dnd 5e – Find familiar spell, Sanctuary, and spell attacks in DnD 5th edition

Both castings of sanctuary end.

Sanctuary states:

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Since you are casting inflict wounds which goes on to affect an enemy, sanctuary ends for you. Find familiar states:

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Now, your familiar delivers the spell as if it had cast it. This indicates that the familiar is making the attack for inflict wounds. If the familiar had cast inflict wounds it would deliver it by making an attack against the target, ergo it makes an attack when you cast the spell through the familiar. Therefore, sanctuary ends for the familiar as well.


It is worth mentioning that this does create an odd situation that might cause a DM to rule that sanctuary does not end for the caster of inflict wounds. If the familiar’s attack misses, one might argue that the inflict wounds spell did not affect the enemy creature, and so sanctuary would not end for the caster. I wouldn’t rule this way, but there is room for it.

dnd 5e – Is there a Potions list for Dungeons and Dragons 5th Edition?

I have many publications (Starter Set, Players Handbook, DM’s Guide, Monster Manual and a couple other Story Books). But I can’t seem to locate a table or list of different potions, which I find unusual as D&D is something where potions spring to mind as a very popular choice of item. I’m pretty sure a few of the story books mention different potions (not sure off the top of my head, however), but they certainly mention healing potions.

This is likely just me missing something from one of the books. But, I noticed healing potions are mentioned in the PH. But I’d like to know more about this feature in D&D 5E. Rather than just 1 potion. Or are DMs expected to compose their own ideas of potions?

dnd 5e – Stampede: How does this custom spell compare to Cloudkill, another 5th level spell?

Is this stampede spell (a proposed custom spell for Druids and Rangers in my upcoming campaign) as strong as, or weaker than, the 5th level spell cloudkill? I used a similar base damage, the duration is reduced from 10 minutes to 1 minute, and the “persistent” effect of the poison is replaced by a chance to be trampled if knocked prone. I reduced the directional control somewhat.

Stampede
Spell level 5 (conjuration)
Casting Time: 1 action
Range: 120 feet
Components: V, S Duration: Concentration, up to 1 minute

You create a 40′ wide, 20’deep, line of spiritual herd animals1 (buffalo, horses, giraffes, zebras, etc) at a point you choose within range. The animals stampede in the direction that you choose and will continue in that direction until either the spell ends or you cease concentration on it. The stampede moves at a speed of 40′.
Effects on Creatures
Any creature in the spell’s area of effect on the caster’s turn takes 5d8 bludgeoning damage on a failed Dexterity saving throw, and is knocked
prone. On a successful save, the creature takes half damage and is not knocked prone. Any creature knocked prone takes an additional 2d4+3 bludgeoning2 damage if the saving throw result was 11 or lower3.
Effects on Objects
Objects in the path of the stampede take 5d8 bludgeoning damage. Objects not destroyed by the bludgeoning damage cause the stampede to flow around the object. Any creature caught in the area of that flow around an object takes half damage on a failed Dexterity saving throw, and one quarter damage on a successful one.
Effects of Terrain on the Spell
The herd will plunge through rivers, go over cliffs, or try to flow around a cliff base’s face (likewise with castle walls that are not knocked down, gigantic rock outcroppings, etc). Difficult terrain will not reduce the speed of the stampede. This spell can be used underwater, and will manifest as herds of spiritual giant sea horses, schools of large fish, etc.

At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d8 for each slot level above
5th.


In trying to get the flavor right, I am not sure if the relative power level of the spell is retained at 5th level. Is this comparably powered to cloudkill at 5th level?


1 These herd animals are similar to what is summoned by spirit guardians, rather than creatures that are summoned by the conjure animals (Druid, level 3)(Response to @MikeQ). There isn’t a stat block for a herd in the way that there is for a swarm.

2 This is based on MM/PHB riding horse hoof damage.

3 The fiddly bit was intended to avoid making two saving throws; one roll covers it all. Some spells do have multiple save chances, so an alternative would be that the second (Constitution or Dexterity) to avoid trample damage. I modeled this after the Sprite’s “if the saving throw result is X or lower, it puts them them to sleep” ability.

lore – How does the Rokugan timeline diverge between the 4th and 5th editions of L5R?

FFG reset the timeline more or less back to 1st edition, around 1123 I believe.
Everything before that you can safely assume is the same as in 4e.

There are some minor changes to the setting but the broad strokes are the same; Doji Hoturi being replaced with Doji Hotaru, the dragon clan being given the role of recording the history of the empire, the phoenix got a new family, etc.

The RPG has hints of the new plotlines but aside from a few novels the only real changes to the lore are published with the LCG.

