If you choose to roll for starting gold for your class, do you get starting equipment from your background as well?

Say you choose to roll for starting gold for your class (and then buy equipment).

Do you still get the starting equipment from your background (but not from your class)?
Or do you not get any starting equipment at all, from either your class or your background?

Is it just up to the DM?

I have extra gold from the alternate way of getting starting equipment. What should I do with the extra money? [closed]

I was using the alternate way to get equipment in Chapter 5 of the PHB (D&D 5e) as a Fighter and rolled 160 GP, which I spent on Studded Leather Armor, a Longsword, the Explorer’s Pack, a Crossbow Bolt Case, a Light Crossbow, 20 Crossbow Bolts, and a Dagger, and still have 61 GP to spend on equipment. I have no idea what to do with the extra money as I’ve bought all the equipment I want. I don’t think the PHB addressed this and don’t know what the rules say. What is do the rules say on this?

Number of actions to access equipment

After it came up in the last session, i wanted to try and find Information on how long it takes to draw a weapon (from a scabbard, from your back) or a shield (from your back) or things from a pouch/backpack. I searched my (4.1) books, but the only thing I found was the special ability quickdraw (Schnellziehen) mentioning how long it takes for someone with the ability. Where in the (german, 4.1) books can I find this Information?

Does a PC with the Noble background need to supply equipment for their retainers?

Looking at the Noble Variant feature "Retainer":

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

From what I understand, this gives you a +1 minion and +2 non-fighting servants. However, that does come into question where their equipment would come from: Such as cooking utensils, tents, bedrolls, rations, weapons, clothing, etc.

Is it assumed that a servants would come equipped with their needs? (Such as a cook would have their tools, the majordomo would have his equipment, etc?)

Can equipment be enchanted and dis/reenchanted without destroying the item?

If playing a character with a family sword or a particular set of armour that they wish to use throughout the game (from level 1 to level 20), can it start out unenchanted, then undergo a process to gain some kind of Magic Item property, and then much later, be re-enchanted with a more powerful Magic Item property?

I’ve read through the ‘crafting magic items’ section in the DMG but found nothing which mentions whether an existing item can be used for the process, nor whether the item in question can re-undergo the process to change its enchantment.

Does Locate Object work on polymorphed equipment?

The spell Locate Object says:

You sense the direction to the object’s location, as long as that object is within 1,000 feet of you.

The spell Polymorph says:

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

If the object targeted by Locate Object has been "melded into the new form" of a polymorphed person will Locate Object succeed?

On one hand you could say the item, eg a spear, temporarily doesn’t exist and so cannot be located.

On the other hand spells only do what they say they do and Polymorph does not say is hides items from being detected.

Does a sprite familiar’s equipment count against its carrying capacity?

Under Lifting and Carrying (PHB 176) it says:

Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry… You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score).

and also specifies that a tiny creature can carry half as much

A sprite familiar summoned through a warlock’s Pact of Chain feature has a strength score of 3 and so has a carrying capacity of 22.5 pounds and a push, drag, lift limit of 45 pounds. The sprite stat block also specifies, however, that they wear leather armor and carry a longsword and shortbow.

Supposedly these weigh 10 pounds, 3 pounds and 2 pounds respectively but considering they are smaller than those worn by a medium humanoid it is unlikely that they weigh as much.

Is there any official guidance as to how much the sprite familiar’s equipment counts against its carrying capacity?

How powerful is a high-level PC with barely any or no equipment?

Let’s assume your PC or even your entire party has crossed a high-level spellcaster and his minions the wrong way, or was overwhelmed by an army of guards. You are stripped of all equipment save for some clothes on your back and get exiled into the wild rather than imprisoned.

How much power – specifically combat power, as your skill levels would be mostly unaffected – do you lose? A Wizard cannot cast spells of 1st level or higher without a spellbook, but can still cast Firebolt for 3d10 or 4d10 damage; a Fighter can only use their fists, improvised weapons or grapple, but likely has STR maxed at this point, so that would still be 6 flat damage x 3 minimum per round; your armor class is most likely diminished to 10 + DEX modifier.

On the other hand, a Monk would probably do reasonably well even without equipment or magic thingamajigs he acquired thus far.

To substantiate “high level”, let’s say we’re dealing with a character of high Tier 3/low Tier 4, around level 15/16, so no access to e.g. Wish spells.

Does the limitation on the Cave Fisher’s Filament action include the weight of carried equipment?

The Cave Fisher from Volo’s Guide to Monsters (pg. 130) has an action called Filament which says:

One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action.

