Some creatures have Magic Resistance:     The [...] has advantage on saving throws against spells and other magical effects.   We know from  that this works against Turn Undead, but does it work against Stunning Strike, Death Strike, Fey Presence, etc? How do we decide?
238
Often confusion arises when the  spell is used, an  is worn, or the 's anti-magic ray is employed, whether a given character's ability will still function.   The spell does give you some guidelines on how to adjudicate the effects of the loss of magic but says very little about how to determine what is affected.  In short, how do I tell if an ability is magical?
87631
Some spells like  and  specify that only an unwilling creature makes a saving throw:     If the target is unwilling, it can make a Constitution saving throw.    and     An unwilling creature must make a Wisdom saving throw to avoid the effect.   ... but is an unconscious character able to make this judgment (and therefore be eligible to make a saving throw)?  Mind you, I've seen  on opting in to certain spells, but I'm specifically asking about opting out so as to be eligible for the saving throws.
76240
For Druid Wild Shape:     PRIMAL STRIKE Starting at 6th level, your attacks in beast form count   as magical for the purpose of overcoming resistance and immunity to   nonmagical attacks and damage.   For the Monk:     KI-EMPOWERED STRIKES Starting at 6th leveI, your unarmed strikes count   as magical for the purpose of overcoming resistance and immunity to   nonmagical attacks and damage.   The text seems to indicate the ability to bypass magical immunity requires a feature.  Alternatively, I have read that natural attacks and unarmed attacks aren't "weapons," and therefore you should just be able to pummel the Werewolf with your hands if your sword fails:     Melee Attacks (PHB p.195 (or in errata), emphasis mine). The rule on unarmed strikes should read as   follows: “Instead of using a weapon to make a melee weapon attack, you   can use an unarmed strike: a punch, kick, head-butt, or similar   forceful blow (none of which count as weapons).    However the errata for Monster Manual I guess clears that loophole:     Global Damage Resistances/Immunities. Throughout the book, instances   of “nonmagical weapons” in Damage Resistances/Immunities entries have   been replaced with “nonmagical attacks.”   We temporarily ad hoc'd an answer in our game to say the Stirges summoned by the druid were magical creatures(Fey) and hence had magical attacks against the Werewolves, even though they were 1HD(d4).  Now I see the druid made the Fey part up, and they are beasts, but oh well.  What is the real rule here?
103475
Assume a character has both damage reduction and damage resistance vs an incoming attack.  One example of damage reduction is the Heavy Armor Master feat:     While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.   One example of damage resistance is the blade ward cantrip:     You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.    Let's assume a character with both effects above is hit by a nonmagical weapon attack dealing slashing damage. The attack deals 10 damage. What happens:   Damage reduction applies reducing damage to 7, then damage resistance (rounds down). Character takes 3 damage. Damage resistance applies, halving to 5, then damage reduction takes it to 2 damage.
89835
Let's say a player has to make a saving throw or take 20 cold damage. If they succeed on the save, they take half damage (10).  Resistance also halves damage. What happens if they have cold resistance and succeed on said saving throw? Do they take half damage (10) or quarter damage (5)?
65130
I came to think about some situations where it would be almost impossible to miss a melee spell attack (target is grappling you or vice versa, target is holding you or is close to you, your character already has it's hand on the target, etc.). How do you manage those situations?    Do you give an advantage to the caster? Does the spell automatically succeed? Or you just don't ask yourself the question and just play along with the base rules?
114358
Inspired by the recent question: ""  Answers there are basically debating whether improvised attacks with magic items count as magical attacks when perhaps there are options besides improvised attacks with magic items to accomplish that goal.  To hopefully get at something there, I'm asking this separately; I'm wondering whether an improvised attack made using a magic item (like a broom of flying or even throwing a ring of spell storing) actually counts as magical and thus overcomes resistances to non-magical attacks/damage.   Note that the other question asks about any way to accomplish having improvised attacks count as magical, and I'm asking whether this specific method works (instead of having it be disagreed upon in answers over there).
