As the title question, my DM rolls a single d20 save for groups affected by my area of effect spells that require a save, in order to save time. I can’t help but feel like I’m being ripped off by this as a wizard with primarily AoE save-or-suck spells. I don’t know if this is just a feeling or if the probabilities actually back this up. I know this can also work in my favor but it still feels off.
How are the probabilities affected when a (homogenous) group gets a single save vs. each individual in the group having their own save? I want to know specifically if this works more in my favor or more in the favor of my enemies, or if it is statistically speaking a 50/50 split. I am looking for evidence that this is a bad idea (whether it benefits me or harms me) and that the DM should roll separately for each affected target in the area of effect.
I realize this probably puts the odds in my favor when targeting weak saves in the group (i.e., WIS save on a group of ogres or orcs), but this will not always be the case and especially when there are mixed enemies in the AoE. So far we have only faced groups that contained single enemy types so I don’t know what happens when there are two different enemies with two different saves.
Ideally answers will address a sliding group size (2..N group members, 5 is probably a good stopping point) and a range of save DCs — DC 14-19 should address most levels of play.
With minions I know that if I have 5 soak, 5 wound threshold minions in a group of 3 that if I have a single attack doing 11 damage….I kill 1 and 1 has 4 wounds left.
Now though if those minions are only in a single range band…what happens if I hit them with a 10 damage blast? Is only 1 killed or all of them?
The level 2 Wizard Enchantment tradition feature, Hypnotic Gaze, does the following:
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
Would a person affected by Hypnotic Gaze scream for help?
From my reading of the ability, there is nothing preventing the charmed creature from realizing its condition and screaming for help.
According to the Yochlol description (MM p.65), it’s a Shapechanger who can transformed in a Female Drow.
According to all the Elves: Drow descriptions (MM p. 128-129), the Drows are all affected by sunlight.
In my adventure, the characters are attacked by poisonous spiders. One spider remains in the back watching. When the battle is near the end that spider leaves to reappear later as a Female Drow.
I’m wondering whether the sunlight would affect a demon and most specifically Yochlol whatever its current form. My idea is that if one of the characters is a Drow, that character can eventually notice that specific glitch. A regular Elf may also notice, but with a higher perception DC. Other characters can’t notice without specifically rolling a perception which is rather unlikely to happen.
I am fairly new to DnD and I am trying to figure out the line between using spells creatively and abusing the spell. With regard to the Alarm spell the text reads “Choose door, a window, or an area within range that is no larger than a 20-foot cube.” How I read this is that you can designate any contiguous area within the spells range with a total volume less than that of a cube with a side length of 20 ft. 20^3=8,000 and it so happens that the volume of a 30 ft hollow hemisphere with 1 foot thick sides is 8,060.83 cubic feet (I used this to find the area of a partial sphere with a radius of 29 feet and a height of 28 ft and subtracted that from the volume of a 30 ft radius sphere). That can be easily made to equal 8,000 cubic feet with only minor adjustments. Is this use of alarm allowed according to a strict interpretation of the rules and do you think would it be acceptable to use in game play?
Straightforward issue here: in the D&D 5e version of True Polymorph, the creature or object becomes permanently polymorphed into the creature or object of the caster’s choice after an hour has passed. Down the line, if a caster used the detect magic spell and examined the newly transformed creature or object, would they be able to detect magic?
In other words, if a wizard transformed an adventurer into a spoon with true polymorph, waited 61 minutes and tossed the spoon into a drawer full of perfectly normal spoons, would one of the party members then be able to use detect magic to determine which of these spoons is their party member?
The time stop spell says time stops for other creatures.
What all is affected by the spell? Is gravity affected? Air movement?
I know that the spell only does what it says, and nothing else, but just wondering.
In addition, is it saying that the other creatures are not affected by environmental effects and the like while time is stopped?
For instance, if a wind blew really hard at one of the creatures you’re fighting, would it affect that foe while time stop is active? If you were to place a bear trap behind the person, and a hard wind blew enough to tip them, would they then fall over onto the bear trap and be damaged without the spell ending?
This is a very curious spell…
Reverse Gravity allows affected creatures to try not to fall:
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
It clearly defines what happens to creatures that fail the save:
If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the Duration.
However it has no guidance for what happens to creatures that succeed it. They are left hanging from the floor, (which is relatively speaking the ceiling for them), and all we know from the spell is that they must be using at least one arm to maintain that state.
There are a few questions to resolve in ruling on this:
Are they easier to hit? Maybe not – heavy armor is still good at deflecting missiles, and characters with light armor could be swaying and swinging to dodge.
Can they keep hanging on indefinitely? Should they be making Strength saves or Athletics checks to hang on? Presumably it should be easier to hang from whatever they’re holding if they are holding on with 2 hands?
(How) can they move? There are rules for climbing, but not climbing across a ceiling (which is what the floor is currently acting as), save some monsters’ Spider Climb ability. My guess would be that it would be an Acrobatics rather than Athletics check (swinging from handhold to handhold rather than pulling yourself up).
Sneak attack says:
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Would the extra damage from sneak attack bypass the resistance of a creature that had damage resistance/immunity to damage from weapons?
Damage Immunities: Bludgeoning, piercing, and slashing from nonmagical weapons
One aspect I am specifically curious about is that sneak attack does not say that it is weapon damage (nor does it say it isn’t); all it says is that it is “extra damage”. Is sneak attack considered to be damage from a weapon or is it something separate?
For example, consider the case of a rogue with a nonmagical dagger hitting a creature with the above damage immunity. Obviously the dagger does not do any damage, but what about the sneak attack damage? What about when the creature only has resistance?
The enlarge/reduce spell states:
[…] If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once […]
Reduce. […] The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage […]
If the enlarge/reduce (choosing reduce) spell is cast on you, can you simply pick up a regular-sized weapon to avoid the 1d4 damage reduction? Alternatively, can the creature drop a reduced weapon, and then pick it back, removing the 1d4 damage reduction? In other words, what happens when a creature affected by enlarge/reduce picks up an item?