Can creatures outside of Crystal Spheres dream?

Assumptions: all material from spelljammer, 3.0, 3.5, web/dragon and Pathfinder are available. Everything in this campaign setting is being converted to Pathfinder. All available separate campaign settings are their own crystal spheres. I try to remove as much DM fiat as I can, but some is required to do conversions and a lot is required to implement spelljammer, which this question is based around.

This section will be updated based on clarification request. Please comment to suggest clarifications.

Problem: Inter-planar travel is not possible outside of a crystal sphere. The dimension of dreams / region of dreams exist as kinda sort of part of the ethereal plane. If you can dream, you go to those places as a mental projection and play around in your dream demiplane. Some crystal spheres have more danger here than others depending on local creatures.

If you’re outside of the spheres however Inter-planar spells and abilities don’t work. Can you still enter the Dream world via sleeping? If the answer is yes, can you do so with spells/powers/abilities? Are there Night Hags prowling the spaces between spheres through the dreams of creatures traveling in the phlogiston?

Can a Druid pull a target through other creatures with Thorn Whip?

What blocks the “pull” from Thorn Whip?

Thorn Whip: …and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

As a specific example, the druid pulls a creature that is 15 feet away, but right in front of the target (and between the target and the druid) is another creature. Can the target be pulled through the other creature?

Does it matter if the other creature is an enemy or ally? Does the other creature have any choice in the matter?

What spell or ability lets me detect a creature’s resistances/vulnerabilities? [duplicate]

I wonder if there is a spell that, when cast, gives me information about a certain creature, like its vulnerabilities and resistances. For instance, when fighting a Bronze Dragonborn, this spell would divine for me that they have Lightning Resistance.

Besides spells, is there a non-magical way to do so? Survival-check, Arcana, History, Insight? I have a hard time placing this under any one of those skills, if at all…

I’d be most interesetd in divination spells along the lines of Detect Magic / Detect Good and Evil, but if there is any other (magical) effect that would yield these results I’d like to know too.

Since the caster of the Zone of Truth of spell knows whether a creature failed the save, can they use it to detect hidden/invisible creatures?

I’m DMing for a 5e party that includes a cleric, as many parties do. This cleric has found (what appears to be) an interpretation of the wording of the “Zone of Truth” spell that makes it even more powerful than it seems to be intended to be.

His idea is that since Zone of Truth tells you when a creature succeeds or fails the save, he could use it to detect if a hidden or invisible person enters the radius, as it would tell him that someone succeeded or failed the save.

Is this true? if not, is there any official example that specifically says it’s not true?

(And, if Zone of Truth WOULD do this, is there any way to prevent such a detection, as I know the party will do this a ton, and if it’s something they can do, I don’t want to deny it outright, but some villains may have countermeasures)

Are there any creatures that have more than one classification?

Are there any creatures that have more than one “monster type”?

I was wondering whether in the official published materials there are any creatures that have a dual classification? – for instance, that in their description it says they are both Fey and Beast.

I appreciate any examples or, if none exist, confirmation that creatures only have the one classification of monster type and that’s it.

Thank you.

Is there anything that cancels out Small creatures’ disadvantage to attack when using Heavy weapons?

A party member in a D&D 5e game I’m in is playing a halfling paladin. It occurred to me (for whatever reason) to ask what weapon they were wielding, and they said their main weapon was a maul, and their backup was a warhammer/shield combo).

Upon checking the Weapons table, I discovered that mauls have the “Heavy” weapon property:

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

The player seemed to be unaware of this (a similar character in Critical Role apparently wielded heavy weapons without issue – of course, CR is not necessarily a perfect demonstration of the rules as written).

As such, I was curious whether there is anything in the rules (i.e. not homebrew or a house rule) that cancels out this innate disadvantage for player characters, other than gaining advantage from some other source in combat.

(Note: the issue has already been resolved in our game between the player and DM, so it’s purely a rules question.)

Do summoned creatures, such as with Summon Lesser Demons, give experience points to the party?

I’ve looked at various conversations on here, Reddit, and other forums, but I can’t seem to find any official ruling on this topic, so I figured I’d ask here and see if anyone knows of any.

There are other summoning spells, but in this instance I’m specifically referring to the Xanathar’s Guide To Everything spell Summon Lesser Demons. The demons are not under the caster’s control, have their own initiative and attack any non-demon in reach until they are either killed or the spell ends/is ended.

As an example, in our last session the wizard summoned 4 dretches to help in combat. One of the enemies killed one of the dretches, then, with no other enemies left, the party attacked the dretches, killing 2 of them. The wizard then ended the spell, getting rid of the fourth. Should the party be awarded for killing those 2 dretches?

RAW, it seems that if it’s not a creature under your control that will attack you and the spell doesn’t say anything to the contrary, they should be awarded XP for killing them. Of course, this immediately led to the party joking about XP farming. It’d have diminishing returns, but is still a loophole that I’d rather not leave open. (I know, DM fiat, I’m just wondering if there is any RAW or even RAI that would prevent it without me making a ‘house rule’ ruling on it.)

Summoned creatures and tempo of play

I currently GM for a level 13 D&D 5e group of 5 players. Recently combat has become heavily bogged down, primarily because the party has discovered their new favourite (‘Death by a Thousand Cuts’) trick of Crusader’s Mantle + summoning every possible creature they can. Between, potentially, the 5 player characters, the two NPCs they often travel with, a familiar, the Circle of the Shepherd druid summoning 24 wolves, and the sorcerer animating 14 tiny objects, they can populate a small militia.

As a result, our rounds end up taking a long time just in terms of the number of turns. The rounds also become very uneven, with the summoner players having much longer in the spotlight than, say, the rogue. I have tried to explain to my players that this tactic is not very fun to GM for, and I have also contrived situations such that their enemies have more saving throw/AOE attacks available to them to try and thin the herd (though this does not always make sense and leads to my players having a weird persecution complex).

Historically, our combats have been fast paced and I already encourage players to have their turns ready before they come around. The main problem here is keeping track of dozens and dozens of creatures and the necessary dice rolling that goes along with it.

How can I run these types of encounters in a more fun and ‘rapid fire’ way with less admin? Is it possible to better even out the total time-per-turn, such that the non-summoner characters feel as influential? Should I:

  1. Approach this issue more as a group discussion about table dynamics?
  2. Adapt the encounters I throw at them?
  3. Devise new mass-summon house rules to try and speed things up in a fair way?
  4. Set a cap on the number of summons I’ll allow to be active a once?
  5. Some other approach I’ve not thought of?

Any advice or experience would be appreciated.