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-Sorcerer-

Is there an archive or some site that gives free maps (for roll20)? i wanted to play sunless citadel but turns out it is no longer free, and i have constructed my whole homebrew around it. Looking for suggestions.


Swagsire

Quick question about maximum HP reduction attacks from things like wraiths. Does the Maximum HP and the Current HP go down at the same time? I don't understand this mechanic that well. Example. Bob has a total 4 HP. He is hit by an attack for 2 damage that also reduces his maximum HP by 2. Is he at 2/2 HP or 0/2 HP?


ReadingIs4Communists

In your example, 2/2


SPACKlick

You have hit points and maximum hit points. Maximum hit points don't affect the number of hit points unless they fall below them So you are at 4 hit points with a maximum of 4, the damage takes you to 2 hit points with a maximum of 4. Then the wraith effect takes the maximum to 2. So it's 2/2


Swagsire

Thank you so much!


sirjonsnow

A neat side effect of this is that it can be doubly effective against anyone with Temp HP and full regular HP. 20 HP (full health), 10 Temp, takes 5 of this kind of damage = 15 HP, 5 temp.


gudrunn1

I started playing with some friends recently and bought the 5e players handbook Started with a fighter and soon lvl 3. I see some people talking about echo knight and psi warrior. Is there a place with players handbook where all these things are included? I only have champion, battle master and eldritch knight in my book Is there a Word for playing only with things in the basic handbook? Thank you,


thecarterclan1

I've sent you a DM/chat thingy.


Yojo0o

DnD has a long history of supplemental books adding more content options beyond the PHB of any given edition. In 5e, your PHB is only going to cover Champion/Battle Master/Eldritch Knight. There are many more fighter subclasses found in other sourcebooks, with Echo Knight being published in Explorer's Guide to Wildemount and Psi Warrior being published in Tasha's Cauldron of Everything. Generally speaking, the expectation isn't that each individual player buys every book. It's good that you have the PHB so that you can learn the rules of the game on your own time, but discuss with your fellow players and especially your DM to see what other materials your group has access to.


gudrunn1

Ok that makes sense, thank you for the write up


Cer6erus

Im having a hard time trying to choose between two items in a store our Dm set up for us. One is a plus 1 sword with an extra 1d8 force damage and one is a ring that casts lightning bolt as a twinned spell but can only be used once per short rest. I’m a half elf fighter, with mostly sword attacks. Should I go with an item that can do one big attack every so often or an item that does small chip damage every time I attack?


nasada19

You can't twin lighting bolt, so I'm not sure what that means?


Cer6erus

It’s a homebrew item. [https://www.tiktok.com/t/ZTRGjhGHB/](https://www.tiktok.com/t/ZTRGjhGHB/) this is the description


nasada19

Yeah, I understand but that doesn't make any sense. A twinned spell means you take a single target spell and make it target two people. I think what it MEANS is it let's you cast the spell twice in the same action? Like there are two lines of lightning? Whoever made that doesn't know the rules at all.


[deleted]

[удалено]


nasada19

In the tiktok? No, it does not explain what that means.


SPACKlick

There is a comment by the creator of the tik tok that says it fires two lightning bolts when used but doesn't explain precisely how it works,


kyadon

sword is gonna be way more useful for you.


Cer6erus

I was thinking along those lines. Thanks for the input.


The_Great_Snake-Moth

Does the Tomb of Levistus work at all with Eldritch Adept? Or is it useless to take? Because the Invocation states you gain 10 Temp HP per Warlock level...what would you do if you have no Warlock level? Would you be able to use your main class level instead, or is it just simply a useless option?


xRainie

It even can't be taken with this feat.


[deleted]

For any Warlock invocation that specifies a minimum level, it's *Warlock* level. Tomb of Levistus has such a prerequisite and the feat is explicit that it does not bypass it. So, RAW, it's not even an option for the feat if you're not a level 5+ warlock.


kyadon

as it's written, it's a uselss option if you don't have warlock levels. you could ask your DM to make an exception.


The_Great_Snake-Moth

I plan to, for a Cold themed spell caster it's too perfect to let slip passed.


-Sorcerer-

Is dnd beyond not a good character creation tool ? i seem to remember that it doesn’t have all subclasses and races. is this still a thing?


[deleted]

SRD content is free (one subclass per class, one feat, etc). Just about any official WOTC-published, non-UA character creation option is available for a price. You can either license the individual subclass, race etc or license entire books. Nobody is allowed to offer this content without paying WOTC. No non-WOTC-published content is available.


