Is there a RAW way to allow the PCs to recover only some of their spell slots etc?

My party were rather foolhardy and have got themselves knocked out and captured. Their captors want to keep them alive for a bit to question and then to sacrifice.

The party expended pretty much all their resources in the battle and so without a long rest are not going to have much chance of escape. However, it also feels wrong to say "you spend the night tied up in a stable and now you have all your spells and HP back". Which would make escape probably quite easy and anticlimactic.

Is there a way to reflect that they got some rest, but not a good night’s sleep?

Does a Warlock receive the benefit of their familiar’s Magic Resistance trait?

The Warlock has access to special forms for their find familiar spell through the Pact of the Chain feature. I’m wondering if these special forms, the Quasit, Imp, and Pseudodragon in particular, allow the player character to share the familiar’s Magic Resistance feature. In the Monster Manual each of these creatures has a sidebar that states that the familiar shares its Magic Resistance feature with the companion they are bonded to, but the PHB doesn’t mention this in any of the creatures’ stat blocks.

For example, in the Variant: Pseudodragon Familiar sidebar on page 254 of the MM it says:

“While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait.”

This feature seems clear in the MM but I’m led to believe that it wasn’t intended for Player Characters since mention of it is absent from the stat blocks in Appendix D of the PHB (pages 307-309).

Would a 3rd level warlock who chose one of these familiar forms through the Pact of the Chain feature benefit from advantage from saving throws from spells and other magical effects due to these special forms, or was this feature only meant for powerful NPCs and enemy spellcasters who had made this link with these familiars themselves?

How to deal with players that wants their characters to do automatic perception, stealth and searching for traps/secret doors?

Every time my players are exploring a dungeon, they want their characters to do perception checks for monsters, perception checks for traps and/or secret passages while being on stealth mode, all at the same time. If a monster comes or if they activate a trap, they get mad because “my character is always looking for traps”. If I say they need to declare their actions, the game goes like this:

[me describing a area, like a corridor they’re walking in]

player: I check for traps and secret doors in the wall, the floor and the ceiling. I also want to hear anything unusual and walk silently.

They want to be on “automatic mode”, expecting me to roll for their PCs every time they enter a new area. Otherwise they always have this phrase “I check for traps and secret doors in the wall, the floor…” that they say EVERYTIME I introduce a new area. I can’t put them in “automatic” for this kind of roll. We’re playing D&D 5e, but this happen in other campaigns, and it has always been a problem to me.

How do I deal with it?

How should my Warlock player use their familiar during battles?

One of my players has a Warlock character and is using Pact of the Chain for their Pact Boon. They most often cast a pseudodragon as their familiar, but neither of us are sure about how they should be using the pseudodragon during fights. Does the familiar get its own turn in the turn order? Or can the familiar only act when the Warlock gives up their action slot? I read the PHB content, but I’m still unclear how/if the pseudodragon should be used in fights.

Is there a way to browse Scabard’s characters, irrespective of their campaign?

I’ve noticed that a nice resource to get inspirations is Scabard. However it is apparently browsable only on a Campaign level, with all the Campaign’s assets mixed up (characters+cities+random stuff).

Is there a way to browse only a specific category? (i.e. only the characters, or only the cities, for instance)

Even better if I could browse all characters, irrespective of their campaign, but even an in-campaign sorting would be good.

Is there a spell or item that can detect Lycanthropes while they are in their human form?

Since purchasing the Troll Skull Tavern in Waterdeep, Ichabod the Inscrutable has run afoul of the Shard Shunner wererat gang. He believes their leader to be none other than the Fellowship of Innkeeper’s guildmaster, Mister Fairkettle.

Obviously, Ichabod can’t just run to the Watch, some of them are likely on Fairkettle’s payroll! What magical means are available to him that would help him identify and prove who the wererats are?

Ichabod has access to any published, core (non-UA) item or spell that is not an artifact or 9th level.

Is there a spell or item that can detect Lycanthropes while they are in their human form?


This question is purely hypothetical. Any resemblance to characters, living or dead, actual or fictional, is purely coincidental and is in no way intended to be a spoiler.

Does a Firbolg lose their invisibility granted by hidden step if their summon makes attacks or deals damage?

Hidden step states:

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

My question is that if you summon a creature and command it to attack and deal damage for you, does that count as you making an attack/damage roll and therefore breaking your invisibility? Or does the fact that your summon is it’s own creature mean that you didn’t make any rolls that would break your invisibility (your summon did)?

Does a Swarmkeeper lose their swarm if they die?

In Tasha’s Cauldron of Everything, the Swarmkeeper Ranger’s "Gathered Swarm" feature states the following (emphasis added):

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space […].

In a recent encounter, my Swarmkeeper just died but was resurrected by the party’s Cleric. Because they’ve died, does this mean that the swarm is lost to them forever?

Does an artificer’s teammate have to re-attune to their infused items every time the infusions change?

Per the artificer rules…

If the item requires attunement, you can attune yourself to it the instant you infuse the item.

Okay. Nice. Great. Except… how does it work when the item is given to another character?

Let’s picture these scenarios: Scenario one. My artificer has created an Resistant Armor, choosing poison. This armor has been given to our paladin, who attuned to it. Now, next long rest, I want to create an Resistant Armor, choosing force. The rules are silent on whether I can attempt to create an infusion I already have existing (as opposed to infusing random other infusions until that one de-infuses) or in fact use the item the previous copy of that infusion is already on. Let’s assume I can.

… but I don’t want to attune to the resulting infusion, so does that mean that, as soon as we finish the long rest, we must immediately do a short rest so the paladin can attune to the armor?

In fact, it doesn’t even end there!

If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

Notably, there doesn’t seem to be a process to voluntarily end one of my infusions. Let’s suppose my current infusions are Repeating Weapon, Replicate Magic Item: Alchemy Jug and the aforementioned Resistant Armor: Force. I want to replace the jug with a Mind Sharpener. The only process for this seems to be infusing my chosen item with the Mind Sharpener, causing the Repeating Weapon to end…. then reapply the Repeating Weapon…. which ends the Resistant Armor, requiring me to reapply that, and us to take another short rest to reattune to it!

Is all the above correct, or is there something I’m missing?

What is the longest possible time a player character can spend preparing their spell list?

Steve is a hypothetical PC with 20 levels in Wizard and an intelligence modifier of +5, and as such he can prepare a total of 25 spells every day. He also has all spells a Wizard could ever learn in this spell book, due to a DM who is really generous in giving out spell scrolls.

One morning he says to himself: "Today I am going to cast something amazing, I just can’t decide what". So he sits down and prepares all possible 9th level spells and as many 8th level spells as he can in addition to that. Resulting in him spending 9 minutes each preparing 16 9th level spells (from the PHB, XGtE and TCoE) and 8 minutes each preparing 9 8th level spells. This results in him spending a total of 216 minutes that morning preparing his spell list.

When it is almost noon, he stumbles out of his room, hungry beyond imagination, down to the dining area of the local tavern, he is currently residing in. He is eager to tell his party members all about his amazing plan and finally eat his first meal of the day. To his astonishment his friends are nowhere to be found. They had waited for him for more than 3 hours, planning their whole adventuring day in the process. They are now on their way to kill that green dragon terrorizing the neighboring kingdom, with or without Steve.

"I made a terrible mistake" Steve mutters to himself. "I didn’t even realize how much time had passed. I must be the worst time-wasting spell preparer in tbe history of the multiverse."

But is he really the one who spend the most possible time imaginable to prepare his spell list or is there any way for a player character to spend more time preparing their spell list then Steve did?