Can a hasted steel defender benefit from its extra actions?

Haste provides an extra action that can be used to Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

Can a hasted steel defender benefit from its extra actions? Or is limited to one action total?

  • For example can a steel defender be commanded to attack twice using its normal attack and the extra attack provided by haste?

Is there any build that claims to substantially benefit in versatility from the Mystic Theurge’s extra spell slots?

Conventional wisdom is that more spell levels are better than more spell slots of lower level. For example, this argument has been used to argue in favor of playing a Focused Specialist Wizard. From this principle, it is often inferred that even an early-entry Mystic Theurge is inferior to its single-classed parent classes. It is claimed that even though having both arcane and divine spellcasting on one character ought to be more versatile than only having one of those (but at a higher level), it almost always isn’t because the extra spell levels really do add that much versatility.

Taking the above as true, my question is this: Does there exist any Mystic Theurge build that claims to gain more versatility from mixing two spellcasting progressions than it would from only sticking to one progression? As an example, I’m pretty sure that divine and arcane necromancy can be mixed to give results that could not be gained from just one progression.

Rainbow Savant builds can be ignored. Answers do not need to prove that the build in question actually does what it claims to do – they only need to say why it claims that.

Can you benefit from the Dueling fighting style after having thrown a light weapon?

So, the PHB has this to say about unsheathing a weapon (page 190)

You can also interact with one object or feature of the environment for free, during either your move or your action. For example […] you could draw your weapon as part of the same action you use to attack.

So, if I had already a short-sword in one hand, I could technically draw the dagger dangling at my belt and throwing it as part as the same action, correct?

And since they’re both light weapons, I could then use my bonus action to attack with my short-sword (without the proficiency bonus on the attack roll), right?

But would that attack benefit from the +2 damage bonus from the Dueling fighting-style, since I did attack with only one weapon in hand, or wouldn’t it count since I technically used another weapon during this turn?

Can a user benefit from personal powers stored in an empowered object?

I realized while writing this question that I have another issue with empowered objects. Specifically, it is the object using the stored powers, rather than the wearer/wielder/user. Can such an object "target" the user with personal or "self-only" powers? I intend to have a more powerful psionic NPC loan a PC a Psychometabolic item, but most of the powers it’ll have access to are self-targeting and I realized I wasn’t sure if the PC could even use them.

is the requirement of being in a lightly obscured area to gain the benefit of the Nature’s Mantle works in a heavily obscured area?

I want to make sure I’m not creating a problem by allowing heavily obscured areas to meet the requirement of being in a lightly obscured area for the Nature’s Mantle benefit of hiding as a bonus action. Since it is a more obscured area I intended to allow it but I’m not sure if I should since it is not explicitly written.

thanks again.

Does someone with darkvision fools Nature’s Mantle when the wearer is in a dim light area and thus stops it from granting its benefit?

Looking at the rules in PHB p.183, it states that

dim light creates a lightly obscured area.

But is the area still a dim light area if someone with darkvision has that area in its darkvision range?

I think that there is a difference between the actual area lighting and the observer’s point of view of that area (darkvision considering dim light as bright light) but it is not that clear for me. Thus the question in the title as the requirements to grant the "hide as bonus action" is that the wearer be in a lightly obscured area.

thanks for helping out.

Can a creature who is exhausted benefit from bonuses to speed?

In D&D 5th Edition, there is a status effect called Exhaustion, which is measured in six levels. Level 5 Exhaustion reduces the speed of a creature to 0.

$ $ \begin{array}{|c|c|} \hline \textbf{Level} & \textbf{Effect} \ \hline \text{1} & \text{Disadvantage on ability checks} \ \hline \text{2} & \text{Speed halved} \ \hline \text{3} & \text{Disadvantage on attack rolls and saving throws} \ \hline \text{4} & \text{Hit point maximum halved} \ \hline \text{5} & \text{Speed reduced to 0} \ \hline \text{6} & \text{Death} \ \hline \end{array} $ $

– PHB 291

There are two other conditions that have a similar effect to this, Grappled and Restrained.

A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. – (PHB, p. 290)

A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. – (PHBl, p. 292)

In addition, there are spells such as Longstrider, which increase movement speed by a fixed amount (10 feet for Longstrider).

Are bonuses to speed negated by having level 5 exhaustion or can that creature freely move when under an effect that increases its speed?

What build would benefit most from the Durable feat? [closed]

The Durable feat includes the following benefit:

When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2)

Which hit die / Constitution modifier combination would be effected most often when rolling hit dice?

What I have figured out.
So far, I have figured out that a Constitution of 12 or 13 would be the worst you could have, as the minimum of 2 would not effect you at all. Also, I think that with high Constitution, a low hit dice would be better, as you’d have a greater chance of rolling below your minimum, but I am not sure.

Note: Level 20 Barbarians with +6 or +7 Constitution modifiers can be included.

Does a player need to perform a successful tool check with their Mason’s Tools proficiency to benefit from the Demolition feature?

The entry for Mason’s Tools within the PHB (p154) lists this as one of the proficiency’s benefits:

Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

It then lists this as one of the possible activities:

Find a weak point in a stone wall [DC 15]

One might interpret this to mean that you must make a successful DC15 check with the Mason’s Tools before being able to deal double damage to a stone structure with your weapon attacks.

Another might read these as isolated entries, believing that your proficiency with Mason’s Tools automatically allows you deal double damage to stone structures with your weapon attacks as a passive benefit. Meanwhile, successfully performing the tool check above bestows its own separate benefit.

Obviously, the confusion lies in their using the phrase "weak point" in both the Activity as well as the Demolition feature. However, if read literally, the Demolition feature does explicitly state "You deal double damage to such structures…" and not "you deal double damage to weak points within such structures…".

So, to word this as questions:

Do you need to perform to a successful tool check to benefit from the Demolition feature of the Mason’s Tools?

And if not, what would be the benefit of finding a weak point in a stone wall with a successful check of the Mason’s Tools? (For example: Would a weak point within a stone structure simply have fewer hit points than the rest of that structure?)

Can another player benefit from the Phantom Rogue’s soul trinkets?

At level 9, the Rogue’s Phantom subclass (Tasha’s Cauldron of Everything) gets the ‘Tokens of the Departed’ feature, allowing them to create ‘soul trinkets’

When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket.

These trinkets have a couple of uses, one being:

While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.

Given that you can have more than one soul trinket at a time (up to your proficiency bonus), it’s tempting to pass them around. It’s unclear whether the quoted soul trinket benefit is a property of the trinket or of the rogue, and hence unclear whether another character holding a trinket would gain advantage on death and Constitution saving throws.