Can I choose to not use the Ranger’s Colossus Slayer feature when I hit an injured target with a bow and arrow?
When my DM found out about Colossus Slayer, he started making all my 1s on attack rolls a guaranteed hit against someone in my party as long as they’re in my range. We’re level 3 at the moment, and essentially half- and one-shotting my teammates every time I roll a 1 feels pretty sucky.
My 5e cleric needs to cast mending but it’s not one of my memorized cantrips. Can he use one of his number of prepared spells to prepare a cantrip he doesn’t know?
Can you cast Teleportation Circle while in the extra dimension of a Rope Trick spell?
I have a player making a level 1 half-elf/half-dwarf blood hunter using the starting equipment packs who insists that his character can start out with 3 martial weapons (2 scimitars and a rapier) instead of the suggested 2 simple or 1 martial weapon.
However, the character has a sage background and all the abilities and starting gold associated with it. His argument is that as a blood hunter he can pick the two-weapon fighting style at level 2 and the character can afford it because he’s from a noble family, so it’s really not a big deal if he starts out with these weapons.
My concern is that the character is already pretty op with bonuses from being both an elf and a dwarf, but it’s hard to enforce any rules since I’m a new DM (this is my first game) and he has a lot of experience listening to D&D podcasts. When I suggested that he uses the gold he earns in-game to upgrade his equipment when he levels up, he said that people don’t buy non-magical items and this is the same as spellcasters not actually purchasing their components (I said that spellcasters can just assume they have the material components of spells in their component pouches unless there’s a specific cost associated with it).
Is it okay to allow him to have 3 martial weapons as his starting equipment? I’m fairly certain that he’s wrong about the not having to buy non-magical items part.
For things like Sneak Attack and Orcish Fury I know that they can be doubled on Crits per Crawford here.
We also know that only Weapon Damage dice can be rerolled with GWF. So, Sneak Attack or Smite would not get rerolled with GWF while standard weapon dice and the weapon’s critical dice can be re-rolled. For Orcish Fury it seems to me that it uses the appropriate phrasing for weapon dice similarly to the half Orc racial feature or Barbarian’s Brutal Critical and could thus be re-rolled with Great Weapon Fighting, no?
So, if we look at abilities like the Half-Orc racial feature which adds an extra weapon die on Crit and features like Barbarian’s Brutal Critical it seems to me that these could be rerolled with GWF since they use the phrasing of “adding another weapon dice” (normally Barb’s couldn’t get Great Weapon Fighting but now it’s possible via Tasha’s Cauldron of Everything and the Fighting Initiate feat).
You can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit
from the Half Orc feature and:
you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack
for Brutal Critical.
This phrasing seems very similar to the Orcish Fury phrasing which says:
When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type.
My bet would be yes you can reroll the Orcish Fury Die with Great Weapon Fighting since it reads like we’re adding another weapon die and the phrasing is very similar to the half Orc feature. Have I got that right?
Haste provides an extra action that can be used to Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
Can a hasted steel defender benefit from its extra actions? Or is limited to one action total?
- For example can a steel defender be commanded to attack twice using its normal attack and the extra attack provided by haste?
Conventional wisdom is that more spell levels are better than more spell slots of lower level. For example, this argument has been used to argue in favor of playing a Focused Specialist Wizard. From this principle, it is often inferred that even an early-entry Mystic Theurge is inferior to its single-classed parent classes. It is claimed that even though having both arcane and divine spellcasting on one character ought to be more versatile than only having one of those (but at a higher level), it almost always isn’t because the extra spell levels really do add that much versatility.
Taking the above as true, my question is this: Does there exist any Mystic Theurge build that claims to gain more versatility from mixing two spellcasting progressions than it would from only sticking to one progression? As an example, I’m pretty sure that divine and arcane necromancy can be mixed to give results that could not be gained from just one progression.
Rainbow Savant builds can be ignored. Answers do not need to prove that the build in question actually does what it claims to do – they only need to say why it claims that.
In the immunity rules, we read:
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as Grapple and Shove).
My interpretation of this rule is that the normal doubling of damage does not occur, but any other listed affects of a critical success do occur. I believe this is the accepted interpretation of the rule, as well.
Now, about the spell Hydraulic Push. This spell reads a bit unusual, because it normally does 3d6 damage (and 5 feet of knockback), but has a listed critical effect that instead does 6d6 damage (and 10 feet of knockback). This is notably different from the standard/basic critical effect of rolling normal damage and then doubling it.
When Hydraulic Push crits against a crit-immune creature, how much damage does it do? And more generally, are extra damage dice listed under a critical effect applied to crit-immune targets?
RAW states that for a character to take the extra cantrip feat they must have the ability to cast cantrips or orisons as a pre-req. the minor magic rogue talent states that "A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list." would the feat then let me choose a total of 3 cantrips to use with the minor magic talent but limited to a total of 3 times a day?
The Sword of Sharpness says:
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Do some other effects (language use is intentional) add on to this, or is it only the weapon’s damage based on the weapon chart in the Player’s Handbook?
- Are the rogue’s Sneak Attack damage dice maximized?
- Is the Bugbear’s extra damage die from its Brute trait maximized?
- If I customize the sword to do extra cold or fire damage (based on a die roll), are those damage dice maximized?