the "to cast" from an Object can active power like Empowered Evocation? 

#5704

jaelis

Aug 31, 2015 9:06:49

GDM12GDM wrote:
#5705

Drunemeton

Aug 31, 2015 14:13:23

GDM12GDM wrote:
#5706

Gulag

Aug 31, 2015 19:40:43

Q2171 (I think)

 

If I cast a healing spell on a party member who is in the negatives, does it  stabilize them at zero, no matter how many healing points they gain, or, would it raise them to positive hit points?

 

There are several scenarios I can think of.  A party member initially has 30 HP, gets hit for 28.  He is on deaths door, I cast Cure Light wounds for plus 7 HP.  Is he now at -21, or does he go to zero?

 

Now, lets say he is at -2 HP, I heal for 7, is he at 5 HP or simply stabalized at 0?

 

 

 

 

#5707

AaronOfBarbaria

Aug 31, 2015 20:15:51

A2171: there are no negative hit points in 5th edition. You stop at zero.

#5708

jaelis

Aug 31, 2015 20:04:50

Gulag wrote:
#5709

Razetkin

Sep 01, 2015 12:20:15

Q2172

 

For a dual-wielding Eldritch Knight how can I perform somatic components? Am I need to drop one weapon, cast a spell and then pick my weapon back with a bonus action or something like that (in case I don't have War Caster feat)? And if I use GWF Eldritch Knight, can I take a two-hander in one hand during spellcasting?

Please clarify this moment. Thanks!

#5710

jaelis

Sep 01, 2015 12:42:28

Razetkin wrote:
#5711

fargus

Sep 01, 2015 13:26:29

Q2173

 

Let's say a Ranger takes a wolf for their animal companion, then decides to give it barding for extra protection. Does the wolf get all of the AC bonuses from natural armor, dex, the armor, and the ranger's proficiency bonus? Was it ever cleared up whether natural armor is a flat bonus, or more like a 10+bonus+dex type thing like a Barbarian's unarmored bonus?

#5712

Yunru

Sep 01, 2015 13:37:49
Natural armor is an AC bonus, see the DMG (p.282 iirc).
#5713

Drunemeton

Sep 01, 2015 20:50:09

Q2174 

Concerning the “Specific Beats General” rule (PH, p. 7). 
#5714

Noctaem

Sep 02, 2015 4:26:55

Drunemeton wrote:
#5715

Mika-Oba

Sep 02, 2015 11:26:56

Q2175

 

THE COMMAND SPELL

 

I understand that the Command Spell allows the caster to speak a single word and command a creature (who undestands the language and is not undead) to perform an action as long as that action does not harm the creature in question:

 

The Player's Handbook lists a few examples: Approach, Drop, Flee, etc.

 

There are many posts online as to which commands players have chosen. In none of these discussions is "ATTACK" ever mentioned.

 

Am I right in assuming that if I Command a goblin, point at one of his fellow goblins and shout "Attack", the goblin under the spell would not do so because doing so would be considered harmful towards itself?

 

One could argue that telling the goblin to approach my well armed party would be harmful to it.

 

So in a nutshell: can I use COMMAND (or CHARM PERSON for that matter) to convince a creature to turn on and attack it's allies?

 

 

#5716

Yunru

Sep 02, 2015 11:40:19
How does attacking a fellow Goblin hurt him?

His fellow Goblin's response might, but that's indirect.

As for your nutshell: No, since the command is simply "Attack", the goblin might choose to take that as "Attack me".

#5717

Mika-Oba

Sep 02, 2015 11:44:06

Yunru wrote:
#5718

Mika-Oba

Sep 02, 2015 11:46:03

Yunru wrote:
#5719

Draykov

Sep 02, 2015 21:36:01

Q2177

 

Is it possible for a character to level up and lose hit points?  For instance, take a Level 1 Cleric (PHB pg. 57)...

 

Hit Points 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8(or5)  + your Constitution modifier per cleric level after 1st

 

If a level 1 Cleric starts with 8 + CON modifier (let's say +2), he starts with 10 HP.  However, if he levels up to Level 2, its 1d8 (or avg. roll = 5) + CON modifier per level.  So, in this case let's say the DM goes with the avg. roll of 5 with a CON +2 (per level) for a total of 9.  

 

Am I missing something?   

 

At Level Two is it  AVG+CON+CON 

5+2+2 = 9

 

..or should it be the whole calculation per level.  That is (AVG + 2) * LVL

 

(5+2) * 2 = 14

 

Reading PHB pg. 14, it might also be interpreted a third way, and my money is on this one.  After first level, you keep your original HP and add 1 hit die (or avg roll of said hit die) + your CON modifier to your existing level of hit points.  So in this case, 10 + 5 + 2 = 17

#5720

Rya.Reisender

Sep 03, 2015 4:10:28

(or CHARM PERSON for that matter)
#5721

Rya.Reisender

Sep 03, 2015 4:15:12

A2177: It doesn't work that way. Once a hit die is rolled (or determined), it does not get re-rolled on each level up. Your first hit die will always be the max possible. So it's an 8. When you level up to level two you roll a second hit die, but you don't reroll the one with the "8". So if you roll a 2, your hit dice will be 8 and 2. If your CON modifier is +2 that would mean you have 10 HP on level 1 and 14 HP on level 2.

#5722

Noctaem

Sep 03, 2015 5:52:30

Rya.Reisender wrote:
(Reply to #5683)

Vicerious

celtwarrior wrote:
#5724

Draykov

Sep 04, 2015 18:19:00

Rya.Reisender wrote:
#5725

Mad_Jack

Sep 04, 2015 18:41:58

 

 Yup.

 

After first level, whenever you level up you just roll your hit die, add in your Con bonus and any other modifiers, and then add it to whatever your previous hit point total was...

 

 

#5726

Rya.Reisender

Sep 05, 2015 1:03:16

Yes, generally it's enough to just consider only the HP gain from the new hit die. The only exception is when a modifier changes that affects all existing hit die (like increasing your con modifier), which causes you get +x HP per hit die available without rerolling.  That's why I personally prefer to see each hit dice value individually. In the example above I would see "First Hit Die: 11, Second Hit Die: 8". If the con modifier increases by one, that would automatically change to "First Hit Die: 12, Second Hit Die: 9".

#5727

Rya.Reisender

Sep 05, 2015 1:08:01

Q2178: Not a real rules question but don't want to create a thread for it: I want a rather weak enemy become strong so he's a challenge for the PCs. Is there anything within the rules like a spell or a magic item that would accomplish that? I could cast a wizard spell of level 1 or 2, but those don't seem to include any "Boost" spells, so I was thinking of magic him drink some magic potion. Is there anything like that?

