How does Mad Foam Rager (immediate action) work?

Reading up on Mad Foam Rager, I am not clear how it works. I am wondering if there’s clarity somewhere, such as use cases, or errata or I’m just confused about immediate actions or the word “effect”. Specifically it’s not clear to me when you can inact it, which seems to be the whole point of the feat. In the most complicated games I’ve played that involve a stack, there is always some point where you cannot respond and simply have to deal with what happened. I think “when” is what I’m missing.

In my use case, the character I am envisioning is a pure barbarian (level doesn’t matter I think, let me know if you disagree) with no spellcraft or literacy even.

The benefit:

When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability.

Here’s some questionable scenarios (can character mad foam past these?):

1 – post hit (critical)) Character is critically hit and the crit is confirmed. This is the simple scenario (beyond just being hit) I am assuming this is yes.

1.5 – post critical effects: Character loves damage and takes the crit but the attacker has a prismatic burst weapon which teleports the character to another plane. On discovery of that teleportation happening, can only that effect be delayed or can the crit (including the damage) be delayed?

2 – post spell (save)) Character with a phobia of fluffy bunnies is hit with Phantasmal Killer and not knowing why the horde of bunnies is climbing on him risks a saving throw and fails. He is informed on failure he is dead. Can he reactionarily mad foam or is post save too late? (I am pretty sure here death is the “effect” but getting less sure)

3 – post spell (damage type)) Character has vulnerability to fire so does not want to take fire damage. Character is hit with a scorching ray. He receives 16 fire damage. Does he now know (no spellcraft) it’s fire damage to mad foam?

4 – post hit (secondary grapple)) Character takes an AOO from a constrictor snake and damage is rolled and deducted from HP total. Then the constriction (improved grab) happens, character does not want to be grabbed does he mad foam now? Does doing so now also rollback the damage? Or does he mad foam after a failed grapple check (giving a chance for him to succeed and avoid the effect and save his mad foam?)? Is it his choice?

4.5 – post hit (tertiary constriction/damage)) What if in this same scenario, he forgets he had mad foam and fails the grapple then the constriction damage kills him. Can he mad foam to avoid said constriction or does the mad foam undo the entire event?

(4.75/bonus question: I am also curious what happens if you are not around the snake the next round to be grappled)

5 – post hit (unknown effect that impedes original action)) Similarly, character charges a giant with Hold the Line and is struck on an AOO. After taking damage, character finds out he is “held”. Can he mad foam letting him through the charge? Does he just foam through the feat “effect”? Or is it too late once he accepts the hit not knowing the consequences?

6 – post (aoe) spell: Maybe back to simple but the characters group is hit with a fireball. “Used against you” does not seem clear in regards to aoe, but I am assuming the fireball could be mad foamed since you’re an included target but only for the barbarian and not for any comrades. In other words, any mad foam usage applies to self as a target and not to spell.

I’m sure there are more (complicated) scenarios but hopefully this gets my confusion across. I personally think the simple adjudication would be just to stop the entire event once the character has the knowledge (feeling fire burn, feeling giant hold you) but especially with multi-part events it seems grey. I am also curious if others would adjudicate that way, if they believe the character then knows what will happen (e.g. “I’m about to die”, “I’m about to burn”, “I’m about to be grappled”, etc.).

If all these scenarios seem Mad Foam-able, if you can think of any more complicated scenarios that wouldn’t be, including that in your answers would likely help me.

Before anyone answers “ask GM” my intent/hope is to get opinions, or more hopefully facts, in advance from the group to give to my GM(s) to help guide them if questions do arise and to be guided myself.

Blinded + casting a spell with a bonus action + Find Familiar

Here’s the setup:

  • My familiar is adjacent to a target.

  • I use my action to use my familiar’s senses. I’m now blinded and deafened.

  • I use a bonus action to cast a touch spell. My familiar uses its reaction to deliver the spell.

Normally, being blinded causes you to attack at disadvantage, but I can use my familiar’s senses.

Do I attack at disadvantage, or not?

Background reading:

Casting while blinded in D&D 5e (mentions casting while blind, but not specifically the issue of a familiar delivering a touch spell)

When casting counter spell, do I know if the spell is an action or bonus action?

related to What do I know, when deciding whether to cast Counterspell? except that my particular question isn’t included in his question.

