dnd 5e – Can your pet (via Find Familiar) initiate telepathic communication with you?

the find familiar spell says (underline mine):

While your pet is within 100 feet of you, you can communicate with that telepathically.

You can therefore clearly speak to him by telepathy, for example send him commands. But can he:

  • Reply to your message?
  • Start a conversation with you?

In this case, I will have a familiar pseudodragon (via the warlock, the Chain Pact), which can respond in its own way:

Limited telepathy. The pseudodragon can magically communicate ideas, emotions and simple images by telepathy with any creature within 100 feet of him who can understand a language.

So in my case, it's more about knowing if he can respond with words (either because he can talk to me telepathically because of find familiar, or because I "initiated" a telepathic conversation with him, for example, Rary's telepathic link or telepathy spells), or if he can only answer at all due to its own capacity (via "Limited telepathy", which obviously will not be in words, if it turns out that telepathy via find familiar is one way).

I hope to know which interpretation is correct by knowing the answer to my questions above to find out if a familiar (via find familiar) can communicate by telepathy with the caster.

dnd 5th – Infusion of more artificial repellant armor

In the Ebberon text (ERLW), the pyrotechnician obtains fanciful infusions.

On the 2nd level, you gain the ability to imbue mundane items with certain magic infusions. The magic objects you create with this feature are actually prototypes of permanent objects.

One of these infusions is called resistant armor.

While wearing this armor, a creature has resistance to one of the following types of damage, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic , radiant or thunder.

The problem is that you can only "learn" this brew once.

Unless the description of an infusion says otherwise, you cannot learn an infusion more than once.

Does this mean that each time I use it (after a long rest, only one infusion of resistant armor at a time), I can decide what resistance the armor takes?

Or does that mean that when I learn the infusion, I have to choose a resistance and that I can only use this type of specific damage when I use the resistant armor infusion?

I am asking because with a different infusion that has several options, the wording is

REPLICATE MAGIC ITEM
By using this infusion, you replicate a particular magic object. You can learn this infusion many times; every time you do, choose a magic item that you can craft with, choosing from the tables of replicable items below.

I understand that general specific beats which leads me to believe that the resistant armor allows the caster to choose (and change after a long rest) the resistance.

dnd 5th – Can you use Wish to duplicate a spell at a higher level?

Fate of wish:

"… is to reproduce the effect of any level 8 or lower spell …." (PHB 288)

The important thing is the wording of the spells that can be cast at higher levels. So let's go see one.

"When you cast this spell using a 2nd level or higher spell slot …."

This leads us to an enigma. We use a level 9 spell to cast a lower level spell. However, the question of what a slot is used is something of great concern.

I could see two equally valid interpretations:

  • The simplest interpretation is that fate can only to be cast at the level for which it was written and as no additional location is burned, the spell cannot be cast at a level higher than that for which it was written.

  • The second argument, a little more complicated, would be that it is an additional 8th level slot and that you can cast the spell at any level up to 8th level.

All things considered (especially the spell, these are other potential effects and the fact that this is your only 9th level spell for a day), I would say that the second interpretation is much more likely to be the one that is planned and would be the one I would use for my games.

SevenSidedDie's answer offers a third possibility that is worth mentioning, although I should think about its balance before introducing it into my game. It would be that the effect of the spell is actually 9th level. That makes a minimum of sense, the slot used (and therefore the slot apparently mentioned in the upgrade text) is the 9th level, so it can be logical that it is at the 9th level.

My main concern about it is that it provides the Wish classes in their mailing list all spell like a level 9 spell once a day. This is not particularly a break in play when it would otherwise be an 8th level spell (using the maximum spell level cap).

This interpretation has the advantage of consistent use of the slit, but may or may not reflect the design intent. Jeremy Crawford reportedly provides a wonderful insight (sarcasm) to this when asked:

Use "Wish" to duplicate the lower level spell. Is it considered a level 9 location?

I would let the decision launcher decide.

dnd 5th – When a spell requests targets, can I choose the same target more than once?

