In Mordenkainen's Tome of Foes (pg. 189), the Duergar Mind Master has the following Mind Mastery action:     Mind Mastery. The duergar targets one creature it can see within 60 feet. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.   An elf has the Fey Ancestry racial feature, listed in the PHB (pg. 23):     Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Mind Mastery does not specifically say that it charms its target, which is to say, imposes the "charmed" condition. However, it does call out that creatures who are immune to charm effects are immune to this effect as well.   So what of elves, or other creatures who have advantage against saving throws to charm effects? Would this apply here due to the fact that creatures immune to charm effects aren't affected, or does it not apply because it's not specifically "being charmed"?
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My first instinct is to say no, Fey Ancestry does not grant an elf advantage on the save against this spell, because the spell does not say that it bestows the charmed condition upon its target; instead it seems to merely restrict the list of possible targets to creatures that are not immune to being charmed. At first I was tempted to add the rules-as-written tag to this question, but I'm also curious to see if there is any significant evidence that Fey Ancestry was intended to apply to this spell but perhaps the language was simply never updated by the developers. Good answers should provide both a rules-as-written viewpoint as well as a rules-as-intended viewpoint. This question is sufficiently distinct from . While the RAW answers to these two questions might be the same, the RAI answer (which I specifically asked for as well) is not considered by any of the answers to the existing question. I'm not limiting responses to a strict Yes/No RAW determination of whether or not to grant elves advantage on the save. Rather, I'm asking if there is a reasonable argument to be made whether or not to grant them advantage on the save regardless.  Relevant Player's Handbook Excerpts  Elf Racial Traits, Fey Ancestry, PHB page 23  You have advantage on saving throws against being charmed, and magic can't put you to sleep.  Spell Descriptions, Otto's Irresistible Dance, PHB page 264  Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save. the spell ends.  Conditions, Charmed, PHB page 290   A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
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In 5e D&amp;D, do half-elves get elf abilities as well as those listed under parent races abilities?  For example, elves get +2 Dex, keen senses (proficiency in perception), and trance, dark vision, and fey ancestry. Half-elves get +2 Charisma, +1 to 2 other ability attributes, dark vision, and fey ancestry.   Do half-elves get the +2 Dex from their elf side? Do half-elves get trance and keen senses?  If they do get the abilities such as trance and keen senses, would they get the extra abilities of their other parent race? If the elf half is a subclass, such as high elf, do I get +1 int, elf weapons training, cantrip (1 wizard cantrip), 1 extra language?
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Here are two scenarios:    A powerful enemy caster is concentrating on some high-level offensive spell (Incendiary Cloud, Earthquake, etc.)--one PC casts Banishment and the caster fails the save. Can the enemy caster maintain the spell from the demi-plane? A PC casts Expeditious Retreat and Blink on themselves: when transported to the Ethereal Plane, can they maintain the effect?   Currently, I'm leaning towards 'no' in the first case and 'yes' in the second, based on this last line from Blink:     You can only affect and be affected by other creatures on the Ethereal Plane.    In other words, as long as you're in the same plane as the effect you want to maintain, then yes.
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The description of the  (DMG, pg. 155) says the following:  Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits:  Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves.  In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt:  You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish.   The way I read this, only the stuff about your beard growing requires you to attune to it. Am I reading this right? Do you really gain everything else (excluding the stuff at the end if you're a dwarf, obviously) even if you're not attuned to it? Or is it the case that because the belt requires attunement, it's implicit that everything it does requires you to have attuned to it, and the way it's worded is just tripping me up?
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I'm trying to help out one of my players optimize his character. His desired path is the  but tweaked it a little according to his taste by going    Fighter 1 > Barb 1 > Barb 2 > Fighter 2 >Ranger 1> Ranger 2> Fighter maxed.    He is a Human variant Dual-wielder using 2 Rapiers with Str, Dex, and Con maxed out at 1st-level and he plans on a Strength-maxed build with his future ability score increases.   He is getting Barb 2 for Reckless Attack which states:       Reckless Attack      ... you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn...    During our discussion, we came up with a way for him to not need  the 2 ranger levels to get Hunter's Mark and the concentration needed by it (since he will be facing challenges in melee). That was to get 1 level of Rogue for Sneak Attack. We decided not to go for it but it still left a question in mind since Sneak Attack states:      Sneak Attack      ...Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon...     Now, my question is, given that Reckless Attack only gives advantage if you use strength, and Sneak Attack requires only a finesse weapon or ranged, it doesn't say you have to use Dexterity:   Can Reckless Attack activate Sneak Attack?