#5728

Filksinger

Sep 05, 2015 3:08:16

A2178  For decades, the most legendary along these lines are the Killer Kobolds (or Tucker's Kobolds).  Here's a good introduction, with comments below the video:

 

https://www.youtube.com/watch?v=RpTgIHB1_y8

 

#5729

Rya.Reisender

Sep 05, 2015 5:52:11

Um, can't you just tell me the item/spell instead of asking me to watch an 11 minute long video? ^^;

#5730

jaelis

Sep 05, 2015 6:27:57

Rya.Reisender wrote:
#5731

Rya.Reisender

Sep 05, 2015 6:37:12

Certainly I could just make up a potion that makes him strong, but I'd rather use an official potion than making one up. It's also story flavour. It's basically a weak human getting strong. It's a different context than the human being particularly strong by default.

#5732

celtwarrior

Sep 05, 2015 19:26:34

Q2179, does the metamagic ability, twinned spell need a spell that says "a creature" or would "a familiar" work, thus creating two familiars?

(Reply to #5729)

Filksinger

Rya.Reisender wrote:
#5734

AaronOfBarbaria

Sep 05, 2015 23:34:56

A2179: Twin spell only works with spells that target one creature.

 

Find familiar does not target a familiar.

 

You can tell which spells target one creature because they use language such as "You touch a creature," or "You attempt to beguile a creature that you can see within range," or "Necromanatic energy washes over a creature of yoru choice that you can see within range."

 

All of them say "a creature" or "one creature" or "one beast" or something specifically meaning 1 target.

#5735

Rya.Reisender

Sep 06, 2015 0:41:11

Filksinger wrote:
(Reply to #5735)

Coredump00

Rya.Reisender wrote:
(Reply to #5736)

ZickZak

Q2180:
Would any of you happen to know how well are homebrew classes / races from dandwiki.com balanced? I feel the basic rules dont have the versatility I am used to so far, so I was thinking of picking from there.

#5738

jaelis

Sep 06, 2015 8:21:57

ZickZak wrote:
#5739

ADDOldSchooler

Sep 06, 2015 11:33:06

Q2181

 

A quick question on spell scrolls, sorry if it's been answered before, but it's nearly impossible to search the thread for something that's this specific:

 

Can a bard from the College of Lore use any class' spell scrolls at level 6, the first time they get magical secrets?  Since they can learn any spell, it seems that they should be able to use any scroll, with the restrictions on needing to make an arcana check if it's above a level they can already use.  If the answer is yes, then I would presume that bards form the College of Valor can do this at level 10, when they start to get magical secrets.   

#5740

AaronOfBarbaria

Sep 06, 2015 12:21:20

A2181: You are only able to automatically use a spell scroll if it is of a spell actually on your list - the Magical Secrets feature does not add every spell to your spell list, only the one which you actually learn through the feature.

 

So no, you aren't granted any ability to use spell scrolls outside of the bard's normal spells beyond the exact spells you choose with Magical Secrets.

#5741

berathus

Sep 06, 2015 13:38:21
Q2182: Does the enlarge/reduce spell affect doors/windows? Could one, for instance, reduce a glass pane so it falls out of its molding or the lid of a well so it falls into the well?
(Reply to #5741)

AaronOfBarbaria

berathus wrote:
(Reply to #5708)

Gulag

 

jaelis wrote:
#5744

AaronOfBarbaria

Sep 06, 2015 15:26:18
Yes, 0 plus 7 is 7, why wouldn't it be?
#5745

celtwarrior

Sep 06, 2015 19:37:58

Q2183, multiclass sorc/paly:  does the metamagic EMPOWERED SPELL function with the paladin's smite, since the smite is using a spell slot? 

#5746

jaelis

Sep 06, 2015 19:44:40

celtwarrior wrote:
(Reply to #5746)

celtwarrior

jaelis wrote:
#5748

ticksmentat

Sep 06, 2015 23:13:08

Q2184, multiple attacks from a single space in a single round.  I have a scenario that I guess seems legit in the rules but I'm curious how something like this is looked upon in one of your campaigns.  So there is a Barbarian in a 5ft wide hallway near the end of it.  In this particular hallway there is no enemy in front of him when his turn is complete.  Now the enemies go.  One comes around the corner into melee, makes an attack, backs out  back around the corner and leaves giving the barbarian an AOO.  New melee guy comes in the same space and makes and attack, then leaves.  Barbarian already took his reaction so can't do an AOO.  Third melee guy comes into the space now and attacks.  So, the barbarian is ending his turn in a chokepoint however because their aren't hard rules about moving after you take your action can a limitless ammount of people occupy the same space in a turn to make an attack from it?  This seems like an insane use of a combat round that last only 6 seconds.  I mean if you had 10 warriors that could reach a space and had enough movement left to get out could you have 10 attackers on a guy from a single space in a single round?  Please someone tell me that this is rediculous.

(Reply to #5748)

Filksinger

ticksmentat wrote:
(Reply to #5747)

AaronOfBarbaria

celtwarrior wrote:
(Reply to #5747)

Coredump00

celtwarrior wrote:
(Reply to #5748)

Coredump00

ticksmentat wrote:
#5753

Draykov

Sep 07, 2015 13:36:28

Q2185

 

I went back and looked through this thread first (Q107 relates), but I'm still needing some confirmation. 

 

If a player uses thieves' tools (PHB pg. 154) to pick a lock, and they are proficient in the use of those tools, what modifier's apply?   I'm assuming the DM would call for a straight dexterity check (as in the example on PHB pg. 177 - Other Dexterity Checks) and the PC would add their DEX modifier plus their proficiency bonus to their roll.  Or, in the case of a rogue with Expertise (PHB pg. 96) applied to thieves' tools, they would add their DEX modifier plus their doubled proficiency bonus.   

 

Do I have that right?  Thanks!

#5754

Elderis

Sep 07, 2015 14:10:25

Q2186

 

At lvl 5, Rogues get their Uncanny Dodge. My question is, how does this work against multiple attacks? Does it halve the total damage done in that turn, or just halve the first attack in the series? Or just which damage is being halved?

#5755

jaelis

Sep 07, 2015 14:10:35

Draykov wrote:
#5756

jaelis

Sep 07, 2015 14:13:31

Elderis wrote:
(Reply to #5752)

Filksinger

Coredump00 wrote:
(Reply to #5757)

ticksmentat

Filksinger wrote:
#5759

EricBuddhaBelly

Sep 08, 2015 9:26:48

Q2187: I have the Observant Feat + Ring of Xray Vision. Can I now use the combo to see thru walls and read people's lips or would I actually see thru the wall AND see thru the people?

