Can a familiar give orders to minions of their wizard?

A wizard has a familiar and some other minions. Let’s go with a summoned monster and a non-intelligent undead minion. Can the familiar give commands to these other minions?

Does it matter if the wizard is present? (Like if they get teleported away) Does it matter if the wizard is conscious? Does it matter if the familiar can speak? Does it matter if how the wizard is controlling the undead (create undead vs command undead)?

Any other edge cases one can think of?

What Should I Give Level 20 Players [closed]

I really like giving out loot and spells but what should I give to level 20 players. It would be also really nice if someone should tell me what to give to low level players as well. I do own a copy of the DM’s handbook (and it tells me what to give) but should I give the less, more or the right amount. Iā€™m asking about 5 edition dungeons and dragons.

Does a clay golem’s haste action actually give it more attacks?

A clay golem has an action called Haste that is thematically similar to the spell of the same name but mechanically rather different:

Haste (Recharge 5ā€“6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

At first glance, this appears to grant the golem one additional attack (as a bonus action). However, using the ability costs the golem its action, with which it could otherwise make 2 slam attacks. Since the ability lasts until the end of the golem’s next turn, it can attack with its bonus action on both the turn it uses the ability and the following turn, yielding a total of… 2 additional attacks. Thus, it seems that over the course of these 2 turns, the golem will get 4 attacks, regardless of whether it uses its Haste ability or not. The only difference is that with Haste, one of those attacks comes 1 turn later.

So, am I correct in finding that the net effect of the golem’s Haste action is to delay one of its attacks by one turn in return for improved defenses for 1 round, as opposed to actually granting additional attacks? Obviously there are cases where this is unambiguously a benefit, e.g. when the golem can’t get into melee on the current turn, but I suppose I find it a bit surprising that, if anything, the golem’s Haste action causes it to attack more slowly.

What level would you give the players a dancing sword?

I am currently DMing a campaign for level 5 players and one of them wants a dancing sword. I know the weapon is labelled as "very rare" but it doesn’t seem all that more powerful than a cleric with spiritual weapon. My question is when would you give the players an item like that and would you add any +1/+2/+3 modifiers? Note: I know about the recommendations regarding awarding magic items in the books. I just want to know if anyone can justify why it has the "very rare" rating and when you might give it out instead?

How to give node sillouhette when behind wall

I am working on a boss-rush fps game. I want it to be like the eye of cthulu fight from terraria, with the enemy flying towards you and then turning around to try again if it misses. However, in order for that to work, the enemy must be visible when they are under the ground. How could I accomplish this? I took this image from a post about a similar question, but for Unity, not Godot.

Can Polymorph + Awaken give any creature intelligence and language?

If you cast Polymorph on a non beast creature then cast Awaken on their beast form how much carries over after polymorph ends?

Polymorph does not give any explicit information on what happens to your statistics when the polymorph ends:

The transformation lasts for the duration, or [drops to 0 hp]. […] The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. (Basic Rules, pg. 266)

So this leaves ambiguity when game statistics are altered during polymorph,

The charm effect of Awaken seems pretty clear from the logic shown here and reinforced by the specific wording referring to the target as a beast or plant during effects and a creature afterwards:

The awakened beast or plant is charmed by you [longer than polymorph.] When the charmed condition ends, the awakened creature chooses […] (Basic Rules, pg. 216)

The other two effects of awakening (other than making a plant mobile) are less clear-cut:

The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. (Basic Rules, pg. 216)

I would guess the modification to intelligence would apply to the beast’s stats and therefore end with polymorph.

Language has been classified as being independent of creature statistics and act more as the character’s experience. I’d argue the experience of a stranger turning you into a mouse, then gifting you the ability – as a mouse – to speak a language you have never used before would be an experience you couldn’t lose I’m not sure if the language and intelligence granted from awakening should remain linked.


These are two examples I can see this having significant impact on my campaign:

  1. Meet an NPC I don’t share a language with, Polymorph them then Awaken their beast form so they can speak my language. Can I now communicate with them when they turn back? If their original intelligence was higher then 10 is it reduced to 10?
  2. Say I use find familiar to get an owl (classified as a fey) familiar, then polymorph it to an owl (classified as a beast) so my druid friend can cast Awaken on it, does my familiar keep an intelligence of 10 and/or the ability to speak?

So after reverting from an awoken polymorphed state would you keep the 10 intelligence and a new language, only the new language, or not keep either?

Letting the player create a combination of any 4 items that the game will then give the player on a set timer

Okay, so I’ve researched scriptable objects and I’ve realized that it’s something that might be very useful for the kind of game I’m making. I’ve managed to create my own scriptable object for weapons that is able to hold weapon upgrades, range, damage, and other special stuff. I was told scriptable objects are much better for larger scales than enums so that I can hold data for each weapon. I do know how to implement them into

 [CreateAssetMenu(fileName = "New Weapon", menuName = "Weapon")]  public class Weapon : ScriptableObject  {      public new string name;      public string _discription;        public Sprite _artwork;            public int _range;      public int _damage;      public int _upgrades;      public int _element;        public void Print()      {          Debug.Log(name + ": " + _discription + " The weapon does:  " + _damage + "damage.");      }      } 

I’ve researched how to show these on the UI, but is there any hint you could give me on getting scriptable objects working with an inventory system, and point me in a direction on how I can give the player control of the order of weapon in the inventory that the game will use to give said weapons in the same order the player set for themselves.

For Example, I want the player to be able to take any of the four weapons: Katana, Spear, Axe, Chakram, and be able to set them in any order. Even using multiple of itself. Eg. (Chakram, Spear, Spear, Axe) and then the game will then give the player the items list they created on a set timer. (Weapons are one-time use, and the player can only hold one weapon at a time, and the timer won’t start until the player has used up their current weapon)

 public class Weapon  {      public WeaponType type { get; set; }  }    public enum WeaponType  {      Katana,      Axe,      Spear,      Chakram  }  public class WeaponCycle: MonoBehaviour  {      [SerializeField] private Weapon[] _weapon;        public Weapon[] weapons = new Weapon[4];        List<Weapon> InventoryWeapons = new List<Weapon>();        // Start is called before the first frame update      void Start()      {          for (int i = 0; i < weapons.Length; i++)          {              weapons[i].type = (WeaponType)Random.Range(0, 3);          }            StartCoroutine(GiveWeapons(1));      }        IEnumerator GiveWeapons(float delay)      {          for (int i = 0; i < weapons.Length; i++)          {              yield return new WaitForSeconds(delay);              InventoryWeapons.Add(weapons[i]);          }      }  } 

Sorry if it feels like I’m asking for too much, but I’m a beginner when it comes to C# and I’m trying to learn as efficiently as I can.

Does mysql “order by” guarantees to give the same order for the same query every time if the sort key is equal?

I’m planning to write a query that sorts the result by a value s and then paginate the result. Let’s say I have ten items that match the query and all the items have the same s. In the first query, I sort the value by s and get the first five items. Then in the next query, I sort the value by s and get the sixth to tenth items. Is it possible that the items that appear on my first query will appear again in my second query, and that some items will not show up in either query?

Can a rune knight give runes to allies?

It doesn’t disallow the rune knight from putting runes on ally’s equipment, or giving inscribed equipment to allies, but there’s also the difference of language from Artificer infusions, with infusions, it refers to "the wearer," and rune knight refers to "you." So it seems that it wouldn’t work.

Can a rune knight inscribe allies’ equipment and have them benefit from the runes?