Storm Kings Thunder Maelstrom Mechanics

Currently running Storm King’s Thunder, and my players just got the conch of teleportation and next session will be using it, the module says you take pressure damage for being at the bottom of the sea.

I’ve looked it up and it seems like most people only count that damage when the players are in the underwater parts. But the entire castle is still at the bottom of the ocean so I’m not sure why being in the underwater part or not would matter.

How did you other DMs handle this? Just curious.

In what ways can you adjudicate the game mechanics of the Ventriloquism spell?

The Ventriloquism spell (identical in both 3.5 & PFRPG 1e rules) is noted for having a rather generic text entry description that is devoid of any game mechanic uses. Unlike the easier-to-use visual figment illusion spells, this spell causes a lot of DM / Player debate on how it actually plays out on the tabletop due to its auditory-only manifestation.

I’d like some help in hearing how other tables use practical (and even clever) uses of the Ventriloquism spell to impact such game mechanics like rolling for initiative, effects on action economy, etc. In addition, I’m not aware of any beneficial game mechanics for "distracting an opponent" – such as the ventriloquist throwing her voice by yelling elf battle cries behind some angry orcs.

Thank you!

(To note: we fully understand the unique disbelief/interaction rules of auditory figment spells)

In a mechanics and lore perspective is this reasonable customized dragon mechanics [duplicate]

I am working on the first main antagonist for my campaign a DnD 5th edition

This will be a green or blue dragon who has the ability to shape change into a human and is a magic user.

The dragon will be attempting to gather magical knowledge, spell books, arcane items etc therefore gathering strength and becoming harder for the party to combat as the campaign progresses. Initially appearing as an ally.

My question is that I know there is an arcane dragon archetype in the monster manual but these dragons seem to have inherent magic much like a sorceror as opposed to learnt. I am looking for my dragon to have some inherent magical ability strengthened by utilizing spells more like a wizard, having an ever growing list of available spells that grows as it gains more knowledge but needing to prepare a set amount each day based on its development.

In terms of either Current or historic DnD lore and mechanics are there examples of dragons learning spells in this way, gathering a magical Arsenal in the same way as a wizard would and growing in terms of magical ability over time by learning new knowledge? Am happy if the lore or mechanics ideas come from older editions of DnD that I can tweak to fit in with 5th edition.

I am specifically looking to see if there is any precedent I can work from to try and make this more balanced as the campaign progresses.

Are there any established mechanics for firing into close combat and missing very badly?

While working my way through the combat rules, the need to shoot into close combat came up.

The attacker, a Human with a Smith and Wesson .357 (2d6+1) wanted to shoot a frogman who has just Stunned another Human in close combat.

Of course her Shooting and Wild dice landed on snake eyes. In my view, an epic fail.

So I started looking for what to do when you miss so bad something catastrophic should happen. I figured it would be something like the hit would randomly go to a character in base contact and she would have to roll to wound her friend.

But I’m having trouble finding something like that in the rule book. I’ll probably play it for the catastrophe in my game, because playing to fail is more fun) but I wondered if there was an established way of dealing with this.

What are the mechanics for hiding something that is not yourself?

How can a cleric hide a living body? asked for cleric spells that would keep the body of an unconscious but live comrade unseen.

I considered Pass without Trace, since it targets creatures with no requirement that the creatures be conscious, but then realized that if the companion was unconscious, it could not make a Stealth check, so a +10 bonus to no roll is still no roll.

That got me thinking of the larger issue of hiding things that don’t get their own checks. Hiding a conscious character (as in preparing an ambush) would be the Help action, providing advantage on the other character’s Stealth roll. But what would you do to represent a character trying to hide something that didn’t get its own rolls?

  1. Is there an established mechanism for this? (I haven’t found any). Looking for something would be a Perception or Investigation, but what would this be contested against?

  2. I am thinking this would be a Survival check, possibly Sleight of Hand for anything small enough to fit in one hand but that might presuppose active observation while trying to hide it. Thoughts?

  3. What sort of conditions would be sufficient for giving the character hiding something a circumstances bonus (advantage)? One would be abundant time…so how long?

What are the specific mechanics of a rogue’s use magic device ability?

Imagine a homebrew weapon, for example, a dagger that behaves like a normal +1 dagger to everyone except elves, who are conferred an additional bonus as well other abilities or effects.

When a rogue uses any given magic device, how does this work? Is the rogue effectively "emulating" a certain combination of race/class/level, in order to coax magic out of the device? Or is the rogue simply ignoring or bypassing restrictions to use a magic device?

In the specific case of the above dagger, the weapon has no requirements that prevent anyone from using it. However, if the rogue is effectively presenting itself as an elf to the weapon, it might expect to get the bonus. Given that the description of UMD doesn’t really address this specifically, how does this rule?

D&D 5e Greater Restoration Mechanics, the Undead, and the Soul

A little backstory: My group is campaigning into a village that has been usurped by a peasant wielding a jar that "collects" souls to power a Lich’s phylactery and it is almost full. The item is cursed and the wielder of the jar becomes corrupt carrying out the Lich’s plan, to be resurrected from his chamber inside of a Tomb. The lich promised the peasant that if he were to fill the jar, he would have the power over life and death to save his dying wife. The town and it’s citizens have been corrupted and twisted into the undead by the use of the jar.

The jar is homebrew, as I could not find a similar plot device that made sense mechanically or how souls would react to being bound in a high-power magic item.

One of my players (Dragonborn Barbarian) is world-reknowned for his birth-power of a Greater Restoration spell 3/day on his right hand. (rolled in his background).

He has the idea of using his magical ability on the undead (currently unaware of the jar or how the undead came to be).

I was wondering what I could do to make the role-playing aspects of this awesome for his character but also how would the mechanics make sense? Would the soul be denied to return to it’s undead corpse because of the magical restraint of the jar or would the undead explode or mutate into something more sinister? Does the spell have any effect at all?

My main question: What happens if Greater Restoration is cast on an Undead creature, given these circumstances?

What are the mechanics fro shoving enemies into a bag of devouring

I was scrolling through the DMG and I came across an item called a bag of devouring. It states that if a creature is placed fully inside of it the bag destroys it and if part of a creature is placed in the bag it must make a Str check or be pulled in. What are the limits for this? Could you put the tip of a dragon or tarrasque tail in the bag and if they fail the check they are pulled in. I believe/heard you can put full-sized humans in a bag of holding so would it be possible to put entire people into the bag thus killing them? I just want to know where the limitations of this item lie.

What are the mechanics governing the Home Sweet Home award?

A while ago (last spring) I played a 5e AL adventure and received a story award named ‘Home Sweet Home’ form the DDAL module ‘Battle of Elmwood’.

As written by T. J. L.,

Characters that successfully completed this adventure earn the story reward “Home Sweet Home”. […]

This character has been given a plot of land in Elmwood by the Elmwood Council to use as their permanent residence. This plot of land can be either sized for a comfortably large house in the main area of the town of Elmwood OR about an acre of bare land out in the farmlands for some crops or a ranch, a barn, and a farmhouse. Future Elmwood adventures will have more information about how to upgrade this residence.

What rules govern it? IE, what does it cost to actually build a house? can I add a forge? does it already have a house?