## Does the Voice of the Chain Master invocation allow me to see through my familiar’s senses without using an action?

After reading this Sorlock guide and a further discussion in the comments about this topic, it’s still unclear to me if the Voice of the Chain Master invocation lifts the requirement of spending an action to perceive through the familiar’s senses.

The relevant part of the find familiar spell says:

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

The warlock’s Voice of the Chain Master eldritch invocation says, in part:

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.

They invoke an explanation from Jeremy Crawford which, to me, doesn’t clarify anything at all:

Voice of the Chain Master enhances the find familiar spell, which otherwise works as written for the warlock.

To me, “enhances the find familiar spell” could either mean solely that it increases the range at which you can perceive through the familiar’s senses (or communicate telepathically), or that it both enhances the range and also removes the need to use your action to perceive through its senses. But again, this depends on how you read it.

Does Voice of the Chain Master remove the action usage requirement from find familiar? How are you arriving at that answer?

## Does Detect Magic allow players to find magical traps without a perception check?

Consider the following scenario: The party enters a room that appears to be a dead end, but in fact has a secret door with a magical trap on it. While standing in the room, a member of the party casts Detect Magic to see if there’s anything magical in the room.

Does the glow of the trap’s magical aura allow them to automatically locate it, without the need for a perception check? If not, does it grant a bonus of any kind on the perception check?

## Does Calm Emotions still allow a saving throw?

Old dragons can frighten you:

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itselfon a success.

Calm Emotion can suppress this:

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effeet resumes, provided that its duration has not expired in the meantime.

Do you keep repeating the saving throw while the frightened condition is suppressed?

## Uses of Immovable Object, Does it Allow me to Make a Impenetrable Shield? [closed]

Looking at Immovable Object, doesn’t it seem like I can cast it on something like an umbrella, I’d be able to put it in front of me, and nothing would be able to penetrate it, essentially giving me full cover. In order for it to be penetrated, it requires something to pierce it, or in other words, move the pieces of the umbrella apart. Am I reading this wrong?

``EGW p187 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: 1 hour You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.  If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.  At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.$$```$$ ``

## Is it balanced to allow my player to have an Eagle rather than a Hawk for his Familiar?

My player currently uses a Hawk as his familiar whereas he would quite prefer an Eagle instead.

Having a look at them both, the only differences I can find is that an Eagle is small rather than tiny and the Hawk is generally stronger. This would make the Hawk generally a better pick for battle scenarios.

However, I think the reason it’s not on the Find Familiar list is of creatures is because it is small rather than tiny. Would it be balanced for me to allow him to use an Eagle?

## Which damage dice exactly does the Great Weapon Fighting fighting style allow you to reroll?

This has been a point of some controversy within our local AL community, with different DMs giving different rulings. From what I could see, this site has only touched on the Maneuver/Smite issue, with, according to some of my DMs, an out of date answer.

This also leaves the problem of extra dice on magical weapons such as an Ild rune or Hazirawn, maneuver damage dice given by another player through Commander’s Strike, damage dice given by a College of Valor bard, Sneak Attack dice, and likely others which currently escape my mind.

Which damage dice exactly does the Great Weapon Fighting fighting style allow you to reroll?

## Does the Aspect of the Moon Eldritch Invocation effectively allow for unending Wild Shape?

Let’s assume minimum, Moon Druid 4, Pact of the Tome Warlock 3

Wild Shape works by:

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

With level 4 Moon Druid, the PC has 2 hours of wild shape time without expending another use. Moon subclass lets them use only a bonus action to expend a use of wild shape. And a short rest is only an hour. So I am thinking that taking a bonus action every other hour of resting would help here.

Aspect of the Moon is:

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Could the druid spend their week of down time in town wild shaped the whole time, and could the same druid stay in a tiny form like a house cat and be carried by the party to stay in wild shape indefinitely until strenuous activity or being dropped to 0 hp occur?

## allow user to create a draft post but not publish wordpress

Im currently using User Role editor to modify permission for the user role. I’d like to be able to restrict the role from publishing a post. They can save the draft but they should not be able to publish. Is there a better way to do it?

## What is the reason Adventurers League games don’t allow DMG variant rules, such as Flanking?

Our home games have been running with the Variant Rule: Flanking while playing on a grid. It came to a surprise to us, when we first played in the Adventurer’s League, that Flanking is not allowed in AL play.

I’m considering adapting the no-flanking rule in our home games now, and was wondering what comment or statements WotC have said about why they don’t allow flanking in AL. I am hoping to gain insight on which to base a decision.

To be clear, I’m not looking for an answer on whether I should or should not allow flanking (this would obviously differ from table to table), neither am I inviting speculation as to the reason why AL doesn’t allow it. I am looking for a WotC-representative (or similar) commentary on why the DMG rule variants, especially flanking, is not allowed in organized Adventurer’s League play.

## Spells or magical abilities that allow multiple simultaneous effects?

Combining Magical Effects on page 205 of the Player’s Handbook says:

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.

Are there any spells or magical abilities that allow multiple instances to target or affect a single creature simultaneously?

An example of such an effect is this or this.