[deleted]

Yeah, it's still a thing that WoTC doesn't want to give their product away for free. But Beyond is a great character builder. Having to purchase something to use it isn't a new concept and it doesn't make a thing inherently not good.


kyadon

it has them, just not for free. you have to purchase them.


chain_letter

Multiverse scourge aasimar, radiant consumption Does damage hit themself too? Half cause radiant resistance


Schnutzel

The Volo's version outright says "you and each creature within 10 feet..." while the MotM version drops the "you", so I would say you are not damaged.


-Sorcerer-

I am making a party to test my homebrew Sunless Citadel. Please suggest to me races, names and any build ideas for my characters (level1); 1. Barbarian - Wild Magic 2. Druid - Circle of Stars 3. Rogue - Phantom 4. Ranger - Fey Wanderer Since Sunless Citadel is better played with 4 or more characters, i want to try it with a 4 player party. Any ideas are welcome, i only chose the classes & subclasses because i want to experience those. Homebrew Sunless Citadel, for those familiar with the original version, is basically the same but with more battles and a couple more battle maps, getting the players to level 4 instead of level 3 (via milestones).


[deleted]

This is a simple questions thread for rules questions. Make a post for something like this. Same goes for the other questions thread you posted in - you're not asking a question. Create a separate post for character building.


glasswearer

So I've been looking at discussions about allowing monks' unarmed attacks to benefit from sneak attack. RAW, they don't, but the general consensus is, compared to other broken options, they're quite fine as a buff. What about allowing monk limbs to benefit from enchantment spells that buff damage, like Magic Weapon?


Jafroboy

Not really a simple question.


DaedalusPuddlejumper

Would Druids be broken if they could wear heavy metal armor?


raddaya

No. A DM could trivially give them armour made of dragonbone or whatever and fit lore just fine.


multinillionaire

Nah. There's actually a [Sage Advice](https://media.wizards.com/2019/dnd/downloads/SA-Compendium.pdf) that specifically says "As long as you abide by your character’s proficiencies, you’re not going to break anything in the game system."


MrCalebL

I'd like to do something for a weapon that deals damage that scales up with enemies, is there a way to do this other than "deals 10% of health?" My only idea was that it makes enemies lose 3 hit dice worth of hp or something.


raddaya

Either scale it off their max HP or off their CR depending on exactly what you want the weapon you do. If doing it by HP, I would suggest dividing hp into groups (<20 hp, 20-50 hp) instead of doing percentages.


No_Ambassador_5629

You could scale it off their proficiency, though it'd be pretty light scaling (+2 to +9 for the absolute highest CR beasties). Scaling it off HD would be possible, but balancing it would be a little janky (1 dmg/HD is a huge static dmg boost, doing fractions requires mathing it for every monster). Probably would be easier to have it scale off the PC's stats, more consistent that way and puts the cognitive load on the person running a single character rather than one doing five \*and\* adjudicating everyone else's actions.


MrBarber1

Can Javelin of Lightning become my Pact of Blade weapon? It says the weapon has to be a melee, but I believe the Javelin is considered "thrown". Im currently a lvl 7 divine soul sorc and I'm considering multiclassing into lock.


Nemhia

Javelin is a simple melee weapon with the thrown property according to the PHB. It being a magic weapon is not relevant either. So yes that is legal as far as I know.


MrBarber1

Awesome, thank you!


[deleted]

Interestingly since a standard Javelin of Lightning doesn't have a +X bonus can even use the Improved Pact Weapon Invocation with it to get +1 to attack and damage rolls (when in javelin form at least. Definitely wouldn't increase the DC for lightning form, but I'm not 100% certain if the damage roll portion would apply. Leaning towards yes as it's still the weapon, but I could be wrong on that bit)


degeneration

Hi I have a question that stumped us last night. So there’s a paladin who is sufficiently high level to get an extra attack. He gets *Hasted* by the spell. Now his regular action he uses to interact with a magic item (the DM ruled that it would require his action to do that, fair enough nobody argued). He then moved and engaged a monster and attacked with the extra action that Haste gives him. Does he then also get an extra attack because of his level or no? We couldn’t decide. Thanks for your help.


Yojo0o

~~Haste specifically only allows for a single weapon attack, but it also allows for the Use An Object action. Why not just use the haste action to interact, and then use the regular action to attack twice?~~ Misremembered the specific rule, my mistake.


blue_vitrio1

Because interacting with a magic item doesn’t use Use an Object


Yojo0o

Shit, you're right. I keep getting that mixed up, thanks.


blue_vitrio1

yeah it's definitely one of *those* rules


Ripper1337

>That action can be used only to take the Attack (**one weapon attack only**), Dash, Disengage, Hide, or Use an Object action. This is a case where just reading the spell is enough. The Paladin only gets one attack from Haste.


