Can Lay on Hands be used to both heal hit points and remove diseases/poisons with the same action?

The Paladin’s Lay on Hands feature says:

As an action, you can touch a creature and […] restore a number of hit points to that creature.

It also goes on to say:

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands […]

Could I opt to do both at the same time? Perhaps an ally was struck by a crossbow bolt with drow poison, and I needed to both heal them as well as remove the poison in one go; is that permissible?

As written, it seems vague. The first paragraph specifies the use of an action to heal hit points, but the second simply indicates an alternative way for the hit point pool to be expended, but doesn’t seem to indicate that the use is exclusive from the first.

Does Furious Finish work with both hits of Cleaving Smash?

Cleaving Smash (from Weapon Trick – Two-Handed Weapon):

When you use Cleave, you can add the additional damage from Vital Strike to both your initial and your secondary attacks. If you also have the Greater Vital Strike feat, you can instead add the damage from Improved Vital Strike to both your initial and your secondary attacks.

Furious Finish:

While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

Does Furious Finish apply to both hits of Cleaving Smash, or does rage suddenly end mid-swing?

Or are they not compatible at all since Cleaving Smash doesn’t directly state that you’re actually using the Vital Strike "feat", only that you’re getting all the benefits of it?

Why are zephyr hawks and river drakes both level 3?

Both zephyr hawks and river drakes are level 3 creatures. This seems insane.

Zephyr hawks are worse than river drakes in just about every way. Their AC being 2 points higher than that of a river drake is a small consolation. Zephyr hawks deal one damage die. Their only ability gives 2 attacks without a penalty increase and saves them an action if they also move.

River drakes:

  • Have better HP, perception, skills, ability scores, and attack rolls
  • Deal 2 damage dice
  • Have a 3-attacks-for-2-actions ability, unlimited use
  • Have a 2-moves-for-1-action ability, three times a day
  • Have a 10-foot burst AoE that deals significant acid damage both initially and persistently, along with a speed debuff, once every 1d6 rounds
  • Have a reaction that gives them a free strike and applies a penalty to the target’s roll if the strike hits

I don’t see how anyone could imagine zephyr hawks to be on the same level or be worth the same XP as river drakes.

Last night at the table, with a bit of skewed luck, a party that had just wiped the floor with two zephyr hawks lost three characters to two river drakes. They had full spells, abilities, and HP for the river drake fight, in contrast to having few remaining resources to fight the hawks the day before. Absolutely not surprising when you look at the blatant power difference between these two creatures.

What’s up with them both being level 3?

what happens too both ends of the spell fabricate?

if you cast fabricate and target more raw materials than needed for what you create, what happens to the excess material(casting it on a 120ft cube of forest and turning it into a single chair)? Furthermore, the spell doesn’t specify where the created item would be or any restrictions on it, would the created item have to be within the same 120ft cube or something else? (eg 100 miles in the air, behind a corner, or inside of another creature)

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material.

Does the paladin’s Divine Health feature protect against both common and magical diseases?

By 3rd level, a Paladin gains the following ability (PHB, pg. 85):

Divine Health: The divine magic flowing through you makes you immune to disease.

Does this protect against both common AND magical disease?

There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”

In what order do you half and double when damage is both halved and doubled? [duplicate]

Suppose a creature is vulnerable to radiant damage, and is beginning its turn in the area of effect of Moonbeam. It will be taking radiant damage, and the damage roll is a 13. It succeeds on its saving throw, so the damage is halved, but it is vulnerable to radiant damage, so the damage is doubled.

Is the damage first halved, giving 6, and then doubled, giving 12? Or is it doubled first, then halved to give 13? Or do the effects cancel, for a total damage of 13?

Dhampir bite attack, does it add both STR and CON? (DND 5e)

Here’s a little extract from the Dhampir bite attack (emphasis mine):

"Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite."

Do I add both STR and CON to it? Or does CON replace STR?

I’m a bit confused, because it counting as a simple melee weapon attack means it would normally be 1d20+STR+prof to hit and dmg_die+STR to damage. The wording is pretty different from, for example, stuff like Finesse weapons, which makes me think it adds both modifiers. Which makes the attack roll something like 1d20+STR+CON+prof and the dmg roll 1d4+STR+CON. Is that correct?

D&D 5th Edition: Truesight and Darkvision, Why Does A Monster Have Both?

While creating a homebrew monster based around eyes and vision, I looked up monsters that had both darkvison and truesight, surprisingly only two have both, the Avatar of Death and Canoloth, I’ll use the Canoloth as the example here.

When reading the descriptions of both vision types, darkvision allows a creature to see in dim light as if it were bright light and darkness as if it were dim light but it can’t discern color and only sees shades of grey, with truesight not only can you see in normal darkness but also magical darkness, as well as many other benefits, so what confuses me is why any creature would have both forms of vision (especially when it only has darkvision out to 60 feet but truesight out to 120 feet) when truesight already has the only benefit of darkvision along with all its other benefits?

Have I misinterpreted the mechanics of these different sight types, is their a hidden reason behind having both? Or is it just a slipup of the designers to give a creature like the Canoloth both forms of vision?

