Does a magic item giving +3 to spell save DC break bounded accuracy?

In Tasha’s Cauldron of Everything p.134, there is a magic item: Rhythm Maker’s Drum. It gives bonus to spell attack rolls and spell saving throw DCs of the user depending on rarity: uncommon +1, rare +2, very rare +3.

Even though the same +X for a magic weapon is normal, and some weapons have specfic extra effects, it seems a dodgy for spells, because that is +X for every spell attack roll, with all their different extra effects covered. But then +3 save DC for "save or suck" spell effects, like 1st level Ray of Sickness or 4th level Polymorph, just seems way out there at any character level.

Question: Am I overreacting, is there something I am not seeing? Or is this drum, and any similar item, just something which a balance-concerned DM should not allow anywhere near their table, or maybe limit it to +1 version and making that very rare or something?


Reminder: I’m not asking for opinions. An answer like "it’s fine" or "it’s broken" must be backed up by facts (other items, rules quotes, sage advice…).

Giving NPC Priests Turn Undead

Last night the party was adventuring in Curse of Strahd.
In the previous session they had acquired the module-specific magic item

and given it to an NPC accompanying them,

In last night’s session the NPC was able to attune to the item, unlocking among its other powers the ability

Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.

As I understand it, this power can be used only by those who already can Turn Undead. And this particular NPC does not have the Turn the Undead feature. At first I thought this was because he appeared to be a named NPC Acolyte, a 1st level Spellcaster, while PC Clerics don’t get Channel Divinity (Turn the Undead) until second level. So I checked the Priest Stat Block, since another important NPC

uses the Priest Stat Block. I was surprised to find that, as written, the standard Priest NPC does not have the Turn the Undead feature either. Nor does the War Priest NPC in VGtM.

I am, in general, wary of giving NPCs PC abilities, as the game should be focused on the PCs as exceptional individuals. And I don’t think that every NPC Priest needs this ability. However, these particular priests follow the Morninglord (Lathander), a deity who is opposed to undead. And given the setting (Barovia), protecting their congregations from undead is a central part of their ministry. Thus I think it is reasonable to give this particular NPC Priest the ability, as usable by PC Clerics (one use per long or short rest). For the NPC Acolyte, I am considering granting him the ability to Turn Undead by expending a spell slot, as a sort of reverse case of the "Harness Divine Power" found in TCoE.

So, what am I missing? Is granting the ability to NPC Priests and Acolytes to Turn Undead in setting-specific instances unbalanced? Normally unbalanced would mean the new power would justify an increase in their CR but as these are not PC-antagonists here it might mean that the ability will somehow detract from the experience of the players or reduce the challenge to them significantly. Are there any complications I should be aware of? For example something specific to this module that would make this a bad idea. A good answer will provide official examples of other NPCs or monsters who do have this ability, either in standard Stat Blocks or module-specific adjusted ones, if there are any.

Problem with EnemyAi system unity keeps giving errors [duplicate]

My EnemyAi system works perfectly but for some reason when I start the game to test it unity keeps giving me errors.

Enemy Ai Script keeps giving me the NullReferenceException: Object reference not set to an instance of an object EnemyAi.Update() error inside unity about the line Vector3 lookDir = target.transform.position - transform.position;

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class EnemyAi: MonoBehaviour {  public bool detected; GameObject target; public Transform enemy;  public GameObject Bullet; public Transform shootPoint;  public float shootSpeed = 10f; public float timeToShoot = 1.3f; float originalTime;  public EnemyAni Animation; public GunAni GunAnimation;  public ParticleSystem muzzleFlash;  public AudioManager Sound;  public PlayerHealth playerHealth;  void Start() {     originalTime = timeToShoot; }  public void Update() {     //makes the enemy rotate on one axis     Vector3 lookDir = target.transform.position - transform.position;      lookDir.y = 0f;      //makes enemy look at the players position     if (detected)     {         enemy.LookAt(target.transform.position, Vector3.up);         enemy.rotation = Quaternion.LookRotation(lookDir, Vector3.up);     }     if (detected == true)     {         Animation.LookPlayer = true;         GunAnimation.ShootPlayer = true;     }      if (detected == false)     {         Animation.LookPlayer = false;         GunAnimation.ShootPlayer = false;     } } 

Enemy character Game Object in the unity inspector:

Enemy Character unity Inspector

Enemy vision Gameobject in the unity Inspector:

Enemy Vision unity Inspector

My organization just to show how everything is attached:

Organization in unity

The error message there are a lot because it’s talking about the other Enemy GameObejcts:

Error Messages

How much loot (in GP) Should I be giving my players?

I’m very new to DMing. So I wan’t to get to a good start with the loot I give my players. We usually play in 2 hour sessions at college. This usually ends up being 1 days worth of in-game time. In this time I usually try to drop 2 Minor loot rewards, 1 Greater loot reward, and 0.5 Major loot reward (as I spread that over two 2-hour sessions).

How much loot (in GP) should I be giving my players each session to give them enough to pay for food and living, as well as purchase the occasional weapon or service?

I don’t want to drown them in money, devaluing the feeling of opening a chest of wealth, but I also don’t want to disappoint them by giving so little. Rather, just enough to keep them alive and going as well as ambitious to continue exploring dungeons and searching camp-sites. As I usually give rewards that are more sentimental or functional at the ends of quests (like Magic Items, Medals, Faction Invitations, and Benefits in the locations of the benefactor).

