Do you have disadvantage on Con saves against poison while sleeping?

NPCs are going to poison the party while they sleep, do the players have disadvantage on their saves?

Lemme explain. I just started a campaign with a group I was once a player, their lvl 5 characters are on a ship sleeping in the spare crew cabin, but they do not know that its a pirate ship. When they went to sleep it was approximately 3pm and the Pirate Captain found out that they may want to leave before her plan to get some treasure is put through. So she wants more info on the characters and I was planning to have the characters while they are sleeping be exposed to ‘Essence of Ether’ which is dropped down a small hole above deck. Since they are asleep and STR and DEX checks auto fail and you cant really stop yourself from breathing mid sleep, do they have disadvantage on a CON save?

How many Dex saves does a creature make if it’s affected by 2 separate explosions from the Melf’s Minute Meteors spells?

The description of the Melf’s Minute Meteors spell (EEPC, p. 20; XGtE, p. 161) states:

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

How many saves does the creature(s) make if affected by 2 separate meteor explosions?

To better clarify. If a wizard sends 2 meteors towards a creature and causes an explosion on both sides of it, does that creature make 1 or 2 Dex Saves?

I’ve looked on reddit and Sage Advice for an official ruling.

Do you still roll saves against effects suppressed by the Calm Emotions spell?

The Calm Emotions spell says:

…suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

On first read, it seems that the expiring duration would suggest waiting out a fixed time frame. However, a lot of fear effects permit saves throughout the duration to end them.

So two questions:

  1. While a fear effect is suppressed are saves still made to end it?
  2. If so, does a creature need to comply with special requirements to attempt the save while the effect is suppressed by Calm Emotions?

To clarify, this is the text for a Red Dragon’s Frightful Presence and the Fear spell, respectively:

Frightful Presence

Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Fear

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

How Best to Improve Concentration Saves (or avoid the check all together)? [closed]

As I see it there are the following options:

Character Build:

  • Take a level of a class with Con save proficiency at first level.
  • Ability Increase (Con).
  • Diamond Soul – (14th level Monk – not really viable)
  • Aura of Protection – (+Paladin’s Charisma bonus, Also affects nearby allies)
  • Tides of Chaos – (Advantage, Wild Magic Sorcerer ability, self only)
  • Bend Luck – (+1d4, Wild Magic Sorcerer ability used on another)
  • Dark One’s Own Luck – (+1d10, Fiend Pact Warlock, self only)
  • Portent – (Replace a bad roll, Diviner ability)
  • Transmuter’s Stone – (Proficiency, Transmuter ability, but you have to give up other powers)
  • Inspiration – (You must have Inspiration, game mechanic)
  • Lucky – (Reroll bad rolls, feat)
  • Lucky – (Reroll bad rolls, 1/2ling ability)
  • Resilient – (Proficiency, feat)
  • War Caster – (Advantage, feat)
  • Focused Conjuration – (Can’t be broken, Conjuration spells only, Conjurer ability)
  • Bardic Inspiration – (+1dx, Bard ability, thanks BlueMoon93)

Spells:

  • Bless – (1d4 added to save, requires concentration… so defeats the purpose unless you can use it on more than one player.)
  • Foresight – (advantage w/o concentration, but this is a 9th level spell)
  • Gaseous Form – (advantage, requires concentration, can’t cast spells – this is for skedaddlin’)
  • Holy Aura – (advantage, requires concentration – 8th level spell, and super costly)
  • Shapechange – (Change into a creature with proficiency and even advantage with Con Saving throws – 9th level spell)

Magic Items & Boons:

  • Belt Of Dwarvenkind, MANUAL OF BODILY HEALTH, Ioun Stone of Fortitude, Blessing of Health – (Increase Con by 2)
  • Amulet of Health – (Con is set to 19)
  • Holy Avenger, CANDLE OF INVOCATION – (Advantage – while in effect)
  • Cloak of Protection, Luck Blade (also reroll), Stone of Good Luck, Ring of Protection, Robe of Stars, Rod of Alertness – (+1 bonus)
  • Staff of Power – (+2 bonus)

