Can target of Dissonant Whispers move if it succeed on the save?

The description of dissonant whispers say:

On a successful save, the target takes half as much damage and doesn’t have to move away.

Does this mean that the target can still choose to use this opportunity to use its reaction to move away?

This is especially important if the target has feature that prevents opportunity attack and prefer to attack at range.

If a creature starts their turn in another’s space, are they forced to move out?

Inspired by this question: Can a Druid pull a target through other creatures with Thorn Whip?

That Q&A concludes that it is possible for two creatures to unwillingly share the same space; for example, one creature could be pulled by thorn whip into the space of another creature.

Once the thorn whip caster’s turn is over, when it is one of the other two creature’s turns (either the one who was pulled or the one’s whose space was invaded), they will of course start their turn in another creature’s space.

From the PHB, p. 191:

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

Are they allowed to end their turn in the other creature’s space if they don’t use any movement, or must they move out of the space (if they can; i.e. they have movement)?


  • What happens when your movement is set to zero while attempting to move through a friendly space? (accepted answer seems to imply that they would have to move, but this is not supported and comments dispute that unsupported point; also, that question is about )
  • Does the rule that you cannot willingly end your move in another creature's space force or prevent certain actions? (not the same as my question as it talks about sharing space on the creature in question’s turn, whereas mine is about not moving on your turn to avoid this)

Can a player choose not to trigger a Move?

As far as I understand, not all player actions trigger moves. For instance, if a player announces “I walk into the tavern and sit down to a table”, he just does it. When it’s a normal tavern, and the player’s character isn’t a fugitive, DM should not ask him to roll in order Defy Danger or something, I guess.

Now, let’s say a player announces something that could trigger a move. DM asks him to roll +X for Y, where Y is a supposed Move and X is the player’s worst stat.

But the player didn’t mean to trigger this Move, he isn’t ready yet to face consequences in this case, neither positive nor negative. He just wanted to do what he said, without any possible mechanical benefits from the Move.

Can he choose not to trigger it?

Is it possible to move through a guardian of faith’s space?

Per p. 191 of the Player’s Handbook, you can’t move through a hostile creature’s space unless they’re two sizes larger or smaller than you. You can move through a nonhostile creature’s space but can’t willingly stop there. Either way, another creature’s space is considered difficult terrain.

The guardian of faith spell creates a “Large spectral guardian” in “an unoccupied space of your choice”. My question is, should the guardian be regarded as a creature for purposes of moving through its space, or is it an impassable barrier? Nowhere in the spell description is it described as a creature, nor is it given an AC and hit points that would allow it to be attacked as one. It doesn’t get opportunity attacks against creatures that move away from it. On the other hand, it’s explicitly described as Large, and I can think of no other reason why that information would be relevant. Is there an official answer to this, or is it up to the GM?

Can you move through a Wall of Fire?

When casting Wall of Fire, “each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, ar half as much damage on a successful save.”

Later in the spell description, it states “A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.”

So when a player enters the wall, does he/she get to make a DEX save to avoid/reduce damage? Does that count as the “same damage?” i.e., damage under the same parameters?

In Dungeon World, can the Make Camp move be aborted or interrupted?

The Make Camp moves begins as follows:

When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

It is unclear to me when exactly this move triggers. Does the party “settle in” simply by deciding to do so, or does some in-fiction event need to happen? Once the decision to make camp is made, can the move be interrupted or aborted by outside influences?

For example, if my PCs have the XP needed to level up and decide to make camp but are immediately attacked or otherwise harassed by monsters/NPCs – they certainly don’t get a few hours of uninterrupted sleep – do they level up or not?

Updated: The Level Up move description independently resolves my question as it applies to leveling up specifically. Restoring HP is also explicitly tied to uninterrupted rest. I do not know if there are other mechanical effects tied to Make Camp, but if there are this is still a worthwhile question.

How can I become guaranteed to move first in an encounter?

3.5e is a very exploitable game and I am vaguely aware of a number of ways to make it highly probable that my character will be the first to move in any given combat encounter. To name just a few examples: Pun-Pun has an arbitrarily high bonus to initiative, Supreme Initiative appears to do what it says on the tin, and Celerity seems to stack in interesting ways. However, given that multiple tricks for moving first exist, it is clear that not every trick for moving first can guarantee that you always move first.

In the interest of greater cheese, I want to know if there is any way to guarantee moving first. I do not require the user to always have this guarantee. For example, I am happy if it’s only a once per day trick. However, when whatever cheese is used in order to get this guarantee, I want it to work regardless of both the opponent and the level of cheese used by said opponent. If the opponent can use some sort of Contingent Celerity abuse to move before I can, then my trick isn’t good enough.

Does any such trick for guaranteed first moves exist?

Note: Given that I’ve already referenced Pun-Pun and Salient Divine Abilities, you may safely assume that any level of cheese is on the table. Furthermore, please do not forget that there exists methods to be immune to surprise rounds. For example, the Divine Oracle has the extraordinary ability Immune to Surprise.