As I understand it the entire plotline of 5e has taken place in less than a year. The unicorn have upset the lion by canceling a big wedding, the phoenix forced the unicorn to reveal the secrets of their meishodo magic to the imperial family to prove it isn’t causing some elemental imbalance that they are worried about. the Dragon are dealing with a decline in birth rates and a heretical cult. Somewhere in all of this I think the emperor died and his heir went missing? I think the Scorpion clan champion is on the throne as a regent while they find the kid… I’ve heard that there might be a Scorpion Clan Coup going on but it’s not the same as the one you’ll be thinking of.

dnd 5e – Why do Warlocks only have spells up to 5th level? What’s the correct progression for their slots?

The book is correct. For the reason why level 6-9 spells exist for the warlock when their Pact Magic slots cap at 5, check the Mystic Arcanum class feature on PHB p.108.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

It’s simulating the once-a-day spell slots that other casters get (presumably, they didn’t want you recasting a 9th level spell every time you rested throughout the day), but there are a few minor differences.

  1. It’s not technically a spell slot for anything that cares specifically about spell slots (such as the feature below that in the PHB, Eldritch Master), as mentioned.
  2. Unlike most spellcasters, you only ever “know” (as an arcanum) one spell each of 6th-9th level.
  3. You cannot ‘upcast’ spells to those 6th-9th level ‘slots’, as they aren’t really slots. As an example, if you knew shatter as one of your usual Pact Magic spells, you could only cast it with one of your standard spell slots (likely a 5th level slot by the time you have Mystic Arcanum, barring other spell slot levels being available due to multiclassing or the like); you could not expend a use of Mystic Arcanum instead to cast shatter at spell level 6+.
  4. Similarly to point 3, you always cast the 6th level arcanum at 6th level, the 7th level arcanum as 7th level, etc. You could not, for example, upcast a circle of death chosen as your 6th level arcanum to your 8th level arcanum ‘slot’; that 8th level arcanum can only be used on whatever spell you chose for that level, such as glibness.

dnd 5e – Do paper books exist in the 5th ed. of D&D?

Yes, there are books within the PHB, listed within the table and described on the next page. Since you asked why spellbooks are made out of vellum, it’s important to know what it was and how it’s used.

As the link describes, vellum is paper made from cow skin. Since it’s made from a form of leather, it shares special properties that paper does not, such as increased durability in harsher conditions, fewer chances of bleeding, and a longer lifespan overall. More directly speaking, important documents and artworks that had to travel long distances utilized vellum to assure that the quality would last.

As a wizard relies on having a trustworthy spellbook with him during his travels, it would be wise for them to find the best option available. If they were to choose paper instead, the harsh conditions they are met with could ruin the book:

  • Being submerged will definitely make the ink run, ruining their spells at the least. At most, it will disintegrate.
  • Being engulfed in flames will dry out the paper and make them brittle, and easy to shatter.
  • The more the book is used, the more likely you’ll end up severing the
    bonds that the page has to the binding, while vellum is less likely
    to tear.

    These are all advantages vellum has over paper. It has more of an ability to adapt without compromising its endurance or quality. The ink ends up tattooing the vellum more than riding it, and while the moisture might inflate the pages, they will regain the durability of leather, and dry out just as easily. (The same as rawhide can be moistened and dried multiple times without wearing out it’s quality).

To address how you should describe the tomes in a library, that would all depend on what kind of tomes you’re talking about. History shows us that important documents, such as religious records, were recorded on vellum, while less important documents were written on paper. The Library of Alexandria had mostly paper scrolls piled in cubicles, so adding everything together, though the majority of the books will be written on paper, you might find some vellum books and scrolls tucked away in sparse corners as well.

dnd 5e – Experimenting with advantage die from D&D 5th Ed. Need help with probabilities with anydice

I’m making my own system where I would generalize the advantage / disadvantage rule where you would always roll advantage when having a higher modifier than opponent and vice versa. If you have lower modifier than opponent, you always roll with disadvantage.

How would you compute in Anydice:

  • Roll Xd20 take highest. Add modifier.

  • When scoring a critical sum up 1 extra d20.

  • When scoring multiple criticals sum up as much extra d20s.

Examples :

  1. You roll 3d20 and score no critials.
    Keep highest die, add modifier.

  2. You roll 3d20 and score 1 critical.
    Keep one d20 and add another one more d20 from the same roll to the result.

  3. You roll 3d20 and score 2 criticals.
    Keep one d20 and add another two more d20 from the same roll to the result.

I want to calculate the distribution to see what would be the weight of such changes compared to a simple roll 2d20 keep highest.