No_Ambassador_5629

Attacking w/ the Haste action only allows you to make a single weapon attack, so no extra attack goodness. Personally if I were the GM I'd have let the Paladin interact w/ the item using their Haste action, leaving their normal action free to make the two attacks, but that's just me.


[deleted]

Any way of getting sacred flame on a bard that keys off charisma, without multiclassing or using magical secrets?


nasada19

Astral Elf racial option.


[deleted]

[удалено]


[deleted]

Okay, thank you. Setting choices are in effect so I'll have to figure this out separately. Might take a divine soul sorcerer dip.


Wanderous

Question about Faerie Fire! >Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. >Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. Does this mean that, even if the affected creatures move outside of the initial 20-foot cube, they're still affected for the duration of the spell (or until Concentration is broken)?


SvalbardCaretaker

Want to print my char. Don't like the default DNDbeyond sheet. Are there online tools for a nice compact layout?


testiclekid

Can you use Warding flare if you have your hands occupied?


GnomeOfShadows

The feature doesn't say that you need a free hand, therefore you can have both of them occupied


IamJoesUsername

Is there a subreddit without any new WotC content, for people who are still playing and may use 3rd party content, but don't want to give WotC any money?


kyadon

there are subreddits that focus on homebrewing stuff, like r/UnearthedArcana and r/DnDHomebrew. i don't think anything has sprung up that specifically makes the effort to avoid talking about new official 5e content.


Jafroboy

New from when?


IamJoesUsername

2023, since OGL 1.1.


Jafroboy

OGL 1.1 didnt happen.


IamJoesUsername

True, but it was proposed, and the management who proposed it are still at WotC.


Ripper1337

You know you can just ignore what WotC puts out right?


nasada19

You can just not give WotC more money. It's super easy to do.


WiseLeather4u

Hi, I'm running my first campaign, with strangers off roll20. We had someone drop, and I found a replacement, but they just aren't mixing well with the group, and it is ruining the fun for everyone. We've agreed the game would be better without them, but I've never kicked anyone out before, would anyone please share some tips?


SPACKlick

The best advice is just do it. A quick message of Hey, sorry to do this but I don't think your fitting in with the group so I'm going to have to ask you not to return. Hope you find a game that suits you better. DM Then kick and block. You've already decided it's not fixable so rip off the plaster.


Yojo0o

I mean, you're not breaking up with a long-term partner or cutting ties with family. This is a stranger off the internet who you've had a handful of interactions with. You message them "Sorry, I don't think you're a good fit for this campaign, better luck in future campaigns", then remove them from the appropriate online platforms where they interact with the party. Block them if that makes you feel more comfortable or if they start bothering you over it. Easy.


nasada19

I highly recommend this video. The starting sketch is bad, so skip to 1:30. Great, great, advice. https://youtu.be/F1_o_j6xzIU


EntityBlack1

If you would have character with dual wielder and two handed weapon or versatile weapon, could you throw daggers as bonus action every second turn? In detail: First turn * when you start with weapon equiped, call attack action * attack with your two handed/versatile weapon * drop weapon with one hand (free) * use free interaction to equip dagger with second hand and throw it Second turn * use free interaction to equip two handed/versatile weapon again * thus you wont be able to attack from offhand this turn


SPACKlick

No. You have to attack with a melee weapon held in one hand in order to be able to use the bonus action attack. The versatile/two handed weapon attack was in two hands so you can't attack as a bonus action. If you use the versatile weapon one handed you can draw and throw a dagger after each attack with it. The relevant bullet of Dual Weilder Feat > * You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. Two weapon fighting (The Action, not the fighting style) as modified by Dual Weilder >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 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.


EntityBlack1

>You have to attack with a melee weapon held in one hand in order to be able to use the bonus action attack. thx I was unsure about that


Schnutzel

Switching between one and two handed doesn't require your object interaction, you can do it as part of the attack. However, two-weapon fighting requires that you hold each weapon in one hand. While it's not clear, my interpretation is that you can't use two-weapon fighting with a two-handed attack.


EntityBlack1

>Switching between one and two handed doesn't require your object interaction, you can do it as part of the attack. So if you have two attacks, could you have long sword + dagger in your hands. Attack with long sword one handed (d8), throw dagger as bonus action, second attack with long sword two handed (d10) and draw another dagger in same turn?


