dnd 5th – How does moving a creature struggle?

Only the relevant rules as far as I know (p.195).

Move a grappled creature. When you move, you can drag or drag the creature you are dealing with, but your speed is halved unless the creature is half the size of you.

So, if you drag the creature to grips, how / where do they move? Where is the grappling hooked in relation to the grapple?

The most common decision that I have seen is that the grapple can rotate the grapple as much as it wishes. This combo with peak growth for infinite damage could not it?

Can I pick a polymorphic creature and keep its feathers? [duplicate]

This question already has an answer here:

  • What happens to a polymorphic character if he is shorn like a sheep?

    1 answer

This is a question about polymorphic and true polymorphic spells. Both spells include in their description an explanation of what happens to the target gear of polymorphic spells …

The gear of the target blends into the new form. The creature can not activate, use, brandish or enjoy any of its equipment.

… but nothing that happens if you remove a part of the creature, like a feather, does it disappear once the spell is over, do you keep it?

It's probably a subjective question that will collect subjective answers, but that does not bother me. I did not find anything in the SAC or in the erratas about it and even though my current CEO decided that I could keep the hummingbird feather in which I turned, but I also Impression that this is a debate that I could have with every future DM … could just as well see what RPG Stack Exchange thinks?

5th dnd – Does the light of a torch under the effects of a light blind cantrip a creature?

The rules say this about torches:

Torch. A torch burns for 1 hour, providing a bright light within a 20-foot radius and dim light for an additional 20 feet. If you perform a melee attack with a lighted torch and strike, it deals 1 fire damage.

Light has this description:

You touch an object whose size does not exceed 10 feet. Until the end of the spell, the object emits a bright light within a 20-foot radius and a dim light for another 20 feet. The light can be colored at your leisure. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or reject it as an action.

If you target an object held or carried by a hostile creature, this
The creature must make a Dexterity save roll to avoid the spell.

The rules cover only these different levels of light: sunlight, bright light, dim light, darkness and magical darkness. There are no rules stating that you can create a very bright light by piling up sources of light and blinding a creature.

That being said, as a DM, you have to allow or not the things that the players are trying to do. If the dragon had been in the dark for a while, it would be reasonable for a bright and sudden light to hurt him.

5th dnd – Avoid the inconvenience of the spear when he is riding a large creature

So, a spear, of course, has the following text:

You have a disadvantage when using a spear to attack a target within 5 feet of you

We are considering two different solutions to (lack of) mounting rules:

  1. You occupy the same space as your mount

  2. You do not like, but occupy the space that your mount also occupies

(These are the fixes for the first three answers of the linked question.) The accepted answer, which is highly voted, is number 2, the other two being significantly the most voted are the number 1, for different reasons)

In the first case, when the GM has decided that your space is that of the mount, you are within 5 "of the enemy because your mount is, so you get a disadvantage.

In the second case, when the GM has decided to separate you from your mount, you may be within 5 "of the enemy if you wish, but you are certainly not obliged to do it and you will avoid a disadvantage.

Pathfinder – What's a willing creature?

Spell sighting rules state:

Some spells limit you to consenting targets. Declaring yourself as a voluntary target is something that can be done at any time (even if you are down to earth or if it is not your turn). Unconscious creatures are automatically considered to be consenting, but a conscious but immobile or helpless character (bound, shaking, grappling, paralyzed, stuck or stunned) does not automatically want to.

If we then look at the saving throws, we see:

Voluntarily give up a saving throw

A creature may voluntarily surrender a save roll and willingly accept the spell result. Even a character with special resistance to magic can suppress this quality.

If the target of the spell wishes, it is automatically affected by the spell (while waiting for other special abilities such as spell resistance).

A spell can have (harmless) in the backup line, it means:

The spell is usually beneficial and non-damaging, but a target creature may attempt a save roll if it so desires.

However, this information is not known to the target. Instead, a spell check would have to be done to identify the spell at launch, otherwise it would not know.

