A hollyphant projects an Aura of Invulnerability, that protects it from spells. Dreb, a barbed devil, attacks the hollyphant using its Hurl Flame action, which is a Ranged Spell Attack. Can the flame hit and damage the hollyphant?
I am a fairly high-level wizard. I could learn mind blank or nondetection, or use an amulet of protection against detection and location, But 8th level slots are too valuable, burning 25gp every day is annoying, and I don’t want to use an attunement slot on this. Is there anything that I can do? I was thinking of using the simulacrum of a monster or summoning and binding an outsider with the right ability, but the simulacrum ability would have to be at-will or not be a spell because simulacrums don’t get spells back, and the summoned outsider must be cr 9 or less. Is there anything in the monster manual that would fit? Or any other solution I could use?
By 3rd level, a Paladin gains the following ability (PHB, pg. 85):
Divine Health: The divine magic flowing through you makes you immune to disease.
Does this protect against both common AND magical disease?
There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”
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:
- Ritual cast detect magic to try and ensure the area isn’t too obviously dangerous
- 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)
- 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
- 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)
- Ritual cast animal messenger to make sure anyone who might care (if applicable and in range) knows where I am
- Cast darkvision to make sure I am not blind in the dark
Some monsters can cast Protection From Good and Evil, such as an Orc Hand of Yurtrus. By spell name alone, this seems like it would be useful against a good-aligned party.
The spell description, however, states:
one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Unless those are just examples of creatures it can protect against, and not a full list, it doesn’t sound like the spell offers meaningful protection against, say, a halfling paladin.
Is it just broadly assumed that Protection From Good and Evil will work against PCs, when cast by a monster, or have I missed something?
So you have a monster that can inflict an Injury Track disease. The PC successfully saves to avoid contracting the disease when he is injured in the first round of combat. If he is injured in the same way by the same creature in the 2nd round, does he need to save again or is he "immune" for the rest of the combat and/or day? I can’t find where the RAW addresses this…
The Evocation Wizard’s Sculpt Spell ability allows the wizard to protect some creatures from their own evocation spells:
When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Does the number of chosen creatures need to be exactly equal to 1 + the spell’s level, or can it be lower?
For example, if an evocation wizard casts Fireball, can they choose 1, 2, or 3 creatures to be protected from the spell, or do they need to select either zero or exactly 4 creatures?
Characters die from damage when their health is reduced below their negative Constitution score. However, some spells stabilize you when you would die. Can these spells save you from the massive damage rule?
For example, Shadow Endurance says:
If you are reduced below 0 hit points or rendered unconscious, shadow endurance immediately discharges, shunting your injured body into a hidden alcove on the Shadow Plane.
You immediately stabilize, but cannot awaken or take any further actions until the second duration expires.
Nine Lives does something similar:
Rejuvenate: The target uses this ability when it is reduced to 0 or fewer hit points. The target is instantly healed 3d6 points of damage. If enough hit points are regained to bring the target to positive hit points, it does not fall unconscious. If it is not enough to leave the target with positive hit points, the target automatically stabilizes. Both of these effects work even if the damage was originally enough to kill the target.
I have immunity to non magical fire. Nothing in the Azers description indicates that its ever present flames are magical. Am i therefore immune to its fire damage?
I’m playing a mid-level artificer (artillerist) who’s a disgruntled veteran with a missing limb who, disillusioned by the leaders’ willingness to send soldiers to their deaths, has retired from the army and opened a shop. An adventure hook has people steal his work-in-progress masterpiece and now I need to find a fitting item he was trying to create.
Because of this background, the item he would be most interested in would be something that helps ordinary soldiers without magic powers survive the horrors of the battlefield. It might be something that protects a group of people from hostile spells or something that provides healing to them, similar to the artificer’s Protector cannon.
- I am trying to find an officially published item before resorting to homebrew (UA is probably fine, as is basic refluffing)
- The DM has ruled that the item should be below legendary rank, so very rare at most
- I probably won’t be held to strict prerequisites such as being able to cast every spell going into the items myself, but the item should still basically fit the artificer flavour
- The item should be usable by someone who cannot cast spells
- The item should be able to affect a group, not just the carrier
- The item should be defensive in nature
My own research
I’ve gone through the "warding" and "healing" categories of magic items on D&D Beyond and found very little. There are almost no items that work on groups and those that do tend to be musical instruments or magic staves that need the user to be a spellcaster.
In general it seems that antimagic items aren’t really a thing in 5e. An item that can cast Antimagic Field on he regular would probably be in the legendary category and a Ring of spell Storing would again require a (powerful) spellcaster to be useful.
An ideal solution would be something like a banner of protection or an Eldritch Cannon: Protector that doesn’t need an artificer to be present. I’ve also considered something like a Ring of Regeneration, but that’s again a one-person item.