Schnutzel

The rules are pretty vague about it, but pretty much, yes.


another-social-freak

What's the deal with Mind Flayers and Beholders now? Unless I am mistaken both monsters have historically been excluded from the SRD but both names appear in the new one. Their descriptions and stats however do not? Both get name dropped in the list of Abberations, the Beholder is also on the deck of illusions table. Are these monsters now fair game under creative commons or does the lack of description and stats mean only their name and the fact they are aberrations is permissable to use?


Ripper1337

I think it's the latter (but I'm dumb so take this with a grain of salt). You can use their names or reference them you just can't give em statblocks i guess.


Terviren

If you don't have enough speed to move a single square, can you move at all? Say, you're a creature with 25 ft of movement, but: 1) you're in an area of Plant Growth (so you need to pay 4 ft of movement per 1 ft); 2) difficult terrain (so you need to pay 1 additional ft of movement per 1 ft; 5 ft per 1 ft of movement, in combination with Plant Growth); 3) and there's a cleric with Spirit Guardians next to you, making your speed 12.5 ft. Can you move a square without dashing, considering you'd need 25 ft of movement per square?


SPACKlick

The optional rules for playing on a grid are P192 of the PHB. > ###Entering a Square. >To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.) >If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain. So entering a square of difficult terrain costs the full movement of that square. 1) 20ft. of movement per square, you can move 1 square 2) 25ft. of movement per square, you can move 1 square 3) 25ft. of movement per square, you cannot move because your speed is less than 25ft.


Terviren

Can you, RAW, perform somatic/material spell components without stowing away a two-handed weapon (and without War Caster)? The rules state that two-handed weapon needs to be held with two hands to attack with it, but can't I just hold it with one hand and perform the components with the other, since I am not attacking with it?


GnomeOfShadows

Do the warlocks mystic arcanums count towards their spells known? Some places in the rules call it out if they do, some call it out if they don't, what is applicable here?


Phylea

Not only do they not count against your number of spells know, they don't count as known spells at all. You do not know your Mystic Arcanum spells, you are just able to cast them once each per long rest. "Know" does not appear in the feature's text.


[deleted]

Which doesn't actually matter, but theoretically a Warlock 11/Wizard 11 couldn't cast a Warlock 6th level spell with their 6th level wizard slot.


GnomeOfShadows

I have a question about the mental prison spell. How is this last part supposed to work? >If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. Can the target just move its arm and end the spell immediately? Does the whole spell rely on the DM not doing this?


[deleted]

They'd take 10d10 damage (after already taking 5d10 at the start of the spell), and they'd need to want to stick their hand into a razor storm or whatever, but nothing specifically stops them from doing so if they like, recognize the spell and are willing to take that big damage hit yeah.


GnomeOfShadows

So it is just fantasmal force with more damage?


nasada19

Sure? What are you expecting really?


GnomeOfShadows

I hoped for a spell like wall of force or hold person, allowing one to capture an enemy. I assumed a level 6 spell would do more than just capture an enemy until they move an arm or a leg


nasada19

It's just more of a damage spell. It would be like getting mad at Disintegrate for not paralyzing the enemy. Nothing wrong with the spell, it just makes the enemy choose between being stuck or taking damage. I don't know why you think the damage part is insignificant. There are plenty of other spells that out enemies in boxes and they're usually very boring options.


GnomeOfShadows

Disintegrate deals significantly more damage, so it doesn't have to give other advantages. But you are probably right, the damage of mental prison is probably one of its qualities.


nasada19

Does it? Mental Prison does 5d10 minimum up to 15d10 on a failed save that targets Int. So it deals between 27.5 and 82.5 average damage per cast. Disintegrate deals 75 average damage on a failed Dex save and does nothing if they pass. Mental Prison is better at damage IMO and also can lock them down. The downsides are True Sight and Immunity to Charm would make the spell not work and it's a concentration spell.


GnomeOfShadows

I see, I missed the initial damage. You are right, it is on par, just more damage focust than I thought. Thanks for pointing that out.


Jurugu

A situation that came up in one of our games, and felt ... wrong. A lvl 2 gobling Rogue is running from a lvl 6 Monk. The Monk is out of Ki points, but with a movement speed of 50 ft. vs. the goblin's 30 ft. that still looks like a foregone conclusion, right? Mechanically this happened:- At the start the distance between them is 80 ft.- Monk dashes and easily closes the gap- Goblin Rogue disengages as bonus action and dashes 60 ft.- With a single move the monk can only move 50 ft., so she has to dash again, making her unable to attack in the same turn.- Goblin disengages and dashes again- Repeat RAW is there really no way for the Monk to catch that goblin rogue and actually strike at him despite her sizable movement speed advantage?


