Do characters know if someone else, who they can see, has failed a saving throw?

Do characters know if someone else, who they can see, has failed a saving throw?

In particular, let’s consider the following cases:

  1. a caster has cast a spell, that requires a saving throw, and that doesn’t require concentration, on an enemy (not a damaging spell, let’s consider the spell Command for example), at the moment of the cast, since this information can influence the strategy of the caster before the command is eventually executed;
  2. an ally is making a death saving throw, this can influence the priorities of the allied of that character.

Healing an unconscious player and the hitpoints they regain

I was told by a previous DM that if you heal a player who is unconscious and rolling for death saves each turn, that regardless off how much hit points the heal would heal them for, they are only brought back up to 1 hp (unless they’ve been stabilized by, say, spare the dying). Is this true or not and is anyone able to give a source for it?

Are the Revenant rules official? If so which book are they in? [duplicate]

Critical Role spoiler ahead:

I have found the rules for this listed on Unearthed Arcana and homebrew sites but have the rules for Revenants been officially published as of yet? and What are the playable D&D races in 5e, and where can I find them?. lists as below:

Revenant (UA: "Gothic Heroes"), actually a subrace that can be applied to human, dragonborn, or tiefling

Does this, therefore, mean that Revenants are not official (come under the unofficial/official that UA rules do until they are published officially in a paid for book)

What happens when a large creature stops squeezing in a space that they had to use squeeze to enter?

This is a follow up question relating to What are the advantages and disadvantages of allowing a player to play a large creature?

So far, everything for the player playing the large Minotaur has been balanced. If anything, not being able to move between enemies that had a one square gap between them has shown that the character is actually weaker than a medium sized Defender.

So here’s what happened:

The party’s rogue ran into a room by himself, jump on a 10×25 foot table, and hit an enemy that was eating. Enemies that had been hiding rushed him from all corners (The players had been very noisy in the previous room). He was surrounded and in one enemy round he was unconscious.

The Minotaur fighter decided to Squeeze to move into the same square as the prone rogue.

After fighting (at a -5 penalty to hit because of the Squeeze) he decided to stop squeezing and push the enemies off the table.

Fortunately, he hadn’t only decided to stop using Squeeze, but he had also decided to Jump and smash the table with malicious intent.

We ruled that he broke the table in half and sent one of the enemies flying into the wall after they failed their acrobatics check. This gave the Minotaur space to land at full size to continue fighting the enemies.

Had he not had a table to break, how would a large creature that is being flanked by four enemies that stops using Squeeze work?

We talked about it after, and because he’s 10 feet tall and weighs 850 pounds we decided that if he did it again they would all get an attack of opportunity on a successful acrobatics check or be moved one square.

How should this actually go?

When do player characters leave turn-based action (i.e. initiative order) if they are in a hostile area?

In most circumstances, it is easy to determine when turn based combat ends:

  • One side is completely killed, unconscious or has fled
  • All parties declared truce

But when in a hostile area, like a Dungeon, do you end turn based action after each chamber with an encounter or do you stay in it for the whole crawl?

This is relevant because there are various effects in the game where you gain a bonus each time you roll initiative or depending on whether an enemy already acted.

As an example:

When you are in a dungeon or building completely filled with enemies and the PCs just cleared a room from enemies, but they don’t know whether there are enemies in the next room and if there are whether they have noticed the sounds of battle.

Do you keep them in round based action, because maybe the door opens and enemies enter? Or do you leave it and possible give away that there is no nearby danger or have to reroll initiative when enemies enter the room (and give them the corresponding bonuses).

Do characters start with the tools their background says they are proficient in?

I find it odd that some backgrounds give the character proficiency with tools but then do not list those tools under equipment.

For example, the Urchin:

Tool Proficiencies: Disguise kit, thieves’ tools

Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Does the fact the Urchin is proficient with the disguise kit and thieves tools imply she starts with them? Or is she somehow proficient with tools she does not own?

Does the now updated Integrated Protection feature of the Warforged mean they are counted as “wearing” armor?

The new and updated Warforged’s Integrated Protection feature, detailed in Ebberon Rising from the Last War, now states:

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor.


  • You can don only armor with which you have proficiency. To don armor […]. To doff armor […]. You can rest while donning or doffing armor in this way.
  • While you live, your armor can’t be removed from your body against your will.

With this revised wording, does the warforged now count as wearing armor?

This is important in the context of how something like integrating a set of Plate Mail would interact with Monk features like Martial Arts.

Can a Kensei monk spend a bonus action to use the Kensei’s Shot feature after they make an attack roll, and still do the extra damage on that attack?

The Way of the Kensei monk’s Path of the Kensei feature grants several benefits, including Kensei’s Shot. The wording of Kensei’s Shot is as follows (Xanathar’s Guide to Everything, p. 34):

You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Can you choose to spend the bonus action to use Kensei’s Shot after rolling to hit, and still gain the extra damage on the attack you just made? Or do you have to declare that you’re using Kensei’s Shot before you make the attack roll?