Does the “Pierce Magical Concealment” feat allow a character to see magically concealed characters?

One of the players of the oneshot campaign that I’m writing chose the feat Pierce Magical Concealment (Complete Arcane, p.81), as a DM I’m not sure how it would work in an encounter I am planning.

The manual states about the Pierce Magical Concealment feat:

You ignore the miss chance provided by certain magical effects.

Your fierce contempt for magic allows you to disregard the miss chance granted by spells or spell-like abilities such as darkness, blur, invisibility, obscuring mist, ghostform (see page 109), and spells when used to create concealment effects (such as a wizard using permanent image to fill a corridor with illusory fire and smoke). In addition, when facing a creature protected by mirror image, you can immediately pick out the real creature from its figments. Your ability to ignore the miss chance granted by magical concealment doesn’t grant you any ability to ignore nonmagical concealment (so you would still have a 20% miss chance against an invisible creature hiding in fog, for example).

This doesn’t specify if a character with this feat can actually see an enemy that is, for example, under the effect of the spell Invisibility (Player’s Handbook, p. 245).

I am planning an encounter in which the party will be invited by a wizard for dinner, an assassin under the effect of invisibility will pretend to be an Unseen Servant (Player’s Handbook, p. 297) until the wizard gives him the signal to attack the party.

Will the character that has the Pierce Magical Concealment feat be able to see the assassin, or at least have any advantage in noticing he is not an Unseen Servant?

I’m trying to find a DND feat that is on this site, but cant remember the name of it

There’s a feat on this site. It’s similar to power attack. It’s on this site but I don’t remember the name of it. All I know is there were people trying to say what it did, but one person said no, it actually does this. I’ve been searching for this feat for ages now. Please, some help.

Portent vs Lucky Feat — which wins?

When a divination wizard character uses their Portent ability:

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

… to replace a roll, can a player with the Lucky Feat:

Whenever you make an attack roll. an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attackers roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

… use the Luck Roll to replace the result? Or does the Portent trump all rolls and simply give you the final outcome?

This question spun off from discussion on this question.

Some relevant points:

Portent trumps Advantage/Disasgvantage.

Mike Mearls tends to believe that luck can triumph in some cases, but admits this is his opinion, and further seems to conflate the question with Halfling Luck.

I would suggest reading the linked discussion before formulating an answer. There’s some good thought there.

Can you attack multiple times a turn with a light/heavy crossbow and the Crossbow Expert feat?

It has been my understanding that since the first benefit of the Crossbow Expert feat (PHB, p. 165) is:

You ignore the loading quality of crossbows with which you are proficient.

…Then you can fire a light or heavy crossbow as many times as your Attack actions and possible bonus weapon attack bonus actions allow – especially in light of the ruling that the two-handed property means you need two hands to wield it, rather than simply hold it, which means you can free up a hand to reload it in time.

And yet, I see people talking about taking multiple shots with a hand crossbow, explicitly a one-handed weapon. I understand that having the option to fire either it or (depending on interpretation) another one as a bonus action is a desirable quality, but assuming I want my bonus action free, am I able to attack several times with a non-hand crossbow?

Is this homebrew feat, Beast of Burden, balanced?

I’m working on a homebrew feat for a player with a specific agrarian background. I developed the following feat based on Squat Nibleness racial feat from XGTE. Is this feat balanced?

Beast of Burden

Prerequisite: Hooves

You’ve spent so many years caring for large livestock that you have become something of a beast of burden yourself. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • Increase your walking speed by 5 feet.

  • You gain proficiency in the Animal Handling skill.

  • You gain advantage on ability checks and saving throws that you make against attacks, spells and effects that would knock you prone, or move you away from your current space.

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Lucky Feat: How can “more than one creature spend a luck point to influence the outcome of a roll”?

Lucky is a feat that only targets either you or something that’s attacking you. How would there be more than one creature that can manipulate the outcome of the roll?

Is this only referring to if you try to alter an attacker’s roll, but they also have Lucky, and they try to change their own roll?

How does the Monk’s Crushing Blow feat work?

The Stunning Fist feat says:

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

The Crushing Blow feat states:

You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target’s AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.

I’m not sure how this all works. Crushing Blow specifies Full-round action, so I thought that it was just the Fort Save for the enemy, and then you’d get the effect, or you wouldn’t. Since there is no normal attack, that can’t cause failure either, but you also can’t deal any damage.

During play, I found out others didn’t agree. Their interpretation was that I still had to make a normal attack, and then if hitting attempt the Crushing Blow – sort of like a different effect option for Stunning Fist that prevents Move Actions?

So how do I use this feat? By itself or as part of a Standard Attack hit?