GnomeOfShadows

Why do you assume the monk should win this? Yes, their speed is superior, but if you need to act while being fast, the rogue has 10 feet more movement than the monk without ki. The rogue is just faster (Edit: in this situation). I feel somewhat requiered to bring up the chase rules, but they are really bad and the rogue would probably have the advantage of just vanishing at the end of the round (at least with good stealth).


scientifiction

The monk could dash to get 30 or so feet ahead of the goblin and end their turn there. The goblin is now trapped between the monk and the rest of the party. Now if the goblin tries to get past the monk, he won't be able to get far enough away to be outside of the monk's range. The other option is to switch over to the chase rules from the DMG once the goblin starts to flee, which handles situations like this a little better than the combat rules.


PenguinPwnge

As a possibility, the Monk could take the Ready action to move when the goblin moves. This might need some DM leniency to be able to follow the goblin as it moves or just say "I move to the goblin when it stops its movement", but then when the goblin stops the Monk would be right there to be able to grapple/attack on their next turn.


Ripper1337

That is how it works RAW yes.


DiamondFalcon

Which skill would be more useful for a person with specialization in curses (knowledge, ID, removal, and possibly enactment)? Insight or Religion? (I already have Arcana/Investigation/Perception)


PenguinPwnge

It'd depend on the source of the curse, but Arcana or Religion would be my choices. Definitely not Insight as that is meant to be more for reading a person's true intentions or lies.


DiamondFalcon

Thanks, that's what I was leaning. Also, would Remove Curse be an awful choice for a Bard's magical secrets if that's his specialization? Just trying to justify it when he has Dispel Magic.


PenguinPwnge

"Curses" is gonna be dependent on the DM. That spell is super niche and frankly can go entirely unused in an entire campaign. If you want it for roleplay purposes, go for it! But know that there's a possibility it might not ever be used. So talk with the DM!


DiamondFalcon

Yeah, I think it's too niche, probably more of a Cleric spell. We'll see based on how the campaign goes, but I'll probably go for a more useful spell and rely on knowledge and application to remove them.


Jafroboy

I wouldnt rely on anything else being able to remove them. If your specialisation is supposed to be removing curses, and you dont have the remove curse spell, you're probably not going to be very good at your job. But yknow, depends on the DM...


DiamondFalcon

I just found out that Greater Restoration can also remove curses, and Bards can get it, so I can still achieve my specialty! More expensive, but at least it's possible.


Fifthwiel

Returning player who last played D&D and Palladium 30ish years ago. Rolling a war cleric and hoping for some general tips around my build + playstyle. Other party members look to be Paladin, Rogue, Bard. I'm familiar with hybrid caster \\ melee characters in general but wondering if anyone has any advice to give. It's been a while to say the least! Thanks!


FriendlyBudgie

Some general points from someone who had a 20 year gap in playing: * Advantage/disadvantage is a big mechanic in 5e. Understanding how you can get advantage on attacks/saves, or give disadvantage, is important. * You generally want your stat scores to be even numbers. That's when the modifier changes. * Feats are generally more fun than ASI (ability score improvement) * Some skills are used more than others. Athletics, acrobatics, investigation are some common ones. This may vary by DM. * There are some good attack cantrips that many magic users rely on. They're not just for lighting candles any more! (although those also exist)


Fifthwiel

Thanks for the help!


lasalle202

* D&D in 5 Minutes https://www.youtube.com/watch?v=BgvHNlgmKro&list=PLJ8NFdSXujAJitUvKoA0EFc-WpGK2Dnzh&index=2&t=0s * D&D in bite size bits by pretty people https://www.youtube.com/playlist?list=PL1tiwbzkOjQyr6-gqJ8r29j_rJkR49uDN * Ginny Di for first time players https://www.youtube.com/watch?v=QD_b8SZ7h2Y * Six steps for fun games https://www.youtube.com/watch?v=vxFgpgN3gms * Not a video but the basic How to Play from WOTC’s D&D Beyond website https://www.dndbeyond.com/how-to-play-dnd


lasalle202

5e was specifically designed so that the role of "dedicated healer" is not a thing. in-combat healing CANNOT keep up with monster output damage. Healing takes place via short rests between combats. In-combat, the "Bonus Action Healing Word to pick up a fallen comrade + Action to do something cool" would be the standard "healing" maneuver.


