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?
Let’s say I’m a non Half-Orc and I use Adopted take Iron Control (Half-Orc raised by Humans).
Would I have to be adopted by Half-Orcs, get disowned or otherwise lose my Half-Orc parents, then get re-adopted by Humans? Would I have to find a Half-Orc orphan, learn their ways of rage, and then get adopted by Humans with the Half-Orc so they’d raise us the same? Could I just be born abnormally angry and the Humans who adopt me decide to raise me like they would a Half-Orc? God forbid anyone tries to trace my lineage.
Eddy the mage is facing 3 Azors, which are 15, 25 and 10 ft far away from him. Azors have the special trait Heated Body (emphasis mine):
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
Eddy casts Steel Wind Strike (emphasis mine):
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
hits all of them, and he does not teleport from his current position.
Since a melee spell attack is a melee attack, does Eddy take the fire damage given by the Heated Body trait? Is he considered to be within 5 feet during each attack?
In the module The Forge of Fury (tiny spoiler) there is a Duergar Spy creature. Its statblock is on p. 234 of Tales from the Yawning Portal.
I am interested in the way two of its features interact with each other, Enlarge and Sneak Attack. If the Spy qualifies for a Sneak Attack while Enlarged, are the damage dice added from the sneak attack doubled?
The duergar spy’s Enlarge action says:
For 1 minute, the spy magically increases in size […] While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks, and makes Strength checks and saving throws with advantage.
Its Sneak Attack trait says:
Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.
The spy has a Shortsword attack. A Shortsword is normally a finesse weapon, meaning one can use either Str or Dex for to hit and damage. The stat block suggests the Spy uses Dex, but explicitly applies Enlarge to it (the spy has a Str mod of +0 and a Dex mod of +3).
Shortsword. Melee Weapon Attack: +5 to hit. Hit: 6 (1d6+3) piercing damage, or 10 (2d6+3) while enlarged.
The Player’s Handbook feat Tough:
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
and the Innistrad human provincial origin Stensia racial trait Tough:
Tough. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Seems to have the same name and effect. Do they stack?
Specifically what I am trying to do is add a racial trait to the Kitsune race that will replace two of the normal racial traits. I have successfully added a trait called "Naturally Skilled" into the program and it shows up/ works just fine however I need to cut out two of the other traits you would get naturally if you choose this trait.
Starting racial traits for a Kitsune: Agile, Change Shape, Kitsune Magic, Low-Light Vision
What it should look like if I choose Naturally Skilled is: Change Shape, Low-Light Vision, Naturally Skilled
So essentially I’m replacing both Agile and Kitsune Magic for Naturally Skilled. Is there a good way to code that in? I’ve been trying to find where in the code to put arguments like that but its like sifting through a barn full of hay for a hay colored needle.
The firbolg’s Hidden Step trait (VGtM, p. 107) is described as being active "until the start of your next turn" at most:
As a bonus action, you can magically turn invisible until the start of your next turn
I’m unclear on the exact mechanics of turn starts. For instance, if I use Hidden Step as a bonus action at the end of my turn, would the invisibility stay active for my next attack?
My initial reading was "no" as the trait would stay active from when I use it, into the next round, and drop as soon as my turn came up in the initiative order. I would then become visible, and take my action. This also gels conceptually: I can use Hidden Step to protect myself from combat for a round, or I can use it to gain advantage on an attack. But I can’t use it for both.
However, I’ve also read that advantage for invisibility is determined at the start of the round, and thus the advantage would in fact carry over to the next round’s attack, as if I was attacking from hiding or something similar.
Which is it, and what source would resolve it?
The Yuan-Ti Pureblood playable race has the Innate Spellcasting trait, whose description states (VGtM, p. 120; emphasis mine):
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Can the Yuan-Ti Pureblood’s suggestion spell from this trait only be used to target snakes?
I was under the impression that only the animal friendship spell from this trait was limited to only being able to target snakes, while poison spray and suggestion could be used as stated with no such targeting restrictions.
However, I’ve run into a DM in organized play who is arguing that suggestion is limited to snakes only, and I cannot find any official text anywhere clarifying this.
It doesn’t make much sense to me that suggestion would only work on snakes when suggestion requires the target to understand you. Outside of special circumstances, most snakes would not be able to understand you as a Yuan-Ti… The animal friendship part of this ability is the only part that lists this restriction, and it seems to only restrict that spell rather than the entire trait. Otherwise, it would also imply poison spray could only be cast on snakes, which is just silly from both a canon and utility sense.
Despite my arguments against it, this DM seems set on his ruling unless I can find something official stating otherwise. Anyone know of any references to this ability I can show him?
Does the envoy warforged (from UA: Eberron Races) get a +1 to Con and +1 to two other ability scores (e.g. Dex and Wis)?
Or only +1 to two ability scores total (e.g. Dex and Wis, or Dex and Con)?
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
That last clause seems to indicate the negative, since a grappled creature would move with me even if I was moving toward it, and therefore not closer to the enemy than I started?