I’ve been thinking of ways to counter counterspell, normally you can trick your opponent by casting low level spells, the issue with this is that even though you burn their spell slots you are potentially losing actions. Burning enemy spell slots isn’t usually very useful if the creatures you face tend to have all their resources at the beginning of a battle. Hence I figured the best way for me to counter counterspell is casting low level bonus action spells.

But I had a thought, can a monster hold off on their reaction until your spellcasting has taken some time and they realize it isn’t just a bonus action? This goes both ways. Should I be able to wait to use my counterspell until I know it isn’t just a simple quickly cast spell?

Can you cast magic stone on 3 pebbles as a bonus action, throw a stone as a main action. Then ON YOUR NEXT TURN, throw the 2 remaining pebbles?

Can you cast magic stone on 3 pebbles as a bonus action, throw a stone as a main action. Then ON YOUR NEXT TURN, throw the 2 remaining pebbles? Like 1st thrown as “main action” & 2nd thrown as your “bonus action”, inside the “two weapon fighting rules”, from PHB pg 195 below


When you take the Attack action and attack with a light melee weapon that
you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Seeing as there is no, individual, entry for “pebble” and/or “stone” (making it an improvised melee weapon?), but also seeing as the attacker is considered “proficient” (it doesn’t state your at any disadvantage with the stones) with the magic stone & its 100% considered “thrown” (or used as sling ammo), could it ALSO be assumed to be “light” (like a dagger, light hammer or hand ax is?).

Seeing the limited use of bonus action’s spells when attacking ranged as a druid

Magic stone, Shillelagh & Healing word, as options. None are “direct attacks”.

Especially before level 5, when produce flame & create bonfire out pace magic stone as ranged attack options, being able to “dual wield” 2 magic stones would be a doubling of action economy & damage output at range, mainly for druids levels 1 to 4

Side note I have melee handled with dual wielding a shillelagh’ed club with an off hand scimitar, its pre-level 5 ranged options I hope to expand

When using the Augury spell, how good or bad does the outcome of the course of action have to be to justify a response of Weal / Woe?

My players are planning to use Augury to decide whether to enter a dungeon, and I’m trying to decide what the outcome of the spell should be.

I can see that some extremes should be obvious: for example, if the dungeon contains four ancient dragons that will annihilate them, it’s Woe. If the dungeon contains a pile of platinum and no dangers at all, it’s Weal. But what if it’s a ‘typical’ dungeon with monsters and traps but also treasure? Does that count as Weal, Woe, Weal and Woe, or neither? What if, again as is often the case, there is danger first before there’s treasure? What if there’s a tough puzzle that might cause them to quit after taking damage but before finding treasure?

If it makes a difference, which I think it might, I would like them to explore this dungeon, and I think they have the skills to survive it and find the treasure. I’ve seen people suggest that Augury is really a way for the PCs to communicate with the DM, and if that’s the case, I would be tempted to say Weal, as code for ‘yes, please do it’. But I don’t want them to feel betrayed when they get (non-lethally) hurt.

As pointed out in comments, Augury only covers events in the next 30 minutes. I’d be interested in answers for both of the following situations:

1) This is a very short dungeon which can be cleared in less than thirty minutes; or

2) The players ask only about whether they should enter the first room of the dungeon – I think this exacerbates the problem because it’s even less clear whether this will be good or bad.

How could I resolve the sleep spell action when using Minions in 5E?

I use Minions in my 5E campaign at times. I use them as canon fodder and their hit points are non-existent. Meaning, they have an AC of X and if the PC lands any hit, they are dead.

(I read that in 4E that Minions had only 1 hit point.)

What are the ways I could resolve the Sleep Spell action if the PC’s snuck up on a campsite or cave with multiple Minions who were unaware of their presence?

Looking for Rules as Intended. (only because I don’t believe their is RAW)

Can you cast a spell with a casting time of 1 action while falling?

Can you cast a spell with a casting time of 1 action while falling?

I want to have some insight into the possibility of a PC casting a spell while falling. This could be any spell that requires 1 action to cast.

In combat 1 action is part of a “turn”, so it will happen within 6 seconds tops. Though, realistically, in combat a turn could include other things an action, bonus action, reaction, etc. For the sake of simplicity for this question assume that the PC is not in combat and is falling for more than 6 seconds.

This is question is not specifically about the spell Feather Fall, as my question is about spells that require 1 action to cast, not a reaction. If you need to use Feather Fall to expand a point, please do, but bring this back to spells that take 1 action to cast.

I appreciate both RAW and RAI responses in this case. If you you can provide references and a spell in your example, even better.

Thanks for your help with this.