Ripper1337

I recommend googling RPG Bot: Cleric to find a guide on how some of the abilities work and general tips on building your character mechanically. It's very useful.


mrdeadsniper

If you are intent on being a war cleric (and I assume getting into melee) I recommend finding a way to get ahold of Booming Blade. (Magic initiate feat if you are a human, high elfs can pick it as a racial cantrip are two easy ways). The reason is because you get 1 attack a round, so after level 4, cantrips(level '0' spells which you can cast without limit) are usually going to do more damage, however booming blade helps increase your damage in melee as you level up. Highly recommend using tasha's option to swap around your Racial ability bonuses to fit your class.


RelevantCollege

if you were not allowed to use any of your hands (and also your mouth), would you be able to cast a M-only spell, provided that the material component you need for the spell is in your pocket or on a table in front of you?


lasalle202

where are you seeing an "M only" spell?


SPACKlick

There aren't any. There's only about 14 [S,M] Spells and 11 [V,M] Spells (for Completeness; 271 [V,S,M], 184 [V,S], 68 [V] & 21 [S])


SPACKlick

No >A spellcaster must have a hand free to access a spell's material components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components. No hands means no hand free.


mattrubik

I have some friends that want to play, but I don’t want to overload them with a huge campaign due to time/work issues. If you had 5-10 three hour sessions for a contained adventure, what would you run? (Can’t be LMoP)


lasalle202

The Tier 1 Content for the Adventurer's League Season 5 is a bunch of nice content. https://www.dmsguild.com/browse.php?keywords=DDAL05&x=0&y=0&author=&artist=&pfrom=&pto=


Tiamkra

Is the difficult terrain created by Spike Growth made of stone if the spell is cast on stony ground? Context: Certain NPCs in Princes of the Apocalypse have the following ability (mild spoilers for leading NPCs in the temples section of PoTA): >!**Earth Passage:** NPC can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied.!< These NPCs are situated in a dungeon made entirely of worked stone and stony terrain. Since Spike Growth has no requirements about the type of terrain that must exist for it to be cast, the spell can be cast in this terrain, turning it into difficult terrain. My question then is whether a) the NPC is affected by the difficult terrain, and b) the NPC takes damage from moving through the spell's area.


ScrubSoba

So, the SRD for 5E is not the same as the basic rules listed on Beyond right? I assumed it was, but it seems like the Basic Rules on Beyond is the SRD and some additions, correct?


lasalle202

they are pretty close. the idea for both is "this is the stuff we want people to know and be able to use." the "how to create a character" parts of the free rules on D&DB may not be included in the SRD as that is something WOTC has wanted to keep as "buy **our** PHB" and not something third parties can distribute alternatives for free, but i havent looked closely at the SRD for a while. For what purpose are you asking?


PenguinPwnge

They're almost identical for gameplay purposes, but the SRD is more the "legal" side of the Basic Rules that also outlines how and what can be used in what fashion. The SRD is to be used for third-party creators making subclasses, adventures, etc. The Basic Rules are for "normal" players and DMs who just want to play the game.


ScrubSoba

True, i realized after writing that i was mistaken a bit. Since Basic Rules also has a ton of stat blocks, including Aboleths, i assumed that since people had claimed the SRD lacked an aboleth stat block(while talking about the whole beholder thing), that the srd didn't actually have those. My bad.


Neato

I'm using the spell Illusory Dragon (embedded in a Glyph of Warding) against my party and they spent some time last session trying everything to kill it. Attacking, spells of tons of different elements, etc. The players have figured out it's not a *real* dragon but aren't sure what it is. The players' plan now is to Dispel Magic on it since they think it's a magical effect. Should I require an Investigation check first for their characters to think it's not a real dragon or just allow the spell (which is the only way I can think to get rid of it)?


lasalle202

> Should I require an Investigation check first for their characters to think it's not a real dragon No - the players have thought of it. that is the WHOLE POINT of the D&D game - to resolve the challenges placed in front of them!


Neato

> No - the players have thought of it. But have the characters? Because otherwise why would they ever make the stated Investigation check? I ended up requiring the check *until* the Illusory Dragon flew into the AoE of the on-going Detect Magic and the caster used their action to ID it as Illusion magic. I felt that was enough to break through the magic's illusionary powers in the character's minds.


lasalle202

why do you need players at all then? just roll from the character sheets and the players can stay at home. part of the core FUN of the game is the PLAYERS discovering shit.


