I have a homebrew monster with an ability that can drop a target to 0 hp if they fail a saving throw. How should this alter its CR?
On your turn you break the concentration of an (enemy) slow spell (5e) with your weapon attack. When exactly the spell stops effecting you? At the same moment the enemy spellcaster loses the concentration or the next turn? By other words, do you get back your extra attacks, bonus action, second halve of your movement … right away on the same turn?
Say, for example, that a person is standing in an Antimagic Field when a disgruntled Druid decides to create a 5 mile radius freezing hailstorm via Control Weather.
Would that person be subject to the effects of the hailstorm? More specifically:
- What happens to the hailstones that enter the Antimagic Field?
- What localized weather effects does the person experience? Is the weather within the Antimagic Field somehow the hypothetical weather conditions that would have existed if Control Weather hadn’t been cast?
- Is the person subject to the effects of extreme cold like the rest of the people within the hailstorm?
The Calm Emotions spell says:
…suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
On first read, it seems that the expiring duration would suggest waiting out a fixed time frame. However, a lot of fear effects permit saves throughout the duration to end them.
So two questions:
- While a fear effect is suppressed are saves still made to end it?
- If so, does a creature need to comply with special requirements to attempt the save while the effect is suppressed by Calm Emotions?
To clarify, this is the text for a Red Dragon’s Frightful Presence and the Fear spell, respectively:
Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
I’m planning to choose the drow sub-race for my character, and i’m thinking of ways to overcome the Sunlight sensitivity. So, my question: does illusion spells block sunlight? For exemple, if someone cast Major Image, creating a illusionary carpet (haha) direct above a target that is under direct sunlight, and I attack the target (considering I am not under sunlight), will the attack still be made with disadvantage? If so, this work only for higher level illusion spells?
If an Elan Aegis obtains the Unlocked Talent and Access Psionics Powers, can they stack fortify, lesser +1 and fortify +2 and Resistance (due to Elan) +4 on saving throws (spending Power points)?
Extraordinary Artisan feat (ECS) as indicated in the table (p49, feat on 53) indicates that it stacks with itself.
What are the mathematical effects of taking this feat multiple times?
According to the Monster Manual entry for vampires, the Bite attack has the following effects, once successful:
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
If the player character doesn’t die and is able to retreat (or defeat the vampire) and take a long rest, are there any long-term or permanent consequences of this bite? Besides the mental trauma, of course?
For example, a 12th level character produces an effect that has “x’/level” area of effect. Can the character control the size of the area of effect, or not? It would be nice to have a quote of where it is specified, if possible.
Concerning the Open Hand Technique, if I have a level 6 Monk and I flurry of blows on a single target and I hit with all attacks, can I apply a Str save to all attacks to possibly push a mob back a total of 60 feet? Basically, does it go off once, or multiple times?