Emphasis mine. I imagine its pretty uncommon for a medium sized PC’s bodyweight and carried equipment combine for a weight under 200 lbs. Does the Cave Fisher’s attack limitation include the weight of carried equipment?

Beholderkin equipment [closed]

My party is about to face a beholderkin overseer. Its Major Creation ray states that it uses it to create miscellaneous gear that could be useful to itself or its minions. What sorts of items might it create? I cannot think what items a beholder or beholderkin might find useful.

I looked in Lords of Madness for a reference, and it had some beholder magic items, but did not have any suggestions for what common items beholders might find useful. Might there be any written source for such a list?

I did find at RPGNet a list of 101 uses for Major Creation, but these are all human uses. Very few of them would be useful to a beholder.

Here are some of the ones that I liked from the list:

  • Pile of Fool’s Gold Coins
  • Caltrops
  • Weapons/armor (what sort of weapon/armor could a beholder wear?)
  • Aquarium (could this work to start drowning a PC?)

My own idea: Poison (can you create poison with Major Creation?)

Edit: For context, here are the specifics of my campaign.

The party is tier 4, currently 11th level. The party consists of:

  • Warlock
  • Fighter / Rogue / Master Thrower
  • Ranger / Halfling Outrider
  • Adept / Church Inquisitor

The party has obtained the assistance of some NPC allies (a pirate crew):

  • Bard / Marshall / Legendary Captain (11th level – Captain)
  • Ninja / Scarlet Corsair (11th level – First Mate)
  • Barbarian / War Hulk (8th level – Muscle)
  • Warmage (6th level – siege engineer)
  • Barbarian (5th level – ship hand)
  • Expert (4th level – ship hand)
  • Warrior (3rd level – ship hand)

The pirate crew, while allies with the party, obviously have their own agenda, but can lend aid in the fight against the beholder.

Both the party, the beholder, and its thralls seek entrance to a sealed-off castle. The magics sealing off the castle extend into the astral plane (so the Helm of Teleportation the beholderkin overseer found is useless in gaining entrance).

The party convinced the beholderkin that they were allies, but withheld the information on the specifics of how to enter the castle (mainly because they did not know how to gain entrance). The party is well-aware that the beholderkin will betray them at its earliest possible convenience. The party claimed they needed more powerful magics to gain access, to which the beholderkin suggested they raid a nearby drow city to obtain more power (the drow have actually been raiding the beholder’s lair, and the beholder hopes that the party will be slaughtered, and in the process, cause injury to the drow, all without the beholder having to use any of its own resources).

Instead, the party betrayed the beholderkin and allied themselves with drow who worship the Shadow (which was a bit surprising to me, as the drow attempted to betray the party every time they tried to interact with them). Still, they stayed true to the course, and decided to maintain their tenuous alliance with the drow.

The party had several options for where to obtain information for how to get past the magical barrier. The drow certainly have a method of access (although the drow claim the castle holds little mystery for them). Basically, the drow have access to Shadow Walk, which would allow the party to bypass the barrier. Similarly, the party could have sought a source of etherealness to bypass the barrier.

The drow refuse to provide the means to traverse the barrier without the party first dispatching of their beholderkin enemies. So, the party plans to return to the beholders and slaughter them all.

So, that is where the party is at. The beholderkin overseer has the following forces under its thrall:

1 beholder (CR 13) 2 directors (CR 8 each) 7 spectators (CR 4 each) 8 gauths (CR 3 each)

Additionally, the beholderkin has allied itself with a goblin (blue) thrallherd who has a small army of goblins. This alliance is based entirely around Dominate Person, which the beholderkin applies judiciously to the blue (ensuring a permanent domination of the entire goblin tribe).

The party has plans to break the beholderkin’s thrall using Protection from Evil to temporarily make an alliance with the goblins (for a period of 11 minutes per casting). They hope to cause the goblins and the beholderkin to slaughter each other (massacre/massacre). Then, once that settles down, they hope to face a severely depleted beholderkin force.

Beholders, being of incredibly high intellect, likely have prepared for this eventuality, and would want to have plans on top of plans for what to do when the goblins eventually revolt. So, this will not be a surprise to them. Still, the goblins will manage to slay several of the beholderkin forces before being annihilated to a man.

But then, it will be the party’s turn. The main beholder will be killed (as was the beholderkin overseer’s plan all along to remove a rival who was increasingly becoming difficult to control and finding ways to break the domination effect), leaving the overseer vulnerable. Once the party dispatches the remaining beholderkin, it will come down to a fight between the overseer and the party. It is this final battle I am trying to prepare for.

So, what specific items might the overseer create for the beholderkin that survive?