Do I get to add my dexterity bonus to my damage rolls with Shadow Blade?

Tonight I brought out my shadow blade and my GM ruled that I didn’t get to add any extra damage to my shadow blade from my dexterity, because spells only do what they say they do, which is fine and I rolled with it.

My contention is that the spell says I should be able to add my dexterity to damage rolls since it is a finesse weapon. Was it the intent of this spell to deal 2d8 or 2d8+dex on a hit?

For those who want to know: my GM let me use my spell casting ability + PB for attack rolls.

Shadow Blade says:

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).

Finesse says :

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

How can I keep a player from “shutting down” after a streak of bad rolls?

In my sessions I’ve repeatedly noted that after a few bad rolls, one of my players (age 20) seems to become reclusive and stop paying attention.

Now I’ve tried various methods to get the player to pay attention again, but it seems that no matter how much his PC is punished or rewarded in game, even to the point of almost dieing to a hefty bag of gold, that this player did not care. I’ve even tried abstract methods, and given him a verbal slap, getting the other players to laugh at his PCs expense just to see if he’d dignify his character. Complete disconnect. The Player didn’t even care.

A Few rounds later, the dice rolls are in his favor, and suddenly, he cares about the story again! Participation happens, and the players are moving nicely.

This is bad for both of us. For me because suddenly I’ve got a brain dead PC that is being lugged around, slowing the game. For him, because he isn’t enjoying the game.

How do I as a DM prevent the disconnect that happens when players are on a bad luck streak?

I think my DM is consistently faking dice rolls for saves against a specific spell; how do I call my DM out?

I’ve been watching one of our players repeatedly cast toll the dead (Xanathar’s Guide to Everything, p. 169), across seven sessions, and a dozen different combat encounters, and the DM has never once allowed her to do any damage with the cantrip. She has a spell save DC of 16, yet our DM always “mysteriously” rolls the saving throw.

Obviously, “just quit the game”, “that group is not for you”, are the answers most folks will immediately suggest, but I’m not the one playing a warlock and I feel like telling her to quit would be awfully rude of me. She’s a really quiet and shy person, and I can’t help feeling like someone needs to stand up and defend her. Last session she looked like she was on the verge of tears.

Anyone have a creative method of calling your DM out for being a dice cheat in front of the entire group? I’m really disgusted by his behavior and I’m guessing that statistically speaking the permutation is so large by this point that his monsters have won the powerball ten times over.

How to work with Portent for replacing enemy rolls

It seems like, RAW, if a Divination Wizard is in the party then the DM would have to ask that player whether they want to interrupt the roll … on every single roll that any NPC makes.

That’s going to be really tedious 🙁 It could also sometimes include rolls that the players might not otherwise know had been made.

Clearly allowing the Wizard to make the call after the roll is known would be hugely broken, as would making a judgement as a DM as to whether they likely want to use it.

How do DMs normally handle that?

Is there any balanced way to apply Portent after the initial roll?

if you use Enhance Ability: Cat’s Grace on a creature that rolls initiative, does that creature lose the better roll when the spell ends?

Let’s say the caster uses Enhance Ability and chooses Cat’s Grace on themselves and rolls a 13 and a 16 with advantage on initiative, so they take 16. If the caster then loses Enhance Ability in-combat, or ends concentration on that spell, does their initiative roll revert to 13?

What abilities allow me to reroll or replace die rolls?

I am building a “lucky wizard” for my newest campaign.

The concept is to use abilities and features that allow me to reroll (or replace rolls) attacks, abilities, and/or saving throws (such as the Lucky feat). I’m not interested in abilities that allow rerolls on allies’ or enemies’ rolls.

My search so far has yielded a few options, but I am unsure if I’ve missed any.

  • Portent (Divination Wizard)
  • The Lucky feat
  • Lucky (Halfling racial trait)

Are there others?