Do Half-elves or half-orc count as Humans for the Favored Enemy class feature?

I am using the dndbeyond character builder to create a ranger. If I pick humanoids it does not list half-elves or half-orc but it does list humans, elves and orcs.

I see three possibilities:

  1. I can not choose either one;
  2. I can get half-elf if I pick human or elf or I can get half-orc if I pick human or orc;
  3. They forgot to include them.

I am in a group that is new to 5th and we are only using the Player’s Handbook. I haven’t seen anything in that book that covers this.

How do you create or select an icon for a feature?

How do you work out what icon type or image you need for a feature?

There’s been quite a lot of very small questions here in the form of “What is a good icon for feature X?”.

Instead we should be looking for a general guide in creating or brainstorming for an icon, that can be applied in a lot of situations and applications.

This could possibly be done by looking an intermediary step:

Feature / Semantics

  1. Terms that represent this feature
  2. Icon for that term

E.g.

Level of anger for client

  1. heat map
  2. Icon for heat map

This question is about step 1, the step you use to create a list, ideas or resource for possible icons that will be applied to the feature.

Can a Horizon Walker ranger teleport before making their additional attack with the Distant Strike feature?

The Horizon Walker ranger subclass from Xanathar’s Guide to Everything gains the Distant Strike feature at 11th level (p. 43):

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

If you attack two different creatures, and gain the one additional attack against a third creature, could you also teleport before that third attack?

If a Thief Rogue casts True Polymorph (Object into Creature), does the creature move on both of their turns from the Thief’s Reflexes feature?

The Thief Rogue’s Thief’s Reflexes feature states:

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

The true polymorph spell states:

[…] Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.

What happens if the Thief casts true polymorph on an object and turns it into a creature? Does the created creature get an additional turn when the Rogue does?


Note: At least one way a Thief Rogue could cast true polymorph is through feats or multiclassing and using a spell scroll.

Is the Thief Rogue’s Thief’s Reflexes feature optional?

The Thief gets the Thief’s Reflexes feature which states:

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

I’m wondering whether you can opt not to use this, such as when damage at the start/end of your turn would reduce you to 0 HP, or if you’ve put a condition on an enemy that lasts until the end of your next turn. For example, the pyrotechnics spell blinds creatures until the start of your next turn.

I’m unsure because the wording both says “You can take two turns […]” and “You take your first turn […]”, where the first perhaps shows that it is optional but the second seems to say that it is not.

Can you use Sneak Attack after using the Scout Rogue’s Sudden Strike feature?

The Scout Rogue’s Sudden Strike feature states:

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

And Sneak Attack states:

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll […]

I’m wondering what happens in the following scenario:

  1. You take the Attack action (fully) but never proc Sneak Attack
  2. You use your bonus action from Sudden Strike and proc Sneak Attack
  3. You make another attack (such as through an opportunity attack or Action Surge)

Can your attack in step 3 apply Sneak Attack even though you’ve already applied it during that turn using Sudden Strike?

Would forcing a lawyer to turn on their client with a Glamour Bard’s Enthralling Performance feature be seen as an attack?

Say you are a bard, level 3+. You have are being sued by an enemy, and you have got their lawyer tied up in a chair. You make them charmed after their failed saving throw against your Enthralling Performance feature, which states:

Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

Would charming the lawyer and making him throw out the case be seen as an attack against the lawyer’s ally, your enemy?

Would removing the “total cover” part of a Paladin’s Divine Sense unbalance the feature?

Inspired by this question: What good is the paladin's Divine Sense?

I am running Lost Mines of Phandelver to introduce a couple of people to D&D (just me and my two players; I use DMPCs to pad out the party), and one of my players is a Paladin. During their time in Thundertree, he used Divine Sense a few times to try to detect the zombies throughout the town (there’s a sign that says “Beware! Zombies” or something, so this was a completely in-character thing to do).

Since, as the linked question mentions, it’s a very niche ability in D&D 5e, I wasn’t that familiar with it; I remembered that it detects undead and fiends (forgot celestials at the time, but it’s irrelevant to this case) within 60 feet, but forgot about the total cover thing, so we proceeded without the total cover part of the ability. It was very useful for sniffing out those zombies hiding in the buildings.

Only later (because of a question on here, I think – this was a while ago), I realised that total cover was part of how it worked, and informed my player that, what happened happened, but going forward we’d have to bear total cover in mind. His response was basically “ok, you’re the DM, but doesn’t that kinda make this ability useless?”; my only response was about detecting invisible fiends or undead, which he accepted gracefully, but I doubt we’ll be seeing much more use out of it…

They’re now in Wave Echo Cave (our sessions are quite infrequent), but have not encountered anything undead yet, and will eventually progress onto Out of the Abyss, which has many fiends, and in light of the question I link to at the top, I am starting to wonder whether I should go back on myself and allow my player’s Paladin to use Divine Sense like how he used it in Thundertree. I think it will be more fun if he can actually use his ability outside of its otherwise rare niche uses.

This question is about the impacts on balance. What issues would arise from me ruling to ignore the total cover rule of Divine Sense? Would the ability become overpowered or otherwise unbalanced compared to other classes?

How can the Great Old One Warlock’s Create Thrall feature be countered?

The Great Old One warlock patron’s Create Thrall feature (PHB, page 110) says:

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

  1. Can someone please provide an exhaustive list of all the ways in the Player’s Handbook to counter this class feature using strictly RAW?

    Excellent answers should keep methods of prevention (example, the Oath of Devotion paladin’s Aura of Devotion class feature) separate from methods of curing (example, Remove Curse spell or the Monk’s Stillness of Mind class feature).

  2. Since Create Thrall does not explicitly mention a saving throw, am I correct in assuming that the target cannot benefit from any ability or feature (racial or otherwise) that grants advantage on saving throws against being charmed, such as Fey Ancestry?