D&D 5e Rules – Spells – Spell Components (and Conspicuous Consumption)!

We are living in a Material world!

Know the RulesPart of an ongoing series of 5e Rules notes.

Even though it was pretty late in my campaign, the cleric’s acquisition of Heroes’ Feast prompted a bit more research on my part about spell components, particularly consumable ones.

I’ve never been a huge fan of spell components because they are, in normal usage, a Pain in the Ass. Like Encumbrance rules, they are only of play value in edge cases. So using Holy Symbols and Arcane Foci and Component Pouches are a useful way around that.

Usually.

Components

There are three basic aspects of spell components.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. (PHB)

Practically speaking, Verbal components only come into play in circumstances when something interferes — Silence spells, casting underwater, gags, etc. The rest of the time, we ignore them.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. (PHB)

Again, we only worry about this for cases where something is getting into the way of that “free hand” thing — being bound or restrained, paralysis, etc. I’m sure there are gaming tables where a sword-and-shield wielding Cleric would have difficulties, but mine is not one of them.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components. (PHB 203, emphasis mine)

More specifically answered in the Sage Advice Compendium:

Does a spell consume its material components? A spell doesn’t consume its material components unless its description says it does. For example, the pearl required by the Identify spell isn’t consumed, whereas the diamond required by Raise Dead is used up when you cast the spell.

If a spell’s material components are consumed, can a spellcasting focus still be used in place of the consumed component? No. A spellcasting focus can be used in place of a material component only if that component has no cost noted in the spell’s description and if that component isn’t consumed.

Keeping Focus

So here’s the rub. Spell foci / arcane foci do a lot of cool things — no need to collect components — but they do not substitute for priced consumables.  There is no gold coin slot in the side of your holy symbol to consume the cost of such spells. The actual component is needed.

Focuses are spelled out here. Note that I tend not to worry about the holy symbol, etc., being something actually manipulated. Rule of Cool fantasy means that the glowing holy symbol engraved on your shield is just fine (as long as a Rust Monster doesn’t consume your shield). But consumables are the edge case.

Consumables

And, in particular, they are the edge case because they restrict “free” use of very powerful and potentially unbalancing spells. Heroes Feast is an example — its effect can be profound and, as such, is not designed for casual, everyday use. “Every day is a Heroes’ Feast day” is not a common D&D trope, for just that reason. Every cleric at 11 has a holy symbol focus, and thus without a consumable restriction, Heroes’ Feasts would (with sufficient treasure) be a daily thing for every hero. It’s not.

Here is a fun database someone worked up of expensive components and when they are consumed.   Interestingly enough, while there are a number of spells so identified, most of them use individual items — a diamond, e.g., for Raise Dead.

Note that, again, magic doesn’t let you use 500gp instead of a 500gp diamond. And Heroes’ Feast is special in having a “Gem-encrusted specially crafted bowl” worth 1000gp; you can’t just substitute 1000gp of miscellaneous booty.

jewel-encrusted bowl
A gem-encrusted bowl, for example

(Btw, this also explains why, except in powerful bad guy or rich heroic dude lairs, you don’t find Continual Flame on everything — it literally costs a consumed 50gp ruby.)

But that’s no fun!

It does make a few things more fiddly, which, to my mind, is, I agree, not fun. But the spells we are talking about are — well, if not game-breakers, then close to it. Heroes’ Feast is an incredible spell, as I think everyone admits. Its recipients get for the day (aside from “this complete breakfast”):

  • Cured of all diseases
  • Cured of all poisoning
  • Immunity to poison
  • Immunity to fear
  • Advantage on all WISdom saves
  • +2d10 HP and HP Max

On reflection, that simply can’t be party SOP; it’s effectively a level-up, and could be literally dungeon-breaking (“Module 12: The Tomb of the Venomous  Lords of Terror!”). Grinding 1000gp a day for that seems a significant expense, but, at at the level the spell is available, still relatively trivial. The cost (aside from burning your daily 6th Level spell) needs to include a resource restriction.

In fact, it’s more than just “a 1000gp gem-encrusted bowl” which, presumably, one might find in a dungeon stash of royal crockery: the spell notes it must be specially crafted for the purpose of this spell.

I might allow someone in the party with the proper jewelry crafting skills to actually create such a bowl from suitable materials (and, no, the average character can’t just glue some gems to a bowl and call it good).

Alternately, in the proper setting, I can imagine such a crafted item being found in a dungeon or ruined castle. King Flamebeard would, when riding with his knights against their foes, partake of a special magical breakfast meal to guard them from harm … and if you search around real carefully, you might find the hidden crockery cupboard where a Heroes Feast-intended bowl or two were stashed away …

D&D 5e Rules – Spells and Exceeding Range / Line-of-Sight!

What happen if you cast an ongoing spell, then wander away?

Know the RulesPart of an ongoing series of 5e Rules notes.

The range and need of line-of-sight is pretty clear when spells are initially cast, but what happens if range is exceeded or line of sight is broken in a spell that lasts more than an instantaneous effect — in particular, with spells that require Concentration to maintain them?

(In the case that came up in my campaign, the party wanted to maintain a spell as they fled; a more common instance is the affected party fleeing the caster and breaking LoS or exceeding distance.)\

The General Rule

It’s pretty straightforward:  range and line-of-sight don’t matter once the spell has been cast. As PHB 203 puts it:

Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

So, as a general rule (and as confirmed by Jeremy Crawford and also confirmed by Jeremy Crawford), once you have successfully cast a spell on a spot or a target opponent, it will continue until it naturally ends (i.e., with a Concentration spell, until the time limit is passed or the character drops concentration), regardless of what the range or line-of-sight is. You are maintaining the spell, not the targeting.

Spells that say otherwise, of course, are otherwise (the specific overrides the general).

That said, if you and the target are beyond LoS, you don’t know what is going on there. Maybe the guy you threw Heat Metal on ran into the next room, took off the armor, and put it on an orphan waif, and your continuing the damage is killing an innocent. Ah, well …

D&D 5e Rules – Spells: Wrath of the Storm! (and what triggers it)

When you can React to attack depends on what kind of an attack it is.

Know the RulesPart of an ongoing series of 5e Rules notes.

Our Tempest Cleric had the Wrath of the Storm class ability (strictly speaking, not a spell), and endlessly enjoyed using it. Even when she took a bigger smack than her attacker did in turn, she just enjoyed the free combat.

