dnd 5th – How does suggestion and subtle fate work together?

You will find an answer, if not very direct, in the Sage Advice Compendium (version 2.3, if that counts).

Do you always know when you are under the effect of a spell?


Some spells are so subtle that you might not know you were under their effects. An excellent example of this kind of spell is suggestion. Assuming you did not notice that the caster had cast the spell, you could just remember that the caster said, "The treasure you are looking for is not here. Go and get him in the room at the top of the next tower. "You failed, you went to the other round, thinking that it was your idea to go there.

Apparently, what the caster says is not part of the "cast the spell".

Generally, if the text of a spell defines an activity required to use it, you must do it even if you can avoid using components of this type.

For example, if you have to hit the target of a spell, removing the somatic component does not remove the need to hit the target. In the same logic, remove the verbal component of suggestion do not remove the need to speak of the suggestion itself; it simply means that you should not utter power words en route.

dnd 5th – RAW and / or RAI, can a glamorous bard use the exciting performance while launching the motivational speech?

Exciting performance (Glamorous bard ability)

Starting from the 3rd level, you can load your performance with seductive magic.

If you play for at least a minute, you can try to amaze your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids located within 15 meters of you, who have watched everything and listened to it, up to a number equal to your Charisma modifier (minimum). ;a). Each target must make a Wisdom save roll against your DC spell save or be charmed by you. While charmed in this way, the target idolizes you, he speaks enthusiastically to whoever says it and prevents anyone from opposing you from avoiding violence unless they are already inclined to fight on your behalf . This effect ends on a target after 1 hour, if it suffers damage, if you attack it, or it sees you attacking or damaging it. One of his allies.

If a target succeeds in saving, it has no indication that you have tried to charm it.

Once you have used this feature, you can not use it until you have finished resting.

Motivational speech (Acquisitions Incorporated, p.77)

Third level enchantment
Casting time: 1 minute
Range: 60 feet
Components: V
Duration: 1 hour

You speak to allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have something to fear or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has an advantage over Wisdom's saving rolls. If an affected creature is hit by an attack, it has an advantage over its next attack roll. Once an affected creature loses the temporary hit points assigned by that spell, the spell ends for that creature.

At the higher levels. At the higher levels. When you cast this spell using a 4th level location or higher, the temporary hit points increase by 5 for each level higher than 3rd.

My friend claims that RAW has no problem integrating an exciting performance into motivational speech, provided that his "allies, staff or innocent bystanders to exhort and inspire to the greatness" take the form of "singing , recite a poem, or dance, "or rather that as long as he dances while casting the spell, he can do both. I argue that casting a spell as an action is clearly distinct from the run, and that it is impossible to do both simultaneously. I guess we could answer this question more definitely by determining whether the use of the "Performance" skill is possible when casting a spell.

dnd 5th – Homebrewing a Naga: Is this option a balanced substitute for magic resistance?

Ok, I will answer as written at the moment. As I mentioned in a comment, Purebloods already get anti-poison immunity, so you give them a new ability, which is the thing of the tail of the snake. Instead of comparing it to the loss of magical resistance – which is significantly stronger – I will simply compare your race to the usual PHB races, so you can find out if the race is balanced.

As usual (when I say as usual, I mean I always do it), I will use the points system of this guide to determine if a race is good, bad or average . This guide is very popular on interwebz and has proven to be a great tool for me since I discovered it.

I will start with the standard points, then make some adjustments based on my experience.

You get the usual ASI +3, so three points. Assuming you keep the Yuan-Ti Darkvision, that's 0.5% more. Speed ​​and size are both the common 30 feet and average, so no point here.

The guide gives +1 point for immunity / damage resistance, and you might think that immunity to poisonous diseases should be increased in one way or another, but After my experience, the type of poisoned damage and the state of poisoning are quite rare. It remains at +1. . So far, you've got +4.5, which puts you at the level of Halflings and Dragonborns.

Before continuing, I would like to say that ASI is a bit of a trap. +2 Charisma, +1 Intelligence, although representing +3 ASI, is not as good as, for example, +2 Str, +1 Con. The reason is that no class can effectively combine charisma and intelligence. This is one of my main criticisms of this guide (which puts the standard man at +6, which is extremely optimistic because it is probably the worst race of the game because no class uses effectively the 6 stats). So, I reduce this +3 to +2.5, sorry.

Now, the tail of your snake. Note: I guess the restriction is a normal attack, that is, you have to launch the attack and beat its AC to hit, in the same way that the monster constriction attack works.