Other Options

  • Don’t get hit! – High AC, or non concentration spells that mess with getting hit (mage armor, mirror image, feats to wear armor, levels of Cleric/Fighter), Up your Dex
  • Use Cover – Thanks BlueMoon93 & nitsua60
  • Don’t be seen – Invisibility, Illusions, get stealth skills.
  • Get out of combat – Mist Step, Dimension Door
  • Go Prone against Ranged attacks – thanks BlueMoon93 & nitsua60
  • Warding Flare (Light Domain Cleric)
  • Defensive Duelist feat (finesse weapon required)

Controversial or Edge Cases

  • Temp hit points
  • Make potions for spells that require concentration.

Are there other options that I have missed?

There are not a lot of ways to get to the concentration saving throw buffed. Which is to be expected in 5e, but I am tired of losing a spell first or second round, so I am trying to build up a list of tactics / ideas on how best to hold onto that 5th level spell I just cast.

Does Rage beyond Death let you survive if you receive healing regardless of your death saves?

In Xanathar’s Guide to Everything, the Path of the Zealot gives a barbarian the “Rage Beyond Death” ability at level 14 (emphasis mine):

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

RAW, this says that regardless of your death saves, if you receive healing before the end of your rage and have 1 HP, you remain alive regardless of the outcomes of your death saves.

Is that the case? And is that RAI?

Guidance for applying Advantage/Disadvantage to attack rolls vs. contests and saves vs. checks

If a PC is attacking with advantage, does that mean that they also have advantage when making a special attack that does not use an attack roll, like shoving or grappling?

If a PC has disadvantage on their Dex saves, does that mean that they also have disadvantage on Dex-based checks/contests?

For example, a creature hit by a giant spider’s Web ability becomes restrained. Their movement drops to zero, they have disadvantage on their attacks, and opponents have advantage when attacking them. They also have disadvantage when rolling Dex saves.

RAW would dictate that they can still make Acrobatics checks without penalty, even though they are stuck in a web and have a hindered ability to dodge. RAW would also seem to indicate that shoving a bound PC is just as difficult as shoving a free PC.

How do I make this saves macro for Roll20 work while only asking for the type once?

I’m trying to create a saves macro for DnD 5e in Roll20 that asks for the type of save once and then specifies which save type it is.

For example expected output may be “Lucy rolls a [19]/[10] for a strength save!” where [] means it’s a formatted dice roll with modifiers. I have a working macro but the issue is I have to prompt for the save type twice. Once for the type so it can pull the modifier and once for specifying the save in chat.

My current working code is as follows:

@{selected|token_name} rolls a [[1d20+?{Save|STR, @{selected|strength_save_bonus}|DEX, @{selected|dexterity_save_bonus}|CON, @{selected|constitution_save_bonus}|INT, @{selected|intelligence_save_bonus}|WIS, @{selected|wisdom_save_bonus}|CHA, @{selected|charisma_save_bonus}}]]/[[1d20+?{Save|STR, @{selected|strength_save_bonus}|DEX, @{selected|dexterity_save_bonus}|CON, @{selected|constitution_save_bonus}|INT, @{selected|intelligence_save_bonus}|WIS, @{selected|wisdom_save_bonus}|CHA, @{selected|charisma_save_bonus}}]] for ?{Save_type|STR, a strength|DEX, a dexterity|CON, a constitution|INT, an intelligence|WIS, a wisdom|CHA, a charisma} save!

I can’t reuse Save as the second prompt because it just gives the stat mod (“Lucy rolls a [19]/10] for a 5 save!” where 5 is my STR save mod.)

If two Ensnaring Strikes affect the same target, does it have to make two saves to be unrestrained?

Say two Rangers shot the same target with ensnaring strike and the target failed its saves on both.

The PHB says the effects of the same spell cast multiple times don’t combine such as two Clerics casting bless on the same target only provides the benefits once. (pg 205)

My understanding is there are still two spells in effect. So for my example above, if the target succeeded on its Strength save and removed one ensnaring strike, it would still be restrained and damaged by the other.

Are there examples where this is talked about per RAW?