It is, in fact, pretty cool:

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an Attack, you can use your Reaction to cause the creature to make a DEXterity Saving Throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed Saving Throw, and half as much damage on a successful one.

So in one game, a Smoke Mephit did its ash breath on the cleric from  from the adjoining square. This isn’t a To-Hit roll Attack, but an AoE Affect. Should it trigger Wrath of the Storm?

The answer seems to be NO.  Because the AoE weapon isn’t, strictly speaking, hitting with an Attack. The key here is “hits you with an Attack.” And the PHB (p. 194) is clear what that all means:

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Attacks are made with a d20 roll against a target’s AC. But that’s not what happens with the Smoke Mephit’s breath, or a Dragon’s breath weapon, etc.  Those:

  • are not targeted at someone
  • don’t require an attack roll
  • aren’t defended by AC

Instead, AoE attacks create a condition in a certain area of squares, and if someone is in that area, they automatically have to make a Saving Throw to determine the severity of the conditions that ensue (which may or may not include damage; the smoke mephit’s ashy breath caused blindness).

(This is part and parcel of why an AoE attack from an adjoining square doesn’t trigger any Disadvantage, either  — because there’s no attack roll to Disadvantage.)

If there’s no attack roll (and, of course, a hit caused by a successful attack roll), Wrath of the Storm does not trigger. That would include attacks with Magic Missile, Hold Person, or even Wrath of the Storm itself:

A consequence of this is that if two tempest clerics are fighting one another, and Ann smacks Bob with her mace, Bob may use Wrath of the Storm on Ann as a Reaction, but Ann cannot retaliate in turn, even though she might have a Reaction available, because Wrath of the Storm does not qualify as an attack.

D&D 5e Rules – Spells: Thunderwave! (and other cubical AoE range Self spells)

Wherein we handwave about a fine spell, and instead talk about Range Self Cubic AoE spells.

Know the RulesPart of an ongoing series of 5e Rules notes.

So Thunderwave (PHB 282-83) is a pretty cool spell, and usually ends up in a lot of parties’ repertoire (also in the repertoire of a lot of enemy parties).  It does decent damage, an AoE, a push, and the CONstitution save it carries makes it most useful against spellcasters. It does make a godawful racket (carrying 300 feet away, which any DM should take advantage of), but it also scales damage by spell slot.

Overall, a nifty spell. But we’re not going to talk about any of that.

Thunderwave and its Area of Effect

This came up in a game, so afterwards I did some looking into the odd Area of Effect world that is Cubes and Thunderwave.

(There’s a lot about 5e that I respect, but their AoE stuff is kind of janky in general and then the fit onto a grid map — which 5e really sort of dislikes on principle but cannot ignore because a lot of tables really love it, like ours — is even more janky.)

Thunderwave  has Range: Self (15-foot cube). “A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you …” blah blah effects.

So, what does that mean? How does the cube relate to the caster?  You would think a Cube AoE would be easy. Yet some of the writing on it approaches being Talmudic in its intricacies to figure out what RAW means here. This is my current interpretation:

Putting together the Self and the Cube AoE

Range of Self

AoE spells that have a range of Self have a point of origin starting from the caster (PHB 202).

Cube AoE

Here’s the PHB 204 on Cube AoE (emphasis mine):

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

AoE and Grid Maps

DMG 251 notes the following on “Areas of Effect” in relation to grid maps:

The area of effect of a spell, monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren’t. Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal.

And Xanathar’s echoes this, speaking of “Area of Effect on a Grid”:

Choose an intersection of squares as the point of origin of an area of effect, then follow the rules for that kind of area as normal (see the “Areas of Effect” section in chapter 10 of the Player’s Handbook).

This is one that drives me bats as DM, because everyone wants their spell to be centered in in the center of a square (in origin, in target, in range calculations), and the rule are very clear that is not the case: for where spells start from, land (if not targeting a creature), and calculating the range, it’s all about intersections.

(If you look at how Cover works on a grid, too, it’s much the same thing.)

Put it all together …

So, standing in a 5×5 grid square, any of the four corners of the square / intersections of the grid are at a range of “self” and are corners that could be the face of the cube you are going to create (including a cube that you are part of, if you are touching the outside face from the inside). Here then would be the possible arrangements I can see:

Cube AoE for Thunderwave
Cube AoE arrangements

Any of the above can be rotated in increments of 90 degrees.

I.e., you can be on any of the squares outside of the cube, or on the inner squares of the cube, wherever one of the corners of your square touches (red blips) part of the perimeter (side) of the cube. But not in the very center, because you can’t reach that outer face from there.

I’ve not seen anyone actually include the bottom left “corner” example, but it seems to fit the rules to my eyes.

Insider Casting

There is some debate as whether being on the inside of the cube (bottom right-hand two examples) is allowed. I don’t read anything in the above, though, that says it isn’t. That might mean including yourself in the spell effect (but hold that thought for a moment).

Note that though you can be within the cube, for the Thunderwave spell, “the thunderous force sweeps out from you,” so you yourself are not affected when you cast it, even if you are in the area. (Which is a fancier way of saying that you, as the point of origin, are not affected by spells that have a point of origin; a point is not dimensionless, in this case.)

(But Dave, you might be saying, if the point of origin is the grid intersection you are casting from, then doesn’t the thunderous force emanate from that and, if you are inside the AoE, affect you, too? To which I say (1) remember how I said some of this stuff gets Talmudic? and (2) go away, boy, you bother me.)

When would you use a case, of being inside (not the center!) of the cube? Two use cases I can think of:

  1. To reduce the effective effective range to 10 feet rather than 15 feet (potentially important in an indoor combat).
  2. To include a tiny opponent in your own square (an edge case, but a potentially helpful one).

To sum up

So, unless anyone has any objections, that’s how I consider the area for Thunderwave to work.

D&D 5e Rules – Spells: Spike Growth!

A diabolical spell that can not only manage crowds at low levels, but actually eliminate them.

Know the RulesPart of an ongoing series of 5e Rules notes.

It’s the damaging, crowd-controlling, Area of Effect spell that keeps on giving. You thought Entanglement was a pain in the ass? Try something (if you are a Druid or Ranger) that doesn’t prevent you from moving, just slows you and damages you when you try to: Spike Growth!

So what does it say?

