dnd 5e – If an elf is stable with 0 HP, do they regain all hit points after a long rest of 8 hours or 4?

In my most recent session, the entire party except one character was downed (reduced to 0 HP), but they were all stabilised by the cleric (the only member that was left standing). One of the downed characters is an elf.

Because of the elf’s Trance trait, normally when they sleep/meditate, it only takes 4 hours to finish a long rest. However, in this instance, they are not meditating, but just stable with 0 hp.

Would it take the elf 4 hours or 8 hours to finish a long rest and regain all their HP?

dnd 5e – Can the rats summoned using a Hat of Vermin allow a character to use the Pipes of the Sewers to call forth a swarm of rats?

(Full disclosure: this is a silly question, not to be taken too seriously.)

A Hat of Vermin (XGtE, p. 137) can be used to conjure up to 3 rats:

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Pipes of the Sewers can be used to summon forth a swarm of rats, if enough rats are around:

The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

Now, imagine the following situation:

An adventurer, in the middle of a rat-less environment (like a desert) but carrying Pipes of the Sewers and no less than EIGHT Hats of Vermin. He promptly decides to spend the next 2 and a half minutes summoning all 24 rats from the Hats. He then plays the Pipes and attempts to use a charge, with the intent of “gathering” the 24 skittering rats into one convenient swarm (I went with 24 rats, because a Swarm has 24 HP, which may or may not represent the amount of individual rats in it; who knows).

Would this needlessly complex chain of events, indeed, allow our Piper to “make” a Swarm? And if so, would it only last an hour?

dnd 5e – Is there a minimum damage rule?

In D&D3e, if you successfully hit a target you always did at least 1 point of damage (before applying Damage Resistance), even if you had a Strength penalty. I can’t find any mention of that rule in the 5e PHB. Does the rule no longer apply, or did I just overlook it?

dnd 5e – Does a non-magical disease/poison effect contracted in Wild Shape carry over to the original form?

The absence of evidence is not the evidence of absence.

In this case, at least, the above is true. Since the wording for wild shape does not explicitly say conditions are removed/dispelled, and disease is a condition, that condition is not dispelled upon shifting back.
It can then be surmised that status affects such as poisoned, blinded, etc, are also not removed upon shifting to and from wildshape, it can be easily concluded that those effects still persist in the original druid’s form.

This is not to say a disease is a standard condition like poisoned, blinded, etc. But it is still a condition that persists on the player until the effect wears off, or is cured.

Diseases specify what creatures are affected by them. For example, Cackle Fever:

This disease targets humanoids, although gnomes are strangely immune.

Or Sight Rot:

This painful infection causes bleeding from the eyes and eventually blinds the victim. A beast or humanoid that drinks water tainted by sight rot must… etc.

After this point, the real question becomes does a mundane disease that affects a specific animal affect the druid in their humanoid form?

That goes into some science that is more theory than actual rules. So there’s no easy way to say that a disease will or will not affect the druid in a different form. However, it could be said that the disease remains dormant in an unaffected or immune host, but when the host becomes a viable creature the disease persists. This is up to your DM at this point.

  • If the druid is considered their race in terms of biological susceptibility in wildshape or not, then the disease would always persist.
  • If the druid is not considered their race in terms of biological susceptibility in wildshape, then the disease would not persist, or would be quickly cleansed from an unsupported host.

One last observation from this can be taken from the text of Wild Shape:

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

Of course, biological susceptibility to a disease wouldn’t exactly be considered a “benefit” but you could rule this to mean that if you are a Gnome you will, for the purposes of disease viability, be able to be infected as if you were a Gnome, no matter what beast you were taking the shape of.

dnd 3.5e – To what extent is a Dragonborn of Bahamut considered a dragon?

By the rules

Dragonborn have the dragonblood subtype, which is defined as

Dragonblood Subtype

If a race possesses the dragonblood subtype, it has a strong affinity to dragons—which means that spells, effects, powers, and abilities that affect or target dragons also affect it. The subtype qualifies a creature to use magic items normally only usable by dragons, and qualifies the creature to take feats that have the subtype as a prerequisite.

