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.
Nondetection says it hides the target from all divination spells. Invisibility hides you from normal sight. When combining both effects on one target, are they hidden from true seeing?
According to the Starfinder rules, the pressurized lungs biotech augmentation has the following effect:
"You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum."
The rules on vacuums are as follows:
The void of space is effectively empty of matter, and this vacuum is perhaps the greatest danger of outer space. A creature introduced to a vacuum immediately begins to suffocate (see Suffocation and Drowning) and takes 1d6 bludgeoning damage per round (no saving throw). Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum. Sound doesn’t travel in a vacuum.
Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being inside a sealed structure that becomes heavily damaged. Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage.
Most creatures travel the vacuum of space in a starship.
Do the 3d6 points suffered from sudden decompression (discussed in the second paragraph under Vacuum) count as the "normal environmental effects of being in a vacuum"? Or do normal environmental effects only pertain to the suffoction and 1d6 per round?
Here is an article about the real science.
It is logical for lungs that hold an hour’s worth of air to protect you from suffocation in a vacuum, and they theoretically could stop your lungs from bursting (another danger in a vacuum). I don’t see how they would prevent your blood from vaporizing and stopping circulation. Scientifically, even with pressurized lungs, the vacuum should damage/kill you. Granted, it is a fantasy game.
Correct me if I am wrong, please.
I understand that 2FA (MFA) increases account security in case an attacker obtains a password which might be possible via various ways, e.g. phishing, database breach, brute-force, etc..
However, if the 2FA device is compromised (full system control) which can also be the very same device then 2FA is broken. It’s not as likely as opposed to only using a password but conceptually this is true.
Do hardware security keys protect against compromised devices? I read that the private key cannot be extracted from those devices. I think about protecting my ssh logins with a FIDO2 key. Taking ssh as an example, I would imagine that on a compromised device the ssh handshake and key exchange can be intercepted and the Fido2 key can be used for malicious things.
Additionally: Fido2 protects against phishing by storing the website it is setup to authenticate with. Does FIDO2 and openssh also additionally implement host key verification or doesn’t it matter because FIDO2 with openssh is already asymmetric encryption and thus not vulnerable to MitM attacks?