The lighting is different between Unity 5.5.2f1 and Unity 2019. Please see the attached image.
I dislike the way the lighting is done in the 2019 version. Both verions are installed out of the box, without any additions.
What do I need to change / set up inside Unity 2019, in order to have the exact lighting as in 5.5.2f1 version?
The Twilight domain has a channel divinity called Twilight Sanctuary. Among other benefits, it also has the following wording:
The sphere is centered on you, has a 30-foot radius, and is filled with dim light.
Can this actually darken the area if its already in bright light?
The wording "Is filled with dim light" is significantly different than most light sources which specify something along the lines of "shed light in 20 feet." And thematically it makes sense that the twilight cleric would make an area of twilight. But I don’t know if the wording is strong enough to imply that it resists attempts to otherwise illuminate the area. (such as from the sun).
Looking at the rules in PHB p.183, it states that
dim light creates a lightly obscured area.
But is the area still a dim light area if someone with darkvision has that area in its darkvision range?
I think that there is a difference between the actual area lighting and the observer’s point of view of that area (darkvision considering dim light as bright light) but it is not that clear for me. Thus the question in the title as the requirements to grant the "hide as bonus action" is that the wearer be in a lightly obscured area.
thanks for helping out.
I want to know if I can drop the light crossbow because I’m playing as an Artificer, and I don’t really need it?
Does the penalties for the Feat Two Weapon Fighting stop at -2/-2 while holding a one-handed weapon in your primary hand and a light one in your off-hand? What about while dual wielding light weapons like Rogues with the Dagger Master? Would the penalties be negated?
In D&D 5E, dim light condition only affects perception (wisdom) checks. If I interpret the Player’s Handbook correctly, for combat rolls,
- creatures that don’t have Darkvision, whose target is in dim light, and
- creatures that have Darkvision, whose target is in dim light or in darkness (within range, so 60 feet for Elves, for instance),
have no disadvantage on attack rolls.
This makes it difficult to use darkness and dim light in combat. You could argue that in a poorly lit dungeon, it would be more difficult to succeed an attack roll, especially in ranged attacks. But the ruleset does not provide a way to do it with a disadvantaged roll, as stated above, so I’m trying to find an alternative way to use light and darkness as a strategic asset.
Considering this, here is my question: Would it be correct for the DM to interpret dim light as cover, if they wanted to use light and darkness as strategic asset for enemies when designing a particular map, such as a dungeon, ruins, tunnels, …? Or, if not strictly correct from a ruleset point of view, woult it be acceptable as "house-rule" (when taking care to warn the players about it, of course)?
If not, is there an alternative way to use light in combat strategy, considering a party may have many creatures with Darkvision?
According to the book, the sorcerer can learn an unusual spell from a scroll if the spell is Arcane. A Bard can use Arcane spells, and the “Cure Light Wounds” is available on his magic table.
So if I am a sorcerer and found a “Cure Light Wounds” scroll, would I be able to learn it as an unusual spell?
My question is because on page 64(Players book) there is this situation:
For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however
According to the documentation, a potion of cure light wounds points to the spell “cure light wounds”. Now, the spell has some info about healing:
cures 1d8 points of damage +1 point per caster level (maximum +5)
But the caster level is just for the cleric who casts the spell. So what would be the correct amount of healing with the potion alone? just 1d8? or 1d8+5?
I could not find any clearer documentation for the potion yet.
Is there a dwarven deity for whom the Light domain would be applicable? Obviously, with GM buy-in you can take any domain for any deity, but I’d prefer to create a thematically consistent character. I’ve been looking around, but the dwarves don’t appear to have a sun god, or a fire god, or any of the usual suspects for Light domain clerics.
The setting is Forgotten Realms, and the game is D&D 5e. Since the only dwarven deity in a 5e book is Moradin, I’m open to anything from an earlier edition. Just including 5e on the question to avoid any gods who have been killed or otherwise removed from canon.
Also worth noting that while I’m open to answers like ‘Moradin works for the Light domain because such-and-such’, it’s easy to see that Lathander (or, preferably, the dwarf version of him) is far more thematically appropriate.
My friends and I are trying to come up with ways to get around the drow’s sunlight limitations. We thought of using spells, but Darkness makes it impossible to see, which would defeat the purpose.
The best I’ve been able to come up with is lashing a large patio umbrella to a mule and making it follow the drow everywhere. Would this work, at least for a low level melee character?
What other options does our drow have?
This question is about what I can do as a player to take advantage of RAW; the players in my group don’t mind being munchkin-y. Telling the GM to make the campaign take place at night isn’t an option.