[ Politics ] Open Question : If the USA had its own unlimited oil supply and made all its own products would the coronavirus pandemic not have happened?

China and oil sheiks are able to manipulate the USA because of the USA’s extreme dependence on chinese factory workers and oil. I am saying that china is able to manipulate the USA with a fake pandemic. China depends on oil from the middle east so oil sheiks can manipulate the USA through china. The coronavirus pandemic is a hoax. 

Would a zealot barbarian’s divine fury trigger during an opportunity attack?

The Path of the Zealot barbarian (Xanathar’s Guide to Everything, p. 11) gets the Divine Fury feature at level 3, which states:

At 3rd level, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Does it work like the Rogue’s Sneak attack, in that it can trigger on opportunity attacks, since it’s a different turn? Or does the "on each of your turns" bit make it not work.

What would be the effects of changing the duration of a round from 6 seconds to 5 seconds?

I’m introducing the following house rule:

A round lasts 5 seconds.

What would be the effects of such a house rule? Would there be any? Would this break the game?

Out of the top of my head, I cannot think of any actions/spells/mechanics that rely on the duration of a round.


Disclaimer: The original question was a bit broader and was closed twice as opinion-based/off-topic.

Would this Point Buy house rule for Maid character creation work at all?

Recently we’ve started a maid game here on the stack and we have a huge disparity of stats between the players, one of them has barely average stats, while some of the other players are pushing fours and sixes in abilities because of great rolls during generation. We have found that the standard rule that characters with good stats get fewer maid powers is insufficient.

Would a point buy system work in Maid RPG while still being able to attain the same level of play in Maid games? Using the favor base presented in the handbook I’ve come up with the following figures for point buy statistics. The standard array in Maid would be 1,1,2,2,3,3 or you could buy points at the following costs, with 200 starting favor:

0: 0 points
1: 10 points
2: 30 points
3: 60 points
4: 100 points

With the stipulation that any favor points not used during point buy are lost. Does a system like this function properly in the Maid system provided the Maid characteristics (Boyish, Sexy, Lolita, Pure, etc.) were rolled after (and only after) a character has distributed their points as they wish?

For the Purpose of Detect Magic and Identify. Would a Magic item that ran out of power for the moment be considered a magic item?

If a magic item runs on "Magic Batteries" when the Item is out of power would it be considered a magic time for the purpose of the Identify and Detect Magic spell?

For example, I have a Mirror that shows through illusions, it has crystals around it that are destroyed as you used it, you can replace the crystals for more uses when it has no crystals, would it still be considered a magic item detectable by the spells?

Would the same work for items with charges that recharge at dawn? If the item has 0 charges and is not dawn yet, would it be still be considered a magic item?

Would a Periapt of Proof Against Poison nullify the effects of alcohol?

The description of the Periapt of Proof Against Poison (PoPAP) says that “poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.”

So I’m wondering if a character could get drunk while wearing a PoPAP? There’s no “drunk” status condition in D&D 5e, but drunkenness is caused because you’ve consumed enough alcohol to poison yourself, however slightly. Also, does the wearer of the PoPAP know they’ve been poisoned? Like for instance, if someone put spider venom in their food, would they know the food was poisoned when they ate it?

Would these adjustments to the ranger archetype Beast Master help the animal companion be more useful?

I recently playtested a Beast Master ranger from level 1 to level 20 (I was playtesting a new homebrew archetype, which was my primary reason for doing so; the Beast Master ranger was just one of the other party members), but there were a few things I noticed regarding the relative power of the beast companion itself. For reference, the beast I went with was a wolf, which is probably a fairly standard choice.

Issues

Now, I know that Beast Master rangers are infamously weak, but I still wanted to see if I could try to improve what I felt were some of its weakest points during my playtesting. I was already using the popular houserule of letting the ranger tell the beast to attack using a bonus action instead of an action, but the other things that bothered me were:

  • Relatively low HP (as the first linked Q&A points out), although this was more of a problem during Tier 1/2, less so during Tier 3/4, at least during my playtesting;
  • Hardly any hit die, which is related to the above problem, since I remember having to spend a lot of healing resources to keep bringing the wolf’s health back up to full/close to full;
  • The DC for resisting the knocked prone secondary effect from the wolf’s Bite attack remains pathetically low at DC 11 for the whole game.
  • The lack of any saving throw proficiencies really screwed the wolf over during the big finale where it died to a meteor swarm, but with a decent DEX saving throw bonus, it would probably have made it.
  • I was sometimes hesitant to use the wolf, because it was dropped to 0 HP a few times at lower levels, unless I knew it would probably land the killing blow or could avoid an opportunity attack or otherwise being hit.

