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Does Improved Abjuration affects spells that only offer an option of having an ability check?

Consider the Abjuration Wizard’s 10th level feature:

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

Some spells, such as Telekinesis, include cases where an ability check is required, either as soon as the spell is casted, or later one.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check.

  1. Does an Abjuration Wizard ever adds his proficiency bonus when casting Telekinesis?
  2. If so, does that only apply to the case where a check is made on the same turn as the casting?

One thing to remember is that numerous sites that offer a free converse phone query e

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One thing to remember is that numerous sites that offer a free converse phone query essentially don’t really give that. What they do is they just do the underlying quest for nothing to let you know whether the number is accessible. Practically every one of them work that way. You enter the number you are looking for and afterward you are told whether they have a report for you or not. The explanation these organizations charge for this information is on the grounds that the specialist co-ops charge them for admittance to the information base then they need to consolidate all the various data sets into an accessible configuration. They give their expenses to the customer. For more information visit consumer phone database

Does Mailgun seriously offer “Detailed Documentation” only for paying customers?


Detailed Documentation

Source: https://www.mailgun.com/pricing

The quoted text is a bullet point/"feature checkmark" for their $ 35 USD/month plan (the cheapest paid one).

Does this actually mean that they have a lesser manual for the "freeloaders", and a better written one for their paying customers?

If so, this is a new level of sadism which I never thought any company would admit to openly. None of the points are explained further from what I can tell.

What benefit (if any) do horses or carriages offer when travelling long distances?

The rules for Travel Pace in the PHB and Basic Rules are good and straightforward, with players able to travel on foot for 8 hours per day without over-exerting themselves, choosing a pace of Slow (2 miles/hour, 18 miles/day; can move stealthily), Normal (3 m/h, 24 m/d) or Fast (4 m/h, 30 m/d, take a penalty to pass Perception).

In this same section, there are two paragraphs about mounts and vehicles; they specify that mounts can gallop at twice the normal fast pace for an hour, and with frequently freshened mounts – typically only available in highly populated areas – a rider can travel fast over long distances. However when it comes to vehicles, only water going vessels or flying mounts get you travelling faster; for commonly available forms of transport:

Characters in wagons, carriages, or other land vehicles choose a pace as normal.

Is this right? Rules as written it seems there is no benefit to travelling by wagon or carriage, and certainly it takes the same amount of time as walking. In my current game of Dragon of Icespire Peak, the players have spent quite a bit of time demanding horses or a carriage in order to travel the 65 miles from Phandalin to Butterskull Ranch, believing it would get them there faster (as the quest there seems urgent). But looking up the travelling rules it really seems there’s no speed benefit to them paying for a ride or hiring horses, except that they might shave an hour off their travel time each day in the latter case. That makes sense for a wagon which is designed only for hauling stuff, not speed, but what about a carriage or a riding horses?

I’d like to know if there are any additional benefits (beyond the purely narrative) that I am missing for travel by carriage, or any ways that mounts or vehicles can decrease their travelling time (beyond the double fast pace for one hour).

I’m also interested in any house rules you may have used to give players a speed boost through riding over walking.

When is a reasonable level range to offer Gurt’s Greataxe to a player?

As suggested in the title, I ran into Gurt’s Greataxe. I was looking up magic items in my free time since I was curious, and I thought why not search for magic items related to greataxes, since my character is a Half-Orc barbarian who is currently a barb-fighter 4-2. I accidentally ran into Gurt’s Greataxe while searching, which is offered in the Storm King’s Thunder campaign that I’m in with my group. For further information, Gurt’s Greataxe gives:

You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human.

The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.

As an action, you can cast a version of the Heat Metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Based off of this rather immense power that the axe has between the 3d12 slashing damage, the extra 2d12 if attacking a human, and the cold version of the Heat Metal spell, although subjective to the DM, what is a reasonable level range that this weapon could be offered in? Because with this weapon, I’d say there’s a point where it would be rather overpowered if given too early, and I just needed some outside input on this thought. Much appreciated!

Would it be unbalanced to offer a cambion’s Fiendish Blessing as a racial feat for a tiefling player?

The Cambion monster in the MM p.36 has the trait Fiendish Bleesing:

Fiendish Blessing The AC of the cambion includes its Charisma bonus.

Would it be unbalanced to offer my player’s tiefling paladin a reskinned version as a racial feat (Feat as in instead of ASI)?

Reskinned:

Fiendish Blessing The blood of your fiendish ancestors protects you just as it does them. You gain a bonus to your AC equal to your Charisma modifier.