If a Ranger chooses “fey” as their Favored Enemy, what languages can they choose from?

The ranger’s Favored Enemy feature description says:

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all

I am confused. What language options does the PHB give you to choose from?

Are you supposed to choose a respective language from the Languages table (PHB, p. 123)? Or can you pick any language that at least one type of your favored enemies speaks?

For instance, for Fey, do you have to pick Sylvan, or can you choose the Blink Dog language (since Blink Dogs are fey), Aquan or Giant (Sea Hags are fey too), Elvish (since Dryads speak Elvish), etc.?

On the one hand, Aquan/Giant/Elvish are definitely languages “spoken by your favored enemies”. On the other hand, the Languages table specifies Fey as the “typical speakers” of the Sylvan language. Also, the latter doesn’t work well with the “language of your choice” part, turning the “choice” into a moot point.

Can a monk attack an enemy and then immediately hide?

We have a monk in the party who believes that he can run up to an enemy, hit them in the back of the head, and then dive into the grass to hide until the next round.

His argument is that:

  1. He is a wood elf so his Mask of the Wild allows him to hide in lightly obscured areas
  2. Because he hit the target from behind and hid before they turned around they cannot “see” him

I feel that there should be a minimum distance that you must be away from a foe before you can attempt to hide in this kind of circumstance (I realize there are exceptions: complete darkness, invisibility, the creature cannot see, etc).

If i am not mistaken the sequence of actions performed were:

Step 1: Bonus Action: Step of the Wind to Dash behind the opponent; Step 2: Action: Attack Opponent; Step 3: Action: Hide.

So technically he attacked first , then hid in the long grass that was at his and his opponents feet. (just to clarify i believe the grass was just long grass …not like they were fighting in a corn field or something clearly with cover)

How can I improve combat so my players don’t always use the strategy of focusing fire on one enemy at a time until it’s dead?

I’m DMing a campaign on 5e with a group of four players. We’re all experienced in RPG in general but not specifically on 5e.

Players are Level 4. Wizard, Fighter, Rogue and Druid, Circle of the Moon.

My players have come to the conclusion that, given the mechanics of the game, is much more effective to focus all the fire power on a creature at a time and avoid spreading damage. Their logic is it really doesn’t matter if a creature has 1 or 80 HP left, as longs a it has over 0, he has all capacity to do damage. In effect, creatures are binary, they are either alive and therefore have full capacity to act, or death, in which case they don’t.

Unfortunately I agree with this assessment but I feel it makes the game less fun. Not because I’m looking for super realistic combat but because it limits the combat strategy to “drop them one at a time”.

As such, they tend to not distribute their efforts or engage separately but, instead, swarm into a single enemy, concentrate all the attacks and then move to the next. This feels to me like the more effective tactic but also the least “fun” and role playing way of doing combat.

Is my players interpretation wrong or am I handling the combat in the wrong way? What am I missing?

What ability is needed for anticipating enemy actions?

I have a character that has an uncanny ability to be able to anticipate the enemy and figure out what they will do. He can watch how they array themselves for battle and intuitively know what actions they will take. But I don’t want him to be infallible so I would like to roll against an ability.

What ability stat would be responsible?

I don’t think it is intelligence because it isn’t a matter of studying and learning something. It’s more like when you are crossing the road and you judge whether the gap is wide enough for you to get all the way across without being trapped in the middle.

For example, being able to tell whether they will try to flank you or whether they will create a diversion etc. Things you can just tell will happen BEFORE they happen so that you can organise your own side to be ready for it. When you watch a movie you can always tell what’s going to happen before the protagonist does.

The only one that seems likely is wisdom but that’s not what it is usually used for…

How does the UA Revised Ranger’s “Greater Favored Enemy” interact with “Favored Foe” from the UA Class Feature Variants?

If a Revised Ranger chooses to use the Favored Foe variant from the most recent Unearthed Arcana, they replace their original Favored Enemy feature. How does this interact with their existing Greater Favored Enemy feature?

Even when the Ranger doesn’t have access to Favored Enemy, do the benefits it provides still apply to the Greater Favored Enemy?

Favored Enemy (original)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Favored Foe (variant)

You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration a number of times equal to your Wisdom modifier (a minimum of once). You regain allexpended uses when you finish a long rest. When you gain the Spellcasting feature at 2ndlevel, hunter’s mark doesn’t count against the number of ranger spells you know.