I will point out that at higher levels, the AC was fairly decent (for a wolf), and the HP wasn’t as bad as it was at earlier levels, and I was impressed with the damage output thanks to attack rolls and damage scaling with the ranger’s proficiency bonus. Its Stealth and Perception skill bonuses were also impressive. These things I don’t feel the need to change.

Changes

Here are the changes I propose, somewhat inspired by the UA Sidekick rules:

  • You get a new hit die whenever you take another level in ranger, so at level 3 your wolf starts off with two hit die, but at level 4 they would have three hit die … by level 20 they have 19 hit die. I doubt this would make their max HP better than four times the ranger level, so it would only really be for the purposes of short resting.

  • To improve the max HP a little, maybe something as simple as adding the beast’s CON modifier to that, so it’s now:

    \begin{align} \text{ (ranger level + beasts’s CON modifier)} \times 4 \end{align}

    This way, the animal’s toughness is also taken into an account; I feel like the wolf having 5 instead of 4 more HP each level would have been just enough to help, combined with more hie die to heal, but also from a flavour perspective, I feel like choosing a boar should end up tougher than a hawk, whereas RAW, they would both have the same HP. I would however, keep the minimum HP gained per level to 4, in case the beast somehow has a negative CON modifier, since I think taking HP away from the beast would be cruel, given how underpowered this whole archetype is.

  • Any DCs it has, such as the wolf’s ability to knock people prone, should scale with your proficiency bonus, like this AC and attack/damage rolls do, so rather than a measly 11, at level 3-4 it would be 13, and at level 5, it would be 14 … ending up at 18 at level 17+.

  • Unless it already has a "physical" saving throw proficiency (meaning STR, DEX or CON), it gains one of your choice at level 3, which of course would just mean a +2 (because that’s every valid animal companions’s proficiency bonus) but that also has your proficiency bonus added to it, like AC, etc. This would have certainly helped when it was hit by meteor swarm during our final level 20 showdown, it might have actually survived (even with its RAW hit points) had it made that DEX saving throw.

  • Finally, since I’m letting the beast be commanded as a bonus action, the first half of the 7th level ranger feature Exceptional Training is kinda wasted, so I was considering changing that to not only make the beast’s attacks magical, but also to effectively give the beast a rogue’s Cunning Action, which it can use if you command it to using the same bonus action you used to command it to attack (or do something else with its action). In short, you use one bonus action to tell it what to do with its turn, and it can now effectively use its action and bonus action to do something useful.

Question

Do the above changes seem reasonable, and do you foresee any balance issues coming from my proposed changes? My intention is for the Beast Master’s beast in particular to become more useful and survivable, without increasing its damage output (since I was happy with that), but not making it more powerful than I intended by overlooking something. I suppose also double checking whether there’s a problem with making some animals tougher than others based on their CON; does this unfairly favour tougher animals to the point where that’s a balance issue in and of itself?

What archfey exist in Eberron lore that would make a suitable warlock patron?

I’m planning on making an Archfey warlock for an upcoming Eberron game. To flesh out my character’s backstory, I want to know more about what kind of "fey" entities such a warlock might form a pact with.

For context, the character’s backstory is that they are a Valenar elf who’s ancestor that he has to emulate was an "Eldritch Knight" or similar, some kind of battlemage anyway, except that my character isn’t very strong or smart (STR and INT are his dump stats), so he instead formed a pact with an archfey being to make up the difference, becoming a Pact of the Blade warlock so that he could better emulate his ancestor.

The reason I’ve picked the Archfey archetype is because the Valenar seems to be rather connected with fey, at least considering the various "Valenar xxx" animals listed in Eberron: Rising from the Last War.

I can of course work with my DM to just "invent" an archfey if need be, but I wanted first to see if there are any existing named archfey within any Eberron lore (from any edition of D&D if 5e doesn’t have anything), and bonus points if that archfey is associated with the Valenar elves at all.

If a Spell has a casting time of 1 minute, what part of the caster’s action economy would it take up if it was cast in combat?

This is a bit difficult of an idea for me to articulate, so I’ll try and do my best: If a character was to attempt and cast a spell with a casting time of 1 minute, while in combat, would they have to simply consume their action for 10 turns, but still move and take bonus actions? Would they be unable to do anything except cast that spell? Would they also be required to maintain concentration?