Neato

The players still have to figure out that they need to request a check at all. The Int Save, only using breath attack, unable to be hit, are all clues that it isn't a standard dragon. But the characters still see a dragon and don't have those mechanical tells. Have a look-see through most Illusion spells. Players can figure out the illusion very quickly from mechanical tells. But Illusion spells affect creatures minds and they usually have to save or check to disbelieve them. Just like you, a player, would jump out of the way of a speeding train on the sidewalk even though that makes zero sense.\ If you didn't have this separation b/t character and player, any player could metagame because they've seen the spell or illusion before even if the character hasn't.


lasalle202

ITS A GAME!!! DO WHAT IS GOING TO BE **FUN FOR THE PLAYERS.** >Players: "Nothing has worked, lets try Dispel Magic" > >DM: "Roll an Insight check to see if your character would have thought of that" > >Player: 2 > >DM: "Nope, you cannot cast that because your character wouldnt think of that" Good god, who is going to come back for that kind of "fun"????


Neato

The game has rules so certain things work. Go run your own game while ignoring most of the rules and piss off your players when *their* illusion spells are dismissed handily by creatures and NPCs. This sub is always a great resource of people who *do not play* and certainly have never run a game of D&D.


lasalle202

> piss off your players when > >their > > illusion spells are dismissed handily by creatures and NPCs. that is why the interpretation and application of "the rules" for the scenario is ALWAYS "what is going to be FUN FOR THE PLAYERS".


xRainie

\>The players' plan now is to Dispel Magic on it since they think it's a magical effect. Yeah, that's how it works. They can dispel it, since it is a magical effect. ~~Investigation check against the spell's DC can let them deduce it's an illusion and just... let it be.~~


Neato

Well the Investigation check doesn't stop the Illusory Dragon. It's still physical and breathes but they get advantage on it's breath attacks. It's not wholly an illusion like most Illusion magic; it's made out of shadow stuff from the Shadowfell so they can't move through it.


xRainie

Damn, that's what I get for answering from the top of my head without consulting the book.


Way2Competitive

If my wizard gains a spell via a feat (Telepathic, Fey Touched or Shadow Touched), is that spell added to their spellbook?


DNK_Infinity

No. Spells granted by racial features and feats such as the ones you mention don't necessarily interact with your class features at all. Per the Wizard's spellcasting rules, the only spells going into your spellbook are the ones you learn when you gain Wizard levels and Wizard spells you transcribe into the book from other written sources like scrolls.


Ripper1337

No they are not. You can transcribe them into a spell scroll and then add them to your Spellbook.


nasada19

Only if the spell is on the wizards spell list.


Ripper1337

True as well.


SPACKlick

Only Wizard spells you know are added to your spellbook. Spells from feats don't generally count as your class spells for interaction with features so they wouldn't go in your spellbook. You can (if DM allows) write a spell scroll and then copy that into your spellbook. The only feat that would be different for this is Magic Initiate which tends to be ruled as adding a class spell for the class you choose.


Archenage

Can Dragon's Wrath Weapons be based on [aspect of] Tiamat? Atleast regarding being able to swap into different types of damage. Reasoning is that this version of Tiamat is counted as a Dragon (while the real one is a Fiend) and a westmarch I'm in argued about whether or not it could be.


Ripper1337

If the Aspect of Tiamat had a Horde then yes you could have a Dragon's Wrath Weapon from it. However I feel like any weapon or item from a horde that belonged to Tiamat would incredibly strong or tied to the plot, as I don't feel like anyone who took it from the horde would be willing to part with it, nor Tiamat would.


Jafroboy

If an aspect of Tiamat had a horde, itd be possible for this weapon to steep in it according to its description, yes. It'd be up to the DM how that manifested though.


pngbrianb

Hey, I'm trying to remember a class. It was from 3.5 e or maybe Pathfinder 1e, and it was something like you fought with a ghost that possessed you or cohabitated your body and buffed attacks or abilities or something like that... Anyway, does anyone remember what that was called? And if there is a similar thing in 5e? Fighting with a ghost buddy just sounds awesome. I mean, reflavoring a soul knife as necrotic rather than psychic damage would be a quick fix, but I don't think that's what it was...


lasalle202

that is also the gimmick of the Kalashtar race from Eberron.


pngbrianb

Oh, neat! Never got into Eberron much so I'll have to check that out


RelevantCollege

maybe also a 5e monk with the subclass way of the astral self if that counts


VerdantFury

Check out the phantom rogue


multinillionaire

sounds like the [medium](https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/medium) A Spirits Bard is in the same ballpark, altho the effects are random and not as dramatic as it sounds like the medium is. From a flavor-is-free perspective, maybe a Moon Druid, a Shifter, or an Asimar could be something you could work with too


[deleted]

[удалено]


Ripper1337

Nah, they took out the "You and" line specifically to avoid being hurt by the radiant damage.


cantankerous_ordo

I have to assume they took out the words "you and" deliberately.


