dnd 5th – How can a scared creature from the Fear spell attack the caster normally?

Someone said that he had read somewhere on this view that, if the creature could not run away (run safely), then there was no effect and then it could lift and pick up at the thrower as it would normally do. Yet, the rules clearly indicate that, in the state of fear, "A frightened creature has a disadvantage on ability tests and attack rolls while the source of his fear is within sight. not get closer to the source of his fear. "
So, am I right in assuming that even though they can not flee, they CAN NOT go to the launcher, and if they are somehow in a position to attack the launcher, it is only with Disadvantage?

5th dnd – What are the consequences of a caster that modifies the ability of a forced backup throw?

There was an Unearthed Arcana version including a subclass of the Wizard called Knowledge Mastery. The development of this subclass has been largely abandoned, although some of its features have inspired a later subclass of the AU, the School of Invention.

One of the discontinued features with the Master of Misunderstandings, the 4th level spell secret function, allowed the caster to change the ability of a spell-forced save throw, once per break or by rest:

When you cast a spell with a slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you make a backup save this way, you can not do it until you've finished resting.

I've allowed a player to use the memory master, including the backup backup function, in a campaign despite dropping the subclass, because we both like this concept. We have rarely seen the functionality used, although in these few uses it has been interesting, useful and without problems. However…

What are the ramifications (in terms of equilibrium implications, exploits and interactions of problematic rules) of a feature that allows a launcher to change the capacity for which a spell imposes a saving throw? Suppose that the use of this functionality is limited, for example once per short or long rest.

Despite the context I've included, I'd like a general response to any caster, not just a knowledge mastering wizard using this feature.

Is War Caster or Tough mechanically better for a weak constitution EK / War Wizard?


I am a new player and I have no first-hand experience to inform my decision. I plan to play a gish, starting as a fighter at level 1, with the end point being a Fighter (EK 8) / Wizard (War Magic 12). I would seek to make the most of the EK war magic as a character that sneaks comfortably close to melee while cultivating a wider range of spells in terms of flexibility and level. I would like to use these spells both as combat options and for RP or adventures purposes (by this I mean non-hack-and-slash).

Character Building Criteria

  1. I want a lot of this character concept (both in terms of
    fight variety / flexibility / flavor and RP).
  2. My group will use Point-Buy. we will not ride for HP.
  3. With regard to ASI, Strength is preferred. I will wear a
    big sword.
  4. Intelligence(For the sake of my Save DC spell) will need attention
  5. I am trying to pick up four feats during my "career" (the first being of the human variant).

Starting statistics

In view of the above, I find that I tax my Constitution stat to make ends meet. As a result, my stats when creating the character look like this:

STR 15 (+1) | DEX 8 | CON 14 | INT 15 (+1) | WIS 10 * | CHA 8

* (will also end up doing the trick for that)

I was reconciled to keep Con at 14.

I now find myself deliberately cutting another 2 more points to fill both my -1 dexterity (mainly due to Dex's concern, the savings are bigger than I thought at first) -1 charisma (not to undermine some RP interactions I would like to try), bringing back to a low 12.

I had initially decided that one of my exploits would be War Launcher, even if I'm going to use a big swordfish, to better protect my concentration spells, as well as the flavor / options that the transformation of AO into spells seems to bring.

Although I see how my arcane tradition Arcane Deviation can overlap with these 2 characteristics, I realize that a Constitution of 12 is probably going too far. Which brings me finally to my two questions.

Questions / queries

  1. First, in the light of all this, should I drop War Caster and run
    with Tough instead
    to support the atrociously low HP Bad
    to have? I ask myself whether I choose to run with
    a Con of 14 or one of 12.

  2. And secondly. Is it even possible for a martial launcher to hope
    to cope with these amounts of HP?

    I do not know if the AC (and minor save stream bonuses) thanks to my combination of spells and class features (Deflection / Haste Shield or Arcane or Great Invisibility / Lasting Magic, to name a few) I grant enough VP / Defense to support this character from 1 to 20.

dnd 5th – Should a weak constitution EK / War Wizard choose War Caster or Tough?

I apologize for the long preface, but would like to take a moment to explain my situation as I see it.

I am a new player and, as such, I have no first-hand experience to inform my decision. I plan to play a Fighter (EK 8) / Wizard (War Magic 12). My group will use Point-Buy. I want a lot of this character concept (both in terms of fight variety / flexibility / flavor and RP). As far as ASI is concerned, this means that I want to develop both the Strength side (prefer it and its disadvantages to dexterity because of the flavor .I will also brandish a large swordfish for the same reason.) and the Intelligence side (for the sake of my Save DC spell), as well as seek to pick up four feats during my career & # 39; (one of which is granted by VH).

