What happens if a Divination wizard uses the Portent feature to replace an enemy’s initiative roll, when the DM rolls once for a group of enemies?

Say 4 goblins ambush a level 2 party, everyone is surprised but the Wizard decides to use his Portent feature to influence the initiative roll of the enemy. One of his portents is a natural 1, and he uses that die to replace the initiative roll.

Do all 4 of the goblins’ initiative change to 1 or does just one goblin change?

Here’s what I got from a reading of the PHB:

PHB 189

Initiative

… When combat starts, every participant makes a Dexterity Check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time…

Emphasis mine. Reading the bolded text, it seems that in cases of identical creatures, Portent can effectively cripple the entire initiative of the opposing team.

However, when you read the first sentence, it seems that the entire group shouldn’t be crippled by a single portent roll as each creature should be rolling separately and the bolded text really just says, “hey, don’t waste your time on rolling for each goblin. Just roll once and they all go together.”

A big factor of my hesitance to rule on the side of the first interpretation, is that it seems too overpowered for a 2nd-level feature.

So which is which? Am I missing something?

If a caster readies Time Stop and casts it as a reaction during another creature’s turn, what happens to that creature’s turn?

Imagine Tim and Charlie are in combat. Tim takes the Ready action to cast time stop, with some trigger specified that should occur on Charlie’s turn. Charlie takes his turn, triggers Tim’s readied action in the middle of that turn, and time stop is cast.

What happens to Charlie’s turn? Does it immediately end? Does Tim get to take his turns, and when he’s done, Charlie can continue where he left off?

What happens when I add success to a roll that dramatically failed?

There are a number of powers that allow to add success to a roll. For example, Mage Fate 5 spell Miracle allows you to add a success per Interdiction spent after the roll. Some others (sorry, can’t remember an exact example) allow you to add a guaranteed success before the roll. It’s clear what they do when you’ve already rolled a success: you add one more. It is implied that their primary use is to guarantee at least one success even if you roll a failure. But what I’m not clear on, is what happens when you add an automatic success to a chance die roll that gave you dramatic failure (i.e. rolled 1).

I can see two interpretations here:

  1. As long as you have one success, it is a successful roll. Since dramatic failure is an absence of successes (with additional condition), not a negative success, it doesn’t differ from a simple failure for this issue.
  2. A single success transforms dramatic failure into failure, and you need two to make it an actual success. Since when an opposite power takes away successes from a roll, you get failure on zero successes and dramatic failure on negative successes, dramatic failure actually does mean negative success, which you need to negate first.

Are there any official rules or rulings on this matter, or is it grey area left up to the ST?

Bonus questions:

  1. Does it matter if someone adds success before or after the roll? I can see it argued, that since a person already made the roll automatic success, she doesn’t need to roll (when the actual number of successes is irrelevant). On the other hand, when a dramatic failure has happened already, it may be harder to mitigate it retroactively.
  2. Does it matter how negative the dice pool was? If it doesn’t, e.g. a Mage can dump spell factors all the way to -5 dice pool, since it’s no different from 0 dice pool for him.

What happens when the target of Ensnaring Strike enters the Ethereal Plane?

Ensnaring Strike states the following (abridged for brevity):

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. If the target succeeds on the save, the vines shrivel away.

Ensnaring Strike has a duration of Concentration, up to 1 minute.

What happens if the target of Ensnaring Strike enters the Ethereal Plane? They might accomplish this through methods such as the Etherealness spell.

Specifically:

  • Do the effects of the spell remain while they’re in the Ethereal Plane?
  • Can they pass through the vines that are holding them while in the Ethereal Plane?
  • Are the effects of the spell restored when they return from the Ethereal Plane?

What happens when a druid picks up an object which is a polymorphed creature and then tries to merge it into their Wild Shape?

One of the interesting and useful characteristics of a druid’s Wild Shape is that they can merge their equipment into their beast form.

The scenario is this:

A PC from the party is turned into an object using True Polymorph, let’s say a ring or a coin. The druid in the party picks up the object and puts it into a pouch. Then, they use their Wild Shape feature with the option of merging all equipment into themselves.

Does this work – and, if it works, what happens when the duration of the True Polymorph ends after an hour, if the druid is still in beast form?

Thank you for your help with this.

What happens when you attack with a non-attuned cursed weapon?

Cursed weapons often have a flat bonus such as a +1 associated with them, however the negative effects of a cursed weapon tend to only be associated with being attuned to said item.

Could a player (who has previously attuned to a cursed item, then had the attunement removed by the Remove Curse spell) continue to use that cursed weapon and benefit from the flat +1 bonus?

Ecology of green slime: What happens to it once it has dropped, if it’s immobile?

I own two books describing Dungeons and Dragons green slime: the Monstrous Manual for 2nd Edition and the Dungeon Master’s Guide for 3.5. In both, green slime sticks to a ceiling until, upon detecting prey, it drops on and consumes said prey, potentially turning it into more green slime.

However, both sources describe green slime as immobile. So how does green slime get on that ceiling in the first place?

The sources vaguely mention green slime grows back from spores even after it’s been burned away, but what happens to a green slime glob that’s already dropped? Does it just stay on the floor, eventually starving? (I assume no sane creature would step on it.)

Question

Is there an official or unofficial ecology of green slime (from any D&D edition) that explains the green slime life cycle, justifies its feeding habits, and expands upon its typical behaviour? Particularly, how does “A glob of green slime drops on prey and turns it into green slime” lead to more green slime on the ceiling?

What happens when you double the numerical effect of a potion of giant strength?

Potions of Giant Strength give the drinker a new numerical value to their Strength score.

The DMG provides a Potion Miscibility Variant table, one of the effects being :

91-99 The numerical effects and duration of one potion are doubled.

Now say that, with the DM’s approval, a player character mixes a potion of, say, Cloud giant strength (27) with another one and rolls that effect on the above Table, and then drinks that special mixed potion. What would their Strength score be ? 26, 30, or 54 ?

What is the precedence for what happens to a warlock’s character levels if their patron dies?

Let’s say my multi-class Warlock 3 / Wizard 17 and his party have just killed his patron, fulfilling a life long dream to be free of an ancestral Pact with the evil fiend. He has zero interest in becoming ‘sworn and beholden’ to a new entity.

Now, according to this somewhat related question “What happens if the entity a warlock has a pact with is killed?”, the accepted answer is basically “No patron, no power”. That makes sense from the stand point of losing the ability to cast Pact Magic, as well as access to the various class abilities that were gained from the fiend patron.

However, there are still 3 character levels that it’s unclear what to do with. These levels were gained through adventuring, so what happens to them? Does the experience gained just evaporate? Does it transfer to the Wizard levels?

Obviously, the easy way out is “It’s up to the DM”. What I’m actually looking for is if there has ever been a precedence set for what happens when a character basically loses access to a class. For instance, 5e Oathbreaker Paladin shows what happens to a paladin that breaks their oath.

I’m interested in finding any precedence set throughout the history of D&D that will help a DM decide how to handle this.

What is the precedence for what happens to a warlock’s character levels if their patron dies?