How can a low level rouge reduce a targets constitution bonus

I want to play a rogue that relies heavily on poisons and other utility flasks (ie: alchemists fire). We’re starting out at level 1 and the story arc should take us to roughly level 11. To make poisons more reliable, how would you go about reducing a targets constitution so that there is a better chance that the target has a better chance at failing their saving roll?

In Battle? Out of Battle?

Can True Strike give me specific information about my target’s defenses? [duplicate]

The True Strike cantrip provides:

You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

There’s another thread on this site discussing the cases in which casting this spell might make sense. Implicit in these arguments seems to be the idea that the "brief insight" granted by the spell is not useful in itself. It occurred to me that such insight could be useful in itself if it granted knowledge of specific details that might be useful for higher-order tactical or strategic planning outside of just getting Advantage on the next turn.

Does the brief insight granted by True Strike provide access to specific details about the target’s defenses, or is the language simply an explanation of how the player gains Advantage? An example could be where I don’t particularly need to gain Advantage on my next roll, but I want to know whether that bandit over there is concealing any weapons or wands underneath his cloak.

If the first case is true, a DM might report,

Ok, you cast True Strike at the cloaked bandit. He has knives hidden in each of his boots, and is carrying two wands of Fireball and one of Magic Missile in the sack over his shoulder. The walking stick he is carrying conceals a three-foot double-edged sword. He is resistant to lightning damage though a spell that seems to have been cast on him, but you would need a more powerful spell than True Strike to identify the exact spell or source. If you still have concentration at the start of your next turn, you will have Advantage in attacking.

Do sleeping or otherwise helpless targets get Reflex saves?

According to the 3.5 PHB (p. 309), a helpless (e.g., sleeping) target is treated as having Dex 0, and has a "-5 modifier". On p. 153, it further explains that a helpless defender can’t use any Dexterity bonus "to AC. In fact, his Dexterity score is treated as if it were 0 and his Dexterity modifier to AC as if it were -5." (Emphasis added.) It also states that a coup de grace automatically hits and does critical damage.

What I can’t seem to find is any discussion of whether a sleeping or otherwise helpless target gets a Reflex saving throw. I’m particularly interested in whether a helpless target gets a Reflex save vs. dragon breath weapons.

It seems to me that a helpless, particularly sleeping, target won’t even know it’s under attack, and thus won’t be able to "escape by moving quickly" when dragon breath, a spell attack or the like comes at it.

How do the rules deal with this situation? If they don’t address it, how can it best be resolved?

Sleep’s hp total and (half-) elf targets

Situation: A Gnome Bard sits in a prison cell, next to her in another cell sits a half-elf Ranger. There is one guard with them in the room, with two or three more in the next room. The Bard casts Sleep at a point that includes everyone but her.

My understanding of what happens: Half-elves are not immune to the spell Sleep, as the spell ignores only unconscious, undead, and immune-to-being-charmed creatures, of which half-elves are neither. Therefore, if the half-elf has sufficiently low hp to be affected, his current hp is deducted from the spell’s remaining roll total before moving to the next target, but he does not fall asleep due to Fey Ancestry. This means that including any targets with Fey Ancestry in the area of a Sleep spell is just a waste of the spell’s potential.

Question: Is my understanding of the situation correct? I’m not as much asking whether or not the half-elf should be affected, as I’m quite sure he should be, but more whether or not his hp would be deducted from the spell’s roll.

Relevant PH fragments: (emphasis mine)

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (PH p.39)

Sleep (…) Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points,(…) Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. (PH p.276)

What range is used to determine targets for the victim of a Spectator’s Confusion Ray

The Spectator has an Eye Ray option, Confusion Ray, that says:

[The target] uses its action to make a melee or ranged attack against a randomly determined creature within range.

Unlike the spell Confusion which limits the attack to melee attacks, the Spectator’s victim can be compelled to make a ranged attack.