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This has been a point of some controversy within our local AL community, with different DMs giving different rulings. From what I could see, this site has only touched on the Maneuver/Smite issue, with, according to some of my DMs, an out of date answer.  This also leaves the problem of extra dice on magical weapons such as an Ild rune or Hazirawn, maneuver damage dice given by another player through Commander's Strike, damage dice given by a College of Valor bard, Sneak Attack dice, and likely others which currently escape my mind.  Which damage dice exactly does the Great Weapon Fighting fighting style allow you to reroll?
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The  feat (PHB, p. 168) says:     While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.   The  feat (PHB, p. 170) 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.   On this very topic, Mearls has :     Q: Do Polearm Master and War Caster combine to allow a magic user to make a spell opportunity attack when they enter reach?   A: No - polearm master applies only if you use the weapons it lists to make the attack     Another question on this very topic:   But since then, we now have spells like  (SCAG, p. 142):     As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.    So, with the addition of booming blade, if I have a quarterstaff + War Caster + Polearm Master, could I use my reaction to cast booming blade if someone steps into my reach?
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A 10th level Drow warlock (for instance) has the following Drow Magic racial trait (PHB p. 24), in addition to its warlock spellcasting abilities:  You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.  Can the Drow warlock cast faerie fire (which is not on the warlock spell list) using a warlock spell slot? Can it cast darkness (which is on the warlock spell list) using a warlock spell slot?  The  says this about the Magic Initiate feat:  If you’re a spellcaster, can you pick your own class when you gain the Magic Initiate feat? Yes, the feat doesn’t say you can’t. For example, if you’re a wizard and gain the Magic Initiate feat, you can choose wizard and thereby learn two more wizard cantrips and another 1st-level wizard spell. If you have spell slots, can you use them to cast the 1st-level spell you learn with the Magic Initiate feat? Yes, but only if the class you pick for the feat is one of your classes. For example, if you pick sorcerer and you are a sorcerer, the Spellcasting feature for that class tells you that you can use your spell slots to cast the sorcerer spells you know, so you can use your spell slots to cast the 1st-level sorcerer spell you learn from Magic Initiate. Similarly, if you are a wizard and pick that class for the feat, you learn a 1st-level wizard spell, which you could add to your spellbook and subsequently prepare.  But this specifically requires you to pick the feat for one of your classes to be able to cast the spell learnt using your class spell slots, and does not seem directly applicable. A Warlock can use warlock Pact Magic spell slots to cast spells learnt from levels of another spellcasting class, per the multiclass spellcasting rules (PHB p. 164):  If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.  Similarly, if the warlock has learnt the invocation Mask of Many Faces (PHB p. 112)...  You can cast disguise self at will, without expending a spell slot.  ...Can the warlock cast disguise self using a spell slot, e.g. to decrease the chance it can be dispelled?
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Among the effects of Wild Shapes, these two:     Your game Statistics are replaced by the Statistics of the beast, but   you retain your alignment, personality, and Intelligence, Wisdom, and   Charisma scores. You also retain all of your skill and saving throw   proficiencies, in addition to gaining those of the creature. If the   creature has the same proficiency as you and the bonus in its stat   block is higher than yours, use the creature's bonus instead of yours.   If the creature has any legendary or lair actions, you can't use them.      You retain the benefit of any features from your class, race, or other   source and can use them if the new form is physically capable of doing   so. However, you can't use any of your Special senses, such as   Darkvision, unless your new form also has that sense (PHB p.67, "Wild Shape")   Seem to come into conflict with each other when things like Draconic Resilience:     When you aren't wearing armor, your AC equals 13 + your Dexterity   modifier. (PHB p.102, "Draconic Bloodline")   and Barbarians:     While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.   and Monks:     Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.   and Stone Sorcerers:     As an action, you can gain a base AC of 13 + your Constitution   modifier if you aren’t wearing armor, and your skin assumes a stony   appearance. This effect lasts until you end it as a bonus action, you   are incapacitated, or you don armor other than a shield.   How would these resolve?