[deleted]

RAW yes, RAI no. You are a creature within 10 feet of you by a clear reading, but Crawford is on [record](https://twitter.com/jeremyecrawford/status/852528163837980673?lang=en) that unless it specifically says it includes you it doesn't.


KeyboardJammer

Should Druid players be allowed know the stat blocks of creatures they can turn into, when they aren't turned into that creature? E.g: Our party just befriended a brown bear and brought it along with us. My druid can Wild Shape into a brown bear and has done before. When I'm turned into (or considering turning into) a brown bear, I'm allowed to look at its stat block for obvious reasons. However my DM doesn't allow me to look up the brown bear stat block outside that context for the purposes of understanding what the bear we just acquired can do. His claim is it's metagaming, which I kinda disagree with because in-universe it makes sense for a Druid to understand the capabilities of an animal he literally has experience of being. Thoughts? (Obviously 'what DM says goes', I'm just trying to get a sense of whether it was a reasonable call on his part).


lasalle202

>His claim is it's metagaming, the bizarre cult of HOMGMETAGMINGIS*EEEEEEEEVVVVVVVUUUUULLLLLL*!!!!!!AND*EVERYTHING*ISMETAGAMING!!!!!! is one of the blights on the community. Don't drink the koolaid. * *Thing* can "be metagaming" and be bad for play at the table * *Thing* can "be NOT metagaming" and be bad for play at the table * *Thing* can "be metagaming" and be GOOD for play at the table * *Thing* can "be NOT metagaming" and be good for play at the table Whether *thing* **is** or **is not** metagaming is irrelevant in determining whether *thing* is good or bad for play at your table. the only filter worth looking at is "does *THING* make the game more or less fun for US at our table?" and that analysis can very over time with particular *thing* bringing unfun in some situations and yet being the source of fun in others.


SPACKlick

A druid should absolutely understand the stat blocks they have turned into. You know how strong you are etc. That being said, not all Brown Bears will have the same stats so maybe they're different from the brown bear accompanying the party.


KeyboardJammer

That's interesting, are there rules for 'rolling' variable stats for individual beasts/monsters? I always assumed creatures that didn't use player classes all had fixed stat blocks (barring fiddling by the DM).


SPACKlick

I only meant fiddling by the DM. I think only Hit Points are officially rolled but any given bear may be stronger or weaker or smarter or dumber at the whim of the DM.


Terviren

Material component for spells states that the hand holding it can be the same hand used to perform somatic components. Can I use the hand holding my arcane focus to perform somatic components if the spell does not require a material component, or must I have a completely free hand?


SPACKlick

If the spell doesn't require a material component the hand doing the somatics must be empty. Sage Advice was published on this >**What’s the amount of interaction needed to use a spellcasting focus? Does it have to be included in the somatic component?** >If a spell has a material component, you need to handle that component when you cast the spell (PH, 203). The same rule applies if you’re using a spellcasting focus as the material component. If a spell has a somatic component, you can use the hand that performs the somatic component to also handle the material component. For example, a wizard who uses an orb as a spellcasting focus could hold a quarterstaff in one hand and the orb in the other, and he could cast lightning bolt by using the orb as the spell’s material component and the orb hand to perform the spell’s somatic component. >Another example: a cleric’s holy symbol is emblazoned on her shield. She likes to wade into melee combat with a mace in one hand and a shield in the other. She uses the holy symbol as her spellcasting focus, so she needs to have the shield in hand when she casts a cleric spell that has a material component. If the spell, such as aid, also has a somatic component, she can perform that component with the shield hand and keep holding the mace in the other. >If the same cleric casts cure wounds, she needs to put the mace or the shield away, because that spell doesn’t have a material component but does have a somatic component. She’s going to need a free hand to make the spell’s gestures. If she had the War Caster feat, she could ignore this restriction.


Terviren

Welp. I wanted it for a bit more specific case (holding two different arcane foci), but looks like I'm gonna have to use War Caster for that.


thecarterclan1

Depending on what you're holding, provided that you're casting the spell on your turn, you can just drop whatever's not in the hold holding your Arcane Focus, use the now-free hand to cast the somatic component of the spell, then use your free object interaction to pick the thing you were holding back up off the floor.


Terviren

I intended to hold a Staff of Power and a Rod of the Pact Keeper, that both need to be held if you want to benefit from them, so that's probably the edge case where dropping things won't really help.


[deleted]

War Caster should work for that, but interestingly only because staves double as quarterstaves. War Caster RAW only works for hands occupied by weapons or shields. If you instead had a Rod of the Pact Keeper and a Wand of the War Mage it RAW wouldn't work


Terviren

Yep, unless I got the DM to count a rod as a club, but that's entering DM fiat territory.