My players are planning a heist. Two of the players each have a Necklace of Adaptation and do not need to breathe. They want to go inside a bag of holding (which is allowed from what I know), then give the bag to the Druid who wild shapes into a rat and chooses to "merge their equipment into their new form". Thus allowing the rat to carry the two PCs into the mansion easy-peasy. This is super creative, but would that be possible?
If a spell has a duration that lasts until the end of the caster’s next turn, and the caster dies before then, is the spell ended when they die or does it continue until when their turn would have occurred?
This might get a little fiddly, but I was curious how people would rule on this aspect of Phantom Rogue’s level 13 feature, "Tokens of the Departed"
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. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.
Do you think that the creature necessarily needs a soul to be able to use this feature? IE, would this work on undead or constructs? Flavor text uses "soul" but RAW mechanic just says "when a creature dies" and "has soul" and "does not have soul" aren’t properties of a stat-block.
Thanks for your time.
For reference, DMG p154 –
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that correspond’s to the bag’s color. See the Monstor Manual for the creature’s statistics. The creature is friendly to you and your companions, and it acts on your turn. you can use a bonus action to command how the creature moves and what action it takes on it’s next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders the creature acts in a fashion appropriate to it’s nature.
I am interested in what precisely "moves" the undead body.
Here are the rules for “squeezing” from the SRD (the PHB text is identical; emphasis mine):
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
What does this mean for Medium-sized creatures? Small creatures take up the same amount of space in combat as medium creatures (5′ x 5′), so by RAW it would seem that Medium creatures cannot squeeze.
But that doesn’t seem right to me; after all, in real life people often fit into spaces that are 2.5′ or less. Does “large enough for a creature” mean something other than the space occupied in combat?
The party has just rescued 100 slaves. How many of them can conceivably enter a teleportation circle before the spell ends? It seems absurd to think all 100 can make it.
The teleportation circle spell description states that:
A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Tasha’s Cauldron of Everything introduces the Peace Domain for the Cleric; which at level 2 gains the Balm of Peace Channel Divinity option
You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
How many creatures can this target within the movement? If I move through the entire party can I heal them all? Or does this only refer to a single creature?
It reads to me that I can target as many as I can reach with my movement, especially given the last line, but the any other creature, and that creature lines give me pause for thought.
I have recently come up against the problem that players want to fire ranged attackes through multiple enemies, or place AoE spells behind multiple enemies. The idea that one could fire an arrow past three or more other creatures (and yes, I understand that the creature does not occupy the whole 5ft square) seemed completely unrealistic to me. I consulted the rules, and found that (as I understand it), no matter how many creatures are between you and the target, they only get +2AC, and there is no restriction on AoE placement.
To solve this problem, I have come up with the following houserules (also includes some ruling clarifications for players, and rules from back section of DMG):
You can make a ranged attack against an enemy on the other side of an ally or enemy creature. However the following rules apply (based on how many creatures are between you and it):
One creature: Half-cover (+2 AC)
Two creatures: 3/4-cover (+5 AC)
Three creatures or more: Full cover (can’t target)
If you do not hit the AC of the creature you were trying to hit, but do hit the AC of one or more of the intervening creatures, then you hit the nearest one you hit the AC for instead. This includes allies.
For spells that specify targeting a location or creature ‘that you can see’, you can cast past one or two creatures, but not past three or more.
The above house-rules have not been playtested yet.
Does anyone have a better solution? Do the rules-as-written actually deal with the problem? Will these house-rules work?
I’m primarily looking for other people who have had a similar problem, and have play-tested house-rules (similar or different to these) to solve it.
If a creature is targeted by the Imprisonment spell and fails its saving throw, it is forced into a magical restraint; for example a gem stone imprisonment.
Can a creature cast spells while it is restrained by Imprisonment?