Can a Way of the Astral Self monk grapple with its Arms of the Astral Self?

In the Unearthed Arcana version of the Way of the Astral Self, the monk’s Astral Arms were treated as monk weapons.

Under that wording, the monk probably couldn’t grapple/shove with them because weapon reach and the reach of the character’s hand that could make the grapple/shove are different things.

That is, it’s hard to see how you could grapple with the end of a polearm, for example (through a lenient DM might allow a shove).

However, in the official release, the wording was changed then from monk weapons to unarmed strikes:

  • You can use the spectral arms to make unarmed strikes.

  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.

Under this revised wording, it seems like the monk could grapple/shove with its Astral Arms.

But can it?

Do spells with a range of “Self” target the caster?

New to D&D, and thought about creating a Beast Master. I was wondering if spells with a range of “Self” would count you as the “target” of the spell. There’s some debate in my group, as unlike something such as Cure Wounds, which specifies “A creature you touch,” there’s technically no mention of a target in a Self range spell within the description. A fair amount of people in my playgroup come from a TCG background, where the presence (or lack thereof) of keywords like “target” are essential for determining interaction.

tl;dr Would Paladin Smites or Thunderwave count as “targeting” yourself, and therefore be affected by Beast Master’s Share Spell?

Does the Distant Spell Metamagic double the range of area of effect spells that have a range of self?

The Distant Spell Metamagic option gives you the ability to double the Range of a spell, or give a spell with range of Touch a range of 30ft.

If I would apply this to, let’s say, burning hands, which states as Range Self (15ft cone), would this increase the cone size to 30ft or would this cast the spell up to 30ft in front of you, with a 15ft cone still?

Other example, aganazzar’s scorcher has a Range of 30ft, and the description states:

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.

Now to me, this implies the same thing as burning hands, but the Range does not contain Self.

RAW I would allow the second case to increase the AoE effect if it is cast with Distant Spell, but not the first, since it is of Range self. But obviously this does not make any sense, so which one is the correct interpretation?

How to Prevent Players from Self Sabatoging?

I feel like my players often self sabotage themselves. Often we’ll experience moments were the session will come to a complete pause as the player characters argue over what to do. At this point I’ve started to continue the events of the session as their player characters are arguing and this usually puts them in a bad way. For example their pcs start arguing loudly to one another in a forest full of enemies that can now locate them since they couldn’t be quiet. My players get along outside of game just fine they tell me they get frustrated too but their pcs view one another with grudges so they can’t just agree its ooc.

When I step in I’m ignored, and one of my players gets so fed up with it they leave their party to go off on their own.

This creates all sorts of conflicts because as DM I will now be creating two different paths that require me to go back and forth between groups. Which leads to lots of pauses as we switch back and forth.

I’ve tried campfire sessions. Sessions where they are forced to rely on one another. I’ve pitted them against a large common enemy and placed them in fun situations to try and build friendship.

I feel like im running out of options and ideas.

Being more assertive seems counterproductive but I get ignored if I am not. And the players don’t appreciate being thrown into events created to try to build their support with one another. They just freeze up and get quiet.

Anyone have some ideas or suggestions?

What are the spells that have a target other than self (and a target entry) that deals damage?

I asked the question Does Ocular spell make every eligible damage spells have a critical chance since it becomes a ranged touch attack (ray)? and I realized it was a bit hard to find spells that were eligible for Ocular spell that weren’t already touch spells or rays.

@Hey I Can Chan told me about Finger of Death (when the save is successful)

@Erik made me realize Chain lightning was indeed in my requirements.

What other spells meet those requirements?


-*Spells that do damage,ability drain or level loss since only those can benefit from criticals.

-I’m not sure if Healing spells that hurts creatures like undeads would work because I think they normally don’t score a critical even on a natural 20. Correct me if I’m wrong. But would they if they were cast as a ray?

Does Disguise Self end if the caster falls unconscious?

In one of my groups, I play a squishy sorcerer focused on deception, including having a number of false identities. Last week, we were infiltrating an enemy’s base and my sorcerer used disguise self to look like she belonged.

The session had to end in the middle of the infiltration, but afterwards we were discussing what could already be going wrong. One possibility that was tossed around was the possibility of the sorcerer getting knocked unconscious, either through spells or through simply having very few hit points.

This led to us trying to figure out whether disguise self ends when the caster is unconscious. I know alter self would end, because it is a concentration spell, but would disguise self?

(I asked about this in chat a while ago but went looking for a q&a on this site about it and found none, so I wrote one.)

Does a spell cast from a Glyph of Warding with a range of Self have infinite effective range?

It is widely agreed that spells with a range of "Self" can be stored in a glyph of warding. The top answer to "What are the targeting range limitations of Glyph of Warding?" states:

That’s it: the spell is cast with all its normal statistics including range.

While the trigger of the glyph can be unlimited in range ("Trigger when I move 12,000 miles away") the spell that is cast is cast from the gylph with all its normal limitations.

Spells with a range of "Self" do not have a numerical range limit on them, and as stated above, there is no range limit on the trigger either. So, using glyph of warding, could I effectively trigger a "Self" range spell from any distance?

I cast fire shield into a glyph of warding in my home with the trigger "When I speak the command word ‘flame on’".

Could I then speak the command word to have fire shield cast on myself when I am 100 miles away in a dungeon, or on another plane?

JWK with X.509 Certificate – is self signed okay?

I’m working with a client that, in order to use their OAuth 2.0 web API, requires me to provide them with a JWK that contains an embedded X.509 certificate. Then, when I’m requesting information from the API, they say I need to pass a "signed (with private keys) JWT Bearer token" on each request.

I’ve never worked with JWK’s before so I was looking over the official JWK documentation, but it’s very dense and doesn’t really talk about how these are used in real life applications.

I found this site / command line tool that can generate JWK’s in different formats, and it generates the JWK with an X.509 certificate that is self-signed. I’m wondering, in this case, is it okay to use a self-signed cert to talk to this API? I understand that with web browsers, you absolutely need a cert that is from a trusted CA because the client and web server are essentially strangers, but this cert isn’t being used publicly for a website; it’s just being used between my application and this OAuth API, and both parties already trust each other.

So really my question is, would generating a JWK with a self-signed X.509 certificate be sufficient, and then use the private key of the certificate to sign JWT Bearer tokens when actually using the API?