Only if the spell says so

There are spells that can direct multiple attacks against the same target, but they use different language. Instead of saying to choose a certain number of targets, such a spell says that it creates a certain number of attacks (or strikes, or missiles, etc.) and then forces you to choose a target for each attack. Some spells that use this language are magic missile, burning ray, and explosion eldritch. For example, here is the language used for magic missile:

You create three brilliant darts of magic force. Each dart hits a creature of your choice that you can see within range. A dart inflicts 1d4 + 1 points of force damage to its target. The darts all hit simultaneously, and you can aim them to hit one or more creatures.

Note that the spell is written in such a way that the same number of darts is created regardless of the number of separate targets you choose. The last clause specifies that several darts can be aimed at the same target, but even the first 2 sentences alone are sufficient to establish this.

As for your specific examples:

Or steel gale or acid splash can attack the same creature twice

The targeting clause for this spell is:

Choose up to five creatures you can see within range. Make a melee attack against each target.

You first choose the targets, then you do a attack against each chosen target. If you choose only one target, you can only make one attack. The same logic applies to acid splash: If you target only one creature, you don't target 2 creatures. The acid splashes on each target only once.

Any other interpretation leads to absurd results

If you decide that effects like these can choose the same target multiple times in order to stack multiple effects on that target, that would make the Hunter Ranger's whirling attack infinitely powerful:

You can use your action to perform a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Just choose to attack the same creature 1000 times. It says any number, right? Even better, choose each creature in range 1000 times and kill them all instantly. Obviously, this is not a reasonable decision. There will certainly be other ridiculous edge cases like this if you allow multiple targeting of the same creature this way.

dnd 5th – Manage the new player "Murder Hobos"

So I manage an LMoP game for a group of new players, and everyone is having a good time. We're all very new though – this is the first time I've launched a PW campaign as a DM, (I've only had a few unique games before), but I have a lot of 39; experience with players – and players are all new to it too.

We are in two sessions, and it has been quickly established that a player is a fairly complete murder Hobo. While the player is new, and the enemies have all been pretty much killed in one fell swoop (all of the goblins), (and let's face it, we've all been guilty of this occasional bloodthirsty journey); this player has slipped a bit.

The player runs a pre-genned * Halfling thief with a short sword and a short bow, and so far he has successfully single-handedly defeated almost half of the enemies encountered. They taste like blood and it affects their gameplay.

Surely they are a real neutral criminal, with "loyalty to my friends, not ideals. Anyone can take a trip on the Styx River" Ideal for character. This could being a "My Guy Syndrome" situation (I doubt it, however, none of the players really entered the character – simply made choices based on their abilities); but it becomes a problem, whatever.

Not only are they do not avoid the fight (the only reason they weren't hit one at a time is due to bad dice rolls), instead charge for melee with a second thought; they suggested that all of the characters they interact with should be killed. The reasons being "because it's easier". A kind of "no noise, no fuss" approach.

This includes:

  • A goblin, who survived an initial fight to provide information about the goblins' hiding place.
  • The central NPC of the plot, held captive by the goblins.
  • The same goblin who had been captured before, after being tied up and having already admitted to having "changed his ways"; who had also been declared unconscious due to his attachment to the wrong side for several hours.
  • Other PCs (only a first thought about whether PvP is allowed or not, and I said that PvP is not allowed).

What I have tried so far is:

  • Reminded the player that he is small, sneaky, with little HP. They excel at discretion and in combat, should do their best to flee the attack as much as possible – if the situation requires it.
  • Role played the conversation between players in the context of PC conversations; so that the NPCs are aware of the round trips:

    Snape: "We should just kill him. He obviously works for the goblins."

    NPC: "I can hear you." He reaches for a sword placed on the ground. He is clearly injured and in need of rest after being tormented and tortured by the goblins, but he is obviously concerned for his own safety by your frivolity at the idea of ​​killing him.