Greater Favored Enemy (original)

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

(emphasis is mine)

Can you be surprised by an enemy you are aware of? [duplicate]

This question already has an answer here:

  • When and how does combat start in a standoff? 3 answers
  • How to resolve surprise and “instant actioning” initiating combat 2 answers

Consider the following scenario:

Two groups are making discussion, and it seems hostilities are about to erupt.

One side’s Assassin rogue readies an action to throw a dagger as soon as that happens.

Does the assassin score an automatic crit for hitting a surprised enemy?

(I realize the readied attack is a questionable call, but let’s keep the answers focused on the Surprise)

Making an enemy shoot every few seconds

so I am making a 2d canvas game in Javascript and I want the enemy mobs to shoot a bullet every let’s say 3 seconds. I’m almost done with the code , i made everything i just don’t know how to make the function repeat.

//this is the enemy object  function Enemy(x, y){  this.sprite = enemySprite;  this.x = x;  this.y = y;  this.shooting = function(){     while(enemyBullets <= bulletsPerTick){         var enemybullet = new enemyBullet(this.x , this.y);         enemyBullets.push(enemybullet);//i'm adding the bullet object to an array .     }     for(var i = 0; i<enemyBullets.length;i++){         enemyBullets[i].show();         enemyBullets[i].move();//if there is an element in the array , draw and update the bullet.     } }// i left only the important elements of the object needed to answer my question     //this is the enemy bullet object     function enemyBullet(x, y) {     this.x1 = x;     this.y1 = y;    this.r = 5;     this.show = function ()      ctx.beginPath();     ctx.arc(this.x1, this.y1, this.r, 0, Math.PI * 2);     ctx.fillStyle = "black";     ctx.fill();     ctx.closePath()//drawing the bullet } this.move = function () {     this.x1 = this.x1 - 5;//updating the bullet } 

In my main file , i have a function draw() which is in requestAnimationFrame(draw):

for (var j = 0; j < enemies.length; j++) {             enemies[j].show();//here i spawn the enemy sprite             enemies[j].shooting();//this is the function which adds the bullets to the array , draws them and updates them.         } 

Basically , when i press the start the program now , only one bullet flies and disappears and i want that process to continue over and over again every few seconds , let’s say 3 seconds for example , i tried to add enemies[j].shooting() in an interval and timeout but they are in draw, which is in requestAnimationFrame and it doesn’t seem to work , if anyone have any clue how to help me I want every advice possible. Also if you need more information about the problem , let me know.

The GM ruled that we didn’t get XP for killing the boss because an enemy caster’s spell killed them. Is this allowed?

We are playing Rise of the Runelords, and were fighting Nualia and her minions in Thisletop. During the heat of the battle, Nualia was near death at just 12 HP. Her minion caster fireballed the party that surrounded her. The party survived via making the save or simply soaking the damage. The fireball killed Nualia, and the party killed the rest of the minions.

When it came to tallying the XP, the GM rationalized that since party did not deliver the killing blow to Nualia, we do not receive XP for her demise – but we get the XP for killing the remaining minions.

Can the GM do this, and is it legal?

Dungeon of the Mad Mage: What is the best favored enemy type for a revised ranger in DotMM? [on hold]

I’m working with a DM’s approval to help a player choose a revised ranger favored enemy without spoiling the player on Dungeon of the Mad Mage. In this agreement, I’m doing to spoiler-seeing work.

I am trying to find what would be the best choice of favored enemy for this player’s revised Ranger, based on what’s in DotMM. I’ve found a list of the population by level on reddit, which could help to find which type is the most common, but I don’t know if the best option is the most common type or the most dangerous type. What’s the most useful choice?

Can we take Attack action when not in range of enemy?

Can you take the Attack action without attacking, just to get any side benefits?

For example, Blade Flourish says:

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn […]

In all examples the bard has a speed of 30 feet and does not have Extra Attack.

First relevant scenario:

The Bard and the enemy is 40 ft apart. If the Bard can take Attack action before spending all 30 ft movement, then he can reach the enemy and attack them with the added extra movement. If not, the Bard and the enemy is now 10 ft apart.

Second relevant scenario:

There is an enemy around the corner. The Bard might or might not know there is an enemy there. With the added movement from Blade Flourish, he will be able to walk around the corner and attack the enemy.

Third relevant scenario:

Same as second scenario, but he will only be able to walk around the corner without being able to attack. He does not know if he can reach to attack the enemy at the end of the turn.

Is taking Attack action allowed without being able to make an attack?