Some spells are mostly beneficial to the rest of the party. My question is to figure out whether or not the caster benefits from this as well.
Take for example the first level spell Color Spray, which has a casting time of one action and a duration of one round:
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.
Since the spell takes one action to be cast and then has a duration of one round, is it correct to assume that its effects take place at the very end of the caster’s turn, thus lasting until the end of its next turn as well?
The way I see it, this means that at the caster’s next turn, right before the duration ends, the enemy will still be blinded and he/she gets advantage on an attack as well.
I’d love to hear your opinions/experiences with this.
Note: This is not a duplicate, I found this question on the site as well, but this does not answer my question since in my opinion a barbarian’s rage starts instantly, so at the beginning of his turn or at the beginning of his bonus action, right in the middle of a turn, whereas a spell takes a while to cast and -then- starts.
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?
Shadow Sorcerer’s Hound of Ill Omen feature’s text reads:
…Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
I’m curious if against any spell you cast refers to the action of casting the spell, or the condition of having been a spell that you cast in any tense.
The difference being that a spell like Hold Person would only get disadvantage on the first saving throw with the first interpretation, but on all following saving throws with the second interpretation.
The only comparable feature that I know of is Heightened Spell, a Sorcerer metamagic, that reads:
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
This feature is clear in its intent, that only the initial saving throw against any spell is affected and given disadvantage.
The lack of clarification on Hound of Ill Omen makes me wary of which way to rule.
The monster my players were fighting acted first in the intitative order. It dove into the lake and out of sight. They all readied actions to attack when it revealed itself. On its next turn it attacked, triggering all of their readied actions, so it got off its attack, but then they all attacked him. We all got really confused as to whose turn it now was, the monster again or my players. I ruled that it was the monster but now that seems wrong. Did I rule this correctly? How should I be handling this?
If a monster has Legendary Actions, can it use one at the end of a dead creature’s turn? And would it matter if the dead creature is an ally of the monster or a PC?
Relevant section from the Monster Manual:
A legendary creature can take a certain number of special actions — called legendary actions — outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.
In a recent session of 5e, our monk (4th lvl, way of Drunken Master) was using unarmed strikes, and the DM claimed that she could use any number of available Ki points to increase the amount of unarmed strikes granted by Flurry of Blows by an equal amount(spend 1 point to make 2 strikes, spend 2 points to make 3 strikes, etc.). I argued that since the Furry of Blows text says you can make two unarmed strikes as a bonus action, only one Ki point could be spent on this specific feature per turn. By RAW, how many strikes can be made in a single turn using this particular feature?
There is a class feature for spores druids called Fungal infestation, and in the rules it is stated:
If a beast or humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie statistics. It remains animate for 1 hour, after which time it collapses and dies.
So, if a bandit dies within 10 feet of a druid of spores, and the druid doesn’t revive him (already spent reaction on the turn or whatever) can he use the reaction to revive next turn?
Some classes have ways to summon creatures in battle: animate objects, beastmaster buddy, animate dead, sometimes a magic item like Staff Of The Python.
Do I need to command these creatures every turn to attack or can I make one command like "attack this creature until it dies"?
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I am playing a crossbow expert ranged rogue and trying to maximize my sneak attack capabilities in order to remain competitive with regard to DPR (Paladin and Fighter in the group).
I am wondering if by RAW, I can use the bonus action attack provided by this feat first and then if it is successful, ready my regular attack to trigger on someone else’s turn – essentially allowing me a chance at two sneak attacks within the round.
I am solo-classed, so I don’t have access to Extra attack and not looking to abuse Haste. I am wondering if this is in DM-rule territory or if there is some source I can point to that would allow something like this?