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The Scrying spell allows players to look at distant targets. Are there abilities or spells that allow players or characters to launch attacks against a target they are scrying?   While I am aware that characters could teleport in, I'm more concerned about zero-risk attacks from super far away.   This question was spurred by the UA sorcerer ability, Hound of Ill Omen. Recently, one of my players cast Scrying on an commoner NPC from a great distance, and then used her Hound of Ill Omen feature on the NPC. The text of the feature reads,      As a   bonus   action, you can spend   3   sorcery points  to  summon  a   hound   of  ill omen    to  target  one creature    you can see.    The hound   uses    a dire  wolf’s  statistics  ...   Because the character could see the NPC, I couldn't find a good reason to disallow this, and the NPC was torn to pieces.  I'm not sure if this is just a quirk of the UA wording, or if there is a precedent for this kind of attack.  Just to be clear, my question is not whether Hound of Ill Omen works this way. My question is whether other abilities/spells/etc. also work this way.
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A  not only grants me a Sentinel Raven, but also the handy ability to see through its eyes.  Unlike the telepathic connection with a regular familiar, I don't have to use an action to do so.    If I am blinded, but my Sentinel Raven is not (and within telepathic range), can I use my raven's sight to cast spells that require me to see my target? Would this negate any disadvantage resulting from me being blinded? Or would I still suffer disadvantage, for example, because I have to cast from my raven's perspective and not my own point of view?
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I have a character in the Forgotten Realms, Orryn, who is a gnome whose village was burnt down, who forged a pact with a pit fiend to gain Warlock powers. This was all to avenge his people and he is good, albeit chaotic good.  Now, he's been talking with the party's cleric and while the cleric doesn't know he's a warlock (he tells people that he's a wizard), the cleric DOES know that he struggles with "inner demons". Orryn has been connecting with a god, which would be either Baervan Wildwanderer (because he's a forest gnome) or Chauntea (who is the god the other cleric worships), and wants to take a 1st level in cleric to combat that evil inside of him.   My question: Is this possible? From a purely RAW standpoint, I don't think that warlocks can lose their powers, but would his good deity even bother with someone who sold their soul to a devil? And would that pit fiend continue fueling their powers?   NOTE: I'm not stepping on the cleric's toes, he's actually moving away in a couple weeks so we won't have a cleric anymore (though that's not why I am leveling in cleric).
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Lets say there exist some enterprising young bard 3/ sorcerer 1 named Kirk.   Deciding to uphold (long past) family tradition, he has chosen to go out and have a little half-dragon of his own.   He chose Persuasion as his expertise skill, and is of a dragon bloodline himself, gaining the Dragon Ancestry perk.  Do they stack? Not the same ability, and both say "Your proficiency is doubled" when they activate. Granted, it would only happen when dealing with dragons. But there are certainly worse times to ramp up your charm.
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My question is about magic and monster CR. I was building a CR 10 Cleric with capabilities of healing himself and others, but I don't see any rules about calculating CR for a monster that expends his action healing, so I made a guess and ended up with a CR 10 guy. This is the statblock:   AC 16 (Scale mail)  HP 188 (25d8+75)  Speed 30 ft. STR 14 (+2) DEX   12 (+1) CON 16 (+3) INT 10 (+0) WIS 18 (+4) CHA 12 (+1) Damage resistance Lightning Saving throws Wisdom +8, Charisma +5 Legendary resistance (1/day) Magic resistance.  Brute.  Spellcasting. 10th Spellcaster, Wisdom (DC 16, to hit +8)   Cantrips (at will): Light, Sacred Flame, Thaumaturgy 1st level (4 slots): False Life, Cure Wounds, Detect Magic, Sanctuary 2nd level (3 slots): Hold person, Spirit Weapon, Prayer of Healing 3rd level (3 slots): Magic Circle, Spirit Guardians, Dispel Magic 4th level (3 slots): Banishment, Guardian of Faith, Freedom of Movement 5th level (2 slots): Flame Strike, Mass Cure Wounds   Actions   Multiattack. 2 attacks Quarterstaff. Melee weapon attack, +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) Breath Weapon (Recharge 5-6) 30 ft line, 35 (10d6) Lighting damage, Dex saving throw (DC 15)    Normally she has pre-cast Spirit Guardians, Guardian of Faith and 4th level False Life (21 hp). In combat she casts Flame Strike on the first round, Breath Weapon on the second round, recasts Guardian of Faith (it's probably spent at this point).  That's my idea of her first 3 rounds and there's actually no room for healing. Of course on later rounds she will start to spam heals, specially Prayer of Healing and Mass Cure Wounds will make a difference as long as she is not alone in the encounter.  I can't come up with a simple answer to this.  Maybe I should change her rating based on the group she's into, or recalculate the effective hit points of each monster in the encounter to match the Cleric healing. Giving her increased effective hitpoints seems odd to me, because she can't "heal and attack", therefore she's just delaying the inevitable.
