has bought up some interesting discussion around (un)holy damage. So far, we appear to have established the following:   There does not appear to be . There does not seem to be any rules for (un)holy damage. However, I couldn't find any rules for good/evil damage either. , where every instance of holy damage should be good damage and unholy damage should be evil damage. At minimum, both damage types are known to appear several times in the Book of Exalted Deeds and the Book of  Vile Darkness, but they also both appear once in the DMG2's (Un)Holy Strike and the errata for the first Monster Manual.   In the interest of furthering the debate on whether or not this damage type is an error, I'd like to ask: what sources mention (un)holy damage and/or its DR? In particular, I'm interested in seeing if there are more cases outside of the BoED/BoVD, as they would be evidence against these damage types being erroneous and a potential place to look for rules about these damage types. I'd also like to see if they (or better yet, rules for them) appear anywhere in 3e.
27052
We've got a party with a Celestial Mystic (Book of Exalted Deeds), and I was reading about his level 9 ability, which grants him DR 10/Unholy. Would this be different from DR/evil, as in it would only be breached by unholy weapons, and not attacks from evil outsiders?  I'm asking this because I haven't seen any monsters or anything that have things like DR/Unholy, Holy, Axiomatic, etc. It's usually just Good/Evil/Lawful/Chaotic. Has anyone seen any material throughout the books like this? My intuition tells me it's a typo and should be DR 10/evil, but the errata doesn't say anything about this.
68000
Do the claws of Tabaxi and Tortles change the unarmed attacks of monk to slashing damage, or is the damage separate? Does the unarmed slashing damage increase with the monk's level, as described on the monk table in the PHB?
22916
When using a lance while charging on a mount, the rules say that it deals double damage.  My question is, what all damage is doubled? From what I can find, the die roll and strength bonus are doubled, but what about damage such as from a smite ability, or power attack? And how would it work on a crit? Is the damage doubled, then tripled? Or does it work more like vital strike?  I'm building a mounted paladin, and the rules for the lance are kind of vague.  EDIT:  Okay, so, I did find a partial answer.  Under Multiplying Damage, it states that you "Roll the damage (with all modifiers) multiple times and total the results," whenever you multiply damage, and then " When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So if you are asked to double the damage twice, the end result is three times the normal damage."  So, from what I can tell, on a critical you would just multiply the damage by four (2 for lance, three for lance crit) or five with the Spirited Charge feat.  However, that still makes me wonder about what falls under 'all modifiers.' Working with a fifth level paladin, average stats of 14 across the board (not likely, but not great stats and easier math) that means you could have 2d8+4(str. doubled from lance)+20(smite damage, double for first attack, double again for lance), for a total average of 33. One attack, at fifth level, dealing 33 damage seems a bit high, but not impossibly so.  Now, for my paladin, who's level 10, took spirited charge and power attack, and who has a +2 lance and a strength of 22 after magic items, and who two-hand wields it while charging. That works out to 3d8+27(three times 1 1/2 str. for two-hand wielding)+6(enchantment bonus on weapon)+27(two-hand wield power attack)+60(smite damage on first attack). That comes out to 133 damage, bypassing DR, and not even on a crit, or as min-maxed as I could make it. That seems ridiculous, which is why I'm wondering about it.
62671
I'm wanting to mix archetypes (traditions) for my monk. I'm wanting specifically the 3rd and 17th level feats from Way of the Open Fist and the 6th and 11th level feats from the Way of the Shadows. I know we can't multiclass into the same class to gain both but in the PHB page 79 2nd column "Monastic Traditions" reads "Three traditions of monastic pursuit are in common in the monasteries scattered across the multiverse." I'm fine with that but where I question is "Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest."   So my question would be can I build a monk that is split like that without homebrewing to much?
69644
A 2h mace damage range as shown in AH is 1405-1944.  The weapon has  +284 min damage +361 max damage 49% damage increase  and no other stats.  The Doomhammer damage range is approximately 655-720 per Blizzard's web site.  I assume the correct approach is to multiply the damage range by 1.49 giving 976-1073, and then I add the min and max damage, giving a final range of 1260-1434.  That's nowhere near the listed damage range. What am I doing wrong?  Solving for what the actual damage range of the mace would have been, I get 752-1062, for an effective +97 min +342 max hidden bonus. Sadly, that hidden bonus doesn't match any known tier min/max table I've been able to find.  (I care because I'm writing an accurate random weapon generator.)
