Do Abjure Enemy effects last only one turn?

I play the Oath of Vengeance paladin and have came across a problem.

There is the Channel Divinity: Abjure Enemy description, which states:

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

It sounds pretty good, but does anything forbid an abjured enemy from simply harming himself on his turn?

is it possible to use a net and shove in the same turn? [duplicate]

My PC has multiple attacks. I would like to know if it is possible to hit with a net (first attack) and then shove the opponent (second attack). Apparently using a net prevents to make a second attack; on the other hand, shove is not properly an attack. Thanks for the replies 🙂

Net:

When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Shove:

Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.

Giving NPC Priests Turn Undead

Last night the party was adventuring in Curse of Strahd.
In the previous session they had acquired the module-specific magic item

and given it to an NPC accompanying them,

In last night’s session the NPC was able to attune to the item, unlocking among its other powers the ability

Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.

As I understand it, this power can be used only by those who already can Turn Undead. And this particular NPC does not have the Turn the Undead feature. At first I thought this was because he appeared to be a named NPC Acolyte, a 1st level Spellcaster, while PC Clerics don’t get Channel Divinity (Turn the Undead) until second level. So I checked the Priest Stat Block, since another important NPC

uses the Priest Stat Block. I was surprised to find that, as written, the standard Priest NPC does not have the Turn the Undead feature either. Nor does the War Priest NPC in VGtM.

I am, in general, wary of giving NPCs PC abilities, as the game should be focused on the PCs as exceptional individuals. And I don’t think that every NPC Priest needs this ability. However, these particular priests follow the Morninglord (Lathander), a deity who is opposed to undead. And given the setting (Barovia), protecting their congregations from undead is a central part of their ministry. Thus I think it is reasonable to give this particular NPC Priest the ability, as usable by PC Clerics (one use per long or short rest). For the NPC Acolyte, I am considering granting him the ability to Turn Undead by expending a spell slot, as a sort of reverse case of the "Harness Divine Power" found in TCoE.

So, what am I missing? Is granting the ability to NPC Priests and Acolytes to Turn Undead in setting-specific instances unbalanced? Normally unbalanced would mean the new power would justify an increase in their CR but as these are not PC-antagonists here it might mean that the ability will somehow detract from the experience of the players or reduce the challenge to them significantly. Are there any complications I should be aware of? For example something specific to this module that would make this a bad idea. A good answer will provide official examples of other NPCs or monsters who do have this ability, either in standard Stat Blocks or module-specific adjusted ones, if there are any.

Can you use the Ranger Slayer’s Prey Twice a turn? [duplicate]

From Xanathars:

Slayer’s Prey Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

It says you that the first time each turn that you hit THAT target you deal 1d6, so, that being said, can you:

Turn 1: Mark a creature with Slayer Prey Turn 2: Hit the creature with Slayer Prey, gaining the 1d6 bonus damage, design another creature with Slayers Prey and gain the 1d6 bonus damage again?

My thoughts are: You are hiting the secord creature for the first time in this turn, so this should work, right?

Do the Illusionist’s Bracers with the War Caster feat let you take a bonus action on somebody else’s turn? [duplicate]

So basically this answer states:

[…] The War Caster feat says:

When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

The current text of Illusionist’s Bracers says:

While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. […]

[…] So read Illusionist’s Bracers again, and it sure looks like this:

  1. On a creature’s turn, the creature provokes an opportunity attack from a war caster with Illusionist’s Bracers.
  2. The war caster casts a cantrip at the creature as a reaction.
  3. The Illusionist’s Bracers grants a bonus action to the war caster that can be used on that same turn.
  4. The war caster casts the cantrip again with that bonus action, not on the war caster’s turn. […]

Really my question is simply whether or not this is correct. If something would let you take a bonus action when it is not your turn, can you take that bonus action?

Can you use a Bonus Action on a turn other than your own?

The rules for Bonus Actions (PHB, pg.189) state;

You can take only one bonus action on your turn…

Which to me can be read in two ways.

  1. You can only take a bonus action if it is your turn.
  2. You can take only one bonus action on your turn but can take one or more on someone else’s turn.

As an example, if I were to ready an attack action could I also use a bonus action for Two-Weapon Fighting when the trigger is met?

Does a UA Dhampir Cleric Turn Itself? What does that look like?

Dhampir have two types tags in the new Unearth Arcana, they are both humanoid and undead. There is even a nice rules reminder in D&D Beyond that points out:

If an effect works on at least one of a creature’s types, that effect can work on that creature. For example, if you are both a Humanoid and an Undead, cure wounds works on you, since the spell works on a Humanoid.

Everything so far is peachy keen. I was going to introduce an NPC that is a Dhampir Cleric, but ran across an odd edge case. If the cleric uses Channel Divinity: Turn Undead I’m not sure what happens:

Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 14). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

I know it is play test material and will have weird edge cases like this not hammered out. I also know at my table I will have to make a call if it comes up. However, as it stands, the NPC is an undead within 30 feet who can see and hear itself, so RAW would have to make the roll, right? And what would it mean if you failed it and became turned and had to move away from itself? What would that look like?

Is it possible to turn a monster into a humanoid without giving them average physical ability scores?

Savage Species lists some rituals through which a creature can–in one example given–transform from an ogre into an elf.

If nothing else, it’s an interesting and evocative idea: a 6th level ogre barbarian who tires of racial prejudices and transforms into an elf. His RHD disappear, and he becomes a 6th-level elf barbarian. His lower effective level means he can no longer travel with ECL ~12 parties, but he decides to do it anyway. Heck, maybe he did it partly because he was tired of that +2 LA that Savage Species likes to pretend isn’t a big deal.

Unfortunately, losing all those hit dice is far from the worst thing that happens to him. Doing any of the book’s major rituals means his physical ability scores become, at best, 11/13/9. Considering his ogre-born mental scores aren’t picking up much slack either, this is pretty much unacceptable for a barbarian in all but either very silly or very gritty games.

Is there any printed way around this, or to compensate for this beyond things like wishing for inherent bonuses and equipping magic items (which any high level barbarian is going to get anyway, so the transformed elf barbarian still finishes with noticeably poor scores)?