#5760

ZickZak

Sep 08, 2015 10:31:39

Q2188: I have a lvl 10 assassin 9/sorcerrer 1 with Dex +5 & Con +2. Which class should I put the 1st concerning the saves? Dex/Int Assassin or Con/Cha Sorcerrer? I dont want the resilient feat (no room for it, unless lowering Dex to +4)

#5761

AaronOfBarbaria

Sep 08, 2015 10:35:14

A2187: The ring makes solid matter look transparent, which doesn't mean you can't see the material anymore but just that you can see things clearly that are behind the material, so you should still be able to read lips even if you can see through the person who they are attached to.

 

A2188: Whichever you want. That's not a rules question, so you should go ask it in the player help forum if you want more of a response than that.

#5762

Drunemeton

Sep 08, 2015 15:45:02

ticksmentat wrote:
(Reply to #5757)

Coredump00

Filksinger wrote:
#5764

Rya.Reisender

Sep 09, 2015 4:46:49

Fighting in a 5ft wide hallway is really boring if you don't allow attacks from the same tile on the same round.

#5765

ezrider23

Sep 09, 2015 7:28:42

Q. 2189= Does expertise in Perception count towards your Passive total or just towards rolled checks?

#5766

jaelis

Sep 09, 2015 8:13:16

ezrider23 wrote:
#5767

Yunru

Sep 09, 2015 8:14:20
A. 2189 I applies to all relevent checks, passive or otherwise.
#5768

ezrider23

Sep 09, 2015 9:57:40

@jaelis

@Yunru

Thanks. That's what i thought just wanted to confirm.

(Reply to #5762)

Filksinger

Drunemeton wrote:
#5770

moonbeast

Sep 09, 2015 22:35:48

Q 2190:  (I emailed this rules question to Jeremy @ Twitter, but been over a month, no response yet) 

 

 

Need a clarification about a Wizard (Illusionist School) ability called Illusory Self, PHB 118

 

“When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you….” 

 

 

Question:  Does the illusionist (wizard) announce the use of this ability (Illusory Self) immediately before or after the attack die has been rolled?  In other words, can the opponent roll the attack die and then successfully "hit" the wizard, and then at that moment the wizard uses his reaction and claims "NOPE, I am using Illusory Self, so you just missed!" 

 

Thanks for any response.

(Reply to #5764)

Coredump00

Rya.Reisender wrote:
(Reply to #5770)

Coredump00

moonbeast wrote:
(Reply to #5772)

ZickZak

Q2191: Challenge Rating is specified for 4 characters. How would it change for 2 characters? 1,5x or something else? Thanks

-------

CR: An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths.

(Reply to #5773)

the-alchemist

ZickZak wrote:
#5775

Meta4ic

Sep 10, 2015 5:55:52

A2191. Here's what you want to know :

 

DMG wrote:
#5776

Cicucio

Sep 10, 2015 9:07:16

Q2192. The relentless attack class feature of the barbarian grant advantange to the first attack roll or to every attack roll made in that turn?

 

(sorry, i am from Italy, my dm won't grant me advantage on more than one attack because he can't read well english)

#5777

jaelis

Sep 10, 2015 9:26:33

Cicucio wrote:
#5778

Noctaem

Sep 10, 2015 10:21:49

jaelis wrote:
#5779

Rya.Reisender

Sep 10, 2015 12:44:55

Q2193 - When you use Two-Weapon Fighting can you use Shove/Grapple with the attack action and then still do an offhand attack?

#5780

AaronOfBarbaria

Sep 10, 2015 13:08:09

A2193: No. The first line of two-weapon fighting reads "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." Bold added for emphasis on the condition that doesn't apply if you choose to shove/grapple.

#5781

Rya.Reisender

Sep 10, 2015 13:09:20

What if the PC says he shoves him using his weapon?

(Reply to #5781)

Bloodscythe

Rya.Reisender wrote:
#5783

fargus

Sep 10, 2015 15:54:09

Q2195
Can the Wizard's "Minor Conjuration" ability be used to make a weapon, such as a dagger? Can it be used to make an arcane focus?
I'm trying to decide on a class to play for Rage of Demons, and one character I have in mind is a Rogue/Conjuration Wizard, so I'm hoping I can conjure a weapon in an emergency.

(Reply to #5780)

ArialBlack

AaronOfBarbaria wrote:
#5785

jaelis

Sep 10, 2015 19:52:29

ArialBlack wrote:
(Reply to #5785)

ArialBlack

jaelis wrote:
#5787

jaelis

Sep 10, 2015 22:25:52

Because your normal attack doesn't require you attack with a particular weapon. You can't shove here for the same reason you can't attack with your main hand weapon again. The bonus action attack you get is restricted to use the particular light weapon you're holding in your other hand. It's not allowed to use that weapon, it's required to use it.

#5788

Porkrot

Sep 10, 2015 23:09:04

Question #2196

Fighter skill Great Weapon Fighting 

Our DM thinks the rule means if on the dice you roll 1-2 you get to reroll so if your using a Maul you need to roll two 1's for this to do anything. My argument is if its reroll 1's&2's if you with your maul roll a 1 and a 2 your should get to reroll both and if you roll a 1 and a 6 you should get to reroll the 1? Clarification? 

#5789

jaelis

Sep 10, 2015 23:16:48

Porkrot wrote:
(Reply to #5789)

Porkrot

jaelis wrote:
#5791

baidwaverider

Sep 11, 2015 7:08:29

Q2197
I tried searching for the answer to this already, but I keep getting linked to threads that are 50 pages long and the answer to my question is buried somewhere in there.

Anyway, I'm confused by the way Perception checks work as opposed to Passive Wisdom (Perception) checks do. I mean, if one is looking for something/someone and modifiers added to a d20 roll total 4, then you have a minimum roll of 5. This is a lot lower than your chances of noticing the thing/person unintentionally via passive perception, since the passive perception is 10+modifiers. How does this play out in the game? I'm an old-timer who hasn't played since about the time v3.5e was released. Now I'm introducing my son to the game using 5e and this rule is confusing me. Are the two types of Perception only used in specific circumstances? That doesn't make sense, to me.

Let's say I am actively looking for my keys. I go into the living room, and scan the room. I look under the couch pillows and in the drawer where I keep the remotes. This is active looking/searching. I may not find the keys there--having failed my perception check-- so I leave the room and search the rest of the freakin' house. Frustrated, as I walk back into the living room, I trip over the cat and happen to land facing the couch and see the keys lying underneath it. They are, in this instance, found by Passive Perception, after a failed Perception Check, right?