According to my plays with Aarakocra, the truth is this: we will rarely use the natural weapon unless we are desperate. From the point of view of damage, there is no real reason to hit with 1d6 + Str instead of 2d6 + Str or simply 1d8 + Str if you want to use a hand. The "target can not breathe" will be mostly useless 1As any character can endure at least 6 rounds without breathing (described in the Suffocating subsection of the PHB), and after your formulation, he would be able to breathe when you fail the attack roll. And to be fair, most of the target creatures will be dead before 6 rounds.

1 Okay, there was some clarification here: it was decided that there was no breathing = no verbal components. This makes it considerably stronger, but I'm not sure how often the spell's enemies will get caught by this feature. As it is an internal decision, it is difficult to make a balanced judgment here.

Overall, for most builds, your functionality does little and is worth about +0.5, placing the race at +4.5, which is the low end of the spectrum, but obviously playable.

A comment on your article when it is associated with the attributes of Yuan-Ti

In particular, Charisma and Int are not the attributes I want for a character who suffers a Force-based melee attack. The best class I can think of who would benefit from charisma and The scrum attack Str would be a Paladin, but I would probably always take a Dragonborn or a Dwarf instead of this homebrew. Thus, even if the individual characteristics are worth +4.5, the lack of synergy between them makes it difficult for me to think of a good character to put them.

HOWEVER, this feature is surprisingly interesting for a Grappler build. Usually, what you want to do is: Grapple and Shove. One of the main weaknesses of building a grappler is that you do not suffer any damage because you are using your Attack action for, you know, grappling and pushing instead of, you know, inflicting damage. Plus, since you usually use one free hand for the grapple and another for the shield (Exploit Shieldmaster, Shove as a bonus action, +2 AC and +2 for Dex Saving Throws does not hurt) you can only do it improvised. Attacks with your shield (or bare-handed attacks, according to the rules of your DM), resulting in a small amount of damage even after you managed to grab your target. This feature alleviates both of these problems because you can attack and then try the grappling hook, and you can attack while fighting. The constriction is usually a melee weapon attack, which gives it an advantage over the attack jets facing targets on the belly – this sounds nice.

One of the problems is that, as you said, Constriction is a specific action, not a part of an attack, so you do not benefit from additional attacks. That should go as long as you build accordingly, or you can change that wording and allow for several attacks by tightening, I do not see it as broken.

Yes you play with a specific version of Grappler, I would give it a +1 for this feature. Really, after playing the grapplers, this feature deserves a (good) feat, especially if you change the Constrict system. So, in this particular case, we get a +5, which is already good, almost at the same level as the Half-Orcs and the Gnomes. The huge disadvantage is that, as I mentioned earlier, the attributes you get (Cha and Int) are not the ones you want for Grappler construction. So I give it a +1 and not a +1.5 (otherwise, you might think I removed another 0.5 from the ASI if you play the Grappler build).

Note: Obviously, this build is prone to the usual problems of a Grappler-oriented build, such as a loss of utility with respect to multiple targets and a great uselessness for larger targets.

The main suggestion I would make is to change the ASI from +2 Cha, +1 Int to something like +2 Str, +1 Int. This would already make a Eldritch Knight fighter very viable, a class that does not have a common breed with good distribution if it wants to focus on Str and Int, and that can make a good grappler. This would bring the race to a more moderate, even higher, spectrum and give him a practical class choice to play.

I also suggest trying to keep the wording consistent with the usual features of Wizards. For example, Constrict is a well known attack of many creatures.

Tighten. Melee weapon attack: + 10 to hit, reach 5 ft., One
Big or small creature. Hit: 17 (2d10 + 6) pummeling
Damage plus 17 (2d10 + 6) cutting damage. The target is
grappled (escapes DC 16) if the behir is not already constraining a
creature, and the target is restrained until the end of the grappling hook.

The restricted condition is considerably more useful than lack of breath, at least by RAW.

Finally, consider giving them really minor just trait to give them the latter +0.5. Maybe something with little or no influence in combat, for example a skill that makes sense in your mind, or a small acceleration of speed (35 feet) if you think it makes sense (except for the Bone Naga, the Nagas in the MM have 40 ft speed IIRC).

dnd 5th – Can I use the Clone spell to create bodies and then raise them to undead?

Technically yes, but …

It's exaggerated (yeah I'm a comedian).
Using super big spells to say that, it's like "there is a mosquito in my room, let's use dynamite!" Technically, it works, but there are easier ways than using a level 9 spell to create soulless corps. (And technically, your clones do not have souls, so if I remember correctly, the undead creation spells that make intelligent undead will not work.)

For example, you can kill only criminals and monsters, or become undead who wish to become one (anyone who wants immortality can accept this agreement).
You can craft a magic item (or buy it based on what your GM allows), which makes them confident that you will let them go after the spell (depending on the spell you cast) .

If you want to use very large spells, you can use clone or wish make people harder to kill, so that they can do risky things that are more likely to save the world without fearing the consequences.

