dnd 5e – Who decides which PHB variant rules are in play?

The rules variants presented in the DMG are clearly there for the DM to decide upon.

Some of the variants in the PHB say that they are the DM’s prerogative. For example, “Variant: Customizing Ability Scores” (PHB, p. 13) says:

At your Dungeon Master’s option, you can use this variant for determining your ability scores.

However, the “Variant: Encumbrance” section (PHB, p. 176) says:

Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment.

As far as I can tell, there is no discussion of encumbrance in the DMG.

Does this mean that, RAW, individual players each decide whether or not they are using the encumbrance rule, and that a given game might have some players using the variant rule and others not?

(I realize that by Rule 0, A DM could decide that the variant rule was in play or not.)

Windows equivalent to udev rules

(don’t know if this question suits to this site, so sorry if not)

There is a possibility to create a link to USB device according to its inner parameters using udev rules. Is there some equivalent to this in Windows?

customs and immigration – UK to continental Europe and back, same rules for air or surface travel?

Short version: Are there separate (COVIS 19) rules for travel between the UK and the Netherlands, and Belgium or France, based on the mode of transport, (flights or ferries and trains.)

Long version: My long distance relation boyfriend and I usually meet each other a few times each year, him traveling to continental Europe (the Netherlands, Belgium, France) or me from the Netherlands to the UK and the other coming to the same place.
We select our mode of travel based on convenience, cost and a bit of environmental concern.

In these COVID 19 days we wonder whether there is a difference how quarantaine (or self isolation) rules work between the different modes of transport.

As we are each citizen in our own country, visa rules do not matter to us, but for completeness sake, if there is a real difference that can be included.

At the time of writing, there seems to be a huge difference in cancelation rates, with flights being cancelled more often than they happen but as I expect changing the quarantaine rules to change that, I want to keep that out of this question. I may ask a different question if it seems relevant.

dnd 5e – Are there rules for giving a sidekick spellcaster with a clerical flavour concept of prepared spells in D&D 5th edition?

Are there rules for giving a sidekick spellcaster with a clerical flavour a class and class abilities, like more prepared and known spells, closer to those of a PC in D&D 5th edition?

Сan Acolyte or the same Spellcaster Sidekick with clerical flavour know more spells than they do according to the “known spells” in Unearthed Arcana (UA) description? As much as Cleric: prepares a lot uses a little.

In particular, Acolyte has a class of Spellcaster, at the start he has a list of known spells (3 of the 1st level) and slots (3 of the 1st level), but the Cleric with the same abilities and with the 2nd level (according to UA) must have 6 prepared spells and 3 1st level slots.

dnd 5e – Rules for DM’ing large scale battles

I am working on a campaign and there is a very good chance that the PC’s may find themselves involved in a large mass battle, a large siege or possibly both if things go slightly sideways in regards to there actions and success through the campaign (of course they may just as equally decide to get out of dodge if it all goes sideways but that is the joy of running a free from open campaign).

I have experience of a system for large battles from 1st edition legend of the 5 rings, a combination of the players attempting to complete heroic actions to sway the battle, combined with dice rolling the skill of the generals behind the scenes to gauge the flow of the battle. Are there any official published 5th edition rules or suggestions as to how to run these kind of large scale battles for D&D?

firebase – Error saving rules – Line 11: Expected ‘{‘

I am probably missing something but unfortunately I cannot debug =/
I am following the exact steps from the course I’m following, but unfortunately this error won’t go away.
I’ve already re-wrote that like 4 times to see if I had some typo or something
If someone can please help me will be much appreciated.

I am using real-time database, by the way.

  "rules": {
    ".read": false,
    ".write": false,
    "users": {
      "$user_id": {
        ".read": "$user_id === auth.uid",
        ".write": "$user_id === auth.uid",
        "expenses": {
          "$expense_id": {
             ".validade": "newData.hasChildren(('description', 'note', 'createdAt', 'amount'))",
             "description": {
               ".validate": "newData.isString() && newData.val().length > 0"
             "note": {
               ".validate": "newData.isString()"
             "createdAt": {
               ".validate": "newData.isNumber()"
             "amount": {
               ".validate": "newData.isNumber()"
                         "$other": {
                ".validate": false

        "$other": {
          ".validate": false


dnd 5e – Is this adaptation of the Lycanthrope rules balanced

I am planning to put my group into a scenario where they might get turned into Werewolfs. As I am not entirely happy with how Werebeasts are portrait in the rules, MM pg. 207., I.e. Hybrid forms and Werewolfs running around in armour and swinging Greatswords (I like my wolves tooth and claw, not sword and board. Thank you very much!)

I decided to try my hand on modifying them to suit my desired outcome. This is the first draft I came up with.


