When sharing the Eyes of Night darkvision, does a creature needs to always be 10 feet close to the cleric to be granted the benefits?

The Eyes of Night feature from the Twilight Domain Cleric, introduced in Tasha’s Cauldron of Everything pg. 34, grants darkvision to the cleric:

You can see through the deepest gloom. You have darkvision out to a range of 300 feet.

It also allows the cleric to share this darkvision with willing creatures:

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. […]

It’s clear that the creature needs to be within 10 feet of the cleric for him to use an action to share the darkvision. But once shared, does that creature needs to be within 10 feet of the cleric to be granted the benefits of the darkvision from Eyes of Night? Since the sharing has a duration 1 hour I’m wondering what if a creature that wandered far away from the cleric would still be granted this benefit.

Does a bonus action end invisibility gained from the Boon of the Night Spirit?

As the title says really. The Boon of the Night Spirit says:

While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction. (DMG, Chapter 7, page 232)

If a character did something that they can do as a bonus action (certain spells, dash or disengage for a rogue, etc.), would the invisibility end?

How would a druid protect their campsite for the night?

I am currently playing a level 6 Circle of the Shepherd Druid, and planning how they would deal with having to spend time in a dangerous area overnight.

A wizard would use all sorts of rituals to set alarms, case the area with detect magic, use their familiar to scout the wider area and then guard the area overnight, and create a tiny hut to stay safe for the night (at the very least).

What spells and features does a level 6 Circle of the Shepherd Druid have access to that can be used to aid their nightly routine to help ensure a safe nights rest for a party of 4?

This can include spells that have a specific impact, plus spells that add flavour which a DM might rule have some kind of useful effect, as long as you can explain why they would be beneficial so I can make that argument to my DM. Any class features of Circle of the Shepherd can be taken into account, and my race is Tortle if that helps. Any published official source is applicable.

For the purposes of this you can assume that I took any relevant cantrips (max 3), but please don’t suggest shenanigans like building a fort out of mold earth. Bonus points if you can expand your list to things that I can look for as I gain levels, but that isn’t necessary, and things such as multi-classing and learning new spells via feats are not required since I won’t be doing that with my build.

For the purposes of the answers you can assume any kind of useful terrain is nearby, my companions are no help, and that my character is very paranoid because he knows life can be pretty deadly!

My current list (not in any specific order) is:

  1. Ritual cast detect magic to try and ensure the area isn’t too obviously dangerous
  2. Cast goodberry so I can have breakfast ready without using a spellslot in the morning (this isn’t needed as part of an answer, but added for completeness – and I also only cast this once because I don’t like shenanigans such as using all my leftover spell slots on it)
  3. Use my Speech of the Woods class feature to ask the local wildlife if we are camping somewhere that something dangerous lives, or if dangerous creatures often traverse the area, feeding them a goodberry if needed
  4. Cast conjure animals if I have spell slots left and create 8 different local animals of various movement types. Send them off for a wander / fly / burrow / swim with instructions to return if there is any danger (this is more RP than helpful, but I can certainly see how it could be argued that 8 scouts which I can speak to and understand is helpful to warn us of impending danger)
  5. Ritual cast animal messenger to make sure anyone who might care (if applicable and in range) knows where I am
  6. Cast darkvision to make sure I am not blind in the dark

A PC in Curse of Strahd is cursed by Mother Night and eats a dream pastry. What happens?

A PC in Curse of Strahd has the opportunity to be cursed by Mother Night, at which point they are

On the other hand, a PC who eats a dream pastry

As luck would have it, one of the PCs in my current CoS campaign has been cursed, although he has not yet slept. He is also the only PC to have previously eaten a dream pastry. If he realizes the effects of the curse and decides to counteract it with a dream pastry, what would happen?

How effectively can a trancing Elf serve night watch?

Experienced DM, new to 5e. Dealing with a party that includes two Elves. Party did not establish a night watch. Dice dictated an overnight raid of the party’s provisions. Seems fair to give the Elves a chance of hearing the activity, although being situated 50′ away, it would not be great. However, having two of them should boost the math a little.

What is fair to do here, given 5e rules?

Can a Night Hag catch souls without Nightmare Haunting?

Every night hag possesses a Soul Bag which is described as follows (cf. MM, p.178).

Soul Bag: When an evil humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

I was wondering if a night hag can capture evil souls only through their Nightmare Haunting or if they know how to do so when any evil character dies in front of them for whatever reason.

Does the Detect good and evil spell see through a Night Hag’s etheralness? [5e]

The system is 5e.

I’m in a weird spot with my campaign, where my party is taking on a night hag. They are lvl 5 adventurers. They have no access to see invisibility currently since the only spellcaster is a cleric and a healing focused warlock. We left off last week with the hag disappearing and they cast detect good and evil. I elected to end the session there because the session was already 3 hours in (which is about how long our sessions go) and also because I wasn’t sure how to rule this. I would think that detect good and evil works for this, at least that’s the way I’m leaning but some clarification on the same would be much appreciated.

If the daughter of a night hag avoids her mother long enough can she delay becoming one too?

The daughters of other hags all seem to fully turn into them automatically once 13, except with night hags according to lore. With them it’s said that there must be 13 rituals done on their daughters or the transformation doesn’t occur.

So for campaign purposes I have to ask: does this mean that it’s possible for a daughter of a night hag to be encountered who is older than 13 and thus far been able to evade their mother and being converted? Can it be delayed with them from the usual mandatory age?

And as an aside, if it is possible and such one is encountered, would they be a regular human e.g. stats wise or would there be differences? And would spells used by a party that could detect and reveal a hag also detect them?

WordPress night mode does not work for video [closed]

I am using this js for night mode. Everything works fine but uploaded video is inverted too. How can I fix it and uploaded video does not inverted into night mode or certain div?

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