#5792

Yunru

Sep 11, 2015 8:13:28
A2197 Passive Perception is not noticing things unintenionally. What it is, is looking for something repeatedly or when the DM doesn't want to roll dice.
#5793

Noctaem

Sep 11, 2015 8:29:37

baidwaverider wrote:
(Reply to #5793)

Yunru

Noctaem wrote:
#5795

Noctaem

Sep 11, 2015 11:01:10

Yunru wrote:
#5796

Yunru

Sep 11, 2015 11:09:29
See? Unusually childish and stubbornly refusing to do her research. For instance, her statements about me being wrong is provably false (Player Basic P.59).
#5797

Rya.Reisender

Sep 11, 2015 11:20:13

Bloodscythe wrote:
(Reply to #5797)

AaronOfBarbaria

Rya.Reisender wrote:
#5799

Noctaem

Sep 11, 2015 11:19:28

Rya.Reisender wrote:
#5800

Rya.Reisender

Sep 11, 2015 11:24:35

Well the requirement reads: "When you take the Attack action and attack with a light melee weapon that you’re holding in one hand"

So if a player says he shoves the target with his shortsword, he:

- uses the attack action - CHECK

- does an attack (a special melee attack is still an attack) - CHECK

- uses a light melee weapon he is holding in one hand for the attack - CHECK

#5801

jaelis

Sep 11, 2015 11:27:10

Rya.Reisender wrote:
#5802

Noctaem

Sep 11, 2015 11:37:46

jaelis wrote:
#5803

jaelis

Sep 11, 2015 11:41:40

Actually, if you do rule that you can shove with your weapon, does that mean you get to add your proficiency bonus to the check? (Assuming you aren't already proficient in Atheletics, of course.)

(Reply to #5797)

Bloodscythe

Rya.Reisender wrote:
#5805

Drunemeton

Sep 11, 2015 13:39:25

Noctaem wrote:
(Reply to #5783)

Bloodscythe

fargus wrote:
(Reply to #5792)

Coredump00

Yunru wrote:
#5808

PokeMasterAsh

Sep 11, 2015 15:28:43

Q2198

Does the Elemental Adept feat ignore the resistance to spell damage granted by the 14th level Wizard feature Spell Resistance in the School of Abjuration? If not, why not?

 

(Reply to #5790)

celtwarrior

Porkrot wrote:
#5810

EricBuddhaBelly

Sep 11, 2015 16:53:26

Q2199: Globe of Invulnerability vs Magic Missile/Fireball:

 

Scenario 1: Magic Missile cast @ Level 4 = would it get thru to hit the wizard inside?

 

Scenario 2: Magic Missile cast @ Level 9 = would it get thru?

 

I believe the way it reads Magic Missile, no matter what level it is cast as, can never get thru the Globe.

 

Scenario 3: Fireball cast @ Lev 4 placing the point of impact outside the Globe = would the splash damage make it thru the Globe?

 

Scenario 4: Fireball cast @ Lev 9 = same as Scenario 3?

 

I believe this would be the same as Magic Missile. The base spells themselves are below level 6, so they just do not penetrate the globe in any fashion.

(Reply to #5810)

ArialBlack

EricBuddhaBelly wrote:
(Reply to #5811)

AaronOfBarbaria

ArialBlack wrote:
(Reply to #5812)

ArialBlack

AaronOfBarbaria wrote:
#5814

EricBuddhaBelly

Sep 12, 2015 6:23:28

AaronOfBarbaria wrote:
#5815

Motorskills

Sep 12, 2015 9:13:09

Q2200

 

The wording of the Entangle spell is throwing me off a little. 

 

It seems to suggest that you are only Entangled if you start in the AOE, it's just difficult ground if you cross over it from the outside.

It also seems to suggest that you can attack or take any other actions, you just can't move. Not sure how I feel about that, if correct.

 

That would in turn suggest that it is just your feet that are grasped by the vines, not your whole body.

 

What's the true story here?

(Reply to #5815)

celtwarrior

Motorskills wrote:
#5817

Motorskills

Sep 12, 2015 11:11:46

celtwarrior wrote:
#5818

jaelis

Sep 12, 2015 12:04:50

Motorskills wrote:
#5819

Motorskills

Sep 12, 2015 12:13:10

jaelis wrote:
#5820

Zakharock

Sep 12, 2015 15:32:02

Q2201

 
#5821

jaelis

Sep 12, 2015 17:25:34

Zakharock wrote:
#5822

Rya.Reisender

Sep 13, 2015 2:22:19

Q2202 - If you put an enemy to sleep with the Sleep spell, can you take its items (scrolls, potions)? Does that count as object interaction (meaning you can take one for free and a second one when using an action)? What if there are multiple items in a bag? Can you take the whole bag with all the items with just one object interaction?

 

Q2203 - Let's say there is a 10ft wide pool. Swimming through it would require 20ft of movement (1ft extra due to swimming). What if a character says he jumps over it? Does that only take 10ft of movement? It would seem strange that you require less movement points while jumping. What if all my players say they jump all the time to ignore difficult terrain? That would be strange, right?

#5823

jaelis

Sep 13, 2015 4:31:24

Rya.Reisender wrote:
(Reply to #5808)

MaRubeo

PokeMasterAsh wrote:
#5825

EricBuddhaBelly

Sep 14, 2015 10:16:26

Q2204: Wizard, School of Evoc@L10 Empowered Evocation: Does this allow me to add my INT mod to one of my Evoc nuke's damage "per round" or is this stating "once per rest?" It is wierd the way it is worded to me. Thanks in advance.

#5826

StarkeJR

Sep 14, 2015 19:36:49

Q2205: The Paladin's Extra Attack feature says you can attack twice instead of once whenever you take the Attack action on your turn.  Does the attack bonus and damage bonus apply to this 'extra' attack?

#5827

guachi

Sep 14, 2015 19:52:02
A2205: yes.
#5828

jaelis

Sep 14, 2015 19:52:37

StarkeJR wrote:
(Reply to #5828)

ZickZak

Q2206: If readying an action makes it a reaction in the next round, can I use an action in that round as well, essentially attacking twice?

(Reply to #5825)

Bloodscythe

EricBuddhaBelly wrote:
(Reply to #5829)

Bloodscythe

ZickZak wrote:
(Reply to #5830)

EricBuddhaBelly

Bloodscythe wrote:
#5833

Noctaem

Sep 15, 2015 9:56:54

Bloodscythe wrote:
#5834

ZickZak

Sep 15, 2015 14:28:23

Q2207: Can lvl 3 Warlock / 2 Druid transform into a tiny spider and jump on its pet (pseudodragon / bat...) and fly?