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

So we really have two effects here over the Concentration / 10 minutes of the spell:

  1. The area of the spell is Difficult Terrain.
  2. The area of the spell causes 2d4 piercing damage per 5 feet travelled.

This 2nd level spell would be somewhat effective at crowd control if all it did was slow the bad guys down. Causing 2d4 damage for every 5 feet (one square on a normal grid) traveled is murderous at early levels. A figure with a 30-foot move will be slowed to 15 feet (Difficult terrain), and take 6d4 (6-24) points of damage, with no AC or Save to mitigate it, each turn. And that applies to everyone within the spell area.

No, honestly, I have seem very large early mobs gutted by a well-positioned use of this spell.

Spike Growth
Spike Growth

This spell is particularly deadly because, while most “this area causes you damage” spells affect someone once per turn (e.g., Moonbeam), Spike Growth will mess them up for every square they move through. Plus, there’s no save.

Plus, it’s Sneaky

The spell notes:

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

So you can set it as a trap for pursuers. If they don’t see it cast, they require a save to spot it before they blunder in.

Pushing In

There are a variety of ways of pushing or dragging folk into a Spike Growth spell area, from a Shove attack to Thorn Whip to Thunderwave to Thunderous Smite. It’s not always clear with these effects whether a target is dragged at ground level (in which case they would take damage each square of Spike Growth they were moved through) or somehow hurled through the air (in which case only the target square would cause damage).

The DM will have adjudicate based on the specific spell / effect and the circumstances it occurs in, to see how much damage the target takes.

Getting Out

The old saying of “Getting out means going through” is a losing proposition with Spike Growth. Going through means taking more damage.

Tactics for those caught in the spell:

  1. Wait it out. Yeah, that’s not likely over 10 minutes, but one of your comrades might disrupt the Concentration of the caster.
  2. Remove Yourself (Usually Vertically).  A long jump away, a high jump to grab something above, or, of course, some sort of teleport or flight can get you out of the area.
  3. Enjoy the melee cover.  If you are a spellcaster or ranged weapon person, being stuck in Spike Growth isn’t nearly as problematic. Stand there and ranged-attack your opponents (maybe particularly the caster), knowing that the opposition melee fighters will likely not be charging you.

Limits of Growth

Spike Growth does not scale. Even with no save, at some point in the leveling/CR equation, 2d4 damage per square does not daunt in quite the same way.

Sure, it creates Difficult Terrain (always a good thing), and 2d4 over enough squares starts to add up, but a 15th Level character will be a lot less worried over it (or have ways around it) than a 2nd Level character.

But it’s good while it lasts.

D&D 5e Rules – Spells: Thorn Whip!

What is it, really? How does it work? How is it even possible? It’s magic!

Know the RulesPart of an ongoing series of 5e Rules notes.

Our party’s Druid (it’s also available for Artificer) had this spell and used it pretty constantly from the time it arrived to the time the campaign ended at Level 13.

The damage from Thorn Whip is okay, maybe a bit better in the early days when damage is hard to come by, though it scales nicely (something 5e has done well with cantrips). But its true utility comes with its ability to shove people around the battlefield.

The Spell

Here is the spell description:

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range [30 ft]. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

That’s actually pretty cool. A 30-foot range magical attack (requiring an actual attack roll) that does decent damage and lets you yoink people around the game map (at least closer across the game map) by up to 10 feet.

And it’s a cantrip, so you can be playing with this every single round, if you are so inclined.

Note also that, as a (30-foot reach) melee attack (not a ranged attack), the caster takes no Disadvantage using it while standing next to an opponent. The caster is still at Disadvantage vs prone targets over 5 feet away (the rules don’t differentiate between melee and ranged attacks there). Cover effects also still apply.

Finally, in visualizing this spell, most people imagine the caster holding the whip and swing it themselves. However, there’s nothing in the spell that actually says that — it could be floating in mid-air, erupting from the ground — whatever, and because it’s a spell attack, not a weapon attack — you don’t dexterously swing it, but “command it to lash out.”  It’s magic!

Moving the target around

Those words “pull the creature up to 10 feet” are important, because they make it clear that the caster has a choice about whether to move the target at all or how much. It can be left just as a 1d6 damage attack, with the target still standing where they were, or they can be moved 5 feet or 10 feet (or whatever increments your battle grid has, within that 10 foot limit).

But what does closer mean here? Because of the limited distance being moved, I would (in lieu of a more informed reading) argue that each square needs to be toward the caster, reducing the overall distance each step.

 x  x  x  x  x
 x  x  T  x  x
 x  5  5  5  x
10 10 10 10 10
 -  -  -  -  -
 -  -  C  -  -

So, in the case above, the (C)aster could move the (T)arget into each of the numbered points at 5 feet; if moving 10 feet, they would have to got to one of the 10 foot marks. They could not shift into a different 5 foot mark, and definitely not into any of the (x) squares because the move to those is further or the same distance from the Caster.

(Note: Some of this may depend what rule you are using to judge distance on a grid.) (Also Note: A little flexibility here from the DM can fulfill the Rule of Cool.)

Kind of a drag

A lot of questions are raised by the pulling aspect of Thorn Whip (is the victim dragged? catapulted? floated through the air? teleported? and why is there no Strength Save?), but a main use for this power is dragging someone into a hazard — off a cliff, into a Bonfire spell, into a Moonbeam spell, into a Spike Growth spell, up to the immobilized Barbarian, etc.

Is this legit? And (when) does the victim take damage from those hazard areas? The answers are, “Yes” and “It depends.”

Let’s start off by noting that Opportunity Attacks will not be triggered by being yoinked away by a Thorn Whip. That’s pretty much straight out of the book:

You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your Movement, Action, or Reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

Since being yoinked by a Thorn Whip doesn’t use your Movement, Action, or Reaction, no OA is triggered.

That said, it is considered completely legit to involuntarily move someone into a hazard (p. 19) through a spell or force like Thorn Whip:

Entering such an area of effect needn’t be voluntary, unless a spell says otherwise. You can, therefore, hurl a creature into the area with a spell like Thunderwave. We consider that clever play, not an imbalance, so hurl away!

The subject in that ruling is on spells creating …

… an area of effect that does something when a creature enters that area for the first time on a turn or when a creature starts its turn in that area.

