I posted that i wont use the hacking bullshit mentioned in your pdf and that the 1st method will not rank without the things you say you do not need.
Time stop is a spell that stops time for other creatures, allowing one creature to take multiple turns in a row. It says:
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
Certainly, this is a magical effect. The spell causes the flow of time to stop for other creatures, and while you are taking multiple turns, no time flows for them. I imagine antimagic field can defeat it. The relevant text says:
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
So, imagine combat between Annie, Tim, and Charlie. Ordinarily, initiative might look something like this:
Annie → Charlie → Tim
Suppose Annie casts time stop and rolled a 1 on their d4. Thus, they take 2 turns in a row. Initiative would look like this:
Annie → Annie → Charlie → Tim
Now imagine that Tim cast antimagic field, and following their turn, Annie casts time stop. Suppose they rolled a 1 on their d4 so that they can take 2 turns in a row. What would the initiative order look like?
Here are some possible resolutions I can think of, but none satisfy me totally:
Time stop defeats antimagic field. The initiative order is: Annie → Annie → Charlie → Tim. The reason this is unsatisfactory is that time stop shouldn’t seem to prevail because it’s a spell, and antimagic field defeats spells.
Time stop cannot be cast while there is an active antimagic field, because there exists some creatures you can’t stop time for. The reason this is unsatisfactory is there is no rule that prevents these two spells from being active at the same time. Also, since things like beholders exist, it’s not unreasonable to say there is almost always an active area of antimagic somewhere in the world, and that means time stop can almost never be used.
The caster of time stop and antimagic field take their turns as normal while everyone else is frozen in time. Thematically and narratively, this seems the most logical. So we go through the turn order, treating every turn Alice would have taken as one full round. For this scenario, since Alice takes two turns in a row, then we can imagine two rounds going by. Ordinarily, everyone but Alice takes a turn, but now we unfreeze anyone inside an area of antimagic. So initiative would be: Annie (time stop starts) → Charlie (frozen in time) → Tim (unfrozen) → Annie (time stop ends) → Charlie → Tim. The reason this is unsatisfactory is because we’re advancing the “round count” now, which feasibly triggers things like lair actions that activate on a certain initiative count. It does have the side effect of allowing Tim to act normally though, affecting other creatures if he wants, because he isn’t bound by time stop and Annie isn’t the one doing the violations of the rules of the spell.
There is no answer to this question, and this is solidly in the zone of DM adjudication. This is unsatisfactory because, well, all questions answered that way tend to be unsatisfactory.
So which is it? Or is it an option I haven’t listed here? Can Tim take turns as normal while inside an antimagic field if Annie casts time stop?
Don’t the Democrats realize they will get the shellacking of their lives in November?
This question concerns an encounter that occurs in Chapter 3 of Tomb of Annihilation:
We are given directed weighted graph with possibly some cycles with $ N$ nodes and $ M$ edges. Let’s observe all the shortest paths from $ 1$ to $ N$ in this graph, finding the single-source-shortest paths from $ 1$ in the normal graph and the single-source-shortest path from $ N$ in the inverse graph we can check for each edge whether it belongs to some shortest path or not.
If we take all the edges that belong on some shortest path and build a separate graph we will get a directed acyclic graph. How can we prove that this graph will never have a cycle? I haven’t written many proofs on graphs before, so I solved the problem, however I’m not sure why this will always hold.
The Animate Objects spell description reads:
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
According to the description, it seems like objects animated by the Animate Object spell aren’t immune to psychic or poison damage. This is in contrast to every other animated object in game, from animated armors to tiny servants created by the XGE spell. Are objects animated by the Animate Objects spell an exception to general rule? Are they susceptible to poison and psychic damage, as well as conditions like charmed or frightened?
The Open Minded feat (Psionics Unleashed) says:
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You gain 1 skill point for every Hit Die you possess. You gain 1 skill point whenever you gain a Hit Die (such as when you gain a level). You spend these skill points as normal. You cannot exceed the normal maximum point for your level in any skill.
Can an Elan Aegis access this feat? If so, does that mean that a level 12 Elan aegis with 130 hit die gains 130 skill points?
And what happens if they are a multiclassed level 10 human 2hweapon fighter + level 2 Elan aegis?
In “Eberron: Rising from the Last War” under “Constructed Resilience”, it states the following as a bonus:
You don’t need to sleep, and magic can’t put you to sleep.
and it goes on to say
Sentry’s Rest. When you take a Long Rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal.
Now, what I’ve noticed that has changed from “Wayfinder’s Guide to Eberron” it read
Warforged Resilience … You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.”
So, in this approved version of warforged, if this living construct refused to take a long rest, would it suffer exhaustion that a normal humanoid of the flesh would likely take, or would it be safe from this kind of treatment?
I see rules for falling creatures and the damage they take when struck by a falling object. But what about the object itself?
Does a dropped object take falling damage?
Context: someone dropped an object. I see the hit points the item should have but not how much damage it should take hitting the floor.
Just looking for some outside input on a decision I’ve been struggling with. I am currently playing a level 6 Way of the Open Hand Monk in 5e. In an effort to offer some versatility to my character, our kind and benevolent DM has provided me with the opportunity to make a bargain with an old god.
The deal is, I would get access to what basically amounts to the Magic Initiate Feat (1 first lvl spell/day and 2 cantrips all from the same class) in exchange, I must take a -2 to my CON stat, and -1 from whatever stat is associated with the class I choose.
Stats: STR 12, DEX 18, CON 12, INT 11, WIS 14, CHA 12
If I were to take it, I’m considering either:
Wizard w/ Find Familiar, Minor Illusion, Shape Water (I know it’s not optimal but could be fun when combined with my ring of water walking)
Warlock w/ Hex, Minor Illusion, Mage Hand.
My concern is that my constitution is already pretty low, and I’d like to keep this character alive until at least level 17. But, either of these 1st level spells can be pretty beneficial for either scouting/exploration or increasing damage output when it’s desperately needed.
I could just take the Magic Initiate feat at level 8 and keep my current CON score, but that would prevent me from eventually maximizing my WIS which I would like to do.
I know the real answer is, “do whatever seems more fun.” I’m just curious what others would do in this situation.