For this reason, I continue to tax my constitution stat to make ends meet. I was reconciled with the idea of ​​keeping him at 14 (An irresponsible voice in my head reassures me that I will come across an amulet of health sooner or later). Now, I find myself deliberating to cut another 2 more points to garnish my -1 dexterity (What I chose to replace with a 10 Charisma not to undermine some RP interactions I would like to try). I had initially decided that one of my exploits would be War Launcher, even if I'm going to use a big swordfish, to better protect my concentration spells, as well as for the taste / options that turn AOs into spells seems to bring. Although I see how War Magic is Arcane Deviation can overlap with these 2 features. However, even I realize that one Constitution of 12 is probably going too far. Which brings me finally to my two questions.

First, in the light of all this, should I drop War Caster and run with Tough instead? Support the atrocious low HP I'll have it differently? I ask this regardless of whether I choose to run with a Con of 14 or one of 12. And secondly. Is it even possible for a martial caster to hope to survive with these amounts of HP? Even if AC (and minor save stream bonuses) my combination of spells and class features (deflection of the shield or arcane or haste or greater invisibility / lasting magic, to name a few) grant me finally does not seem to be anything to make fun of?

dnd 5th – Can a caster use Mage Hand to perform a Sleight of Hand check?

No, the first two points are not valid for any thrower with Mage Hand.

Pickpocketing is not just about taking something from a pocket. it's a subtle skill that requires doing it unremarked, after all. It's more than just "doing it while the victim's back is turned" – the human body records light touches and subtle sensations, such as the weight of an object. A pickpocket knows how to beat those senses – by touching the victim in other places to baffle the senses, for example.

But the Hand Mage is implied to be clumsy, with limited dexterity – not conducive to stealth.

(Note that nothing in Mage Hand's description says that the hand has significant dexterity – it may "open an unlocked door", for example, or "pour the contents of a vial", but apparently, do not not manipulate lockpicks or defuse traps, which requires more precision, it is limited almost exactly to simple tasks that you do not have to perform.)

So, it's not that the mage's hand eliminates the normal skill test as such; the rules as they are written do not contain a "normal" skill test to choose a pocket. with a mage's hand. (A standard thief can not take the locks with a mage's hand, even if he has one.)

Most people can undo the buckle of a bag or a shoe. But can you do it so quickly and subtly that the holder of the bag (or the wearer of the shoe) does not even notice it? Try it It's not as easy as it sounds. It is necessary much more manual dexterity as the simple ability to undo a loop – it's more like being able to play the piano.

Under the 3rd or 4th old school skill system, the proper way to handle this would have been with a skill roll and a huge disadvantage – as GM, personally, I would have awarded a penalty ranging from – 10 to -20. The old system of skills would then have allowed the high level characters to draw anyway.

But 5th discourages this approach "everything is technically possible with the right roll", in favor of limiting the skills to "actions that anybody could try". "Choosing a pocket with a magic force" is not something anyone could attempt, and there is no obvious reason RAW whether to be able to select pockets by the usual means would help you use a Mage's hand to do it.

(And it's usually almost impossible to capture with a perfectly visible, awkward, disembodied hand, so even a disadvantage is not a sufficient penalty, it should simply be impossible.)

Legerdemain clearly gives the hand more dexterity, not just invisibility. This allows more complex tasks.

Short answer

If the standard hand does not have enough manual dexterity to take the locks or disarm the traps, it does not have enough for the equally delicate task of picking up the pockets.

5th dnd – Does the Master Image spell allow the caster to fill the 20-foot cube with as many "body doubles" as he or she sees fit?

an object, a creature, or another visible phenomenon

Note the singular here. The spell can only create an illusion of a creature.

Does the domain of "another visible phenomenon" cover me here? I do not try to "break" the spell necessarily; what I'm trying to create is a visible phenomenon.

Non, it is not OK. Note that he says "other" visible phenomenon. It means visible phenomenon other than the two categories (object and creature) mentioned above. This does not mean "other phenomena" in the sense that you can ignore the limitations mentioned earlier in the spell. The sentence is there only to allow you to create non-creature illusions, non-objects (eg a rainbow or a fog).

Yes major image was designed to allow this, they would not have put the words "a creature" in the first line of the spell. Instead, they would have said "objects, creatures or other phenomena". But they did not do it and so the RAW of this spell just does not allow to use it as you wish.

There is already a spell that does exactly what you want to do: mirror image

Mirror image said:

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, changing position so that it is impossible to determine which picture is real.