That includes things like  Blade Barrier, Cloudkill, Spirit Guardians, and Moonbeam. While “creating an area of effect on the creature or moving it onto the creature doesn’t count,” involuntarily entering the area does.

One caveat there:

Keep in mind, however, that a creature is subjected to such an area of effect only the first time it enters the area on a turn. You can’t move a creature in and out of it to damage it over and over again on the same turn.

(Remember that round in 5e consists of a sequence of each combatant taking their turn. While a round is about 6 seconds, a turn is some (overlapping) slice of that period, ordered by initiative, but not a defined period of time.)

So given a Moonbeam occupying four squares, you could not force an attack from the spell for each square you used Thorn Whip to drag the target through (i.e., if you dragged them through two squares of it, the 5 foot and 10 foot marks of the spell), just for the initial entry square on your turn.

An exception here (of course there is an exception) is something like Spike Growth. Unlike spells like Moonbeam that trigger “when a creature enters the spell’s area for the first time on a turn,” Spike Growth states:

When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Within and every 5 feet it travels are the keys here. You can Thorn Whip someone through two squares (10 feet) of Spike Growth and it will take the 2d4 piercing for each of those squares.

Thorn Whip: It’s Magic!

The magical nature of the pulling done by Thorn Whip is interesting. As described:

If the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

So, note first, this targets creatures. You cannot Thorn Whip over to you the idol sitting on the pedestal over there, or Thorn Whip away the sword in someone’s hand (or that they dropped on the floor).

Second, within the parameter of “Large or smaller,” the target gets no choice or control in the matter of being moved. Standing there slack-jawed or holding onto a support beam for dear life with a STRength of 20, the creature doesn’t even get a Save — they just come. It’s magic!

How does the targeted creature actually move? Fly through the air? Dragged along the ground? It’s not just a teleport because they can take damage from environmental and magical conditions each step of the way. But the spell also doesn’t tie into movement or movement obstacles — it stays nothing about being “slowed” by Difficult Terrain, for example.

I dunno. It’s magic!

Can you Thorn Whip someone through another creature’s square? If you have defeated the cover that other creature is providing, then the answer would seem to be yes, even if it’s an enemy of the target; the only things the rules don’t permit is leaving them in another creature’s square unless it fits other movement/size rules.

What about other obstacles? Assuming you can see past/around them, can you pull a Thorn Whipped person through an obstacle they couldn’t move through themselves? I’d say not, as a general rule; they’ll have to be pulled around.  (But hold this thought for a moment …)

Showing Restraint vs Thorn Whip

What if the target is restrained in some way — grappled, or Entangled, or held by Black Tentacles, or even shackled to a wall? Can Thorn Whip just pull them over regardless? Remember, the individual creature is powerless to stop themselves from being pulled by the spell. But can outside forces prevent it?

Boy, can you find a lot of online argument about that!

General conclusions I’ve drawn on these questions:

  • Thorn Whip breaks a grapple, because the grapple rules literally allow for the grapple to be broken by some outside force.
  • Against spells that Restrain, like Entangle or Black Tentacles, two alternatives are suggested and, to be honest, I vacillate between them as I reductio ad absurdem each case:
  • Against actual physical restraints (being shackled to the wall) … well, it works like the spells mentioned above:  either Thorn Whip just moves the target creature regardless of the shackles (because it’s magic!), or make the Thorn Whip save with the spell strength vs a DC 20 for the manacles.
    • In either case, no additional damage should be done to the target. It’s only a freaking cantrip, fergoshsakes.

This escalating conflict between the Thorn Whip‘s clear it’s magic! nature, which is baked into the language the spell, and the voice of reason as restraints become bigger and more powerful, can only end in things like “I try to Thorn Whip the target through the bars of the jail cell,” and what silliness that results in. At some point the DM has to step in and adjudicate something that feels right while fitting the Rule of Cool.

One final  weird factor in all of this is that the duration for Thorn Whip is “instantaneous.”

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.

That is, it’s not faster than the eye (you can see the whip, you can see it strike, you can see the yank, you could theoretically Counterspell it), but it happens faster than can be addressed or exploited by, for example, a Dispel Magic (or cutting the whip with your sword, or using the whip to make a gibbet, etc.).

Bearing in mind that D&D is not a tool for modeling physics, Thorn Whip is a spell whose nature and execution does not bear too close an examination. Take it as written. It’s magic!

Is Thorn Whip a magical weapon or not?

I keep saying “it’s magic,” but when does it count as magic? This question can come up in a number of circumstances — in my game, it was when the Druid used Thorn Whip on a Gargoyle, which is “resistant to bludgeoning, piercing, and slashing from nonmagical weapons.” Does Thorn Whip qualify, or not? Is Thorn Whip a magical weapon?

As one commenter summarized the argument:

  • YES: It’s created by a spell, it uses a melee spell attack to hit, and the spell damage increases with level.
  • NO: The spell description only mentions piercing damage, from an object created by the spell, not from the spell directly.

Arguments for Yes, it’s a magic attack

  • Because it’s a melee spell attack roll, not a normal melee weapon attack roll, the resistance to weapons doesn’t apply. Melee spell attacks follow the same rules as melee attacks; in this case, a melee attack with a 30 foot range. But it uses the spell attack modifier (spellcasting ability + proficiency) to hit, so, again, it’s a spell attack and ignores the resistance. 
  • The Sage Advice Compendium notes (p. 21), in determining if something is magical, qualifying questions would include “Is it a spell? … Is it a spell attack?” This is a spell, and uses a melee spell attack.
  •  Mike Mearls (one of the 5e designers) agrees that “any piercing, bludgeoning or slashing damage from spells count as magical in nature.”
  • The Monster Manual notes “Particular creatures are even resistant or immune to damage from non-magical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source).” This attack is delivered by a spell.
  • The whip both magically appears and disappears. That indicates it’s not some sort of physical item being created, but a magic construct.
  • The whip not only does damage, it magically lets you pull something closer to you without any additional roll (or save). Thus the overall attack is magical.

Arguments for No, it’s a non-magical weapon attack

  • The name of it is a weapon. And the spell actually creates a whip, which is a weapon. So it’s a weapon, crafted by non-conventional means.
  • The spell itself doesn’t do the damage; the whip created by it does. Again, the spell doesn’t indicate it creates a magical whip, just a long, vine-like whip that the spell allows you to commend.
  • And it does piercing  damage, like a weapon, not magical damage (force, radiance, necrotic, etc.).
  • That the damage increases with level doesn’t mean it’s additional magical damage, but could be additionally pointy / strong non-magical thorns.