#5835

jaelis

Sep 15, 2015 14:47:47

ZickZak wrote:
(Reply to #5835)

ZickZak

jaelis wrote:
#5837

Noctaem

Sep 16, 2015 6:23:39

ZickZak wrote:
(Reply to #5837)

Yunru

Noctaem wrote:
#5839

Noctaem

Sep 16, 2015 6:35:27

Yunru wrote:
#5840

Yunru

Sep 16, 2015 7:01:54

Yes, but what needs to be mentioned is that druids revert on death. So expect to see an exploded creature as the final outcome (when swallowed).

#5841

leonardoraele

Sep 16, 2015 7:06:40

What my DM says is that the body of a 1" spider or of a creature alike cannot stand for the complex consiense of a racional creature--the mind of the druid would crash--so they cannot shape into creatures smaller than tiny. (i.e. rabbit, snake, owl, rat, etc.)

(Reply to #5841)

Yunru

leonardoraele wrote:
#5843

Noctaem

Sep 16, 2015 7:24:50

leonardoraele wrote:
#5844

jaelis

Sep 16, 2015 9:14:58

ZickZak wrote:
(Reply to #5844)

Yunru

jaelis wrote:
#5846

jaelis

Sep 16, 2015 9:37:50

I said 2 bites, not two attacks If you assume two bites hit, then there's a 64% chance they will fail at least one save and die.

#5847

Yunru

Sep 16, 2015 9:40:59

Assuming a hit, a bite does 1.85, so two bites does 3.7 damage on average.

#5848

jaelis

Sep 16, 2015 9:44:05

But yet if you are hit twice, you'll die almost 2/3 of the time. Funny how that works!

#5849

Noctaem

Sep 16, 2015 10:10:11

What the hell is your problem lately Yunru, you're acting in such an overly pedantic way about EVERYTHING.  Anything at all that you can argue over you will even though as just demonstrated you're obviously wrong to argue for absolutely no reason.  Are you unhappy or something?  You feel the need to argue about anything and everything to make yourself feel better?

(Reply to #5849)

Yunru

Noctaem wrote:
(Reply to #5848)

Yunru

jaelis wrote:
#5852

jaelis

Sep 16, 2015 10:26:29

I see you're coming at this from the point of view of combat with the MM spider.

 

My point was addressing whether those are sensible stats for a typical garden spider. A garden spider (even a black widow) is not likely to kill a healthy human in two bites. I think that a person would not typically be aware they were even "in combat" with a garden spider. If it attacked you and missed, you probably wouldn't realize it, or perhaps you would just brush it off. The idea of spending 4 rounds "in combat" with an ordinary bug seems nonsensical, which is why a I wouldn't use those stats for that case.

#5853

Sirlightgringer

Sep 16, 2015 13:27:41

Q2208 Question about the spell 'Purify food and drink'. We are trying to find out if the spell transforms this 3 fluids in healthy and not too untasty water:

1) urine

2) salt water

3) extremely rotten salt water

 

This comes out being in a desertic climate with a particular campaign-related unability to create food or water with spells.

 

My personal way of seeing it is in the phrasing: "... is purified AND rendered free of poison and disease." wich seems that poison and diseases are removed as part of ruled status effects, while also is purified in the common sense.

 

Thanks in advance 

#5854

AaronOfBarbaria

Sep 16, 2015 13:52:55

A2208: Yes, all three of those are examples of water that you might not like to drink as-is.

Yes, that spell makes water you might not like to drink clean and safe to drink.

#5855

Rya.Reisender

Sep 17, 2015 23:36:45

Yunru wrote:
#5856

AaronOfBarbaria

Sep 18, 2015 2:56:37
1 damage can be read as 1d1 damage.
#5857

Rya.Reisender

Sep 18, 2015 9:47:33

Q2209 - When you try to attune to an item that is already attuned to someone else, will you overwrite the previous attunement or will attunement fail? Doesn't seem to be clear in the rules.

 

Q2209b - Can an elf use the 4 hours he doesn't need to rest during a long rest to identify / attune? The rules state it has to be a short rest but since elves don't need sleep they'd have plenty of time during a long rest.

#5858

Noctaem

Sep 18, 2015 11:29:43

Rya.Reisender wrote:
#5859

celtwarrior

Sep 18, 2015 15:28:25

Q2210, M in o r C o n j u r a t io n ablity of a conjuration wizard, can that be used to create one dose of posion for a blade or arrow?

#5860

jaelis

Sep 18, 2015 19:17:52

celtwarrior wrote:
#5861

Rya.Reisender

Sep 19, 2015 5:01:20

Noctaem wrote:
(Reply to #5860)

celtwarrior

jaelis wrote:
#5863

jaelis

Sep 19, 2015 20:57:58

No, nothing specifically defined for this to my knowledge. Just the dm's interpretation of what "object" means.

#5864

MalakMacallod

Sep 20, 2015 18:44:07

 A paladin makes an attack roll and gets a 20 making it a critial hit, spends a spell slot for the divine smite, and also has great weapon fighting .

Q1. Does the divine smite also get double damge and can you reroll 1's and 2's on those rolls as well?

#5865

jaelis

Sep 20, 2015 19:12:25

MalakMacallod wrote:
#5866

Noctaem

Sep 21, 2015 11:08:51

jaelis wrote:
#5867

Draykov

Sep 21, 2015 19:08:53

Q2211: What is the point of having cleric spells with a material component if pretty much every cleric is going to have a holy symbol serving in place of that material component? 

 

Also, point of clarification on spellcasting focus: is the spellcasting focus meant to take the place of all spell components?  That is verbal, somatic, and material (when not consumed by the spell)?  

 

Thanks!

#5868

Rya.Reisender

Sep 22, 2015 1:33:28

Draykov wrote:
#5869

Filksinger

Sep 22, 2015 22:24:49

Q2212 Diagonal Movement Between Opponents

 

Let's say you have a grid laid out (Vertical is the N-S axis, horizontal is W-E).  You are standing on a square with one opponent directly to the north of you and another directly to your west.  Can you move diagonally between them (i.e. to the northwest), or do they block such movement?

 

If the opponents were solid walls filling their entire 5x5 grid, there's no question that you can't move in that direction. The sidebar on PH 292 says you cannot move diagonally past a wall. large tree, or other terrain feature that "fills the space".  But a humaoid (ignoring height) is only about 2' wide and 1' deep, each of the two opponents taking up only 2/25 (i.e. 8%) of their grid squares.  There would seem to be enough "free space" to move between/around them on the diagonal.

