Can you (continue to) concentrate on a spell that never had any of its effects take hold?

I have previously asked the following question:

  • Is there any reason to concentrate on the Thunderous Smite spell after using its effects?

And my current question is inspired by that and the following recent question:

  • If I want to affect a creature with a concentration spell and it succeeds its save, do I notice my concentration failing?

I realize that in my previous question I just assumed that you could continue to concentrate on the thunderous smite spell after using its effects, but nobody contested this assumption in the answers, so now I’m asking about a similar, but somewhat different case.

I now ask whether you can (continue to) concentrate on a spell where all of its immediate effects never actually occur. An example of such a spell is bane which has a duration of Concentration 1 Minute and states:

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw […]

But what happens if none of the targets fail their saving throw? Can you continue to concentrate on the spell even in this case?

Can I just hold my Spellcasting Focus, instead of a material (with a price) that I own, to cast a spell?

Let’s say that I want to cast Soul Cage. I know that I need the tiny silver cage worth 100gp. Can I just have it attached to my belt and cast the spell using my Spellcasting focus, or do I need to hold specifically the tiny silver cage?

I’m a Hexblade Warlock with a glaive and the Improved Pact Weapon feature, wich makes my summoned glaive my Spellcasting Focus. I wonder if there’s a way to kill an enemy with my glaive then use my reaction to cast Soul Cage.

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?

Character moves up too fast when i hold “A” or “D” while also holding space. How do i fix this?

void Game::ProcessInput()// for all general inputs. {

const Uint8* state = SDL_GetKeyboardState(NULL); SDL_Event e; while (SDL_PollEvent(&e) != 0) {     switch (e.type)     {     case SDL_QUIT:         mIsRunning = false;         break;     case SDL_KEYUP:         break;     } }  changeLocation.x = 0;   if (state[SDL_SCANCODE_ESCAPE]) {     mIsRunning = false; } if (state[SDL_SCANCODE_D]) {     changeLocation.x = 1; } if (state[SDL_SCANCODE_A]) {     changeLocation.x = -1;  } if (state[SDL_SCANCODE_W]) {     changeLocation.y = -2; } if (state[SDL_SCANCODE_S]) {     changeLocation.y = 1;  } if (state[SDL_SCANCODE_SPACE] && jumpReset > 0) {     changeLocation.y -= 20;     jumpReset = 0;      } 

}

void Game::UpdateGame()//For all game physics and logic. { character.x = location.x; character.y = location.y; character.h = 123; character.w = 58;

wall[0].x = 0; wall[0].y = 990; wall[0].h = 20; wall[0].w = 1000;  wall[1].x = 0; wall[1].y = 700; wall[1].h = 20; wall[1].w = 200;  wall[2].x = 500; wall[2].y = 500; wall[2].h = 20; wall[2].w = 150;  while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16));  float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;  if (deltaTime > 0.05f) {     deltaTime = 0.05f; }   {     character.x = location.x;     character.y = character.y + changeLocation.y;     if (!checkCollision())     {         location.y += changeLocation.y * 50.0f * deltaTime;     }     else         //std::cout << "Hitting something below me" << std::endl;         jumpReset = 2;      } if (changeLocation.x != 0) {     character.x = location.x + changeLocation.x;     character.y = location.y;        if (!checkCollision())     {         location.x += changeLocation.x * 50.0f * deltaTime;     } } else          changeLocation.y = 1; 

}

void Game::GenerateOutput() { SDL_RenderClear(gRenderer);

SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);  if (changeLocation.y < 0) {     getFrameUpAndDown(1, location.x, location.y); } else if (changeLocation.x > 0 )  {     frameToDraw = ((SDL_GetTicks() - startTime) * 6 / 1000) % 4;          getFrameRight(frameToDraw, location.x, location.y); } else if (changeLocation.x < 0 ) {     frameToDraw = ((SDL_GetTicks() - startTime) * 6 / 1000) % 4;     getFrameLeft(frameToDraw, location.x, location.y); } else      getFrameUpAndDown(0, location.x, location.y);   SDL_RenderFillRect(gRenderer, &wall[0]); SDL_RenderFillRect(gRenderer, &wall[1]); SDL_RenderFillRect(gRenderer, &wall[2]);    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF); SDL_RenderPresent(gRenderer); 

}

Can I cast spells that require a material component and still hold my hammer and shield?

I have a human cleric (war domain) with the War Caster feat. She holds a warhammer and a shield. Am I able to cast spells that require a material component and still hold my hammer and shield?

If not, then what are my options for casting a spell that requires material components? Do I drop the shield or warhammer? Does it cost a free action, move action, etc.?

How many things can a person hold and use at one time?

I’m learning to play / DM, and watching various videos on line and experimenting. One scenario came up on which I’d appreciate clarification:

The situation is a human wizard has descended some stairs into a dark room. They have taken a torch from the wall in the room above, and they’re carrying their staff in the other hand. They get down to the lower room, and find a handaxe on the floor. The character says: "I pick up the hand axe". My question is: does that imply that the player is now holding two things in one hand? I can’t imagine somehow stowing the staff in my robe… nor can I hold the torch in my teeth — sure I could probably manage to hold both a torch and an axe, or some other combination of two things at once, but I doubt I’d be very proficient… maybe the character switches the staff to the hand with the torch, and uses their dominant hand to use the axe?

How would you handle this as a DM? Just hand-wave it? Ask where the player is going to put either the torch or the staff? Or call out that they’re carrying the torch and the staff in one hand.. make a dexterity check to see if the torch is dropped? Or am I just over-thinking this?

As the action unfolds, the wizard then casts a spell with a somatic component, despite having three things in two hands… they then throw the axe (now just maybe they have two things in one hand) and cast another spell with a somatic component…

Am I just being pedantic here?

Can Minotaur Players be targeted by Hold Person and other similar spells?

Hold person specifies that it can only target humanoids:

Choose a humanoid that you can see within range[…]

The Minotaur creature stat block from the Monster Manual lists them as monstrosities, not humanoids, however nothing is mentioned of that in the racial stat block in Guildmasters’ Guide to Ravnica or Mythic Odyssey of Theros. Can a PC Minotaur still be targeted by the Hold Person spell, or other spells that specifically target Humanoids?

The only similar things I could find are the racial stat blocks for satyrs and centaurs, which have the change of being the fey creature type, rather than humanoid:

Fey. Your creature type is fey, rather than humanoid.

Does this imply all other player races are humanoid?