Entangle is a spell with a range of 90 feet. But, the wording of it…
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
Can I orient the square so it points directly away from me, covering a 20×20 space which can encompass a creature which is 105 feet away from me?
In the PHB, it says that three death saving throw failures means you die; taking any damage causes 1 failure, and a critical hit causes 2 failures. But the unconscious condition says that attacks against an unconscious character have advantage and auto-crit if they’re within 5 feet.
That seems really tough — it almost guarantees that you’ll die if hit twice if one is melee, and on top of that if you’re hit once and not stabilized on your next turn you have a 45% chance of getting your third failure from the saving throw.
Am I correctly reading the rules? If you’re unconscious and making death saving throws, and an attack from within 5 feet of you hits you, does it cause 2 failed death saves?
Telekinetic Projectile allows you to "hurl [an] object that is within range […] at the target". The spell’s range is 30 feet.
My reading of this is that both the target and the object must be picked from within 30 feet from the caster. But nothing states that the path that the projectile flies (from object to target) must be less than 30 feet.
Are my assumptions correct or have I missed any relevant rules?
Also, if so, does the path between them have to be clear as to not provide Cover for the target?
Object <- 30ft -> caster <- 30ft -> target <- ~60ft ->
From the RAW ruling, unless I am missing official errata or clarifications documents from WotC I do not see any size limitations to the use of the Repelling Blast power of Eldritch Blast.
So it means you could push back up to 10 feet a creature of any sizes regardless of any context, weight, mass or your own size ?
The Redcap described in Volo’s Guide to Monsters is a chaotic evil fey that looks like a demonic garden gnome. They have a strange property – they burst out of the ground wearing heavy iron boots. They are described in VGtM thus:
The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings.
Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react.
Because of these boots, the statblock for the Redcap lists this interesting feature:
Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
Why doesn’t a redcap just…take his boots off? Is there any official source material (Fifth Edition preferred) that explains the lore surrounding a redcap and his boots? Are his boots actually just his feet? Is subtlety just so far removed from his nature that even with his 10 intelligence he doesn’t think that maybe barreling through the forest like a tiny freight train isn’t the only option?
Ive been searching for an hour or so, but wasn’t able to find an specific answer about this problem. I need to make animations moving the character’s root around for my game, so in place animations aren’t a possibility. For now, I moved just the root bone (whole character) in straight line to ensure it has the speed movement I need in game, but now I need to start to add the actual feet movement to this animation movement. It happens that both feet follow the root movement (obviously), even when one of them should be planted. I did find some information pieces around the web, but nothing fixed this problem for me. I really need a best workflow for this, cause fixing the feet position on frame by frame basis seems to be a very bad, not to mention time consuming, way to do things.
I even considered unparent the feet from the root, but I’m positive this will cause problems in Unity as I need to use Humanoid rig there, which presupposes that the whole bone chain is connected to a single root.
I’m using Blender 2.8 and my rig was genereted by Makehuman, with the optimized for game engines option checked.
Does anynone knows a good workflow for this case? Maybe I missed something in my previous searches, cause this doesn’t seems to be a big deal at all, it must have a better way to this..
Thanks in advance for any insights.
We had an episode in combat tonight that I was not sure how to adjudicate.
A player character (PC1) with a whip was 10 feet away from an enemy.
In between PC1 and the enemy was another player character (PC2) that was prone.
On the far side of the enemy was a third player character (PC3).
Does PC1 have advantage in attacking the enemy with the whip? Why or why not?
If PC2 stands, can PC1 still attack the enemy using the whip, and would this affect advantage in any way?
Say I create a spiritual weapon in the form of a (horizontal) quarterstaff. Can I grab it and use the bonus action to move it (and myself) 20 feet. Say move me across a pit, or allowing me to take the rest of my normal movement, or even avoid introducing and attack of opportunity. My character happens to have a pole-dancing proficiency… Can she conjure up a pole and perform with it? What about a net, and cradle myself up a tree? "The weapon takes whatever form you choose." Can a spiritual weapon be any object? A Pillow — I really want to have a pillow fight dealing 1d8+ChMod A bed, a surfboard, a ladder, a chair?
Our use case spell will be inflict wounds (available to evil divine soul sorcerer):
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
The sorcerer’s metamagic distant spell says:
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
This answer argues that the phrase "you can reach" should not prevent inflict wounds modified by distant spell from affecting a target outside of our touch range. We will assume as the user Blckknght writes:
Most touch-ranged spells refer to touching the target in their descriptions, so if the clause of the metamagic is to mean anything, it needs to override the relevant part of the description as well as the range section of the spell stats.
The feat Spell Sniper says:
When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
Would Spell Sniper working together with distant spell allow us to cast inflict wounds on a target up to 60 feet away?
This answer states in passing that this would be the case, but the answers to this question seem to argue that Spell Sniper is taken into consideration before the distant spell metamagic is applied.
When using "Wild Surge" and rolling a 3, do the spirits that randomly move, move though walls and other objects?