 

However, opponents are not nailed in place in the center of their grid square.  They move around, and they can swing weapons (and shields if they have them) to make movement even more difficult.  Does this mean that they "effectively fill" their entire grid square?  Would a diagonal movement beween them be considered trying to "go directly through 2 enemy squares"? 

 

This would also apply to moving around a single enemy.  We are using Facing rules.  If you have a single enemy near you, directly to your north (facing you), how do you have to move to get behind him?  Can you do it in 2 diagonal moves (1 to the NE gettting to to his side and then 1 to the NW getting behind him) or do you treat his square as "completely occupied" and need to move 1 square to the east, 2 squares to the north, and then 1 square west to get behind him?

 

Consider a PC with 4 enemies surrounding him to the due north, west, south and east. Is he completely prevent from moving?  If the 4 enemies were instead on the diagonals (NW, NE, SE, SW) he could clearly go between the enemies as there is clearly a completely empty square between them.

 

Our group is currently divided on this.  Does something clarify this, or is this just something for the DM to make a ruling on? 

 

What would you think about a compromise - that you can move diagonally between those enemies in "squares touching only at a single point (i.e. the diagonal)" but that it would count as difficult terrain?  (Same amount of movement used up in getting from the front to the back of an opponent, but not completely preventing movement).  Or taking it one step further - should it be considered as "Squeezing", not only taking double the cost of movement but also giving opponents advantage when attacking you and you disadvantage when attacking them?  I can see this come into play in a case where 4 people on one side surround 1 on the other side (due NESW) and some have readied actions to "attack if he tries to leave past them" and others might have opportunity attacks (if the one in the middle is leaving on the side away from them). 

 

 

 

 

 

 

 

 

 

 

 

#5870

Rya.Reisender

Sep 22, 2015 23:13:03

A2212 - That's not a simple question and there's no simple answer to that other than "If the outcome is unsure, roll dice". I personally don't play strictly with grid so I just go by realism and it really wouldn't be a problem to move between two enemies that are like 7ft apart form each other. Either both of them get an opportunity attack on you or you will have to use disengage which means you concentrate on avoiding being hit during your whole turn which makes it even more reasonable to sneak through them. If you as a DM think that the result of this stunt is uncertain then do an acrobatics ability check.

#5871

Noctaem

Sep 23, 2015 6:23:13

A2212

 

Yes you can move in a diagonal to the north-west when creatures are to the North and West of you.  There is no check required.  You are not even going to provoke opportunity attacks.  Creatures do not represent blocking terrain when it comes to moving in the way the scenario suggests.  Creatures fill the space they occupy, 5x5x5 ft.  They do not get to stop another creature from moving around outside of that space by default.

 

Yes you can do it in 2 squares of movement to get around the single enemy, 2 diagonal movements will get you there.  You just said that the only way you can't do diagonal movement as per the rules is terrain that is blocked by a wall or tree or something else of that nature so things that are not blocking terrain like that does not count.  And to be clear, I don't think 5e uses the facing rules as they used to work in previous editions.

 

No, the PC can move in any diagonal direction.

 

There's no need for the DM to make a ruling on it.  The rules are clear that only blocking terrain such as a wall, tree, etc.  can prevent a creature from moving in a diagonal path around it.  Creatures do not count towards this and are free to move in diagonals around each other.  The only time I would make a ruling when it comes to this is if the party is fighting a massive ogre or something who is using a piece of wall as a shield for example.  Then I might say that moving in a diagonal, on the side of the shield, is not possible.  But that would be more for flavor than anything else.

 

Why is it even important to those in your group to restrict movement like that when the rules don't say you should?  What do you gain by doing this?

#5872

ZickZak

Sep 23, 2015 9:49:25

Q2213: Fire Elementals Fire Form and Touch attacks add damage over time. Does this stack from multiple touch hits and/or with each other?
Also, it says the damage is taken on each turn, so if I start my turn and attack and whatever, I get the damage. Then, if I have an option to make an Opportunity Attack, Reaction etc.... I take this damage again?

#5873

jaelis

Sep 23, 2015 11:03:48

ZickZak wrote:
(Reply to #5871)

Filksinger

Noctaem wrote:
#5875

Rya.Reisender

Sep 24, 2015 1:36:14

I don't see it as clear as Noctaem makes it out to be. Certainly you can move diagonally if there is no blocking obstacle in the path (for only 5ft of movement even!), but whether a small and medium sized creature counts as 5x5ft blocking object or not is not so clear. If there is a 5ft wide passage, you can't move past the enemy, unless you're a halfling, so in some way, an enemy is also blocking.

And moving diagonally past enemies provokes opportunity attacks, unless you stay inside the target's melee range.

 

I wouldn't call it a houserule to not allow it, more like a ruling on something that isn't clear (unless Jeremy Crawford had this clarified at some point?).

 

Also the DM might have good reasons for ruling so because maybe he designed the combat so that the group shouldn't be able to get past the enemies without defeating them. He can design the monsters as he wishes to anyway, so he could just say that those two enemies have a special feat that allows them to block movement past them, etc.

The DM should be the one worrying about whether it's important or not.

 

If the DM keeps changing the rules which makes it hard or not enjoyable for the players to play, then that should be discussed with the DM himself rather than trying to find out how other DMs do it. The goal is to have fun after all. :-)

#5876

Noctaem

Sep 24, 2015 6:24:38

Filksinger wrote:
#5877

dougf1971

Sep 24, 2015 9:12:27

Q2214 - Does studded leather armor count as "metal armor" for purposes of druids being able to wear it?  As an aside, does anyone have any insight as to why druids are prohibited from wearing metal armor, yet are free to use metal weapons?  It seems inconsistent, contradictory, and not exactly in the spirit of the druid class (the use of metal weapons, that is).  Thanks for any help!

(Reply to #5877)

Mechatarrasque

dougf1971 wrote:
#5879

jaelis

Sep 24, 2015 11:00:10

dougf1971 wrote:
#5880

dougf1971

Sep 24, 2015 14:52:07

Does studded leather count as metal: DM call. Chris Perkins (DM to the Stars!) says no.

 

That was my gut feeling as well.  At least I'm not in bad company.

 

Why can't they wear metal armor? Gygax made it that way back in AD&D.

 

I realized I was potentially opening a can of worms with my aside, but was hoping that someone may have seen some official rationale for the way the rules are.  Since this is a strictly rules Q&A thread, I'll leave it at this, and consider opening a discussion in a more appropriate thread.  Thanks for your help!

#5881

jaelis

Sep 24, 2015 18:13:16

dougf1971 wrote:
#5882

RavingDork

Sep 24, 2015 21:15:41

Do familiars share their caster's alignment? Or are they unaligned like their beast counterparts?