  • Even played a role in the scenario where they killed the captured and unconscious goblin; which led to an exploding group protesting against the player (not me, who made the decision), leading to a vote to confiscate the Rogues' weapons, only to return them if need be (head towards dangerous territory or at the start of a fight – I will allow free action to surrender at the start of a fight).

This is where he left it until the next session. Currently, while it frustrates me a little as DM; the rest of the group becomes clearly agitated by him – hence the last situation.

I also don't want the player to fall into this "Murder Hobo" lifestyle as it could cause bigger problems along the way. Starting with simple and weak enemies has allowed this to happen with little resistance. Later on the track, with bigger and more threatening enemies, this PC will probably have a hard time.

Is there a way that I could / should handle this better?

* These are the predefined characters that we use – we use the Starter Set.

dnd 5th – Since the caster of Truth Zone knows if a creature failed to save, can it use it to detect hidden / invisible creatures?

It will probably work

The text of the spell is quite clear on the knowledge acquired by the caster (PHB p. 289, bold added):

Until the end of the spell, a creature
Who enters the spell area for the first time during a turn or begins his turn there must make a Charisma saving throw … You know if each creature succeeds or fails on its save throw.

Now, as a DM, you can declare that this knowledge depends on awareness of the existence of a creature, but that would add restrictions not present in the current spell. As written, it seems that whenever a creature in the ray succeeds or fails against this save, the launcher knows.

Why this is balanced

Honestly, a 2nd level spell should reveal the presence of invisible creatures. After all, they already do. The spell See invisibility (2nd level) reveals not only that an invisible creature is present but also lets you see it. And the 1st level spell Alarm will allow you to detect when an (invisible) creature enters a tight space for 8 hours, not just 10 minutes (and it is a ritual that could be started without any resource expenditure but time).

Keep in mind that invisible creatures aren't always undetectable by default. An invisible creature usually makes enough noise for everyone to know where it is unless it tries to hide. Thus, the passive perception of your group can also be sufficient to reveal the presence of invisible creatures (although they are always invisible).

All this to say that the fact that your players realize that Zone of Truth could reveal hidden creatures isn't as unbalanced as it initially appears. That being said, you had other specific questions on how to respond to this tactic:

What could you do there?

There are a lot of options, but a few are skipping.

  1. Ask the spell to reveal invisible but benign creatures.

As I read it, this spell will allow the characters to know the invisible enemies, but also other creatures. You could tell your players that something failed on a save throw, but no other information. If they all start attacking it, they can determine that they have spent a round in combat shooting down a Sprite passing through the dungeon about their own business.

  1. Ask enemies to bypass the Zone of Truth

It is not clear from the description of Zone of Truth whether the zone itself is visible. If you declare it visible, creatures that try to avoid detection can simply move (if possible). Even if you have decided that the spherical area of ​​truth is invisible, creatures could quickly determine where it is because …

  1. The spell reveals the launchers as much as it reveals the targets

Note that according to the text of Area of ​​truth (Ibid).

Affected creature is aware of the spell and can thus avoid answering questions which he would normally answer with a lie.

So every time an enemy enters the Truth Zone, they will realize that someone has cast the spell there (if they fail on the saving throw). They may not have known the PCs were in the area before, but now they certainly are. So the spell essentially gives as much as it takes in this regard.

  1. Ask enemies to rush into the area

Note that Area of ​​truth will not reveal or the invisible enemies are exactly: just that they are somewhere in the area of ​​effect of the spell when they fail or succeed the saving throw (credit to Medix2 for having reported it). Enemies could enter and then simply exit the area of ​​truth. The PCs would know how many invisible enemies are present, but would not know where they are. In many situations, this would give invisible enemies most of the same benefits they had before (minus the ability to surprise their enemies).

On a personal note, I want to add that none of these tactics is my favorite. I suggest the latter as an alternative.

  1. Let this tactic work.

This is a creative and intelligent use of this spell which goes off the beaten track. Such insight should be rewarded. If your players want to spend resources protecting themselves from invisible enemies, this is a viable way to do it (and only provides the benefit of a lower level spell, Alarm, and for less time).