The dragonblood subtype also makes creatures subject to harmful effects that affect dragons. The dragonblood subtype does not confer the dragon type or any traits associated with that type. For instance, it does not give a creature frightful presence.

Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype. Races presented in this book that have the dragonblood subtype include dragonborn, spellscale, kobold, and draconic creatures. Should a creature acquire the dragon type, it loses the dragonblood subtype.

(Races of the Dragon pg. 4; also, Dragon Magic pg. 4)

So dragonborn is considered to have a “strong affinity for dragons,” to the extent that “spells, effects, powers, and abilities that affect or target dragons also affect it,” and it can also “use magic items normally only usable by dragons.” Furthermore, the dragonblood subtype is required for a number of feats in Races of the Dragon and Dragon Magic.

Since they lack the Dragon type, dragonborn do not qualify for many feats, or classes, reserved for dragons. They certainly aren’t “true dragons” as required by a select few special features.

By characters in the game

Dragonborn obviously have draconic aspects; anyone can see that. They equally-obviously are not your typical dragons, since they have a generally-humanoid shape, lack a tail, and many lack wings. They are also much, much smaller than adult dragons. So people aren’t going to have the same reaction to them that they would to a dragon, particularly a full-grown one.

As for dragons themselves, those are notoriously proud and arrogant; they are not likely at all to consider a dragonborn an equal, though the good ones will likely approve of their devotion to Bahamut.

dnd 5e – How do foci and somatic+material components interact when it comes to occupying a hand?

Does the rule stating that you can use the same hand for material and somatic spell components extend to objects which replace the need for material components such as foci?

No, RAW, there is nothing which says that Foci can be held in the hand used for somatic gestures.

If I were an arcane class that obtained a shield proficiency, could I have a shield and focus and cast spells with somatic and material components perfectly fine with no equipment juggling?

No, however the equipment juggling is not as difficult as you might think. As part of your action, you may use the focus for your material components and then afterwards put the foci away, thus doing the somatic gestures with an empty hand. On your next turn, you may use your empty hand for the somatic gestures, and then grab your foci and use it for the material components. What this does cost you however is the ability to cast a spell which requires both somatic and material components as a reaction.

If I’m a cleric with a shield serving as a holy symbol & mace, am I perfectly fine casting spells without having to stow my weapon?

No, you will need to stow your weapon as part of your free action, thus losing your weapon for reactions during your turn.

In general, you can use your empty somatic hand to get components, but you can’t use your filled focus hand to do somatic gestures.

This is one of the purposes of the warcaster feet. It allows you to find in melee and cast spells to full effectiveness. This is also one of the reasons why the quaterstaff was turned into a versatle weapon, so that Wizards could hold the staff in one hand while using the other for somatic gestures.

This may seem to make foci items to be an extra cost to spell casting over the component pouch, and in a way it does. The reason for this, is that foci often will have other magical properties. Foci that function as other items, such as a magic wand, or a shield with a holy symbol should be seen as a means to enhance the “realism” of the story, by allowing you to not worry about collecting various material components and worrying about how to keep track of that. Instead, you may have your foci.

These rules also prevent a spellcaster from using two foci at once, or being able to both spell casting and melee fighting unless it comes as a class feature or feat, just as a martial character needs to choose between doing ranged or melee tactics, but not both without a reduced cost in damage.

It’s advised that you don’t worry about these details too much unless they are causing some clear imbalance in your game however. The rules are there to clarify how these things work, not to restrict reasonable actions.

dnd 5e – Can a zero-HP, unconscious and stable character be woken up prematurely?

Just read the “Resting” rules.

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. (PHB p.186, “Short Rest”)

We stipulate that you spend at least an hour. The question, then, remains whether being unconscious at 0HP is “more strenuous” than eating, drinking, reading, tending to wounds.