(Reply to #5876)

Filksinger

Noctaem wrote:
(Reply to #5882)

jaelis

RavingDork wrote:
#5885

RavingDork

Sep 25, 2015 5:29:14

When benefiting from both the abjurer's arcane ward, and the false life spell, which pool does damage get deducted from first?

#5886

Noctaem

Sep 25, 2015 5:29:49

Filksinger wrote:
#5887

jaelis

Sep 25, 2015 6:18:09

RavingDork wrote:
#5888

Rya.Reisender

Sep 25, 2015 8:43:10

Q2215 - If a character throws a warhammer at an enemy, how much damage does it deal? Does it always deal 1d4 damage with no ability modifier added? Does it use 1d4+DEX because it's improvised as ranged weapon or a weapon with finesse? Or does it use 1d4+STR because it's improvised as weapon with the thrown property? What about the attack roll?

#5889

jaelis

Sep 25, 2015 8:53:25

Rya.Reisender wrote:
#5890

Rya.Reisender

Sep 25, 2015 9:16:21

But the base modifier depends on the weapon type and not on the attack type.

#5891

jaelis

Sep 25, 2015 9:24:23

"The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule."

 

"Melee weapon attack" is a type of attack, even if you used a ranged weapon (hit someone with your bow) or no weapon (use an unarmed strike or a rock.) If you throw a war hammer you're making a ranged weapon attack. The weapon doesn't have finesse or thrown, so you use Dex.

 

The rules aren't as clear about whether you get to add your ability mod to damage for an improvised weapon. They say "When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage."  So if you hit someone with a rock, there's a DM call. (I would apply Str to damage.)  But if you throw a warhammer, I guess technically are are attacking with a weapon, so you would apply the same stat to damage.

 

 

#5892

Rya.Reisender

Sep 25, 2015 12:28:56

Where do you get that rule from? In the current basic rules it says:

•For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.

•For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.

#5893

Draykov

Sep 25, 2015 13:17:20

Q2216

 

If an evil mage (for example) were to successfully cast hold person on a target (a spell that requires concentration and has a range of 60 ft.), if the mage then fled, would the effect dispel as soon as he got over 60 ft. away from the target? 

 

Thanks!

#5894

jaelis

Sep 25, 2015 14:47:35

Rya.Reisender wrote:
#5895

jaelis

Sep 25, 2015 14:48:23

Draykov wrote:
#5896

Noctaem

Sep 25, 2015 15:04:05

as long as the caster retains concentration, the spell will continue for the duration listed.

#5897

dougf1971

Sep 25, 2015 19:59:14

Q2217

 

The 1st level Druid spell "ANIMAL FRIENDSHIP" has a duration of 24 hours.  It also states that if the target's INT is less than 4 and it fails a save, it is charmed.  The Charmed condition states that the charmer has advantage on social interactions with the creature.  Would training fall under "social interactions" with the animal in question?  Would it be possible, by repeatedly casting ANIMAL FRIENDSHIP on the same creature over several consecutive days, to train the beast to the point where it would see the charmer as its master and his companions as friends, even after the spell ends?

 

#5898

Rya.Reisender

Sep 26, 2015 1:24:44

jaelis wrote:
#5899

jaelis

Sep 26, 2015 6:31:02

dougf1971 wrote:
#5900

EricBuddhaBelly

Sep 27, 2015 20:13:13

Q2218: Staff of Magi Rules pg 203 DMG

 

I've the honor of being able to wield this in a new campaign starting this week.  I've done a bunch of Googling and I see posts referring to spell resistance 23.

 

Question: Is that older versions or something? I see that the staff gives ADVANTAGE on spells, but do not see any "resistance." Errata?

 

Question With ADV vs spells: This refers to having ADV vs area effects also like fireball, correct? Spell absorption being Single targetting me only tis why I ask.

 

Question about Charges:  So if I cast Fireball at the 7th level with the staff, this uses 7 charges? If I cast telekinesis, this uses 5 charges? Is this how I read it?

#5901

Arvellon

Sep 27, 2015 22:04:53

i have some questions about the rules concerning the core of "disturbing other players and respecting others turns" according to the ALRs
this is the situation as it happened.  I was challenged today by freak that thinks simply because he is older that he knows more..:  

Q#1I want to find out how strong/strict the AL rules are about being respectful during other peoples turn(s). {exmpl: loud belligerent

laughter during another players turn or intervening in it thus slowing down the game for others}.    i truly believe i did nothing wrong,

but was threatened that if i disrupt the table again by thinking out-loud that the dm can use ALRs to pull me from the table. or that

others can coerse the DM to do so.   Q#2 how broad a spectrum are the rules on being respectful when others are having there turn(s)?  

and does it include or specify anything of "thinking outloud" with out adressing anyone??
 

#5902

jaelis

Sep 27, 2015 22:20:11

Arvellon wrote:
#5903

dougf1971

Sep 28, 2015 9:44:22

Q2219

If using the variant encumbrance rules, do dwarves ignore the movement penalty of being Encumbered (similar to how they did in 3.5)?  Under the Dwarf racial traits, it mentions they ignore the movement penalty of Heavy Armor, but that doesn't apply when using the variant encumbrance rules, and the specificity of that wording makes me doubt it was intended to cover being Encumbered in general.

#5904

Xallin

Sep 28, 2015 11:07:44

Q2220: Ability Scores

 

Are ability scores capped at 20 in 5e?  Or can they be raised higher than 20 through magical items and other means?  

 

#5905

jaelis

Sep 28, 2015 11:02:54

dougf1971 wrote:
#5906

jaelis

Sep 28, 2015 11:08:00

Xallin wrote:
(Reply to #5900)

AaronOfBarbaria

A2218, pt 1: "Spell resistance 23" is a thing from a previous edition, that's not relevant to the 5th edition version (which you shouldn't be able to find the actual stats of by Googling, since it isn't in the DM's Basic Rules and thus shouldn't be online anywhere).

 

 

Pt 2: You have advantage on saving throws vs. spells while holding the staff. That applies to any spell, even though the actual absorption of a spell requires that it target only you.

 

Pt 3: Yes, you are reading the charge costs of the spells correctly.

 

A2219: The standard rules, such as dwarves not being subject to the heavy armor movement penalty, never take any potential variant or optional rules into account in their wording. As such, any DM implementing that particular variant rule will have to decided whether to apply that dwarf feature in some new way like not being subject to movement penalty from carried weight, or to simply ignore that dwarven trait as the ribbon that it is. ("ribbon" Meaning that the trait exist for flavor, not for balance, by design.)

