The entry for Sword of Life Stealing says: "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn’t a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage."
However, my DM says that a Sword of Life Stealing inflicts its damage in a certain order on a natural 20: first the regular damage, then crit damage, THEN the necrotic damage…so if by that point the target has no more hp left to lose, I receive no temporary hp. Basically he said that the target "has no more life to steal".
I thought this was a bit of a strange interpretation. Is there an official ruling somewhere?
Specifically between Neverwinter and Icewind Dale, which religions are common knowledge in the years following 1480 DR?
Common knowledge being that if a player character grew up in this area, they would realistically already know that that deity is a deity and maybe something about their religion.
Example: When asked, the average person in the region may say "Mystra is the deity of Magic" if Mystra and her religion are common knowledge.
In the Dungeon Master’s Guide section for Magic Items (Chapter 7), a lot of items have a requirement that says (any ___), specifically weapons and maybe armor if I remember correctly. For example, Flame Tongue says: “Weapon (any sword)”. Is this just to classify what the Item can be, or can you use another Magic Item in this place? Personally, I think a Vicious, Flame Tongue, Dragon Slayer, Vorpal Sword would be dope, but I’m not sure if that would work.
If a creature has been Polymorphed into a beast, can it still use an already summoned Dancing Sword to attack?
The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Dancing Sword says:
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
I have a player in my game that has chosen to wield a Greatsword, a 2-handed weapon. As a Fighter, this is within the rules. However, he has asked if he can wield it 1-handed by somehow giving it the Versatile property.
He’s fine having to wield it two-handed if need be for now, but he’s interested in knowing if he can wield it one-handed later. He doesn’t want it for the Duelling or Dual Wielding feats — just “rule of cool” reasons.
RAW, is there any way this can be achieved? Either now, or through character advancement?
The Vorpal Sword is a legendary magical item that allows heads to be struck from bodies, as well as doing a tonne more damage if it doesn’t. A good summary has already been discussed on this site.
I’m a little unsure how it would affect a creatures CR though, and would like some help.
In order to make this question specific, but I would like to understand your workings, How would giving a Bugbear a Vorpal Sword affect it’s CR?
I was writing up some magical weapons and had a fond remembrance of the "Glass Sword" from Ultima VII (apparently V/VI/IX as well). While I didn’t want to preserve the "save or die" aspect, I wanted to preserve a similar feel of "unusual, fragile, and deadly", and came up with this:
Weapon (longsword) [no attunement required]
Beautiful and deadly, it is as sharp as it is fragile. This sword deals 2d20 (11) slashing damage. Counts as magic for the purpose of piercing resistance or immunity. On a successful hit (whether or not damage is dealt) roll a d20 to see if the sword shatters – if it does, add an additional 2d20 + 10 (21) damage. The sword initially shatters on a roll of 5 or lower, but this increases by 1 with any successful attack.
Since it will survive for well under 4 hits on average, I believe it is best compared to consumable magical items (and the corresponding scrolls), e.g.:
- [RARE] Necklace of fireballs – 4-9 instances of 8d6 (28) fire damage, or 0-1 of 14d6 (49)
- [RARE] 4/5th level spell scroll (~30/40 damage, aoe)
- [VERY RARE] 6/7/8th level spell scroll (~50/50/40 damage, aoe, various effects)
- [LEGENDARY] 9th level spell scroll (~110 damage, aoe)
and seems to fall a bit short of Very Rare.
I have had the heads up that one of my players will be interrogating a resurrected dog about "what God is really in charge".
What God would a good dog (mastiff), living in the North of the Sword Coast likely worship?
I don’t have the exact AD&D 2nd edition Dungeon Master’s Guide quote, but there is an item, Helm of Brilliance, which, among other things, allows the wearer to turn any sword to a sword of flame.
What is “a sword of flame” here, and more importantly where in the official rule books is it described?
If it isn’t actually described anywhere, is there any less official source on what this power of the Helm actually does? I’m looking for something to show to my DM.
In 5e D&D, the solar has the ability to release its sword and control it remotely. The description for it says:
Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies .
So what if you attempted to use something like the battlemaster’s disarming strike, what would happen? I could potentially see a problem in that, for disarming strike, the target would be the solar, not the sword.