No, it’s not more strenuous. An unconscious character, by rule, can neither take actions nor move. (PHB pp.291-292, “Appendix A: Conditions”) Eating, drinking, reading, tending to wounds are actions–no, not in the combat-economy sense, but in the plain-language sense.*

Perhaps, though, the mere state of being at 0HP, struggling autonomously to stay alive while mortally wounded is more strenuous? But you’re not struggling to stay alive, you’re stable; you’re not in mortal danger and you’re resting so calmly that in d4 hours you’ll have regained a hit point. (PHB pp.197-198)

Having met all the prerequisites of a short rest, you gain the benefits of a short rest. This includes, per “Short Rest,” the ability to regain hit points through the expenditure of Hit Dice.

But “Short Rest” says the character spends Hit Dice. To do that doesn’t the character need to be conscious? It doesn’t say so. If you can tell me what it looks like when a character spends a Hit Die–in game!–then perhaps we’d have to conclude that the character can’t do it while unconscious. But Hit Dice are a metagame concept, methinks, and it’s strange to ascribe their operation to the character.

Something being “strange” to me shouldn’t sway you. But this should: contrast the requirements for a short rest with those for a long rest. The long rest has similar time and activity requirements described. Then there’s this:

A character must have at least 1 hit point at the start of the (long) rest to gain its benefits. (PHB p.186, “Long Rest”)

The designers were clearly thinking of exactly this situation, for when else is a character at 0HP? And they explicitly state that 0HP can’t be the start of a long rest, but they conspicuously don’t state that 0HP can’t be the start of a short rest.

“Doesn’t that moot the “regain 1HP in 1d4 hours clause?” Nope. Imagine a character with no HD to spend–they’ve got to wait the full d4 hours. Or a player could choose not to spend the HD and, instead, save them for later.


* – see also every time you’ve been sleeping vs. every time you’ve been awake.

dnd 5e – Can monsters with a teleport ability grab enemies to teleport them both?

dnd 5e – Can monsters with a teleport ability grab enemies to teleport them both? – Role-playing Games Stack Exchange

dnd 5e – What is the point of the “Grasping Undergrowth” effect of the spell Druid Grove?

The 6th level spell Druid Grove (XGE p.154) lets the caster pick various effects for the targeted area. One of the possible effects is

Grasping Undergrowth: You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell.

And the Entangle spell works the following way:

Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants
turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a
Strength saving throw or be restrained by the entangling plants until
the spell ends

Since Druid Grove has a casting time of 10 minutes, it seems unlikely that you could successfully cast it during a combat encounter to activate the restraining effect from the Entangle spell (which has a casting time of only one action) and instead only get the difficult terrain. But difficult terrain is also overshadowed by another feature of the Druid Grove, “Solid Fog” that among other effects also causes “every foot of movement through the fog costs 2 extra feet”, which overshadows the 1 extra foot caused by regular difficult terrain.

So, why would one choose to use the Grasping Undergrowth effect at all? (apart from the role-playing aspect of being able to use it as seats or a bed)

dnd 5e – What are the rules for making constructs other than golems?

If a PC wants to make a golem specifically, the various Manuals of Golems have them covered. That’s pretty clear in the rules (Dungeon Master’s Guide, page 180).

However, there don’t appear to be many rules for how a PC can create constructs other than golems, such as animated suits of armor. (Page 129 of the Dungeon Master’s Guide talks about how much material, time, and money is needed for magic items of known ratings – common, uncommon, rare, very rare, and legendary. However it is not clear whether animated suits of armor are “common,” and possibly each Dungeon Master is supposed to make a campaign-specific ruling.)

(Animate Object lasts only 1 minute. Obviously a construct should be more-or-less permanent, and I’m used to how other editions handle converting temporary effects into permanent ones via a permanency spell or something similar, but permanency doesn’t appear to be in 5e.)

So how is someone supposed to create constructs other than golems? The Animated Objects entry in the Monster Manual (p. 19) says:

Animated objects are crafted with potent magic to follow the commands of their creators.

Where are the rules for this potent magic? Does the game just leave it up to DMs to to define this “potent magic” via homebrewed rituals, new Manuals types, and whatnot?

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