Does Molten Silver Strike or Steady hand allow Whirlpool strike to have higher range?

Molten Silver Strike allows to add Solar Wind boosts to Mithral Current attacks and adds +5ft/4init level to their range. Whirlpool strike allows you to attack every enemy in your weapons reach. Steady Hand (Solar) adds 30 ft range to your attack. Do they work together to allow you to attack everyone in 35+ range?

How does additional damage work with the Hand Mortar’s explosive property?

So I am building a gunslinger, and see a possible very high risk, but very high reward tactic for large groups.

Say I have a hand mortar, and fire it into a creature surrounded by at least 2 others. The hand mortar has the explosive property

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Now say I choose to spend 2 grit points on the Violent Shot trick shot.

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Does this mean that if I hit and do not misfire (roll above a 7, and above the main target’s AC) I deal 6d8 + DEX fire damage to the main target AND a potential 3d8 fire damage to the creature around the target, or does the "splash damage" not count as weapon damage?

This is entirely based on the DnD beyond Gunslinger subclass definition.

Does a wizard need to hold a component pouch or focus in one hand in order for it to work?

One of my PCs is a (weird) wizard who is frequently switching quickly between items—one turn he’s wielding a quarterstaff two-handed, the next he’s got a component pouch and a dagger, and after that, he’s going back to the two-handed quarterstaff to prepare for an attack of opportunity.

We often find ourselves in situations where we’re not sure if the rules on action economy actually allow for him to cast some of these spells. For clarification, this question is two-fold:

  • If a focus is merely worn, can a wizard still cast his spells?
  • If it fits, can the wizard hold a component or focus in the same hand that performs somatic components?

Can Bigby’s Hand move creatures that are Grappled into the air?

Bigby’s hand can grapple via Grasping Hand. This allows:

The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

With a strength of 26, can it move creatures? Not only do you get the action, but you can:

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

So, after a grapple, could I move it 60′ in the air? Then next turn move it another 60′ and cause the crushing damage? At some point while it’s way up in the air, release the grappled creature for falling damage?

Differences between Mage Hand, Unseen Servant and Find Familiar [closed]

I’m playing LMoP at the moment as a player and I’m trying to see reasons why a player would choose Unseen Servant over Find Familiar. Related question – what makes Unseen Servant worth taking instead of Mage Hand?

Here’s a small comparison table I’ve created when I was trying to figure it out. I do understand that different DMs can rule things differently, but still I’m looking for opinions.

Mage Hand Unseen Servant Find Familiar
Casting time action action/10 minutes 1 hour
Casting cost 0 gp 0 gp 10 gp
Duration 1 minute 1 hour until killed/dispelled
Command time action bonus action free action
Multiple no yes no
Help action no no yes
Carrying capacity 10 lbs 60 lbs 90 lbs (depends on Str)
Movement 30 ft 15 ft 60 ft
Separate initiative no no yes
Scout no no yes
Drop items in combat yes yes yes
Open doors yes yes no
Delivering spells no no yes
Invisible no yes no

Can a Sorcerer Twin Telekinesis, Eyebite, and Bigby’s Hand?

Telekinesis, Eyebite, and Bigby’s Hand are some of the few spells which persistently affect one creature. As such, they appear to fit the requirements of Twinned spell, which are…

Twinned Spell: When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Bigby’s Hand, Eyebite, and Telekinesis are all incapable of targeting more than one creature at a time at any level. This leads to…Difficulties…interpreting then. Can you even twin them? If you can twin them, how do you target them on future turns? Can you cause different effects to different targets on each turn, per Eyebite or Bigby’s?

I included Bigby’s because of multiclassing.

Does the Telekinetic feat also increase the distance you can move the mage hand?

The Telekinetic feat from Tasha’s Cauldron of Everything says the following:

You learn the mage hand cantrip…. if you already know this spell, it’s range increase by 30 feet when you cast it.

Mage Hand has a range of 30 feet, and says the following:

The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

Does this mean that even though the range for Mage Hand is now 60 feet, if you cast it beyond 30 feet, it still disappears?
Also, Mage Hand says the following:

You can move the hand up to 30 feet each time you use it.

Can you still only move it 30 feet? Or can you move it 60?

What’s the nature of the entity summoned by mage hand?


What does a mage hand look like?

⁢According to Player’s Handbook, mage hand is a conjuration cantrip available to bard, sorcerer, warlock and wizard, that summons "a spectral, floating hand".

But what exactly am I conjuring? Is it a ghost, a construct made out of raw force, my astral/ethereal/etc body part? Do I choose the side of the hand (left or right)? Could you summon other body parts or something more abstract (like a force tentacle from the ground)?

I have many questions about the lore side of this spell in D&D, so my question is focused on sourcebooks. Thank you

Does the distinction between left and right hand matter when making an off-hand attack? [duplicate]

Clara the Fighter finds herself facing a huge undead, the Frost Giant Skeleton. She attacks twice with her scimitar, and again with her light hammer! The undead reels back as it takes bludgeoning damage, which it is vulnerable to!
On her next turn, can Clara make the Attack Action using her light hammer instead of her scimitar without switching hands?
Here’s the breakdown (assuming all attacks hit):

Turn 1
Action: Attack (scimitar, right hand) = 2 x (1d6 + Str) slashing
Bonus: Off-hand attack (light hammer, left hand) = 1d4 bludgeoning, x2 because of vunlerability

Turn 2
Action: Attack (light hammer, left hand) = 2 x (1d4 + Str) bludgeoning, x2 because of vulnerability
Bonus: Off-hand attack (scimitar, right hand) = 1d6 slashing

Is the above allowed?