For reference, DMG p154 –
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that correspond’s to the bag’s color. See the Monstor Manual for the creature’s statistics. The creature is friendly to you and your companions, and it acts on your turn. you can use a bonus action to command how the creature moves and what action it takes on it’s next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders the creature acts in a fashion appropriate to it’s nature.
The Long Rest rules read:
A long rest is a period of extended downtime, at least 8 hours long, during which you sleep or perform light activity: reading, talking, eating, or standing watch for no more than 2 hours of the rest period. If the rest is interrupted by a strenuous activity—such as attacking, taking damage, or casting a spell—you must start the rest over to gain any benefit from it, unless the interruption takes less than an hour. You must have at least 1 hit point to take a long rest. At the end of the rest, you regain all your hit points and half of your maximum number of Hit Dice (round up). You cannot benefit from more than one long rest in a 24-hour period.
The elven Trance racial trait reads as:
Trance: Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
I have heard two views regarding these rules:
- An Elf can get the benefit of a Long Rest in only 4 hours.
- The 4 hours only applies to not being exhausted, 8 hours is still required get the benefits of a Long Rest.
Which is it? Please provide supporting information, possibly from previous versions.
As a 2020 version of the Bloodhunter/mutagen order, at lvl 3 I can create one mutagens in a short/long rest.
I read this handbook:
As a possible fix: Instead of preparing your mutagens during a rest, you prepare reagents for mutagens.
Creating a mutagen requires one minute of uninterrupted work with these reagents and a set of alchemist’s tools. This allows the Blood Hunter a bit more flexibility with their mutagens, but not so much that they can change them during combat."
I don´t really understand where he gets that with the reagents. I can´t find it in the books and nothing about it on the internet.
This way I could do a 1 min pause and prepare the mutagen without doing a short rest.
I hope you can help me to understand it better.
How long does it take before I’ll start seeing results from social media marketing?
Previous questions confirmed that Hex can last through multiple encounters (assuming my warlock’s concentration doesn’t get broken by a club to the head or the like) and at higher levels even through a short rest.
My question is how targeting Hex works when trying to keep it up for extended periods of time.
Can I just cast it on nothing and keep it up until a valid target presents itself or is an initial valid target required?
Then later, does changing the target of the Hex require that the original target is brought to 0 HP?
Once the initial target dies does the spell stay active even if I don’t immediately choose a new target?
My suspicion from reading the spell is that it needs an initial target, but then from that point on I can just keep it up after that target dies until it either expires or a new target presents itself. Is this correct?
I’m aware that the Suggestion spell could last up to 8 hours or until the task is performed. However, take this scenario as an example.
I’m running Curse of Strahd for my group. They just made it to Vallaki with Ismark and Ireena in tow. They walked through the town square, saw Izek with guards, and comically went over to him to ask questions. Shortly into the awkward conversation, Izek noticed Ireena and immediately wanted to take her away for "questioning." The wizard in the group then cast Suggestion and told Izek, "There’s no need to take her." Izek failed his save so he agreed and went about his business replacing the old posters.
This is an interesting scenario for me because Suggestion worked but the wizard didn’t word it in a way that would last long (in my opinion). So at what point in time would it dawn on Izek that Ireena is in town and that he should arrest her? Would he need to see her again?
I have an idea in my head how this is going to play out but wanted others’ take on it. Thanks!
In a particular adventure, the air in the lower levels is poisoned, causing 1d6 poison dmg every hour.
If a party take a long rest in such an environment, how do you calculate the cumulative effects of the poison air damage over time in combination with the restorative effects of the long rest?
PHB pg 186
At the end of a long rest, a character regains all hit points.
Does this mean, RAW, the characters take 8d6 damage during the long rest, but then ‘wake up’ at full HP? If after the nth hour, they drop to 0HP and start rolling Death Saves, if they save, and make it to 8hr, they wake up full HP?
Seems like it shouldn’t work that way but I can’t find any suggestion in the books it would be otherwise.
I’m making a 2D platformer with Unity. Recently, I implemented a pressure pad system. Basically, when the player triggers the pad, a door near there should be opened. The system works properly but the only problem is when the player stays on the pad, the
OpenWhenOn animation (an idle animation for when the door is open) is not playing. I want to somehow make this keep playing as long as the player is on the pad and if it exits the trigger, the
DoorClosing animation should be played. I thing there is a problem with the Animator Controller and the transitions. Thanks in advance.
This is my Animator Controller.
HasExitTime is disabled for all the transitions. The condition for the transition between
OpenWhenOn is set to true and for the transition between
DoorClosing is set to false.
The Guidance and Resistance cantrips both last for 1 minite, but a lot of saves and checks represent longer stretches of time, and I want to know if those cantrips can be applied in those situations.
For instance, can a creature on watch benefit from Guidance for their Wisdom (Perception) roll?
Can a creature traveling for extra hours in the day benefit from Resistance for their Constitution save to prevent exhaustion?
I found in Rites of the Blood on pg.136 that rituals can be learned for free for Tremere/Giovanni/Other as long a teacher is available + other resources (those are not a problem) but it takes time. I wasn’t able to find how much time. That information might have been published in another companion book.
Could you point me in the right direction to figure out how long it takes to learn a ritual based on it’s level?
Would prefer information published in recent editions if available such as Vampire the Masquerade V20 or Vampire the Dark Ages 20. Not just the core books; any Vampire V20 books would do, like Rites of the Blood.