The description of the faerie fire spell states:
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
As I read it, there are two ways to interpret this. The first is that being held unseen is a benefit of being invisible, and therefore the spell removes that benefit. Since the invisible creature is then visible, you have advantage against it.
The other interpretation is that the order of the sentence matters; first, check if you can see them, and you have advantage if you can. Then, strip them of the benefits of invisibility. In this case, you would have a regular attack roll against the creature, without disadvantage from being invisible nor advantage from Faerie Fire.
What interpretation of the rule aligns with the intention of the faerie fire spell?
Tasha’s Cauldron of Everything offers the following rule:
If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.
However I am unclear how this would relate to resistance, the Monk’s Slow Fall, and other damage reducing features.
The rule says "any damage resulting from the fall is divided evenly between them" but it doesn’t specify whether that damage is split before or after damage reducing features.
Is the damage divided between the two creatures before or after damage reducing features are calculated?
Depending on the height and weight of the falling creature, and its aerodynamical properties, there is no rule in game to define the damage for falling tiny creatures. By the given rules a humanoid falls 500 feet per round and takes 1d6 bludgeoning damage per fallen 10 feet up to 20d6 (Feather Fall 60 ft./rd.). By this article (https://perryponders.com/2015/07/16/ants-fall-from-any-height-without-dying/) the terminal velocity of a human is around 1,056 feet per round. A cat (528 ft./rd.), mice (147.48 ft./rd.), or an ant (34.32 ft./rd.) have even smaller terminal velocities, all surviving an almost unlimited falling height in air and by earth gravity. What will be the damage to tiny creatures, when they fall and hit the ground in Toril? Would a flying familiar like hawk, raven, bat, or owl wake up or die (return to its dimension) when it hits the ground, if it falls prone or were put asleep in flight? This seems also be relevant for the Polymorph spell and the Druid Wild Shape form, used to "parachute."
When upcast, the etherealness spell lets you target multiple creatures. The spell’s description includes the following termination clause (emphasis mine):
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
Prematurely ending the spell seems straightforward for the caster, the caster simply spends their Action to dismiss the spell. However, this portion of the spell was written for the spell under its normal casting criteria (i.e. not upcast) which has a typical target of Self.
Compare this to the language used in the astral projection spell, which by default targets other creatures:
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
So in the event that etherealness is upcast and affecting multiple other creatures, does the caster need to spend their Action to end the spell for everyone? Or does each character need to spend their Action to dismiss the spell on themselves? Can the other characters even use their Actions to end the spell or could they be trapped on the ethereal plane until the spell runs its course?
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
"That day, the druid cast spike growth where a gargantuan, half-burrowed Sandworm stood… and for the next half hour, everybody stopped playing and started frantically browsing through the manuals to figure out what to do."
So, the question does size matter…?
I take for granted that you can choose as the epicenter of the spell the point where the creature touches the ground: it won’t influence the space where the body of the creature is, nor anything below, but the surrounding terrain on the ground level should be influenced (although you don’t really see such point, the spell doesn’t require you too, contrary to the usual routine). So, the token of this sizeable creature occupies a 16 (4×4) squares space on the grid (12 hexagons if you’re into that). At the start of its turn, it’s gonna find himself in the middle of a semi-hidden spike field. Since the spell only hurts whoever moves into or within the area, I infer that creatures who find themselves already in it and decide not to move won’t get hurt, all the more if they’re half-burrowed. Now, if the creature notices the danger (and it should since it was there) but still decides to move above the terrain (although I guess he could return underground where half his body lies without repercussions), how much does he get hurt? The spell mentions a damage x movement ratio, and with smaller creatures it’s no problem. But what about bigger monsters? Is this 2nd level spell a colossus bane, which indirectly does x4 damage to large monsters, x9 to huge ones and x16 to gargantuan ones per square (=5 feet)?
RAW, I’d rule against it: bigger creatures aren’t affected multiple times by effects that target more than one of their squares (think fireball: no matter the size, if the spell hits just a square or the whole circumference of a token, the damage only hits once). That said, seems to me like this huge AoE spell should indeed scale with the size of its victims as more spikes pierce through their flesh. Also, it wouldn’t be the first time that low level spells were hugely effective against specific creatures (heat metal against full-plated enemies comes to mind).
What do you think?
In 5e, if a Grease spell is cast and a large (eg. 10’sq facing) creature is killed on it, covering the same area as the spell, could other players/NPCs/monsters walk over that creature as if the Grease spell does not exist?
My thinking behind this is to do with the property of Adamantine Armour which states that "While you’re wearing it, any critical hit against you becomes a normal hit" (DMG, p.150).
I wondered if there are any creatures in the officially published materials that have this feature "naturally"? – possibly as a result of their skin/scales being so hard or because of another innate feature.
I am looking for answers with reference to creatures from 5e or previous editions.
I’ve just begun running WFRP 4e and I don’t get the weapon or bite traits in the bestiary. I understand that the rating (for example bite+9) is the damage including the strength bonus. But do you also add this number to the WS stat for attack tests? Thanks.
I’m wondering where did the title characters from the official DnD5e books come from. What are their lores in the world of DnD 5e. I want to know more about: Tasha, Xanathar, Mordenkainen and Volo.
Where can I learn more about their stories? Is there any official information? Or are they only some cool naming for the books?
Is there any information about them in their books?
I recently got inspired by this stat block, that shows that witches can get more powerful when together. https://www.dndbeyond.com/monsters/green-hag-coven-variant
I want to make a similar creature that gets access to some spells when 3 or more of them are within 5 feet of each other. On their own they are CR 1/2, but together they can suddenly pack a punch. I guesstimated them as CR 1 now, but I wonder if that is correct?