In this way, you are always a necromancer, a powerful, but you are also at least good (and for the chaotic part, that's the way you define the role play).

dnd 5th – What is the difference between "I can not move" and "Speed ​​becomes 0"?

Overall, I think the distinction becomes quite clear. Appendix A of the 5th PHB contains exactly four occurrences of the expression can not move:

  • A description of the paralyzed state
  • A description of the petrified state
  • A description of the dizzy state
  • A description of the Unconscious state

In each of these conditions, a further description indicates that, with one or the other of these conditions, a creature is also Unable:


A disabled creature can not take actions or reactions.

It is therefore true that the character can not only traverse the value of a distance of squares (Movement, with a capital letter "M") but also can not in any way change their position (for example, force saving and dexterity saving rolls failing automatically and attack rolls against them always having an advantage). Characters with any of these conditions can not take any action or reaction because they are also affected. unable.

the unable the condition is referenced only seven times in Annex A: twice in the description unable itself (the section header and description), once describing a way in which the grappled condition can be completed, and then once each in the descriptions of the four conditions in which the sentence can not move is used.

In the same annex, there are two instances of the sentence the speed becomes 0:

  • A description of the Grappled state
  • A description of the narrow state

These conditions indicate a situation in which a character can not cross the slightest movement of a square, but can still move enough to potentially take actions (such as attempting to break a grapple, or turning away from strings attached to restrict the character). Characters with these conditions can take action but can not move more than 0 feet.

If you are chained to a dungeon wall, or if a strong person restrains you, it is these specific obstacles that prevent you from moving to another square (note my use of the capital M, indicating the Move action, in particular). It does not matter if you wear (or put on) Stride boots and springsbecause the extra speed of travel it offers does not solve the obstacles. That's why your the speed becomes 0 and can not be increased.

If you are paralyzed, petrified, stunned or unconscious, you are necessarily unable, which excludes any action of any type (indeed, the book is even more complete using the lowercase a for action).

dnd 5th – Is there a mechanism for a PC to know the relative strength of an opponent, in terms of statistics?

TL; DR: It would be realistic for a PC to be able to evaluate the mechanical strength of its opponent, but I did not find any RAW file for that. Am I missing something?

Some skill checks in DnD, like Nature or Religion, allow PCs to learn pieces of history or narrative information about their opponents. Depending on the outcome of the control, you can learn about their position in the world, their strengths and weaknesses, their common knowledge, and even about the types of attack.

However, after what I understand (correct me if I'm wrong), such a check can not tell players any mechanical information about the creature – their HP, AC, CR, etc. But in a game as combat-oriented as the DnD, it's essential to know the opponent's stats, or at least put them in touch with yours, to make an informed decision. this interaction – behaving carelessly, cautiously, etc.

Moreover, it is not unreasonable to want to be able to evaluate your opponent. After all, looking at someone you can get a general understanding of the danger they face in a fight. In some marginal cases, appearances can be misleading, but on average, you know who can kick who's buttocks.

In DnD, however, where we have CR5 trolls and CR16 Snake-girls (Marilith), the PCs can not base their decisions on the appearances of their opponents. But, realistically, living in this world, they should know how to evaluate the relative strength of someone.

So, how can I inform my players of the power gap between them and the other creatures?

5th dnd – Are the characters leveling too slowly for the Adventurers League scenario?

Level vs level

Each DDAL module is designed for a particular Medium Group Level (APL) and assumes a group of five characters. They also include instructions on rebalancing the module for a lower average level and a smaller or larger part.

However, it is level1 which determines which characters can play a DDAL module, no level. Level 1 is L1-4, T2 is L5-10, T3 is L11-16 and T4 is L14-20. D & D Adventurers League Player and DM Pack DM's Guild includes a Content Catalog showing which modules are appropriate for which levels of play.

Leveling cadence

As for the rate of upgrade, from season 9 (the current season at the time of writing this article), cin the hands of the players, not the DM. The characters advance at the end of each module (even mini-modules of one hour) if the player wishes. When performing hardcovers, the characters advance after a certain number of hours, again if the player wishes (although the DM may trigger the advance in hardcovers earlier).

If you play DDAL, you always use the rules of the current season whatever the age of the contentyou will need to review the rules each season to see what has changed. When playing older content, you are still unaware of the upgrade instructions in this content and follow the rules in effect.

Depending on the content available on your site, players may simply decline to upgrade if it allows them to exit the character level for the next available module.

Content selection

Although trying to present a coherent scenario is a laudable goal, and each season of DDAL modules has some consistency, it is not really the design of an organized game campaign. It is designed for the game drop-in-drop out. If you can have consistent players, all the better … but do not expect it.