Conclusion

Net-net, I am persuaded that Thorn Whip is a magical / spell attack (i.e., textualist arguments aside, the vine-like whip is an embodied spell, following the arguments around Spiritual Weapon), so it would defeat non-magical weapon resistance or immunity.

Of course, as an extension of that, something like an Antimagic Field would affect the vine reaching a target within it (even if the caster was outside of the field). It could also be countered, as noted, by a Counterspell.

Because … it’s magic!

D&D 5e Rules – Spells: Stinking Cloud!

So, how does Tear Gas work in D&D?

Know the RulesPart of an ongoing series of 5e Rules notes.

The first time I DMed this, I did it wrong. Which, given it was an NPC I had thought I had well in hand, is not a cool move on my part.

So here it is, done right.

Tear Gas Effects: Symptoms, Complications, Treatment & Prevention

Here’s the core of the spell’s effect:

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its Action that turn retching and reeling.

When I first played with this, I ruled that this still allowed Movement (since that isn’t mentioned), but, just as anything that takes away your Action also takes way your Bonus Action, the only thing you could do was retching and reeling.

But that’s not what it says. The Stinking Cloud doesn’t take away your Action, it dictates your action (retching and reeling). I.e., your Action is set, but you still have your Bonus Action (and Reaction, for that matter).

Or, as the Sage Advice Compendium puts it:

The stinking cloud spell says that a creature wastes its Action on a failed save. So can it still use a Move or a Bonus Action or a Reaction?

Correct. The gas doesn’t immobilize a creature or prevent it from acting altogether, but the effect of the spell does limit what it can accomplish while the cloud lingers.

Movement is a bit problematic, of course. The area covered by Stinking Cloud  is Heavily Obscured.

heavily obscured area–such as darkness, opaque fog, or dense foliage–blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.

Or, presumably, out of that area. Blinded, in turn:

A blinded creature can’t see and automatically fails any Ability check that requires sight.

Attack rolls against the creature have Advantage, and the creature’s attack rolls have Disadvantage.

Note the offsetting penalties — trying to Attack someone inside the cloud has to deal with Heavily Obscured conditions, and so is at Disadvantage (as though blinded). But the target is, themselves, blind to the attack, putting them at a Disadvantage. That makes, even without all the loud retching sounds attacks on a figure within a Stinking Cloud even money. (A figure inside the cloud can’t Attack if they failure save, except through a Bonus Action, but with that Bonus Action, or if they make the save, theoretically they are also a wash to attack a target outside the cloud, unless that target is using stealth or a Dodge or something of that sort.)

I might House Rule that, combined with the Retching and Reeling, being blinded in such a circumstance would lead to disorientation — perhaps another Save (Intelligence?) to move in a desired direction?

As a final note, the rules say “completely within the cloud” for the nausea effect. So if you are playing on a grid, and are using a true circle for your template (physically or on a VTT), any one in a partially covered circle isn’t affected. Which is why I prefer to have a template that fills in full boxes on the grid, to avoid the ambiguity.

D&D 5e Rules – Spells: Spiritual Weapon!

It’s a spirit! It’s a weapon! It’s a dessert topping! It’s … kind of a messy spell that people make bad assumptions about.

Know the RulesPart of an ongoing series of 5e Rules notes.

Since I’ve had players pick this, because it sounds very cool (and it can be), I had to do some digging into some of the aspects of Spiritual Weapon that are not completely obvious.

Spiritual Weapon is weird

No, seriously. But that’s because people see “weapon” and try to (incorrectly) apply all sorts of melee combat weapon rules and assumptions to it. It’s not:

Spiritual Weapon is a multi-round melee attack spell
that looks like a weapon because that’s really cool. 

If you just keep that in mind, you can ignore the whole rest of this post.

The Nuts and Bolts

Base spell:

Casting Time: 1 Bonus Action
Range: 60 feet

Spiritual Weapon token
Spiritual Weapon token

You create a floating, spectral weapon within range that lasts for the Duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack⁠⁠ against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your Spellcasting Ability modifier.

As a Bonus Action on your turn⁠, you can move the weapon up to 20 feet and repeat the attack⁠ against a creature within 5 feet of it.

The first confusion comes when wondering whether on Round 1 you simply cast it as your BA, and then need to take a regular Attack action to wield it, or not. The consensus wisdom out there is “or not”:  the attack is also part of the Bonus Action (as it is in subsequent rounds), which  means the following “what can you do with it when?”:

Round 1: As a Bonus Action: cast up to 60 feet away + attack.

Rounds 2ff: As a Bonus Action: move it up to 20 feet + attack.

And that lasts either until you dispel it or 1 minute (10 rounds).

These Are Not the Weapons You’re Looking For

“But! But!” people sputter, “It’s a weapon attacking! That has to happen during a normal Action as an attack! You can’t have a spell doing a weapon attack and then do a different weapon attack or even a spell-cast, on the same turn!”

Yes. Yes you can. Because what you see isn’t what’s really happening. It’s not actually a weapon, not matter what it says in the name.

these are not the weapons you are looking for

Think of the Spiritual Weapon as a deconstructed magical attack spell. Nobody would question the ability to manifest a magical zap spell and attack with it that very same Bonus Action. Which is what you’re actually doing with Spiritual Weapon, but the magical zap spell looks and moves like a weapon, which confuses the heck out of people, because they want to treat it as a glowing animated physical weapon that does physical damage.

But it’s not. It is, quite literally “a floating, spectral weapon” that does “force damage” — and the likelihood of hitting with it has nothing to do with your physical melee abilities (Strength and Dexterity), but your melee spell abilities.

So while you’re doing Spiritual Weapon, what else can you do?

Well, on the round you cast it, that only burns your Bonus Action. So you have your full normal Movement and an Action to work with.

Except, regarding casting multiple spells in a turn, remember …

If you want to Cast a Spell that has a casting time of 1 Bonus Action, remember that you can’t cast any other Spells before or after it on the same turn, except for Cantrips with a Casting Time of 1 Action.

So on that initial round when you cast the Spiritual Weapon, you can’t do any other spells except a 1-Action casting time Cantrip. You can still move around, shoot your bow, swing your sword, Hide, etc.