Once per long rest you can assume your Werewolf form, growing in size, leaving your armor and gear, or absorb them, your choice. When you do so you gain the following traits:

  • You gain resistance to bludgeoning, slashing and piercing damage from non-silvered weapons.

  • Your claws count as finesse weapons, dealing 1d4 slashing damage. Increasing to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

  • If you use the attack action on your turn you can make another attack as a bonus action.

  • Your strength score increases to 15, if not higher (Using the Werewolf as example).

  • You become unable to use any of your class features that require you to take an action. You can’t cast spells or concentrate on them, or use any weapons or magical items, except your claws.

  • If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
    If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

The transformation lasts for 1 hour or until you end it prematurely as a bonus action.

The forced turn on a full moon still applies, and yes the last part is copied from the Order of the Lycan Blood Hunter.

The idea is to create a kind of half breed class, compatible with any existing one.

I know that by denying to use class actions or spells I favour some combinations above others, like a paladin who can still use his smite or a monk who can still use his Ki. Hexbladed curse could still be used and sneak attack as well.

The alternative would be to deny any kind of overlap and basically have two different character sheets. Which is an option.

The idea behind it is simply making the experience a bit more unique and relatable to your character than just playing a boring run of the mill werebeast, there are druids for that.

Balance/usefulness wise I also considered adding the following:

Unarmored defence

Your AC equals 10 + Con mod + Dex mod

Temporary Hit points

You gain temporary hit points equal to 5 × your character level

Extra attack (at level 5 or 6)

When you take the attack action you can attack twice instead of once

Unarmoured movement

Your movement speed increases by 10.

Make the strength Score increase scale with your level

You strength Score increases to 10 + half your character level, if not higher.

My questions are:

  • Are there any exploits too great that it would completely break the game?

  • Is it too weak, that its usefulness is negligible?

  • Are there any other ways one could implement a similar system I haven’t thought of yet? Traits or ability Score benefits or deficits?

house rules – Counterspelling or legendarily resisting a Critical hit spell attack

I was wondering:

    if my sorcerer casts a spell Rolling 20 against a magic user (normal npc or a boss), Can they counterspell it?

Or is this dependent on the DM’s house rules?

Let’s say my sorcerer is critting with a lvl 6 chain lightning against a lich.
Would it be possible for The lich to just counterspell and on a success rob my character of the sweeet sweet taste of satisfaction, as the air starts smelling of crispy lich and singed phylactery?

    Legendary resistance is about saving throws, not about whether my sorcerer’s spell attack is higher than the enemy’s AC…
    But if my sorcerer crits with a spell (that has a spell save) against a boss that has legendary resistance, can that boss still choose to just succeed their save? … or is this depending on the DM’s rules?

Let’s say it’s a dragon. It still has at least one legendary resistance left, and my sorcerer crits using a disintegrate.
The spell attack is higher than thedragon’s AC – the spell hits…

But a successfull dex save means no damage.
But as it’s a crit… would the boss get to use the resistance?
If a 20 means a guarantied hit, it shouldn’t get the spell save… right?

If my sorcerer has both disintegrate and chain lightning, and the boss hasn’t spent all legendary resistances, then it would be better to use the chain lightning, because a successful save would still result in SOME damage.

Hope some of you can help me 🙂

Best regards Christina

dnd 5e – Are there any official rules for the exact meaning of the phrase “when the target willingly moves” in Booming Blade?

The Booming Blade cantrip’s secondary effect states that “(the target) becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends”. We can deduce, then:

  • That the damage does not trigger when the target is dragged or pushed around via physical means (grappling, shoving, scenario effects, etc.)
  • That the damage does not trigger when the target is dragged or pushed around via magical means (Gust, Eldritch Blast with Grasp of Hadar, Graviturgist’s Gravity Well, etc.)

This seems pretty clear. However, what happens when the following cases arise?

  • The target is ordered to move via the use of Command (assuming they don’t know yet that the thunderous aura is damaging).
  • The target is forced to move via the use of Compulsion.
  • The target is invited to move via the use of Suggestion.
  • The target is Turned.
  • The target is Frightened and forced to run via Dissonant Whispers.
  • The target has a Geas that prohibits them from ending a turn next to an enemy if they can avoid it.
  • The target is threatened into leaving the area or else. This one seems “willingly”, but are they truly willing if they are panicking because you are telling them you will cut their heads off if they don’t run?

This tweet seems to suggest that forcing people to move via mind control spells doesn’t count as willing. However, after the release of the 2019 Sage Advice Compendium, Jeremy Crawford’s Twitter rulings are no longer considered official, so I was looking for something more solid to make a RAW judgement of this interaction.

probability – Multiplication rules – Mathematics Stack Exchange

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