6463
I'm sure your first thought is, that's perfectly clear.  Unfortunately my group who aren't normally rules lawyers disagree.  Party encounters a  (MM p.211).  It has:     Damage Immunities: bludgeoning, piercing, and slashing from nonmagical   attacks not made with silvered weapons.   My reading of that is if the weapon has to be magical and silvered to hurt it.  So a +1 silver dagger will hurt it, but a +1 regular dagger or a +0 silver dagger won't.  The group's interpretation was that all three of those weapons would hurt and only a +0 regular dagger would be ineffective.    I would also note my interpretation would mean something like blade barrier would also not harm it since you could argue they're magical blades but nothing indicates that they're silvered.    This also appears to be the same wording for some undead so I'm not looking for a lycanthrope specific interpretation but something general for every time that wording is used.    Thanks in advance.
118646
I am going to be a first-time DM in the near future, and one of the players wants to run a homebrewed class that sounds pretty exciting. I'm eager to include the class, but some searching only turned up homebrewing guidelines for .  Are there official  guidelines for homebrew content that exist outside what's already provided in the DMG (official errata etc.) and where might I be able to find them?
79671
The spell  (XGtE pg. 163) states:  A target killed by this damage rises up as a zombie at the start of your next turn.  And also,  Statistics for the  are in the Monster Manual.  This seems to imply that the creature killed rises as a zombie with exactly the statistics stated in the Monster Manual. If I kill a gargantuan (or anything larger than medium) creature with Negative Energy Flood, does it rise as a medium sized zombie?
76484
A friend and myself were having a discussion and we had a small disagreement about a rule. He says that if he has a high base attack bonus, say 20/15/10/5, and has a special ability that is activated as a standard action that he can use it 4 times on his round similarly to a full attack action. My argument is that the high base attack bonus only applies to attacks. He says that since a single attack is a standard action the 4 attacks can be replaced by standard actions.  More specifically he says that his god character can use the Hand of Death salient divine power 5 times in a round, 4 for base attack bonus and 1 for haste.  Which one of us is right?
110272
The "Damage Rolls" section of the rules (PHB p. 196, also in the ) says this:     If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast.   The Magic Missile spell (PHB p. 257, also in the ) has this effect:     You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.    If I target three different creatures with the darts, the spell says quite clearly says that the darts strike at the same time and the Damage Rolls rule says that in that case (as multiple targets are being dealt damage at the same time) I roll only once for all of them. So my reading of that is that I roll my four-sided die just once, add 1, and apply that much damage to each target. Is that correct? It seems the straightforward reading, but then the next scenarios make me unsure. If I target just one creature with all three darts, then it seems that the "more than one target" clause of the Damage Rolls would no longer apply. So, does that mean that I effectively roll 3d4+3 (rolling my four-sided die three separate times, one for each dart), since there's no longer anything saying to use the same roll for each dart? And how about if I target creature A with one dart, and creature B with two darts? Per the Damage Rolls section I should roll once for both of them, but that doesn't make any sense they should be taking different amounts of damage, right?   I'm sure I'm just reading things too literally, but it all seems rather contradictory to me, and now I'm unsure how many dice should be rolled for Magic Missile in any scenario. Is there further direction somewhere I'm missing? (I currently only have the PHB, the Starter Box, and the online Basic Rules, so maybe there's more guidance in the other books? I wouldn't think so, though.)
105923
How do I calculate the challenge rating of monsters that feature abilities that do not directly do damage?  For example, my homebrew monster has the two following abilities:     The target takes a Constitution saving throw. On a failure, it drops to 0   hit points.   This one could be used on a character with 10 hit points, or 100, which creates drastically different damage results depending on character level.     All creatures within 60ft take a Wisdom saving throw. Each target that fails is stunned for 1 round.   This can be extremely dangerous if this monster is paired with monsters that can make use of the stun condition, but it is virtually useless if the monster is alone.  I'm sure there are infinitely more examples of this type of thing.  How do we calculate CR for monsters that do not rely on standard attacks?
82281
The artifact Book of Exalted Deeds, DMG p. 222, has the following attribute:     Enlightened Magic. Once you've read and studied   the book, any spell slot you expend to cast a cleric or   paladin spell counts as a spell slot of one level higher.    Therefore, if a level 17+ cleric were to read this book and subsequently cast a spell that scales with slot level, such as Cure Wounds - would he be able to cast the spell at "10th level"?  Cure Wounds:     [...] When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.   9th-level slot: 1d8 + 8*1d8 = 9d8 9th-level slot with the Book of Exalted Deeds: 1d8 + 9d8 = 10d8?    Clarification: stating that there currently is no explicit mention of 10th-level slots or spells is not helpful, I'm fully aware of that - it's the whole point of this question.  Therefore, unless you can provide a reference to an official source that explicitly disallows 10th-level spell slots, please refrain from answering. Note that, while they're generally not considered official, a quote from any designer (not just Crawford), will suffice.