That’s where I have gotten so far with the anydice program:

https://anydice.com/program/2122a

dnd 5e – Stabilizing Characters in DnD 5th Ed

The default rule with ability checks is that you can roll to attempt any task, even if you are not proficient in the specific skill being called for; you just don’t get a proficiency bonus on the roll. Medicine is no different. In the absence of a specific rule that says a particular task requires proficiency to even attempt, there is no such requirement.

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

Since the rules on “Stabilizing a Creature” don’t say you need to know medicine to try it, you don’t.

Whether you can do a task without proper tools is less clear and more in the DM’s purview — it would be difficult to argue that you can attempt to write a persuasive letter without paper and something to write with. However, there seems to be no good reason to require specific gear to attempt to stop somebody from bleeding out when the specific rule about how to do such a thing makes no mention of needing any gear, and putting limitations on stabilization checks that make them unusual to even attempt would seem to be against the intent of the very first line of that description. Why make it sound like stabilization checks are the obvious second choice if there were a bunch of additional requirements to even try it?

dnd 5e – Can a high level warlock with Book of Ancient Secrets learn ritual spells higher than 5th level?

Yes, but it’s not a big deal

There are only two spells that are above 5th level and have the ritual tag; Forbiddance and Drawmij’s Instant Summons

Let’s look at the wording of the Invocation:

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

So you start with two spells from any class list, so long as they are rituals. As you adventure, you can also transcribe other ritual spells, so long as their level is half of your warlock level, rounded down. Not the level of spell you can cast. So at 12th level, you can cast 6th level ritual spells, so long as you have acquired and transcribed them into your Book of Shadows.

Additional, you can “cast a warlock spell you know as a ritual if it has the ritual tag.” But once again, this list is very limited; seven total if we include all Warlock sub-classes:

  • Comprehend Languages
  • Illusory Script
  • Unseen Servant
  • Silence
  • Feign Death
  • Meld into Stone
  • Contact other Plane

And it works for Arcanum, too

If some future rule change adds either Forbiddance or Instant Summons as an Arcanum, or they make a new sub-class with a new 6th-level ritual spell, those work too.

The wording of Arcanum states:

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way.

So Arcanum are warlock spells, and the Invocation states that the character can cast ritual warlock spells as rituals.

dnd 5e – How do I recalibrate this encounter from Red Hand of Doom for 5th Edition D&D?

I’m running D&D3.5e’s Red Hand of Doom updated for 5e. So far it has been effortlessly straightforward. I’ve been keeping the basic combat encounter structures and simply swapping out 3.5e monsters for similarly-named 5e monsters (3.5e hobgoblins for 5e hobgoblins, 3.5e manticores for 5e manticores, etc.). Likewise, I’ve been winging skill checks and other non-combat challenges just by eyeballing how hard the stated 3.5e DCs likely would’ve been and using my best judgment to apply 5e DCs of roughly similar probability given bounded accuracy.

However, the PCs are coming up on a critical encounter with a major non-combat objective that presents special conversion problems. The encounter in question, arising near the end of Part I, is

Skull Gorge Bridge, where the PCs are tasked with destroying the eponymous bridge while facing heavy resistance.

Because this objective isn’t a monster, I can’t simply turn to stock 5e monsters and assume all the calibration will have been done for me. At the same time, it’s not as simple as a skill check that I can just eyeball. RHoD provides 3.5e combat statistics for the objective (see p. 34-35), but I’m not sure how those statistics translate to 5e. As written, the objective has what I perceive to be an outsize pile of HP, plus additional defensive features (taking reduced damage from certain sources, etc.) arising from how 3.5e treated entities in the nature of this objective. It’s not clear whether, or how, 5e might expect me to recalibrate those statistics and features.

That is problem enough, but RHoD also goes out of its way to enumerate 3.5e spells that can interact effectively with the objective — most of which are either unavailable or fundamentally changed in 5e. To wit:

  • Soften earth and stone does not exist in 5e.
  • 5e’s version of stone shape restricts the effected area to “no more than 5 feet in any direction,” which was not a limitation of the 3.5e version.
  • Stone to flesh does not exist in 5e.
  • Transmute rock does exist in 5e and is substantially more useful in that it applies to any nonmagical rock, rather than only natural, unworked rock as did the 3.5e version. The 5e version could probably deal with the objective in a single turn, whereas RHoD says the 3.5e version just dealt some modest damage if used in a particular way.

Given the different combat mechanics and spell functions between 3.5e and 5e, how do I convert this encounter so it remains an appropriate challenge?

(In case context is helpful, the party is level 5 and comprises a Light cleric, a Hunter ranger, a melee-heavy Battlemaster fighter, and an Abjuration wizard. Despite RHoD being written for 3.5e parties starting at level 6, up to this point these 5th-level PCs have been able to handle the encounters in Part I of the adventure.)