Whats happens when a caster’s soul returns to his polymorphed body by the effect of Magic Jar?

Consider the following sequence of actions:

  • A caster casts Magic Jar and his souls travel to the chosen container
  • The caster manages to possess an NPS’s body. The caster’s class features are retained in the new body, together with the original WIS, INT and CHA scores.
  • The caster in the new body casts True Polymorph on the original body and transforms it into a dragon (for example)
  • The caster makes is soul travel back to the original, polymorphed body.

Now, what happens to the casters’ class features? Are they retained? Is there any difference between this course of actions and simply casting True Polymorph on self?

Mechanics of a town where magic doesn’t work

I’m planning a campaign and I want to have a village where magic doesn’t work. You can’t cast spells, magical items lose their ability, things like that.

I am fairly new to the lore and mechanics of the D&D world so I don’t have a good grasp on how to do this. I could say the village is cursed but that opens up who and why questions I don’t want my adventurers distracted by. I want something more like, the village happens to lie in a pocket that is disconnected for the magic plane (if that’s a thing). How could that work?

Is the container used for Magic Jar still “nonmagical object”?

As the title says, I would like to understand if the container used to cast Magic Jar should be considered as a magical item and can’t be used for other spells/abilities that require a “nonmagical object”, such as True Polymorph. I would say no because the Sage Advice Compendium (pp. 17-18) lists some criteria that do not seem to match with this case, but I am not totally sure.

Does the creature in room 27 of White Plume Mountain use the magic items they have?

Room 27 contains a creature who has some additional items listed as treasure:

Are those items active on the creature (changing some of their stats and giving some additional options)? Or are those not meant to be active/used and to be given as treasure?

If they do use them, does that adjust their CR?

Will casting Dispel Magic on one construct from Animate Objects end the animation of all the constructs?

Animate objects states a condition for ending the animation and control of the constructs:

Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

Dispel magic says:

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

If a character casts dispel magic on one of ten tiny constructs animated by animate objects, does that end the animate objects spell, and thereby end the animation of the other 9 constructs as well?

Do I get a bonus d6 to Magic Missile damage if my expert sidekick helps me?

The expert sidekick has the helpful ability (at level 7+):

The expert can take the Help action as a bonus action, and the creature who receives the help gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attackā€™s damage roll against one target.

Since Magic Missile automatically hits and is ruled over the years that one must throw only 1d4 and apply that same roll to each dart, does the damage for each dart then become 1d4 + 1 + 1d6?

Does Detect Magic allow players to find magical traps without a perception check?

Consider the following scenario: The party enters a room that appears to be a dead end, but in fact has a secret door with a magical trap on it. While standing in the room, a member of the party casts Detect Magic to see if there’s anything magical in the room.

Does the glow of the trap’s magical aura allow them to automatically locate it, without the need for a perception check? If not, does it grant a bonus of any kind on the perception check?

Do enchantments count as magic when it comes to magic immunity?

I was looking at a construct’s immunities and noticed “immune to magic” in its list. Naturally, this means you can’t really cast spells at it. But what about weapon enchantments? Do enchancement bonuses have no effect when attacking these creatures? Do enchants like flaming and frost not do damage to it? Furthermore, would an alchemist’s bombs damage the creature at all? Since they explode using the alchemist’s own magical powers.