29188
I play a D&amp;D 5e campaign. My Tempest Cleric is about to take his first multi-class dip into Wizard.   Am I able to use my Cleric class and domain features on my Wizard spells, and vice-versa? Both at the same time?  Examples:   When I cast Shocking Grasp (Wizard spell), can I use my Channel Divinity: Destructive Wrath to maximize the lightning damage and then use Thunderbolt Strike (another domain feature) to cause the target to be pushed back 10 feet? When I roll damage on the weapon attack made for Booming Blade (Wizard spell), can I also add the 1d8 or 2d8 Thunder damage from my domain’s Divine Strike feature to the total? If I study the School of Abjuration, is my Arcane Ward replenished if I cast Freedom of Movement (Cleric abjuration spell, not on Wizard spell list)? If I study the School of Evocation, can I cast Shatter (Cleric domain spell) and apply both Sculp Spell (Wizard School of Evocation feature) to avoid hitting my allies in the blast radius and ALSO use Channel Divinity: Destructive Wrath to maximize the thunder damage?
45897
I am working on a druid character and just getting around to wild shapes natural attacks and I spotted what should be an error in its damage progression under the  which conflicts with the newer .  Official Damage Dice Progression Chart $$ \begin{array}{l|l} \text{Level} &amp; \text{Dice}\\ \hline 0 &amp; 0 \\ 1 &amp; 1d1 \\ 2 &amp; 1d2\\ 3 &amp; 1d3\\ 4 &amp; 1d4\\ 5 &amp; 1d6\\ 6 &amp; 1d8\\ 7 &amp; 1d10\\ 8 &amp; 2d6\\ 9 &amp; 2d8\\ 10 &amp; 3d6\\ 11 &amp; 3d8\\ 12 &amp; 4d6\\ 13 &amp; 4d8\\ 14 &amp; 6d6\\ 15 &amp; 6d8\\ 16 &amp; 8d6\\ 17 &amp; 8d8\\ 18 &amp; 12d6\\ 19 &amp; 12d8\\ 20 &amp; 16d6\\ \end{array} $$  Here we have the chart for Bite  $$ \begin{array}{l|l|l} \text{Size} &amp; \text{Dice Level} &amp; \text{Dice}\\ \hline Fine &amp; 1 &amp; 1d1\\ Diminutive &amp; 2 &amp; 1d2\\ Tiny &amp; 3 &amp; 1d3\\ Small &amp; 4 &amp; 1d4\\ Medium &amp; 5 &amp; 1d6\\ Large &amp; 6 &amp; 1d8\\ Huge &amp; 8 &amp; 2d6\\ Gargantuan &amp; 9 &amp; 2d8\\ Colossal &amp; 12 &amp; 4d6\\ \end{array} $$  Here we can clearly see that huge to gargantuan is only 1 and not 2, and from gargantuan to colossal is 3 instead of 2. If gargantuan was changed from 9 to 10 then the chart would be correct, its the only value that's off. So is this just a mistake or is this actually what its suppose to be?
4084
In the APG it states;     A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.   So does that basically mean that this PC would be a multiclass Undead Scourge/Warrior of the Holy Light?  Does the leveling/skill/feat acquisition work just like any multiclass character?
57121
The D&amp;D 5e core books were updated with a new printing as of  (alongside the release of the ), as can be seen from  referencing these changes.  Some examples of the new questions:         Most of these changes are noted in the . However, frustratingly, not all of the changes are noted there. (For instance, the phrasing of the fighter's Action Surge feature was simplified, and the description of the clone spell added a significant word.)  While some of these changes have been noticed by keen-eyed readers, I have not been able to find a single place documenting all these otherwise undocumented changes to the PHB.  As such, I hope the community here is able to document all these changes in a single Q&amp;A, hopefully serving as a valuable resource to anyone looking for a proper accounting of the changes made in the November 2018 printing of the books - since the 2018 PHB errata fails to do a sufficient job of this.  As of the November 2018 core book updates, what changes were made in the latest printings of the PHB that aren't noted in the errata document?  Given the specific focus of the question (it's not an unrestricted list, and has clear correct answers), hopefully it should not be too broad to be answerable here.
120782
I'm relatively new to DnD in general and 5th edition is my first experience with Dungeons and Dragons.  I am confused with some spell mechanics. Spells usually state that they do damage, such as:  Burning Hands (Lv 1)  A creature takes 3d6 fire damage  Ray of Sickness (Lv 1)  On a hit, the target takes 2d8 poison damage   But some spells only dictate that the hit points are affected:  Sleep (Lv 1)  Roll 5d8; the total is how many hit points of creatures this spell can affect.  Color Spray (Lv 1)  Roll 6d10; the total is how many hit points of creatures this spell can effect. [sic]   In this case what would I do?  Do I do 5d8 damage if I cast sleep or 6d10 damage if I cast color spray? If so, why on earth would I use any other Level 1 spell as these two would be exponentially better than any other D&amp;D 5e level 1 spells?