Can I cast hold person, and have my Hound of Ill Omen attack, on the turn I summon the hound if our initiatives match?

If my Shadow Sorcerer survives to level 6, I will have a Hound of Ill Omen.

As a Bonus Action, you can spend 3 Sorcery Points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you.
{snip stats and moving through objects and creatures}
The hound appears in an unoccupied space of your choice within 30 feet of the target.

I will summon it next to the target for the purposes of this question. (within 5′)

Roll Initiative for the hound.

For this question, the Hound’s initiative roll ends up being the same as mine.

Additionally, while the hound is within 5 feet of the target, the target has disadvantage on Saving Throws against any spell you cast.

Here is where the order of operation concern comes in.

  1. I have used a bonus action to summon the Hound

  2. I can use an Action to cast a spell: I specifically want to cast Hold Person.

  3. The Hound can attack on its turn (when I summon it)

    It is my understanding that the target will have disadvantage on the saving throw versus Hold Person. If the target fails its save, the Hound will be able to attack the held target with advantage, and will have an automatic critical on any hit.

Is there a problem with this order of operations? The bonus action should be usable by me before I cast that spell, and summoning the Hound does not appear to be a ‘cast a spell’ action.

On the rare occasion that our initiative aligns, I’d like to take full advantage of it.

Will this work?

If I have 2 actions per turn can I cast 2 spells? (ranger 5th level) [closed]

If I have 2 actions per turn can I cast 2 spells? (ranger halfling 5th level)

There’s a question in my party if someone can cast 2 spells during a turn if they have 2 actions (ranger 5th level class feature). There’s info online that says you can’t cast 2 spells in one turn, but it seems to mostly be discussing bonus actions and reactions (and not taking the ranger feature into account). But can I cast one spell for each action if the casting time of each spell is 1 action?

If yes, another question… if I cast a spell that requires concentration (like fog cloud) with my first action, can I then cast another spell with my second action (like cure wounds or pass without a trace)?

Thanks!!

Can a ranged rogue effectively stand back and sneak attack opponents every turn with a ranged weapon while their allies fight on the front line?

Rogues can use ranged weapons to make sneak attacks. Also, the rogue rules state that:

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Does this mean that basically a ranged rogue can stand back and sneak attack opponents every turn as his buddies are fighting with them on the front line? Did I miss some rule about shooting into melee or does that sound pretty mighty?

What’s the highest amount of ranged attacks a pure fighter can make in one turn consistently?

I’ve been working on a 20th level character concept for a while and trying to optimize it for use in a future game, the requirements would be as follows:

  • Only 3.X WotC handbooks (No 3rd party books, no magazines, no online-only content except for web enhancements of handbooks, no adventure-specific content).
  • Only handbooks from the D&D 3E standard setting/Greyhawk (no eberron, faerun, dragonlance, etc).
  • The only base class used must be fighter, any prestige class is ok as long as it doesn’t grant any magical abilities (includes psionics, incarnum, etc), also no martial powers.
  • Optimized for ranged damage output, without relying on allies, consumables, or very low frequency abilities (1/day stuff and the like).

Given that, the concept I’ve got so far is a pure SAD dexterity fighter dual wielding auto-realoading hand-crossbows, boosting damage with feats Dead Eye and Crossbow Sniper, plus specialization and mastery feats. The damage per attack is not too bad (1d4+31), and I’m now looking for ways to increment the number of attacks I could make.

So far I get 4 attacks from BAB, 3 from TWF, 1 from Rapid Shot, and 1 from Haste, for a total of 9 attacks.

I’m specifically looking for methods to increase the number of attacks per full attack action. But I’d also welcome any general advice to improve the build given the previous requirements.

Can Cloudkill deal damage twice in a turn?

The spell Cloudkill has the following effect:

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one.

The bolded section is language shared by several spells (Moonbeam, Sleet Storm).

If a creature starts its turn in the Cloudkill (and therefore makes a save/takes the damage), runs out of it, then runs back in, will it need to make another save?

i.e. does “enters the spell’s area for the first time on a turn” mean:

  1. The first instance of transitioning from outside the spell’s area to inside it on a turn (yes, the creature must make the save)
  2. Any time the creature enters the spell’s area and has not previously been in it this turn (no, the creature doesn’t make the save)

Can a Monk “turn off” the Tongue of the Sun and Moon feature?