On subsequent rounds, though, you can be casting spells during your normal Action, because the move-and-attack of the Spiritual Weapon is not a casting of a spell. As noted in the Sage Advice  Compendium (p. 12)

Until Spiritual Weapon ends, it gives you the option of controlling its  spectral weapon as a Bonus Action. That Bonus Action does not involve casting a spell, despite the fact that it’s granted by a spell, so you can control the weapon and cast whatever spell you like on the same turn.

In that same context, also note that Spiritual Weapon is not a Concentration spell. So even if the caster is attacked or otherwise distracted, that does not affect the spell, and casting the Spiritual Weapon does not interfere with other Concentration spells you already have up. (One could even argue that, should the caster go unconscious, the Spiritual Weapon would simply remain there, floating — it can’t attack without command — until the caster was revived if within the 1 minute spell duration.)

There Are No Stupid Questions About Spiritual Weapon

Well, maybe a few.

Does moving away from a Spiritual Weapon trigger an Opportunity Attack?

No. The Spiritual Weapon is not a creature of itself (it has no volition or reaction).  And it only attacks during a Bonus Action: Opportunity Attacks are a Reaction.

Is this a magical weapon I see before me?

No, because it’s not a physical object, thus not actually a weapon.

Again, from the spell text:

Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

Spiritual Weapon token
Another Spiritual Weapon token

“Effect resemble.” The shape and appearance of the SW is a “spell effect,” not actual substance.

Also, it’s an Evocation spell, one to “manipulate magical energy to produce a desired effect”; it is not a Conjuration which “involve the transportation of objects” or a Transmutation which can “change the properties of a … object.” Again, no object, just effect.

Remember that deconstruction mantra? If this was summoning a magical zap bolt that flitted about the field of combat, it would clearly not be thought of as a magical weapon. That’s basically what Spiritual Weapon is, a spell that resembles an actual weapon because that’s cool.

Can someone hold onto the Spiritual Weapon as it’s moved and essentially fly like Thor?

(People have actually asked this question.)

No. As just noted, the SW is a spectral weapon. It has no substance to grasp or hold onto. It invokes Force damage, but you can’t grab onto that.

Can a person move through the square occupied by a Spiritual Weapon?

Yes. The rules about moving through squares occupied by other creatures only apply to creatures. The Spiritual Weapon is not a creature. It has no substance to block someone, only doing Force damage when it attacks (which, to make it worse, it can’t do during the part of a round when someone would be moving through its square).

Now, that said, a lot of people would be naturally hesitant to do such a thing, even if they knew the spell. So there’s some role-playing involved here, and I’d suggest the average peasant / Kobold / etc. would just sort of naturally avoid running through a square occupied by a mystical floating weapon (or a spectral appearance of same) unless they had no other choice.

For that matter, there’s nothing to stop a person (friend or enemy) from ending or pausing movement in the same square as the weapon, nor from the caster from moving it into an occupied square (again, either by a friend or an enemy). It would not make attacks by the Spiritual Weapon any more likely or powerful, though it might be kind of distracting.

D&D 5e Rules – Swimming! And Drowning! And Water Combat!

Sooner or later, you end up fighting in the water. Or swimming. Or being held under the surface. So how does that work in 5e?

Know the RulesPart of an ongoing series of 5e Rules notes.

5e has very much simplified (perhaps oversimplified, some argue) the issue of dealing with water as an obstacle, a location for fighting, and a danger. Always remember, D&D is not a physics simulator (or, as some have countered, it is a horrendously and hilariously bad physics simulator).

Note that there are a lot of exceptions below for creatures that have a Swimming speed in their stat block.

Movement in the Water

  • Water is basically considered Difficult terrain if you don’t have a native Swimming speed. That is, each foot moved costs two feet of movement.
    • If the terrain within the swim is itself Difficult (e.g., a strong current, a kelp bed, etc.), this might increase to each foot moved costs three feet of movement.
    • You can, however, use any other movement speed (e.g., walking, flying) to swim with.
  • If the water is “rough,” making any progress swimming might require a Strength (Athletics) check.
  • There is (remarkably) no distinction in speed between swimming underwater or swimming on the surface.
  • Don’t forget the Dash action, if you are doing nothing but movement.

Long-Distance Movement in the Water

swimming
Long-distance swimming

If you have a Swimming speed, you can swim all day without penalty; use Forced March rules from the PHB.

Otherwise (per DMG 116), you need to roll a CON Save vs DC 10 for each hour swimming. Failure means +1 level of Exhaustion. Beyond that, there is a cap on 8 hours of swimming per day.

Deep Water

The pressures and temperatures of deep water take their toll. Per DMG 116, for creatures lacking a swimming speed:

  • if swimming over 100 feet deep, makes every hour count as two for Exhaustion checks and limits.
  • if swimming over 200 feet deep, makes every hour count as four for Exhaustion checks and limits.

Vision in the Water

  • Clear water, bright light — 60 foot visibility to notice an encounter
  • Clear water, dim light — 30 foot visibility to notice an encounter (Disadvantage to Perception).
  • Murky water / no light — 10 foot visibility to notice an encounter (Disadvantage to Purcepti0n).

The above presume light sources or Darkvision.

Doing Stuff in the Water

By which we mean, of course, combat and magic.

Combat in the Water

Underwater Knight
Note: breathing gear is cheating.

When fighting underwater, again unless you have a native Swimming speed:

  • Melee weapon attacks are at a Disadvantage (as you and/or your weapons are slowed by the drag of the water) …
  • … except for a thrusting/piercing weapon like a dagger, javelin, shortsword, spear, or trident.

This melee weapon restriction Rule-As-Written would seem to apply to fighting while on the surface (swimming), or even while partially immersed (imagine fighting in waist-deep water); I’m not sure that last makes sense, and an appeal to the DM might be possible. (I can see any sort of melee weapon attack being at Disadvantage when standing in, but not under, water, as you are partially Restrained.)

  • Ranged weapon attacks are possible underwater, but they are at a Disadvantage …
  • except when using a crossbow, net, or a weapon thrown like a javelin, spear, trident, or dart.
  • They are an automatic miss if beyond normal range.