When determining the random target are creatures that are outside of the weapon’s normal range but within the weapon’s long range included?

For a specific example a Rogue with a light crossbow is hit by the ray and fails their save. On their turn there are three allies within 80 ft, and the Spectator is 90 ft away. Is there a chance that the Rogue randomly targets the Spectator?

What happens when a caster targets an object that looks like a creature with a spell that targets only creatures?

There are many spells which explicitly target creatures:

Choose one creature within range

The target creature is normally supposed to make a saving throw in this case.

What happens when the caster chooses a creature, that is actually an object? For instance, a scarecrow, a mannequin, an illusion, or a corpse.

Examples:

  • An evil mage is hiding in the bushes. He casts an illusion of himself on the road, using the Silent Image spell. A PC sorcerer walks down the road, sees the illusion and casts Magic Missile on it.

  • A cleric is standing near a pile of dead bodies. He has suspicions that a few corpses are actually undead creatures. He casts Sacred Flame on every corpse, see which if them succeed, hence, reveals the undead.

  • A wizard casts Acid Splash on a mannequin, trying to damage it with acid.

Possible outcomes I can think of are:

  1. The caster cannot even try to cast the spell, regardless of their information about what the target actually is.
  2. The caster tries to cast the spell, the casting fails, not expending the spell slot.
  3. The caster casts the spell, it expends the spell slot, then fails.
  4. The caster casts the spell, but it hits the original and not the illusion.
  5. The caster casts the spell, it flies to the target illusion but deals no damage to it (passes through it).

References in the rules and Sage advice

I was trying to investigate, but it didn’t make things clearer:

  • Does magic missile hit silent image's illusory creature? has an answer, that Magic Missile won’t hit. It says nothing about if it can be targeted at all, it leaves it up to the DM.

  • Magic Missile automatically finds the original, even when the caster targets an illusion. At least when the illusion was created by the Mirror Image spell. Now confirmed by Jeremy Crawford. This supports the counter-intuitive option 4.

on the other hand

  • Casters don’t automatically know when a spell fails, if there were no perceivable effects (let’s say you can try to cast the Command spell on an illusion). That assumes that casters can waste their spells on illusion, which means they at least can target it. This supports options 3 and 5.

If the Bestow Curse spell causes me to do extra damage, does the target’s death trigger the Necromancy wizard’s Grim Harvest feature?

In D&D 5e using a wizard of the School of Necromancy:

If I cast bestow curse on a monster, then kill it with a crossbow, would it trigger the Grim Harvest feature due to the extra 1d8 damage? Does it matter if the monster had 1 HP?

What about if I cast bestow curse, then hit it with magic missile (and kill it with just 1 missile) – would Grim Harvest trigger off the missile or the curse?

Can a non-magical human deal with flying targets without projectile/thrown weapons?

Say that for whatever reason, a martial character can’t use any projectile (sling, bow, etc.) or thrown (javelin, bloodstorm blade’s Throw Anything, etc.) weapons.

The whole region is also covered in a constant antimagic field, so supernatural attacks like the fan the flames maneuver won’t work (not that 30 feet is really going to counter most flying enemies), nor will a potion of fly or a magic sword with some sort of ranged special ability. It would also be a waste to take a spellcasting class and become a dragon disciple, since this is a martial character, and they live in an antimagic field.

And obviously the character isn’t of a race that has a fly speed of its own, because that would make it a non-issue. Let’s say they’re human.

Is there any way for the character to attack flying enemies (especially flying, ranged ones) from the ground, or bring the enemies down to the ground, or bring themselves up to the enemies in the sky (who we can assume are beyond any reasonable jump check and aren’t dumb enough to hang out near climbable walls)?

I’m expecting that this will rely on extraordinary class features or feats (which we’ll say are all available, unless they have a magical/non-human prerequisite), but there could be some other type of solution, I dunno. (Not 100% sure on the tags because I don’t know what sort of features will work)