For example, if a creature does not perform this check and expects you to cast Lightning, it is probably already voluntarily giving up its saving throw and would be affected by the spell you cast. actually launch (although she knows you are launching a spell).

dnd 3.5e – What damage does the spell wall do to a creature immobilized on its surface?

Our resident, a dwarf luthier, has launched a new challenge: he got 30 fire resistance points thanks to the energy of resistance and decided to drop walls of fire on himself during that he was struggling. His theory is that fire will not hurt him and that the opposing creature never leaving the initial complete damage zone, he will take maximum damage on each turn, plus the wall offers a nice protection against other enemies interfering with the grappling hook. .

My question is this: Can a motionless creature suffer a wall of fire damage after the initial cast, or suffer only "less than 5 feet" damage, assuming that it can never to move away from the initial launch point?

dnd 5th – What happens after a creature of the chosen type has entered my magic circle?

Magic Circle's description reads (in part):

You create a magic energy cylinder centered on a 20-foot radius and centered on a point of the ground that you can see at your fingertips.

  • The creature can not voluntarily enter the cylinder by non-magical means.

  • The creature has a disadvantage on the attack rolls against targets in the cylinder.

  • Targets in the cylinder can not be charmed, scared or possessed by the creature.

A creature of the specified type can not enter the volume bounded by the spell. A creature can direct attacks in the area (at a disadvantage) because the target of the attack is inside the cylinder. These attacks should be ranged attacks or with a weapon long enough to reach the target without its appendage crossing the edge of the cylinder.

In addition, the creature can not clutch, shove, or make any
Strike with bare hands against a creature in the circle, as this would require that part of his body enters the protected space.

As long as the target is in the cylinder's volume, the creature's attempts to seduce, terrorize or possess it automatically fail, no matter where it is. This is the location of the target that is relevant for this part.


If a member of the specified creature type is forced into the zone against his will (bypassing the prohibition "can not voluntarily"), they can then drag the target out of the space to remove the handicap to attack with disadvantage (or continue to attack with disadvantage of the interior). They would need to drag the target out of the effect area in order to charm her, frighten her or control her mind.

Verification of the grapple to achieve this would not be done normally (ie not with a disadvantage) as it uses a disputed result and not a result of attack.

dnd 5th – How to deal with active effects on a creature that divides later?

Hunter's Mark can be applied to more than one creature at a time but only with something like the wizard Metamagic Twin Spells class characteristic.
Other, Hunter's Mark requires concentration and you can not focus on more than one spell at a time (PHB p.20.20), so you would not normally be able to apply it to a second creature.

Like a strict reading ocher jelly Split description and as Miniman points out, it splits into two New and separate the jellies so that all the effects on the original melt in the therther and are not applied to either of the two New each.

As a DM, you have the freedom to bend / break the rules as you please to make the game more entertaining and I would say that in a situation like this, it would be fair to do so.

Assuming that the PC can maintain the concentration, allowing Hunter's Mark being applied to a single jelly when it splits will not really break anything since you can change careers when you drop your current career at 0HP anyway. You can even add a constitution save roll to maintain focus when the split occurs to simulate the creature change that has an adverse effect on the spell. This would bring this decision closer to RAW and give the player a chance not to waste resources due to strict compliance.
It can also help the player feel less cheated if he is only recently throw Hunter's Mark before the split and if the jelly has enough HP after the split so that its continuation seems useful.

5th dnd – What is the easiest way for a whole group to be able to communicate with a creature who does not know the common?

There are some options that appear as they might work, but they will not do quite the deal

Understanding languages will not work because it only affects the launcher (and does not translate to the launcher)

So that the wizard and the wizard can learn Understanding languages to at least understand what the dragon says, but they could not answer that way; they had to talk to the Paladin in common and ask the Paladin to answer the Dragon.

Hame of Understanding Languages has the same problem

the Hame of Understanding Languages is an unusual minor magic object. A permissive DM could allow you to get enough of these items (it's a minor magic item) for everyone to understand the Dragon; but you would always have the aforementioned problem that only the Paladin could answer the Dragon.

