Does Ranger Monster Hunter’s Slayer’s Counter works on saves to maintain concentration?

From the Sage Advice Compendium:

Does a Monster Slayer ranger’s Supernatural Defense feature apply if a creature damages the ranger, thus causing the ranger to make a Constitution saving throw to maintain concentration on a spell? Yes.

Since the Supernatural defense works for concentration, does the Slayer Counters works as well?

Do spell targets know they were targeted if they make their saves?

A lot of spells in D&D 5e either work or they don’t, with no visual or audio effect. If your target cant see or hear that you are casting a spell, and they make their save for that spell… do they know that they were targeted? Do they "feel" it?

I ask because it seems that the only thing that counts as an attack in 5e is something with an attack roll. If that’s the case a lot of shenanigan’s can happen, with players claiming their spell meant to immobilize or even kill a foe, was not an attack and should not have provoked the target.
Is there an "official" way to handle it?

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.

Need a script that saves what I write

I´m someone, who is really interested in statistics and music, so when Spotify released their 2020 User Statistics, I wanted to make something similar for my own.

Because I don´t think Spotify will allow me to see user statistics. I instead wanted to try making a mobile app, where i can type in something like: Song – Artist and then it saves what I´ve typed in a list I´ll always have access to. But then, I had another idea: When I type for example Savage Love – Jason Derulo and one day later i type it in again, in the list, there should be shown something like:

  1. Savage Love – Jason Derulo (listened: 2 time/s)

and if I then don´t like this song anymore and instead i hear Lucid Dreams – Juice Wrld for three times, the list shall show me something like:

  1. Lucid Dreams – Juice Wrld (listened: 3 time/s)
  2. Savage Love – Jason Derulo (listened: 2 time/s)

Tell me if you haven´t understood something, and please also tell me, if you know, how to do this (or if you have suggestions)

(Occult Adventures) When do I roll my saves when opening/maintaining Chakras?

https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/chakras/

As far as I can tell it isn’t specified whether you make the save during the swift action but before benefiting from the Chakra(s), during the swift action but after benefiting, or at the end of your turn. Mainly I’d like to know if the Crown Chakra’s "roll twice on all d20’s and take the higher result" boon would apply to the Fortitude & Will saves on the turn it gets opened.

How to include successful saves when calculating Fireball’s average damage?

I want to know how to calculate the average damage of a spell that also deals half damage on a successful save. For this example, I’ll be taking the most popular evocation spell, Fireball.

As far as calculating damage goes, I know how to calculate the expected damage of attacks using an attack roll, using the following formula:

Expected damage = Probability x Damage + Crit chance x Additional damage on crits
Probability = (21 – target’s AC + attacker’s attack roll modifiers) x 5%

Now I would assume that you just need to reverse the probability formula to calculate a spell that forces a saving throw’s chance of success, like so:

Probability = 1 – (21 – your save DC + target’s save modifiers) x 5%

However, calculating Probability x Damage (omitting the crit chance in the process) using the above formula does not take into account the half damage dealt on a successful save. So how to take this into account when calculating expected damage of spells like Fireball?

Does the disadvantage on saves from Shadow Sorcerer’s Hound of Ill Omen feature persist beyond the first turn?

Shadow Sorcerer’s Hound of Ill Omen feature’s text reads:

…Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

I’m curious if against any spell you cast refers to the action of casting the spell, or the condition of having been a spell that you cast in any tense.

The difference being that a spell like Hold Person would only get disadvantage on the first saving throw with the first interpretation, but on all following saving throws with the second interpretation.

The only comparable feature that I know of is Heightened Spell, a Sorcerer metamagic, that reads:

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

This feature is clear in its intent, that only the initial saving throw against any spell is affected and given disadvantage.

The lack of clarification on Hound of Ill Omen makes me wary of which way to rule.

Can the Mirror of Life Trapping force multiple saves?

The Mirror of Life Trapping can trap creatures in it.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells.

Does it force multiple saves? If someone stares at the mirror a remains there looking at themselves for 5 minutes, do they have to save more than once? Or only every time they blink?

What if they look away and look back on the mirror?

If you’re unconscious and making death saving throws, and an attack from within 5 feet of you hits you, does it cause 2 failed death saves?

In the PHB, it says that three death saving throw failures means you die; taking any damage causes 1 failure, and a critical hit causes 2 failures. But the unconscious condition says that attacks against an unconscious character have advantage and auto-crit if they’re within 5 feet.

That seems really tough — it almost guarantees that you’ll die if hit twice if one is melee, and on top of that if you’re hit once and not stabilized on your next turn you have a 45% chance of getting your third failure from the saving throw.

Am I correctly reading the rules? If you’re unconscious and making death saving throws, and an attack from within 5 feet of you hits you, does it cause 2 failed death saves?

Can a PC regularly impose disadvantage on enemies’ saves? If so, how?

There are many ways to get advantage/disadvantage on attacks: the Dodge and Help actions are specifically designed for this in combat, and 10 of the 14 conditions in Appendix A have at least one effect causing (dis)advantage on attacks. Also note they use the universal term “attack roll” with no distinction between melee/ranged or weapon/spell.

By comparison, effects on saving throws seem to be quite rare and limited in scope. In terms of common actions & conditions:

  • The Dodge action gives advantage on Dex saves;
  • The restrained condition gives disadvantage on Dex saves;
  • 4 conditions (paralyzed, petrified, stunned, unconscious) cause Str/Dex saves to fail automatically, in addition to other debilitating effects.

This still leaves 4 of the 6 ability score saves unaccounted for.

Is there any regularly available way that a PC can impose disadvantage on a specific saving throw? For example, in order to make a spell that requires that save more likely to take effect.

For the purpose of defining “regularly available”, I’m looking at these criteria:

  • Either applies universally to all saves (such as “the next spell you cast that requires a save”) or lets the PC choose from more than 1 ability score save.
  • Is available to PCs below level 5 (doesn’t require dedication to a particular class beyond the first advancement tier).
  • Appears in any officially-published book (not Unearthed Arcana or third party).