Does Deadly Agility work with light thrown weapons?

Does Deadly Agility work with light thrown weapons?

Deadly Agility (Combat)

Prerequisite(s): Weapon Finesse

Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.

I’m just asking as RAW "add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat" since there are weapon the are light that can be thrown (daggers, shuriken, darts, etc.).

How “deadly” are the adventures in Tales from the Yawning Portal?

I’m looking for what to run for my next D&D campaign. The promotional material for Tales from the Yawning Portal says this:

Within this tome are seven of the deadliest dungeons from the history of Dungeons & Dragons[…] Enjoy, and remember to keep a few spare character sheets handy.

Is this representative of the contents, or just melodramatic advertising? Obviously, Tomb of Horrors is written as a PC-killer, but what about the rest? How does the difficulty (as measured by “odds of most/all PCs getting out alive”) of the book overall compare to other published 5e adventures?

Reminder: per “Good Subjective, Bad Subjective”, to answer this question, one would either need direct experience playing several adventures from TftYP as well as other published adventures, or pretty solid expert analysis of the dangers in TftYP in terms of DC, CR, etc.

How to adjudicate “completely unaware of his presence” for the Slayer’s Sniper archetype’s Deadly Range?

The relevant text for the class feature (as errata’d; I think the old version, which simply increased the range at which the sniper could sneak attack, is better if for no other reason than it doesn’t invoke this question):

when the sniper makes an attack against a target who is within [range] and completely unaware of his presence

There are some obvious cases: if the target is asleep (and there are no extenuating factors), they’re clearly "completely unaware" of the sniper’s presence. Similarly, if the target is talking to the sniper, they are clearly aware of the sniper’s presence.

As the GM, I will need to figure out how to handle the in-between cases; off the top of my head:

  • the target is aware of the party generally but not the sniper in particular – they heard the party fighting in the next room and are buffing or something
  • the target can see some of the party members but the sniper was able to hide from the target
  • the target is a shifter of some sort and has talked to the sniper in their persona as captain of the guard, but is now encountering the party in their persona as the head of the Evil Cult of Evil(tm); the shifter is invisible, magically silenced, incorporeal, flying, and hiding in shadows. The target is clearly aware of the sniper (they’ve talked in the past), but has no reason to think that the sniper is currently 15 feet behind them, Ghost Touch bow drawn.

The only other place in the SRD I’ve found with similar wording (and intentionality) is the Divine Fighting Technique Way of the Silent Shiv, which says

Whenever you attack an opponent that is completely unaware of your presence (such as when you are using the Stealth skill or invisible)

which makes me think I’m overthinking the sniper ability.

So, is it that simple: stealth vs. perception (with, eg., tremorsense trumping stealth), or are there other factors that need to be taken into account?

Is this encounter in ghosts of saltmarsh ridiculously deadly?

In the Ghosts of saltmarsh appendix A, "Of ships and the sea" one of the pre-created underwater locations (the wreck of the marshal) has the following feature:

I’m hoping to run one of the suggested adventures in this area (the one for lvl 5 characters), but I’m struggling to see how this feature is supposed to work. As in this question the PCs will have to make 8 saves to avoid being charmed, so even with the low DC of 11 (and the elf in the party having advantage), the chance of at least one failure is high. Once they are charmed they will get no further saves if they just swim straight towards the harpy that’s charmed them and then that harpy can kill them without them getting another save (as long as it’s the harpy they’re charmed by). To me, this seems like a death sentence to any characters that haven’t make preparations in advance (like stuffing their ears or using the Silence spell).

Am I reading this wrong? It feels mean to just say to my players "roll 8 wisdom saves". Which makes me think I must have missed something here.

How deadly is Dust of Sneezing and Choking?

Dust of Sneezing and Chocking is a magic item that can be fairly debilitating to low-Constitution characters, but I’m curious how dangerous it is to inhale this stuff. In particular:

…you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe…

It seems like this could be quite fatal given that the rules for suffocating say::

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

…and once it falls unconscious, it is no longer able to make saving throws against the dust:

As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success.

How likely is it for creatures of each Constitution modifier to survive an encounter with Dust of Sneezing and Choking?

Does this seem like a Deadly creature? [on hold]

I have a character that is essentially a Fey Princeling. He is simply known as Floki to the players. There is a scenario coming up that I have a feeling may provoke the characters to try and attack him. I need them to find out quickly that this is not a good idea.

This is for Dnd 5e. There are three level 7 characters in the group during this scenario. Here is the link to the google sheet i’m creating him in.

My initial inclination is that it doesn’t feel strong enough. But i’m not really sure what to add that will make sense and won’t just be extra damage dice piled on.


My DM is insisting that he is not giving us DEADLY encounters, so I am bringing one example to this community to see if I am calculating incorrectly.

I am in an adventuring party as one of THREE 12th level characters [wizard, warrior, cleric]. We came upon (4) Ooze, Corrupting (Tomb of Beasts 311). According to the DMG to determine threshold I should:

Determin XP Threshold

12th Level: Easy=1,000 xp; Medium=2,000 xp; Hard=3,000 xp; Deadly=4,500 xp

Determine the Party’s XP Threshold

[Easy] 3*1,000 = 3,000 xp
[Medium] 3*2,000 = 6,000 xp
[Hard] 3*3,000 = 9,000 xp
[Deadly] 3*4,500 = 13,500 xp

Total Monsters’ XP

[4] Ooze, Corrupting (Tomb of Beasts pg.311) 4 * 1,800 xp = 7200 xp

Modify Total XP for Multiple Monsters

Number of Monsters: 3-6
Multiplayer: X 2

Result: 7,2000 x 2 = 14,400 Monster XP

Compare XP

Party Threshold for DEADLY encounter is 13,500 xp
Monster XP is 14,400 xp
MY UNDERSTANDING: This is a DEADLY encounter

Is this a DEADLY encounter?