58350
This might be a duplicate but I can't find it.  To be clear this has nothing to do with Halfling Luck trait. Or similar abilities that allow the reroll of a die that rolls a natural 1. (I was apparently incorrect though.)  This has to do with a situation such as the 's Fanatical Focus feature (Xanathar's Guide to Everything, p. 11), which lets you reroll a save that you fail:     Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.   Situation: Barbarian fails his save and is afflicted with . Now he has disadvantage on Constitution checks and saves. He is targeted with  and fails his save. Using Fanatical Focus, he chooses to reroll that save. He would obviously have disadvantage again since the curse is ongoing. I think we could all agree to that.  However, what if the disadvantage or advantage was only imposed for that effect? Such as a Sorcerer using the Heightened Spell  option:     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.   The ability says you "reroll that save", therefore I argue that you would have disadvantage again as it would still be the first saving throw against the spell albeit a meta-game solutioning of that resolution.  I was unable to find anything on Sageadvice.eu although it is getting harder to sift that data. And I did not find anything in the errata or the .  Is there anything to support this ruling in the rules that I missed?  This seems intuitive and intended however I see nothing that alludes to it.
63656
As someone who typically GMs, I'm accustomed to seeing resistances specified in monster stat blocks as "resistant to bludgeoning, piercing and slashing damage from non-magical weapons".  However the barbarian class feature Rage states that a benefit of raging is "You have resistance to bludgeoning, piercing, and slashing damage," neglecting any mention of magical weapons.   Though PCs encountering magical weapons may be rare, are there any other rules which stipulate that the basic rage resistances don't apply towards magical weapons?
94668
When I first heard of , I originally thought it was quite a powerful cantrip that would allow the castor to sacrifice 1 attack in order to be granted insight into the target's elemental weaknesses and resistances. It reminded me of my first campaign when I walked into it at level 4 and felt lost hearing my DM state "your attack seems to have done nothing" even when I knew it was a hit.   However, I now realize that was a false understanding of the rules. As such, I was wondering:  Is there a spell, item, or other game feature that would give my character insight to an enemy's weaknesses and resistance?  I am curious about any possible solution that would let a group know why the arcane wizard is not taking any damage in the middle of a fight, for example.
33125
Let's suppose you're facing an enemy that has resistance against non-magical weapons. Alas, you have no magical weapon, but you do have your trusty Alchemy Jug that you routinely use to produce mayonnaise. You grab the Jug and use it as an improvised weapon. Does it count as magical for the purpose of overcoming damage resistance?  (How resistant a magical item is to physical damage is a bit of DM's fiat. For the sake of this question, assume the Jug is indestructible.)
57858
As I was looking through some legendary creatures, I had a thought. Most legendary creatures get three Legendary Resistances per day, which they can use to automatically succeed on a saving throw.  A Concentration check is technically a Constitution saving throw, so does that mean that a creature can use a Legendary Resistance to automatically pass a Concentration check, or is it not considered a saving throw?
98242
After the , the  spell description now reads:     A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.   If you were to polymorph an enemy into a rat and then disintegrate it, would the enemy be disintegrated or would it just return to its original form? I know that for Druids, it’s not an instant kill anymore, but is this the case for polymorph as well?
119023
So me and a group of friends recently started to play D&amp;D. I became a sorcerer. My question is: can the enemy I am attacking, no matter what spell I use, make a saving throw for half damage or does that only apply for certain spells?  For example, when I use my cantrip fire bolt, does the targeted opponent get to roll a saving throw for half damage against the spell, even though the description doesn't say anything about saving throws?
80959
The  feat enables you to not get opportunity attacks from creatures you try to attack.  Does it still apply if the attack you made was a Grapple or Shove ?
24126
My group is new to table top RPGs, and one thing we haven't figured out is Spell DC.  One player was a cleric, and channel energy does force the undead monsters to make a saving throw, but I don't think that is Spell DC. So what is Spell DC, and what does it do? Does it mean the enemy can do a saving throw against the DC to determine whether the spell hits? If that's the case, does melee or ranged attacks have a similar DC?  I did a simple search that told me Spell DC is calculated by spell level + 1/2  class level + WIS for cleric or INT for wizard. Is that right?
31876
As per the title. The specific example I'm thinking of is an Archer Battle Master Fighter using Trip Attack on a Druid shapeshifted into an Air Elemental floating 120 feet off the ground. If the answer is different for this and the more general case, then answer each separately.  As noted in the tags, I'm looking at strictly RAW here, not RAI or house-rules, so references to specific pages of the PHB are appreciated. If there are any official answers on this, links to those would be helpful as well.