If you want this tactic to fail, I suggest that there should be a compelling reason (as the enemy they are fighting is intimately familiar with the way they operate).

dnd 5e – What 5E options are similar to Minions?

He is an interesting mechanic and I like the idea that you are increasing the drama by introducing a bunch of easy-to-kill "minions" who are mostly killed in one fell swoop.

If I were to use this strategy, I would be using the Commoner of Monster Manual (P.345). They have one AC of 10 and only 4 HP each. They can be from any humanoid race as well as. So you can use it as a base. Since they only have 4 HP on average, it would rarely take more than one hit or attack to kill one. Their capacity scores are all 10, so they have a +0 to all their bonuses. In addition, they only do (2) 1d4 damage tops. So even a large number of them shouldn't pose a big threat to a group of adventurers – especially if you have group members who already have area-of-effect spells.

I hope it helps.

Addendum:

1st level Sleep the spell should on average be able to eliminate at least 5 commoners. (PHB p.276)

A spell like Fireball would effectively eliminate a number of commoners from the area of ​​effect because the damage is at least 4 HP even if they succeed on their save rolls and you roll 1s on all dice. (PHB p.241)

dnd 5th – D&D 5th: do you lose items / abilities when a ready action is NOT triggered?

The Ready action indicates:

Sometimes you want to jump on an enemy or wait for a special circumstance before taking action. Do this, you can perform the Ready action on your turn, allowing you to act using your reaction before the start of your next turn.

First of all, you decide which noticeable circumstance will trigger your reaction. Then you choose the action you will take in response to that trigger, or you choose to jump to your speed in response to it. Examples include "If the cultivator walks on the hatch, I will pull the lever that opens it" and "If the goblin walks next to me, I walk away."

When the trigger occurs, you can Is take your reaction right after the trigger ends or ignore the trigger. Remember that you can only perform one reaction per turn.

None of the above changes how / when resources are consumed, therefore resources are consumed normally, That’s, when an action that consumes them is performed.

For example: if you prepare an action to use Turn Undead or Attack with your bow, then the deity of the channel or the arrow are only consumed when you react to the trigger, where as if you do not react, they are not consumed .

Spells behave differently, as they are specifically mentioned in the following paragraph of the Ready action:

When you prepare a spell, you throw it away as usual but retain its energy, which you release with your reaction when the trigger occurs. To be prepared, a spell must have a cast time of 1 action, and clinging to the magic of the spell requires concentration. If your concentration is broken, the spell dissipates without effect. For example, if you focus on the web spell and the magic missile ready, your web spell ends and if you take damage before launching a magic missile with your reaction, your concentration may be broken.

Because you cast the spell normally, you must also consume a slot to do so. Therefore, the spell location is consumed when you prepare a spell, whether or not you choose to react to the trigger.

dnd 5th – D&D 5th: can the Wish spell overcome limited magic immunity?

I have always wondered how the two interact. What if I cast Wish, by copying the Contagion spell (5th level), on a rakshasa? Creature is immune to 6th level spells or less, but does my spell count as 9th level because I used the wish, or 5th level because the effect is that of contagion ?
Maybe this counts as 9th for spelling purposes, but 5th level for immunity purposes?
If anyone has an answer, I would love to hear it.

dnd 5th – How do you use D&D Next NPC statistics missing from classes (for example in "Murder at Baldur & # 39; s Gate") with 5th?

Only PCs have courses. NPCs have a block of statistics that fully covers everything they can do. They may have functionality in common with the PC classes, but they may have additional functionality that a PC cannot replicate, or lack functionality that a similar PC has.

Referring to the basic rules for 5E (reproduced in the Monster manual), we get the following statement:

A monster's statistics, sometimes called its statistics block, provide the essential information you need to run the monster.

That's it … fun and simple. There are no extra things to look for, no progress charts to look at. Just look at their statblock, and it contains everything they are capable of.

(I understand where the confusion comes from … 3.5E had "NPC classes" like the Aristocrat, the Expert, the Warrior, etc. Nothing like this is in 5E)