 

Xallin wrote:
(Reply to #5905)

ArialBlack

jaelis wrote:
#5909

Porkrot

Sep 30, 2015 22:59:57

Q2221

 

If a Rogue has double proficiency in investigation and gets the aware feat does he have a passive Investigation of 15+ Investigation modifyer? say 7. And if so if i roll to investigate and roll lower than 22 does my Passive overide the roll ?

 

#5910

Filksinger

Oct 01, 2015 2:18:32

A2221 - If you have a 5th level Rogue (proficiency = 3), chose Investigation as one of your proficiencies, used the class feature Expertise on Investigation as well, have a +1 bonus for the stat (INT = 12 or 13) and had taken the Observant feat (+5 to Passive Investigation) at 4th level you would indeed have a Passive Investigation score of 22.  HOWEVER - that does NOT mean that your Passive skill is a minimum.  If you are making a single try at something (like talking to 1 person), the DM will (usually) just have you roll - and if you roll a "1", you are getting an 8 total. (On the other hand, you could roll a 20 and get a 27.)

 

Passive skills come into play when the DM does not wish to have dice rolled.  Usually it's for something that happens over and over again. So if you are going to spend a lot of time asking the bartender and all the customers in the bar, plus the bard, the town drunk, the mayor and cleric of the local temple, the DM saves a whole lot of game time by just having you take the passive skill value.  So if it's something known by one of those people and a 22 on Investigation is enough to find it, you will get it automatically - but you will still have had to spend all that time talking to all those people.

 

DMs also use passive skills when asking a player for a skill roll would "give away" something.  More often this is for Perception - if the DM asks you for a Perception roll, all too often some (or all) of the players say "AHA! There must be something here.  Let's all roll Perception rolls".  This can even happen if the DM knows the modifier for the player and secretly makes the roll for the player - I've seen several players who go "super-cautious" when the DM rolls secret dice.  So then either the DM has to make fake rolls (which again, slow down the game) or he has everyone roll a d20 a few dozen times and give him a list of the results (which he CAN consult without giving the game away) - but the whole point of 5E was to make gameplay FASTER and SIMPLER.  Which is what passive skills do quite nicely. There is also trying to avoid giving away information like "You rolled a 20 for a total of 27 and he doesn't tell you what you want to know.  So either it's Impossibly Hard to find out (which it generally shouldn't be if it's part of the game) or else you Know For Certain that that NPC doesn't know anything - and thus totally dismiss that PC from further efforts (like following him around, etc.)  Or it could go the other way - you roll a 1 for a total of 8 and think "Heck, anyone might have resisted that attempt.  I'll have the others try Investigating him."

 

If I'm the DM and you've decided to spend all that effort on maximizing that skill, I'm generally going to use the passive skill whenever you make it a "do it over and over again" situation.  I may put you in a situation where time is critical, but I'll only do that every now and then.  I won't do it just to negate your ability. I've got no problem with PCs being VERY GOOD at something.  But there do exist some DMs who really hate ANYTHING that's a "sure thing".  So you might at least want to talk to the DM to make sure you both have the same idea as to when a passive skill is appropriate to be used.

#5911

EricBuddhaBelly

Oct 01, 2015 14:59:33

Q2222:

 

I ask the following question since I and the DM were not exactly sure (We just started a campaign with toons all at Lev 12.) Previously, our campaigns have only reached level 6 or so.

 

How is critical damage at higher levels calculated?

 

Example: Level 12 wizard casts Chill Touch, making it  3d8 dice. 

 

I roll a Nat20.  Which of the following is correct? or plz correct both:

 

I roll 3d8 + 3d8 then add all modifiers --OR--

I roll 3d8 + 1d8 then add all modifiers?

 

I have a feeling from the way it reads on pg196 PHB that 3d8+3d8 is the correct answer, but I want to have a 2nd opinion to point to if my friend disagrees. Thanks in advance.

#5912

AaronOfBarbaria

Oct 01, 2015 16:18:30

A2222: Yes if the damage you would do on a hit is 3d8 the damage you do on a critical hit is 6d8.

#5913

Delanar

Oct 01, 2015 19:48:29

Q2223: When making a character like say, an elf, there are stats listed for "elves" and then additional attribute modifiers and the such for subspecies. The question is, can you play as just a generic elf? and then you only use those initial modifiers, or do you always use a sub-species and the bonuses stack.

 

Also:

Q2224: Since elves have trance instead of sleeping, can they get recovered with shorted short rests and such, or get the benifit of a full rest from a short rest?

#5914

Delanar

Oct 01, 2015 19:48:37

Q2223: When making a character like say, an elf, there are stats listed for "elves" and then additional attribute modifiers and the such for subspecies. The question is, can you play as just a generic elf? and then you only use those initial modifiers, or do you always use a sub-species and the bonuses stack.

 

Also:

Q2224: Since elves have trance instead of sleeping, can they get recovered with shorted short rests and such, or get the benifit of a full rest from a short rest?

#5915

jaelis

Oct 01, 2015 20:07:13

Delanar wrote:
#5916

dougf1971

Oct 01, 2015 21:58:52

Q2225

Does the "Minor Illusion" spell work on creatures that have Dark Vision?  Blindsight?  If memory serves, back in the day Dark Vision was explained as a quasi-heat based vision system (like infrared), and since the illusion created by "Minor Illusion" generates no heat would a creature with Dark Vision (or Blindsight) even see it?

(Reply to #5915)

Filksinger

jaelis wrote:
#5918

MatthewRichardStiles

Oct 03, 2015 12:40:18

Q2226: When I cast Faerie Fire to outline all objects and creatures in a 20 foot cube in light, do creatures leaving that cube continue to be outlined in light (and thus provide advantage to my attack rolls)? Or must I contain them within that cube for the effects to continue? Thanks. 

#5919

jaelis

Oct 03, 2015 13:15:28

MatthewRichardStiles wrote:
(Reply to #5919)

MatthewRichardStiles

jaelis wrote:
#5921

VelvetMerlin

Oct 04, 2015 8:09:16

Q2227: this question is regarding the Level 2 Druid spell moon beam. Pg. 261 in the phb. The spell indicates that a creature will take damage when he "enters the spell area for the first time on a turn or starts its turn there" another component of the spell is moving the beam around the battlefield. It is clear that they will take damage when they start in the spell area. Will they also take damage when I cast the spell on them or move the beam onto them? My understanding is that this forces them to enter the spell area, but this seems a little too strong to me, forcing the enemy to make two con saves a round and taking 4d10 radiant or half on save each round. Thanks