The spell Languages solves this problem much more effectively, even for a few hours a day:

This spell gives the creature you touch the ability to understand any spoken language it hears. In addition, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Languages, Player's Manual, 283

Once this spell is available, you would only need your cleric (or wizard or wizard if they want to choose the spell as a known spell) to cast it. Languages on the dragon, and for an hour at a time, the whole party would understand what the dragon says, and could also speak to the dragon and make it understand.

Faerie Dragons has an intelligence score of 14, which means that he should be relatively apt at learning new things. At the request of your SM, you can teach them the common language during the following 8 weeks of inactivity:

With enough free time and the services of an instructor, a character can learn a language or master a tool.

Resources. Receiving training in a language or tool usually takes at least ten weeks of work, but this time is reduced by a number of weeks of work equal to the character's intelligence modifier (a penalty of $ 10,000). Intelligence does not increase the time needed). The training costs 25 pounds a week.

Revisited stop time, Xanathar's Guide to everything, pg. 134

Treat the fairy dragon as if it was a full-fledged character and treat the four members of the group as a single instructor, the fairy dragon should be able to learn to speak Common, if one has a enough time with the party.

Of course, the DM is not obliged to use the computer rules for NPCs, and this rule is considered an optional rule. The DM must therefore agree that it is an appropriate use of these rules. As a DM personally, I feel that it is a valid use of these rules.

You can also use the language training rules in the Player's Manual if your DM does not like the Xanathar review in Xanathar's Guide to Everything, although the DM must always agree that it is appropriate for an NPC uses these rules. If this is the case, the training takes about 35 weeks.

You can spend time between two adventures learning a new language or training with a set of tools. Your DM may allow additional training options.

First, you need to find an instructor willing to teach you. The DM determines how long it takes, and whether one or more capacity checks are required.

The training lasts 250 days and costs 1 gram per day. Once you have spent the necessary time and money, you are learning the new language or mastering the new tool.

Training, Player's Manual, p. 187

dnd 5th – Does the antimagic field suppress or prevent the petrification of a creature ability?

It only removes / prevents if the creature's ability is magic

Some of the abilities of these monsters are considered magical, others not. To define whether something is magic or not, the Sage Advice Compendium offers us a short questionnaire:

  • Is it a magic object?
  • Is it a spell? Or does it allow you to create the effects of a spell mentioned in its description?
  • Is it a spell attack?
  • Is it powered by the use of slot machines?
  • Does his description say it's magic?

If you answer yes to any of these questions, the ability is considered magic and is therefore removed by a antimagic field.

Now, between spectator and the medusaonly the spectator's eye rays are magical. Let's take a look at the viewer's eye ray description (that's me pointing out):

The viewer draws three of the following magical Random Eye Rays (repeat duplicates), choosing one to three targets visible within 120 feet: […]

In addition, the description of the antimagic cone's function indicates that it acts against the rays of the viewer's own eye (see below), thus removing the petrifying effect for a target creature. If the target makes saving rolls against petrification and enters an anti-aggression area, it stops saving as long as it stays in that area and continues to roll back the saving rolls after leaving the field.

The central eye of the viewer creates an antimagic zone, as in antimagic field fate, in a cone of 150 feet. At the beginning of each of its turns, the viewer decides in which direction the cone faces and if the cone is active. The region works against the own rays of the viewer's gaze.

The jellyfish (including the jellyfish under the city introduced in Ravnica) petrifying look, however, answer all the questions of the "is this magic?" questionnaire above with a no, so a creature petrified by it remains petrified under the effect of a antimagic field.

Antimagic field also suppress the petrification of both basil and basil abilities, respectively (that's me highlighting):

basil can force the creature to make a DC 12 build save roll if basil is not unfit. In case of failure of the backup, the creature magically begins to turn into stone and is restrained.

[…] and the target must succeed on a backup roll DC 11 Constitution against being magically petrified.