Is this a good alternative, both mechanically and role-playing, to the oathbreaker paladin?

In a current D&D 5e game I’m running, one of my players is running an Oath of Glory paladin who, after coming to disagree with his war-god deity, effectively broke his oath. To clarify the exact disagreement, his god is a god of victory, war, and competition but the character has come to value protecting others and promoting free will. While we were initially talking about just changing him to a different deity, we both came to feel like either a class or subclass change to reflect this rather important change would be proper.

We started with Oathbreaker, but both agreed that wouldn’t work as the character isn’t evil and remains opposed to necromancy. Then, we considered Redemption, but agreed that his character won’t be into the pacifism there. We went through a lot of the other subclasses, but didn’t quite find one that fit.

Thus, we come to the homebrew subclass. It is meant to emphasize the ability to change, both yourself and others, and being able to learn from and grow from failures (side-note: there’s a god of free will in the world which will likely be his new deity). I’ll list out everything below with subclass content in bold and add my comments/justifications below. All help, opinions, and suggestions will be greatly appreciated.

Tenets of New Paths

  • Forgiveness. Forgive others who have erred and chosen the wrong paths, just as others have forgiven you.
  • Progress. Move forward and push others to do the same.
  • Consideration. Tradition does not make something right, nor does innovation. Everything must be judged for what it is, not where it came from.
  • Flexibility. Not everyone is fortunate enough to have one path which is correct for them. Be willing to change yourself and patient with others when they must change.
  • Reflection. Consider each of your actions and whether they can truly be called good in the eyes of the gods. Repeat those which are but do not be weighed down by those which are not.

This one is pretty straightforward and based largely in the character situation, described in the intro.

Oath Spells

3rd. Protection from Evil and Good, Comprehend Languages

5th. Alter Self, Fortune’s Favor

9th. Tongues, Protection from Energy

13th. Freedom of Movement, Polymorph

17th. Dispel Evil and Good, Passwall

This one I had some trouble with. I like the spells thematically, but I worry that they are too similar to the Devotion list and a bit too eclectic to be useful. Also, I worry somewhat that Polymorph overshadows the rest of the list. I initially justified it by being a balance between Animate Dead and Dominate Person from Oathbreaker, but the more I’ve thought about it, the less I like it here.

3rd level – Channel Divinity

Redeem the Fallen: You can use your Channel Divinity to lead discouraged or downcast allies to new victory. As an action, choose a number of allies that you can see within 30 ft. Any of those creatures which are charmed, frightened, or under the effects of a similar condition are returned to normal.

This one is roughly balanced against the Oath of the Crown’s Turn the Tide, but rather than healing a similar amount to a 1st level cure wounds, this removes a status condition in a similar way to a 2nd level lesser restoration. So, perhaps a bit stronger, but more circumstantial.

Break the Stubborn: You can use your Channel Divinity to scatter those who would block your path. As a bonus action, choose a number of creatures equal to your charisma modifier (minimum 1). Each of those creatures must make a Strength saving throw or be tossed aside by divine force. They are launched 20 feet in a direction of your choice, taking fall damage if necessary, and land prone.

For this one, it’s intended to be an alternative to the Channel Divinities which Turn enemies, such as Turn the Faithless from Oath of the Ancients. On the one hand, it doesn’t disable enemies for as long and it relies of strength saves, which monsters tend to do better at than something like Wisdom. On the other, it isn’t limited to a specific creature type, plus gives a lot more flexibility in battlefield control.

7th and 18th level – Aura of Hope

Beginning at 7th level, your example of determination inspires those around you. You and friendly creatures within 10 feet of you experience the benefits of the Bless spell. At 18th level, this increases to 30 ft.

This is a fairly straightforward comparison. As compared to the Oathbreaker’s Aura of Hate, this is again more versatile but less potentially powerful. That said, I also feel like it’s a bit weak to other auras, especially the Aura of Warding from Oath of the Ancients, but maybe I undervalue Bless.

15th level – Forge a New Oath

Starting at 15th level, you may call upon the power of your god for an exceptional boon. As an action, you may pick one spell of 7th level or lower from the cleric spell list with a casting time of 1 action and cast it. You may only use this feature once per day.

I found this one a bit hard to balance as the other subclasses have a lot of variation. I feel like it’s relatively equivalent to the permanent resistances granted by Oathbreaker’s Supernatural Resistance, but, again, there’s a lot of potential variation here.

20th level – Create a New Future

Starting at 20th level, you may use a bonus action to cause creatures within range of your Aura of Hope to do the impossible. Each friendly creature, including yourself, within range of your Aura of Hope may replace the roll of their next ability check, saving throw, or attack roll with a 20. You may only use this ability once per day.

I do feel this one might be too powerful. A lot of the other subclasses give the paladin some kind of super form, such as Dread Lord from Oathbreaker, but this one allows for truly massive burst damage. This largely comes from my preference for burst damage and more fast-paced combats. Still, I’m open to feedback.

And there we have it! Again, my main question is twofold:

  1. Does it makes sense from a role playing perspective for the PC as described?
  2. Does it seems mechanically balanced against other Paladin subclasses, especially Oathbreaker?

Thanks for reading and feel free to let me have it for this mess.