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In D&amp;D 5e, the description of hiding (PHB p177) says an invisible creature needs to stay quiet and otherwise avoid leaving signs of its passing, while the "invisible" condition (p291) says the creature's location can be determined by any noise it makes. This seems straightforward: even a blinded creature can pinpoint the location of anything on the battlefield that isn't tiptoeing/holding its breath.   However, the Ranger's "Feral Senses" ability (p92) grants awareness of the locations of invisible creatures within 30 feet, provided the creatures aren't hiding and that the Ranger can both hear and see. I realize the ability also removes the disadvantage to attack rolls against invisible creatures, but the wording and limitations seem to imply that awareness of the location of an invisible, unhidden creature isn't a given.  I realize the hidden vs invisible question has , but I'm hoping someone can explain what changes for a Ranger when she hits 18th level. Is there a scenario where a creature who can see and hear would not be aware of the location of unhidden, invisible creatures within 30 feet? Or is this just the equivalent of giving a fighter the ability to add half of their proficiency bonus to attacks with simple weapons for which they don't already have proficiency?
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Does the following, very cheesy character concept, violate any RAW? Please cite rules or official rulings in your answer. (Apart from RAW, I expect my DM to disallow or limit the concept, in the interest of balance. That is not part of my question.)  Elf. Multiclass: Sorcerer 2+ / Warlock 1+ / Bard 1   Never takes a long rest. Ever. See question,  Specifically, whether adventuring or not, she makes sure that every 8 hour block includes more than 2 hours of combat or strenuous activity, to ensure that no interpretation of long rest rules would allow a long rest to be automatically triggered. Converts warlock spell slots into sorcery points. See . Converts sorcery points into sorcery spell slots (or into spellcasting spell slots, once also multiclassing Bard) via  Spell slots created from sorcery points disappear upon long rest, as per  and a ; therefore these created spell slots will not disappear until used, e.g. for a character taking no long rests Spell slots created from sorcery points are in addition to, and not restoration of the sorcerer's spell slots which refresh on a long rest. This is not 100% clear from RAW or clarifications. But: (a) Flexible Casting uses the phrase, "additional Spell Slots"; (b) the rule stating that created spell slots disappear on long rests is superfluous if created spell slots can only replace expended spell slots -- to have meaning it must be possible to create spell slots which are not replacements; (c) flexible casting does not use the word "recover", which is the word used for wizards'  Restores warlock spell slots on a short rest, and repeats the cycle above, converting warlock spell slots to sorcery points to sorcerer (or spellcasting) spell slots During periods of downtime, takes as many short rests per day as permissible, to build up a stockpile of created sorcerer spell slots Stockpiling requires using bonus actions out of combat,  Stockpiling requires having short rests on downtime days, discussed in a comment below While adventuring, during combat, uses created spell slots to cast spells, and/or uses flexible casting to convert those spell slots back into sorcery points While adventuring, after combat, will use created spell slots with Bard spells to restore hits points, since restoring hit points via long rest is unavailable, and via hit dice is mostly unavailable   I'm pretty sure this is not RAI, but does it violate RAW in some way?
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I want to use fire-based spells for thematic reasons and a lot of things have immunity to it.   Is there a feat or class feature I could use to bypass/reduce those? For example, is there something that ignores fire resistance and reduces fire immunity to just resistance?   I know the easy way around it is just to pick another damage type spell but I really want to roleplay a pyromancer/firebender-type character.