The Tongue of the Sun and Moon is a Monk feature with the following text:

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

While the ability is useful in social situations, it can occasionally be detrimental. For example, communicating tactics in Common while fighting Duregar (who only speak Dwarvish and Undercommon) is a situation where the Monk would prefer not to be understood.

Is a Monk capable of “turning off” the Tongue of the Sun and Moon class feature?

Does Alchemist’s Fire damage get rolled once, or every turn?

Alchemist’s Fire does things quite differently from other items, being an improvised weapon that must always use ranged attacks, and deals its damage on subsequent turns, not when thrown. And Jeremy Crawford has tweeted a number of clarifications about how the damage works. But there’s one thing that I haven’t found any answers about, whether official, tweet, or even just accepted common practice. Does the damage get re-rolled every turn, or only the once?

On the one hand, only once would make sense with Crawford’s tweets; Dexterity gets added to the damage it deals, because that damage is the one roll made for the weapon’s damage, and the usual rule applies. Which feels more sensible than adding Dex to every roll, turn after turn.

On the other hand, there’s no rule to explicitly say that it’s rolled only once, and ongoing damage is usually re-rolled every time.

So, is the idea supposed to be that the improvised range weapon deals 1d4+dex damage, and the target takes that same damage every turn, or is it that they take a re-rolled 1d4+dex every turn?

For context: I DM, and a player with a Fast Hands-using Thief just brought this up. The whole Dex-to-ongoing-damage thing had always felt a bit off to both of us. He had an idea that his might be the intended interpretation, and I can’t actually find anything anywhere that actually definitively rules either way.

Is there a difference between “one round” and “until the end of your turn” in terms of duration?

I’m mainly concerned about the effects that last “one round” and “until the end of turn” (like Stone Bones ToB p.84 and Inferno Blade ToB p. 54, respectively). My guess is that “until end of turn” effects end after you’ve taken your “standard” actions (one swift action, one move action, one standard action, or whatever the duration equivalent would be, like a full-round action), so the reactions you take on that round are not affected by that effect. On the contrary “one round” effects would be in effect until it’s that PC’s turn again.

However, my DM insists that both effects would last until that PC’s turn comes again, having no distinction, even if it has different wording. So, really, what’s a round and what’s a turn in this case? Are they the same?

Could True Polymorph turn a creature like a shark into a object like a dead dragon turtle’s head?

I have a bard that has been true polymorphing into a dragon turtle and attacking coastal towns on a large island (think “Big Island” Hawaii) I am doing this so another member of my party can be true polymorphed into a bronze dragon adult and be seen “fighting” with me.

Our plan is for the fight to go into the ocean, then sometime later he as the bronze dragon will drag a part of a dragon turtle’ body out with him and declare himself their savior and new leader and/or guardian. then true polymorph on him will be dropped, he’ll say he used his dragon shapechange ability to look human. Then he will say he has to keep traveling to “right many wrongs” but that one day he will return.

Then at the end of the campaign if we are still alive, I will permanently make him an adult bronze (around 200 years old) and he will get to spend upwards of 5000 years retired and living as the king of an island nation. Also so he is a sailor background fighter so he plans to slowly reshape them into a sea fairing warrior people like the ancient Maori. He also plans to take a bride from the tribe once every generation till the whole island is full of dragon ancestry sorcerers and half-dragon humans.

We may not need the corpse head of a dragon turtle to pull this deception off we could say it died below the waves but it would help give us trick them and then for centuries the skull of a dragon turtle can adore their main village as a constant reminder of why they should follow him.

Can I Quicken a cantrip to cast it twice in a turn and also use Twinned Spell on both castings?

I’m currently building a monk sorcerer who uses melee spell attacks, notably the cantrip Shocking Grasp. Can I use the Quickened Spell Metamagic option to cast the spell as a bonus action and then use the Twinned Spell Metamagic option to attack an additional enemy, then use Shocking Grasp again as my action and use Twinned Spell again to attack both enemies a second time?