Magic in the Water

Back to the Future - Enchantment under the Sea
Also known as …
  • You can cast spells underwater.
    • But if they have a verbal componentyou have stopped holding your breath and have gone into step 2 of Drowning (below).
    • Material components may be difficult to manipulate while swimming or immersed in water.
    • Somatic components aren’t a problem, as only a single hand is needed for them.
  • Spells that require a to-hit roll do so at a Disadvantage (if above water, because of aiming while trying to stay afloat; if underwater, because of the murk and visual distortion underwater, and drag on your body).
True Lies swimming under water fire
Great way to resistance fire damage, Harry!

When you are fully immersed in water, you have Resistance to fire damage.

But aside from that, spells don’t do anything tricky. For example, lightning does not electrify the whole area. Remember (a) Bad Physics Simulator, and (b) it’s not actual lightning, it’s magic acting like lightning (handwaves).

Going “Prone” underwater

If something should knock you Prone while in the water, you are instead tumbling/floundering … but suffering the same status effects as being Prone (including slowed movement, Disadvantage to attack, Advantage to adjacent attackers) until you “stand up” / regain control with half your movement. (References 123).

Drowning

DrowningThe rules here are essentially the same as suffocation rules:

  1. You can hold your breath for (CON mod + 1) minutes (to a minimum of 30 seconds).
  2. After that you survive (CON mod) rounds (minimum of 1) without needing more air.
  3. After that, you are at 0 hp and are unconscious and dying. You can’t stabilize or heal until you can breathe — even if you make your three successful Death Saves, you only erase any unsuccessful ones and start the process over. You can be magically healed, but that can only get you back up to Step 2 unless you are out of the water by then.

Example: A creature with CON = 14 (CON mod = 2) can hold their breath for 3 minutes. After that, they start drowning/suffocating, and have 2 rounds to reach air before dropping to 0 hp.

Note that 3 minutes (or even 1 minute) is a ridiculous amount of time in the game (1 minute = 10 rounds of combat). People tend to be terrified of their character running out of air … the first time they get into underwater combat.  (It’s still a real threat, but not a close one.)

Workarounds

  • Various races can either breathe underwater, or (such as Lizardfolk and Tortles) can hold their breath for longer, as defined in their stat blocks.
  • Wild Shape and Polymorph can change folk into creatures that can swim or breathe in water.
  • Anything that magically gives you a Swimming speed will be useful in the above.
  • Water Breathing is a spell that literally lets you breathe underwater for 8 hours. It’s a 3rd level for Druids, Rangers, Sorcerers, and Wizards, can affect up to ten people, doesn’t require concentration, and can be done as a ritual. Alternately, Water Walk (same parameters) lets you walk on water and not worry about having to breathe it.

Wait, that’s it?

But aren’t there some classic tropes that these rule ignore?

Yes.

Drowning in armor
“A Drowning Viking, possibly Olav Trygvason (968-1000) of Norway at the Battle of Svold on 9th September 1000”

 

  1. There’s no provision for heavy armor or a full backpack dragging you to the bottom, etc.; if you are strong enough to wear it, you are strong enough to swim in it (handwaves) … which is good, because it takes 5 minutes to remove heavy armor.
  2. There are no provisions for using up breath faster if you are slowly flailing about with your greatsword instead sitting still and reserving oxygen.

Again, largely this is because D&D is a crappy physics (and biology) simulator, and intentionally so. The game design thought seems to be “Does this complication take away from the fun? Does it mean extra calculations, rolls, and otherwise bogging-down of the game? Then simplify or eliminate it.”

(Note to self: if I ever decide this is too simplified, this site has some interesting homebrewed additions.)

D&D 5e Rules – Skills – Group Checks!

Everyone wants to roll their own Skill check. Sometimes, that’s not the best idea.

Know the RulesPart of an ongoing series of 5e Rules notes.

This is actually an interesting and (at my table) unused game mechanic: dealing with skill checks as a group, rather than as individuals. It not only can save time, but it can get around some of the problematic aspects of Skill checks.

Group Skill Checks

The rock chimney needs to be ascended — not by an individual, but by the whole party.

The goblin encampment needs to be snuck past — not just by the rogue, but by that jingling oaf of a fighter, too.

The suspicious guard is eyeballing everyone who passes — and the whole party has cultist robes, hoping they can slip by.

5e includes a method for groups, as a whole, to make an Ability or Skill check.  As laid out in PHB 175:

To make a group Ability Check, everyone in the group makes the Ability Check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

The idea here is that more experienced or skillful players are helping the less experienced or skillful ones to succeed.

“Put your feet right where I put mine … there you go, that’s it, great!”

“Watch out for that stick there — don’t step in it because it will snap and make a loud nose and ruin our chance to sneak by.”

“I wish you peace, diligent guardian of the temple, as do all my friends, riiiiiight?”

Group checks are useful where all the characters are

(a) doing the same thing, against

(b) a challenge with a single DC value, and will

(c) succeed or fail as a group.

Some examples:

  • Does the group get through a swamp without running into quicksand or a similar hazard?  Roll as a group on Wisdom (Survival) vs a DC.
  • Does the group sneak by the observation post without being heard?  Roll as a group on Dexterity (Stealth) vs a standard passive Perception value.

This mechanic works less well when there are multiple values in the challenge/opposition, and where an individual can potentially shine.

Their applicability, though, is limited. The mechanism could be used, in theory, for spotting traps, for example, but it makes a lot more sense that the rogue is looking for traps and that their Perception is what makes or breaks the deal, rather than have them succeed personally, but then have the group fail as a whole because presumably a bunch of people did poorly and distracted the rogue from a trap they should have found.

Helping someone else

This is related, but similar. Note that someone can do a Help action in combat to give a person making the Skill or Ability Check do so with Advantage (if the helper can explain how it is they are helping, of course).  That’s how this all functions tactically in a battle.

The Ranger’s background gives her a lockpicking ability to Help with — not as good as the Rogue’s, who’s frantically working with his tools against the lock, while the other party members fend off the guards, but good enough to offer useful advice, hand the correct next pick to the Rogue, and overall give the Rogue an Advantage in trying to get the door open.

In theory, it works that way for other activities. So, under the rules for Working Together:

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest Ability Modifier—can make an Ability Check with Advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9).

A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task.

Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

So, for example, when searching the room for something, a pair is actually better off with the best-Perception person doing the search, and someone else assisting them (for Advantage) than both people doing the search roll (because rolling with the highest Skill twice gives you a better chance than rolling once with a high Skill and once with a lower one).

