The Stone Golem has an ability called Slow:
Slow (Recharge 5-6): The golem Targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one Attack on its turn. In addition, the target can take either an action or a Bonus Action on its turn, not both. These Effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Slow spell has a similar effect.
My immediate thought was that this is aimed at weapon attacks eg. a fighter’s extra attack or a monk’s flurry of blows. Then I wondered, what about spells that have an attack roll eg. Eldritch Blast. At higher class levels that spell allows multiple attack rolls. Does the slow effect also prevent you from making the extra attacks with that spell?
What about class abilities like Volley or Whirlwind Attack from the Ranger – Hunter subclass?
One of my PC’s is a halfling druid (Circle of the Shepherd) who was born blind. She has a familiar that she can see through and years of rigorous training of her senses gave her 10 ft. blindsight, not in a way she can actually see but she can sense enemies in combat and such. My questions are: do creatures she’s seen through her familiar count for Wild Shape? And when she wildshapes, would she still be blind?
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. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
Emphasis is mine. It’s a bit nebulous. You can’t use any of your special senses, but does her blindsight qualify? Would the beast be blind to begin with, or would she be able to see?
So I came across this Powerful Build racial feature which states:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
I couldn’t find any rules on how a creature’s carrying capacity scales with it’s size. Can anyone clarify this?
In what circumstances would cover affect melee attacks?
If three characters are lined up as shown in the diagram, and the bottom-right man in armor makes a melee attack against the frog creature in the upper-left (through the woman’s square, and around the corner), does the frog have half-cover from the attack?
A standard troll has Regeneration 5 (acid or fire). Suppose that the troll somehow gains fire resistance 10, such as through the Resist Energy spell. If a level 3 wizard casts Burning Hands at this troll and rolls 8 on his 3d4 damage dice, does it shut off the troll’s regeneration for the round?
The text of the Regeneration ability reads in part (some emphasis added):
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.
Normally, I would say that the fire has to reduce the troll’s HP in order to shut off its regeneration. However, the term “attack forms” has me a bit uncertain.
One of my players has a special crystal that emits an anti-magic zone 5-feet around them. It was just picked up so they’re trying to figure out what to do with the crystal. Suddenly they are ambushed by a Green Dragon who opens with its Acid Breath. So the question is, would the crystal’s anti-magic zone negate the dragon’s breath?
I am creating an artificer/fighter with the gunslinger multi-class and a question has been raised. If I infuse a gun with the Repeating Weapon artificer infusion, how does that affect the reloading property of the gun?
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target.
And firearms do have the ammunition property.
The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
I am unsure of the how the rules should be interpreted, but wouldn’t the repeating weapon cause the gun to never need to reload?
One of the limitations of Commune With Nature is that
The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
I am uncertain what that entails given that one of the subjects one can divine is buildings.
Teleport shows that it has a range of 10ft and uses the following language:
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
I want to have a non-present NPC who is using the scry spell to spy on the Players location to use the Teleport spell on an object in the room the Players are in. Is this possible as long as the object is within 10ft of the sensor created by the scry spell or is it not possible?
TLDR; can I cast the teleport spell through the sensor created with the scry spell, using the sensor’s location as the base for target range?
I’m running a sci-fi campaign using D&D 5e, Ultramodern 5e (an add-on that allows you to run modern and sci-fi settings using D&D 5e), with Esper Genesis space combat rules. I have a player who’s planning to acquire a spacesuit and, when space combat begins, jump out the airlock and start using spells to shoot at spaceships.
My main problem is that the ships are really really big and they’ve been balanced around ship weapons, not player spells. I worry that if I let his spells affect a ship it’ll just instantly vaporize any enemy. I know Starfinder doesn’t let player weapons and spells affect ships and I’m wondering if I should implement this. What should I do?