I have played and directed DDAL in various places2. The best experiences I've had as a player are actually those where one person selects the content for the whole group. This a nobody decides what content all the DMs work on a given day. These are usually two modules of different levels, sometimes (as at the beginning of a season), all DM work the same way. Most conventions with a strong DDAL presence work the same way: content is decided at the event level, not at the individual DM level.

1There are a very small number of exceptions, including introductory modules that consist of mini modules of one hour, and are restricted by level.

2 I have five gaming stores within a half-hour drive, over a dozen to an hour drive, and I currently manage a private group (but still DDAL) online. I also regularly attend conventions.

dnd 5th – What is the maximum distance from which you can cause damage?

Note: This answer was written while the question still asked "the maximum distance that a creature can attack of "now that the question has changed to" the maximum distance a creature can did damage from ", this response is somewhat limited to attacking.Rather than update my answer, I will leave it in its current form in case someone" would "specifically" attack ", otherwise see the response of Medix2 to know the maximum distance that one can did damage of.

Without magic, 600 feet, a Sharpshooter with a longbow

A long bow has a range of 150/600 feet and the Sharpshooter feat (PHB, p.170) includes this benefit:

Attacking from a distance is not a disadvantage for your ranged attackers.

This means that you can perform a ranged attack against a target up to 600 feet without inconvenience. I am not aware of any class feature or similar that would allow you to increase the range of your attacks with ranged weapons. It would be "always on" as long as you have arrows.

With magic, 2 miles, a wizard / wizard mastering magic with metamagic spells remotely casting any spell remotely

This article Unearthed Arcana introduced the arcane magic mastery tradition for assistants, which includes the following class feature:

Alchemic casting. At the 6th level, you will learn how to increase spells in different ways. When you cast a spell with a spell slot, you can use an additional spell slot to increase its effects for that cast, by mixing the raw content of magic with your spell to amplify it. The effect depends on the location of the spell you are spending.


An additional 2nd level spell slot can increase the range of the spell. If the spell's range is at least 10 yards, it becomes 1 mile.

Everything comes with a range of at least 30 feet, let's say fire bolt, you can then launch a ranged attack on a target up to 1.5km, assuming you have a free path to the target and a way to see it at that distance (for example, by multiclassing in Totem Barbarian to obtain level 6 Eagle totem). It works as long as you have slots for 2nd level spells.

If you are multi-classified in wizard to get metamagic Distance Spell, which says:

Fate far away

When casting a spell with a range of 5 feet or more, you may spend 1 Witchcraft point to double the spell's range.

This can then be doubled to 2 miles. This is only possible if you have witchcraft points to spend on metamagic.

Alternately, with magic, 2 miles and 20 feet, Sorcerer with Spell Distant Metamagic Casting meteor swarm

If we do not need it to be a particular attack stream, meteor swarm has a range of 1 mile and affects a radius area of ​​40 feet. If it is launched at a maximum distance, it can cause damage to a target within 1 mile and 10 meters from the caster.

You can then increase this range to 2 miles, using the Distant Spell metamagic mentioned above. Doubling the spell's range allows you to damage a target up to 2 miles away. This is only possible if you have level 9 spell locations and ritual points to spend on metamagic.

dnd 5th – How does the Alchemical Launch feature of the UA Flavor Mastering Wizard interact with the spellcaster's exploit and metamagic of the wizard's far-off spells?

This question comes from recent discussions in the question "What is the maximum distance from which you can cause damage?"

The Master Wizard of the Uncured Arcane Tradition gets the Alchemical Launch feature that states:

(…) When you cast a spell with a slot, you can use an extra slot to increase its effects for that (…)

An additional 2nd level spell slot can increase the range of the spell. If the range of the spell is at least 10 meters, it becomes 1 mile (…)

I wonder how (if any) this feature works with both the Spell Sniper feat and the Sorcerer's Metamagic Distans spell:

When you cast a spell that requires an attack, its range is doubled.

When casting a spell with a range of 5 feet or more, you may spend 1 Witchcraft point to double the spell's range.

Does this allow you to have spells with a range of 4 miles, 2 miles, or only 1 mile in total?

Note that I already know that usually the exploit of the spellcaster and the metamagic of distant spells work together. This question is corroborated by the question "Does the caster and the ranged spell quadruple your range in attack spells?"

5th dnd – Ranger Dread Ambusher and hail of thorns

Can we launch a thorn spike as a bonus action before launching an attack action as a dread ambassador with a long bow followed by a second hit, the second attack with additional damage d8 of the second attack, and how many dice will be hit (3)? with damage being (if all hits) 1d8 + mod x2 + 1d10 x2 + 1d8 with critical rules applying to only 2 to hit the rolls or 3s.