Because my players are changing in level and if similar DMs with different players refer to this question, could I please have an answer formatted to fit each level?

Adventurers League, DM Quest: “Giving DM”

The question is about a DM Quest from Adventurer League.

There is an achievement ‘Giving DM: Run a game as part of a charity event‘.

Can anybody explain what it means and how to get it? Does it mean that I must run an adventure without getting money or any other goods from my players? Or does it mean that there are special charity events across the world where DMs are running sessions?

I don’t understand what "charity events" means. Can somebody explain me what a "charity event" is? How I could join a charity event?

I’m not sure, but maybe I should mention that in the country where I live D&D is almost unknown, so we don’t have any particular "charity events" where I could run a game.

Is it possible to turn a monster into a humanoid without giving them average physical ability scores?

Savage Species lists some rituals through which a creature can–in one example given–transform from an ogre into an elf.

If nothing else, it’s an interesting and evocative idea: a 6th level ogre barbarian who tires of racial prejudices and transforms into an elf. His RHD disappear, and he becomes a 6th-level elf barbarian. His lower effective level means he can no longer travel with ECL ~12 parties, but he decides to do it anyway. Heck, maybe he did it partly because he was tired of that +2 LA that Savage Species likes to pretend isn’t a big deal.

Unfortunately, losing all those hit dice is far from the worst thing that happens to him. Doing any of the book’s major rituals means his physical ability scores become, at best, 11/13/9. Considering his ogre-born mental scores aren’t picking up much slack either, this is pretty much unacceptable for a barbarian in all but either very silly or very gritty games.

Is there any printed way around this, or to compensate for this beyond things like wishing for inherent bonuses and equipping magic items (which any high level barbarian is going to get anyway, so the transformed elf barbarian still finishes with noticeably poor scores)?

Is there a meaningful difference between giving a monster multiattack and giving it multiple turns per round?

I’m creating a CR21 boss for my medium-level party of six players to fight. I know that action economy is a big disadvantage for a single enemy fighting an entire party, so I’m giving the boss the ability to attack 4 times per turn (20-35 damage per most attacks).

I know the most common way to give a creature multiple attacks is to give it Multiattack, an action that allows it to use its attack abilities several times in one go. I’m considering instead rolling initiative for the boss 4 times and giving it a whole turn for each initiative value, giving it 4 separate attacks.

Will this have a significantly different effect on the battle than giving the boss a standard multiattack?


A couple thoughts I’ve had:

  • This allows the boss to use more bonus actions per round. The boss I’m designing doesn’t have any nonstandard bonus actions, so I don’t think this will make a big difference.
  • This allows the boss to move more often. I’ve divided the speed I want the boss to have by the number of turns it gets per round, so its total movement per round will be the same.
  • This gives the boss more reactions. I can see this making it quite a but more difficult. I’m not planning on using many reactions when I play the boss, though.

Query to polybase external table giving error “Access to the remote server is denied because no login-mapping exists.”

we have successfully created all pre-requisite of creating external tables using SQL Server 2017 Standard Edition CU22 Polybase.

The issue we have is the non-sysadmin login can’t query those external tables .It shows below error.

Msg 7416, Level 16, State 2, Line 29 Access to the remote server is denied because no login-mapping exists.

The sysadmin login can query external tables without any issue. Is there anybody saw this issue and can help to resolve it.

Infinite summation giving wierd results

We are searching in our group for closed forms of derivatives of hypergeometric functions. This leads to expressions like

$ \sum\limits_{m=2}^\infty \frac{z^m\Gamma[m-1/2]H_m}{2m^2\sqrt{\pi}\Gamma[m]}$

where $ H_m$ denotes the m-th harmonic number. Now trying to evaluate this in Mathematica 12.0 ( or 12.1.1) using

Sum[(z^m*Gamma[-(1/2) + m]*HarmonicNumber[m])/(2*m^2*Sqrt[Pi]*Gamma[m]), {m, 2, Infinity}]

returns 0. But in this case we actually know a rather complicated closed form expression for this sum in terms of logs and polylogs which are non-vanishing. Moreover, taking the case z=1, Mathematica 12.0 evaluates the sum correctly, i.e.

Sum[Gamma[-(1/2) + m]*HarmonicNumber[m])/(2*m^2*Sqrt[Pi]*Gamma[m]), {m, 2, Infinity}]

returns $ \frac{7 \sqrt{\pi }-\frac{2 \pi ^{5/2}}{3}}{2 \sqrt{\pi }}$ which is correct and non-zero. Thus the result form the original command seams to be wrong. Are we missing something? Is there a way to prevent these wrong evaluations? We would like to use Mathematica to compute some series with a priori unknown closed forms and that behaviour is worrying us.

What are the consequences of giving an ASI or feat every 4 character levels instead of every 4 class levels?

I’m trying to figure out why Dungeons & Dragons 5th edition designers decided that ASI or feats would be given every 4 class levels and not every 4 character levels.

If I allowed my players to get an ASI or feat at character levels 4, 8, 12, 16 and 19, how would the game balance be concretely impacted? How could the players abuse this?

The peculiarities of some classes such as the fighter and the rogue would be kept: a rogue would still gain an ASI at rogue level 10 and a fighter at fighter levels 6 and 14.