I have two questions about my Oathbreaker paladin’s relationship to the undead.
When I use my Control Undead Channel Divinity option, I can take control of an undead. My question is “Does the turn undead resistance offer advantage on the saving throw?”
I tried to control a ghast one time. It had turn undead resistance so my DM said it had advantage on the saving throw because of that.
Is that how it works?
Directly related to the above is: when I use control undead again on an undead that I already control, does it have to make the saving throw again, or do I have an advantage somehow because I already control him?
At 11th level, monks gain immunity to poison. The Poison Healer feat lets you restore hit points when you “succeed on a Fortitude save against a poison”. Can monks chug poison to heal themselves, or do they not actually make the saving throw?
(There seem to be similar questions for other editions, but I can’t find one specifically for 3.5e)
Reading through the features of the light domain Cleric I’ve discovered:
Corona of Light which states (Emphasis added):
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Now the Aasimar race has subrace racial features that allow them to add radiant damage to any spell that deals damage, which causes that spell to now do radiant damage as well as their normal damage.
These features are: Radiant Soul and Radiant Consumption
Which both state (Emphasis added):
“You can deal extra radiant damage to one target when you deal damage to it with an attack or a spell“
So if you combine these two features you can cause any damage dealing spell saving throw to be made at disadvantage. As far as I know this all perfectly works RAW. What I want to know is if there is any rule (excluding adventure league rules) I am forgetting that would prevent me from using this combination in games?
If a Succubus charms a humanoid with the Charm action, and then commands the humanoid to do something suicidal, the target gets to roll a saving throw. Succeeding means they do not perform the suicidal command – it interrupts the command.
But if they fail the saving throw, they go through with the action and take the damage, but should this then result in another saving throw?
If the target suffers any harm or receives a suicidal Command, it can repeat the saving throw, ending the effect on a success.
My interpretation would be that the two are different triggers, even if they happen during the same round. The Succubus gives a suicidal command, the humanoid rolls a saving throw, fail, and then they do the action when it is their turn, taking damage and rolling again.
If not we end up with the awkward situation where falling off a 1000-foot cliff doesn’t even give you a chance to save against being charmed, just because you already failed the save for the command itself.
Im making a small challenge for my party on the way to a Dwarven camp. While travelling they encounter a 20ft wide river that they must cross. I’m just gonna improvise the whole thing to give them some creativity in how to solve this problem.
My question is what happens if they fall in? The river has a strong current as it leads to a section of white-water rapids that is also being fed by an adjacent river making the current more deadly.
If they fall in I am giving the chance to make a Saving throw to try and swim across. What would make more sense: a dexterity or strength saving throw, or even maybe a check instead like athletics.
Also what DC for this check would you recommend for an 8th level party?
Ok, so I’m trying to automate the generation of posts and custom taxonomies in different languages, and it’s all working.
What I did (summary):
- create posts with wp_insert_post()
- set language of posts with pll_set_post_language(), for each
- associate respective post translations with pll_save_post_translations()
- create taxonomy terms with wp_insert_term()
- set language of terms with pll_set_term_language(), for each
- Associate custom taxonomy terms to custom post types with wp_set_object_terms(), for each
I completely see the use of these six functions.
Now, what I wonder is: What would be the advantage of additionally associating taxonomy term translations with pll_save_term_translations()? Given that, when you switch the website’s language, the posts will be displayed in the according language, with this also comes the switch of their taxonomy terms to the corresponding language, simply because it’s another post. So, in this case, what’s the benefit of using pll_save_term_translations()? I only see benefits in associating translated taxonomy terms with each other if you want to display their name separately and indepently from other wordpress objects which carry them language – specifically, such as posts. Is that the sense of it, or am I missing something, and pll_save_term_translations() is indeed mandatory for what I want to do? (which is programmatically prepare posts and their taxonomies, such that a post gets always displayed with its taxonomy terms in the right language, which is currently chosen by the language switcher)
The text of Bane reads:
Whenever a target […] makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Emphasis mine. Bless reads similarly. Based on this text, and the linked question, am I right to assume that these spells apply to death saving throws?
My intrepid adventuring character has been attacked, and the damage reduced him to 0 hit points and falls unconscious. On his next turn, he rolls a Death Saving Throw, and gets everybody’s favorite die roll: a natural 20! He regains 1 hit point, and thus regains consciousness.
Now that he’s conscious, can he still move and take an action for his turn? The rules say that you roll a Death Saving Throw “Whenever you start your turn with 0 hit points,” but it’s not clear to me if that’s replacing one’s normal turn, or if it’s just at the start of one’s turn, and the only reason one normally doesn’t follow it with a movement and action is because unconscious creatures are incapacitated and can’t move.
There’s some discussion in the comments of an answer to “Do you regain consciousness immediately on a 20?”, but it doesn’t seem to have an authoritative referenced resolution to the discussion, and it seems that if it’s worth talking about in comments it’s worth asking as a full-fledged question.
I know there is already a similar question, but it doesn’t really give me an answer. Is there such a thing as a feat or an item that causes enemies to make saving throws like wisdom or general saving throws with disadvantage? I wanted to create a spellcaster (dont know which class yet) who specializes in CC and spells like Phantasmal Killer, but I don’t feel like a high spellcast mod. would really cut the deal to make the CC a little more reliable.
The Charm Person spell description says:
When the spell ends, the creature knows it was charmed by you.
There is an ambiguity here — what happens if the target succeeded the saving throw? On the one hand, the spell ends, so the target should know it was charmed. On the other hand, one might argue the spell wasn’t actually “started”, so literally nothing happens when the saving throw is succeeded.