That's exactly what you're trying to do with major image and like that will not work with major image you should simply use it instead. The spell is literally tailor made to achieve the desired effect. Mirror image is even a lower spell level than major image you can achieve the same effect by using fewer resources.

Major image and mirror image are different spells that are designed to do very different things

Mirror image is a one-pony pony; all he can do is create illusory duplicates of yourself to help you in combat. Useful if you want something in particular, but not so useful otherwise. Major image is a very versatile spell that can be used for all kinds of combat and combat strategies. This can create illusory hiding places. This can create illusions of threats to frighten enemies. You can create a treasure illusion to set up a trap. You can create a single illusion of yourself to speak to the enemy leader and avoid exposing yourself to danger.

These are just two spells with two different effects and the ways they were designed.

In any case, the wording of major image you explain why you are trying to use it, it just was not designed to reproduce the effects of mirror image.

Even if major image could duplicate mirror image effects (again, it absolutely can not), it would be strictly worse than mirror image in just about every way to do the same thing mirror image was designed to do.

1. Major image uses a higher spell location

2 Major image requires concentration (mirror image does not)

3 Major image forces you to use your action to move images with you (mirror image do it for free)

4 Major image disappears at a simple physical exam or a fitness check and all illusions disappear at the same time. Mirror image Each image must be touched and it is only then that the hit (and only its image) disappears.

There is no imaginable way to use major image the way you imagine that it would be better than using mirror image instead of.

dnd 5th – does Arcane Eye transmit information if the caster moves to another plane?

The description of arcane eye states that the eye created by the spell "can not enter another plane of existence". PHB p. 214.

Consider this scenario: A Warlock Launches arcane eye (maybe using the Visions of distant realms invocation), creating an eye at 30 feet; then throws half-plane; then crosses the dark door created by half-planeleaving behind the eye exactly where it was created.

What result? Is there a written rule allowing to decide otherwise than the fact that the eye is not "entered" in another plane, remains so and continues to convey information from a plan to the plan? ;other? Or does the eye remain in existence but stop transmitting information? Or does it stop existing? Or something else?

5th dnd – If someone casts Vampiric Touch on a necrotic-absorbing creature, does the caster take damage?

Leaving aside the question of whether there is in the manual a way to assimilate necrosis to 5e (which, as far as I know, is not the case), and if the text of Touch vampiric was the next, would attack a creature that heals Vampiric Touch damage the launcher?
Vampiric Touch:

Make a melee spell against a creature within your reach. At once, the target suffers 3d6 necrotic damage, and you gain life equal to half the amount of necrotic damage dealt. Until the spell ends, you can restart the attack each turn as an action.

dnd 5th – Does the Hurl-through-Hell function of the Warlock-Boss-Demon dispel the effects that force the target to be on the same plane as the caster?

The description of the Hurl through hell ability begins with the following description:

From the 14th level, when you hit a creature with an attack, you can use this feature to: instantly transport the target through the lower planes. The creature disappears and crosses a nightmarish landscape.

The feature says that it "transports the creature across the lower planes", the "lower planes" in this context being clearly different alternative existence plans. The Player's Handbook explains what are the lower plans, in its description of the different plans of existence, from page 301:

Beyond the material

Beyond the material plane, the different plans of existence are areas of myth and mystery. These are not just other worlds, but different qualities of being, formed and governed by abstract spiritual and elementary principles of the ordinary world.


Exterior shots

If the inner planes are the raw material and the energy that make up the multiverse, the outer planes are the direction, the thought and the purpose of such a construction.


Plans with some element of good in their nature are called Superior Plans. Celestial creatures such as angels and pegasi reside in the higher planes. Plans with an evil element are the lower planes. Demons such as demons, devils and yugoloths live in the lower planes.

So, in this case, being "transported through the lower planes" is not just a fluff: by any literal interpretation of this characteristic (spells and features must generally be interpreted literally), the target creature must, between the attack that took place and the end of your next turn, exist in the lower planes, and therefore be on another plane of reality.

So, if you are looking for a way to instantly terminate the Charm effect on your fighter friend and you do not have a ready-to-use way to end the Charm effects, you'll be able to attack. your fighter friend the vampire*, summon this ability, inflict 10d10 damage (55 damage), and terminate the Charm effect once the fighter and vampire are in separate planes.

* Of course, because no warlock would ever attack his own friend, right? 😉

Does Hurl Through Hell dispel the effects that require the target to be in the same plane as the caster?

The exact circumstances of my situation are that a vampire has charmed my fighter and I want to use my skills to make it pass briefly to the lower planes, resulting in the breaking of the spell, even if I'm not sure that the part infernal be supposed to be. simply down without travel by real plane. Does Hurl Through Hell cancel the charm effect of vampires?