Do enemies know that a character is using the Sentinel Feat

As far as I can see there is no "official" answer so I am looking for the community’s consensus. If you can point me to a rules as written answer that would be great.

If a character has the sentinel feat would enemies know so that they avoid attacking someone else or disengaging. Or when/how would the find out if they don’t start knowing.

My thoughts are that an enemy would not know unless they also had the sentinel feat (or other martial prowess?). One without the feat would figure it out after being attacked (or maybe hit?) by a use of the feat.

Sentinel Feat

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Do enemies who have Posessed a character gain access to their Feats?

The Ghost ability Possession (Recharge 6) gives this guidance:

The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target’s Statistics, but doesn’t gain access to the target’s knowledge, Class Features, or Proficiencies.

It is unclear to me if Feats counts as a thing they do not gain access to.

Enemies spotting flying characters

Are there any specific rules for enemies spotting flying characters? Or does anyone have any house rules they’ve used which have worked well?

One of my players has an aarakocra ranger, and he sometimes flies ahead as a scout. If he suspects there’s enemies ahead, he flies past them, not obviously circling over them etc.

A stealth check doesn’t quite feel appropriate here, as he’s not trying to ‘hide’, and indeed he can’t hide against the sky.

However, there’s no specific reason a bunch of goblins who aren’t expecting a flying player character would:

  • be alert to check the sky, in order to even see him;
  • realise they’re seeing an aarakocra at 120′ instead of a smaller bird at 60′
  • and then realise an overflying aarakocra is scouting them rather than just generally flying past, and so either shoot at him, or prepare for a ground attack.

To be clear, I’m not looking for a way to "clip his wings"; I’m fine with having a flying character. I’m just looking for a sensible and consistent way to determine if enemies will spot him, and shoot and/or prepare. So far I’ve been rolling perception checks for enemies based on whatever arbitrary DC I pick that session, and the player hasn’t been rolling anything.

Secondly, in the situation where enemies are forewarned to be alert for a flying character, what rolls might be appropriate? In this situation it’s really just down to if they spot him. But again, rolling a stealth check doesn’t seem relevant; he can’t hide in the sky. If it were on ground, players walking past an enemy would always be spotted, but should they simply spot a flyer automatically?

If there’s something in RAW which I can use, that’s ideal, otherwise any house-rules which provide a balanced and consistent mechanism are fine. If there’s something similar to a stealth check which a player can have some agency in rolling, that may be nice for the player, but that’s not essential.

How to balance enemies in BESM 4e?

I’m only somewhat experienced in DMing, and decided to run a game of Big Eyes Small Mouth 4th edition. I’ve started world building around the other characters, and during creation I found that one of the characters can deal 44 damage on a hit. While I’m not worried (yet) about him overpowering the other characters, how would I go about making enemies to fight the group if they can deal that much damage? Do I just make them at higher point pools? Or should I just ignore point pools to a certain extent?

I ask because of how open the system is and how few generic monsters and npcs are given in the system compared to D&D 5e, which I’m more experienced in in comparison.

The main thing I’m worried about is enemies not having enough help and just dying in 2 hits.

How could my enemies find my victims’ corpses left in a Magnificient Mansion?

The magnificent mansion spell states:

When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Based on these two questions, it was determined that corpses are objects and that objects could be ‘given’ to the mansion (though I’m not sure I’m satisfied with that conclusion):

  • Is a dead creature's body considered an "object"?
  • What happens to items left in Mordenkainen's Magnificent Mansion?

Regardless, if we take that conclusion as given, suppose I provided the servants poison for the entire banquet and had them use it to massacre a 100-person dinner party. When others attempt to find the deceased using divination magic, what sort of reading would they get? Assuming they could figure out where the bodies were, how could they go about recovering them?

Does Ancestral Guardians make enemies attack my Echo or me?

Let’s say I have three levels in Barbarian and three in Fighter.

As a Barbarian I take the Path of the Ancestral Guardian subclass, so I have Ancestral Protectors:

While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.

I also choose to be an Echo Knight as my Fighter subclass:

When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.

My question is this:

If my first attack originates from the echo’s space, i.e. the echo attacks, would the Ancestral Protectors direct the enemy to attack the echo, or to attack my character? And if it directs to the echo, does the effect remain even after it is dispersed so the baddy still attacks other targets with disadvantage?

Or do I just use the echo to make me a super annoying ranged tank that forces enemies to choose between attacking with both disadvantage and target resistance, and trying to chase me down?

How can I speed up combat with a large number of enemies?

I’m DMing for a campaign where the player characters will sometimes face small squads of creatures, most recently six ground troops and two archers helping out. In this setting, these creatures dominate the land the PCs are in and have an organised military, hence squads of enemies.

Combat tends to go quite slowly, however. Eight enemies and three players means the players spend a lot of time waiting between their turns!

Without reducing the number of enemies in the encounter, how can I speed up combat when the players are fighting many enemies?

Can a PC regularly impose disadvantage on enemies’ saves? If so, how?

There are many ways to get advantage/disadvantage on attacks: the Dodge and Help actions are specifically designed for this in combat, and 10 of the 14 conditions in Appendix A have at least one effect causing (dis)advantage on attacks. Also note they use the universal term “attack roll” with no distinction between melee/ranged or weapon/spell.

By comparison, effects on saving throws seem to be quite rare and limited in scope. In terms of common actions & conditions:

  • The Dodge action gives advantage on Dex saves;
  • The restrained condition gives disadvantage on Dex saves;
  • 4 conditions (paralyzed, petrified, stunned, unconscious) cause Str/Dex saves to fail automatically, in addition to other debilitating effects.

This still leaves 4 of the 6 ability score saves unaccounted for.

Is there any regularly available way that a PC can impose disadvantage on a specific saving throw? For example, in order to make a spell that requires that save more likely to take effect.

For the purpose of defining “regularly available”, I’m looking at these criteria:

  • Either applies universally to all saves (such as “the next spell you cast that requires a save”) or lets the PC choose from more than 1 ability score save.
  • Is available to PCs below level 5 (doesn’t require dedication to a particular class beyond the first advancement tier).
  • Appears in any officially-published book (not Unearthed Arcana or third party).