Notes:

D&D 5e Rules – Skills – Abilities, and Mixing and Matching!

Understanding how Abilities connect to Skills is important. Understanding how you can change that connection is priceless.

Know the RulesPart of an ongoing series of 5e Rules notes.

Skills and Abilities … 5e has a system that interestingly modular, providing for a lot of flexibility, and occasional confusion.

5e has also given terminology a big stir, so sometimes folk (especially those coming from earlier editions, homebrews, or variant systems) get a little mixed up as to what’s being referred to as what. So forgive me if I digress a bit first …

Everything starts with Abilities

Abilities from a character sheet
Abilities from a character sheet

Abilities are your five primary statistics (and some people still refer to them as your stats):

  • STRength, measuring physical power
  • DEXterity, measuring agility
  • CONstitution, measuring endurance
  • INTelligence, measuring reasoning and memory
  • WISdom, measuring perception and insight
  • CHArisma, measuring force of personality

Everything you as a character can do stems from or is primarily influenced by these stats. (And, just to start there, I remember back in the good old days when they were a bit more nonsensically ordered STR, INIT, WIS, DEX, CON, and CHA — so D&D has shown a bit of rational evolution there.

Your level as a Player Character in each of these Abilities is from 3-20, though, depending on how you build them at character creation, it’s rare you’ll start off above 18.

Based on the level of the Ability, you get an Ability Modifier:

Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

In many ways, the actual Ability Score is meaningless; it’s the resulting Modifier that ultimately impacts the game mechanics, as modifying D20 die rolls associated with that Ability. Indeed, many character sheets emphasize the Modifier vs the Score (which begs the issue of why, aside from legacy / nostalgia reasons, we still need the Ability Score itself any more … but that’s a change for the next edition).

You could (and some systems can) run quite neatly with just these Abilities dividing up all your capability into six buckets. But since the golden days of D&D, people have wanted a bit more.

Skills!

Skills from a Character Sheet
Skills from a Character Sheet

Those Abilities are a bit broad for the level of tactical and adventuring crunchiness that D&D players consider the sweet spot.  So long ago, lists of skills were developed that people could specialize in through some mechanic, influenced primarily by the Ability they are associated with.

So, for example, Sleight of Hand is a very different skill than, say, Acrobatics. Both are clearly associated with the Dexterity (“measuring agility”), but you can easily think of someone who would be mediocre at one but dazzling in the other.

The normal 5e Skill list is alphabetical, but you can also break it out by the Abilities they traditionally align with:

Strength
  • Athletics
Dexterity
  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence
  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
Wisdom
  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival
Charisma
  • Deception
  • Intimidation
  • Performance
  • Persuasion

(There are no Skills based on CONstitution.)

The modifier on the D20 roll for any given skill starts with the modifier for the Ability it’s associated with. You can also have special Proficiency in a given skill (usually from your Class, or from a Feat, or even from a Race), which means you add your Proficiency Bonus in.

So with the character in question, when they make an Acrobatics roll, they roll a D20, add in their DEXterity Ability Modify (+1), and then (because it’s checked off as a Proficiency), their Proficiency Bonus (+2) — 1d20+3.

Mixing and Matching Abilities and Skills

You will almost never see a Skill written in official material like this:

Athletics

Instead, it will be written as

Strength (Athletics)

But why? Doesn’t Athletics imply Strength?

Not necessarily.

There are a couple of ways of looking at this. You are actually always rolling these checks on an Ability — this is a STRength check, this is a CONstitution check, this is an INTelligence check, etc. The Skills listed are only to help you narrow down which Ability you are rolling (“Oh, I’m trying Sleight of Hand, so this is going to be a DEX-based roll) or to indicate a specific proficiency in the technical aspects of what is essentially a Sub-ability, a Skill.

swimming
What is the pertinent Ability here?

But sometimes that technical training and experience of a Skill can be applied to different Ability at its base. Let’s say you have been thrown overboard from a ship by pirates, and you need to swim to an island you can barely see in the distance.

Okay, well, clearly, Athletics is going to be the technical Skill set. But what the Ability is is what actually matters. This isn’t a race across the pool where STRength is the deciding factor. This is going to be all about endurance … so you’re going to be using CONstitution as the active Ability.

So, yes, you will be rolling Constitution (Athletics). 

To use the character sheet bits above, you’ll make a roll of 1d20 + 3 (CON modifier) + 2 (Proficiency Bonus for Athletics), for a 1d20 + 5.

(Yes, yes, the character in question has the same STRength and CONstitution, which means the die roll is the same in this one particular case, but I hope you see the point.)

So, yeah, sure, STRength normally powers Athletics, and WISdom makes sense with Perception … but it doesn’t have to be that way. The rules treat those as the default. If you can make a cogent argument for it to the DM, you can use any ability to power a skill, such that the skill roll becomes:

1d20 + (the chosen Ability modifier) + (your Skill Proficiency Bonus)

(If you are using a VTT like Roll20, you’ll have to calculate this manually, but it’s pretty easy.)

This is both good story-tellilng — using the appropriate Ability for a given test — but it’s also something the the Players can use to their advantage (leaning into their stronger Abilities) or the DM can use to mix things up a bit.

Tear phone book in half
The modern equivalent

As another example, from the PHB, you usually use CHArisma as the basis for your Intimidation rolls — bringing your force of personality to play in beating down their resistance. But if you’re some savagely-strong looking barbarian, maybe you just show your target how you can snap them in half as easily as this thick log waiting to go into the fireplace, with a Strength (Intimidation) roll.

Your intent here is still to intimidate, but rather through word and body language (CHArisma), you’re using force of sinew (STRength). But Intimidation as a skill has its own goals and techniques; if you have proficiency in them, you should be able to use them different ways.

Indeed, I can easily imagine other types of intimidation —

  • Intelligence (Intimidation): showing off your vast knowledge to cow a sage
  • Constitution (Intimidation): demonstrating how nonchalant you are standing in a bed of coals to shake your torturers
  • Dexterity (Intimidation): plucking flies out of the air to daunt some fellow thieves.

Yes, you could argue in that last case what you are really doing is Dexterity (Sleight of Hand) — but it’s not, because your purpose in the scene is not actually to catch flies, but to completely unnerve the person you are engaged with, to break their will and intent: thus Intimidation.

This Reddit thread has some other fun examples. If you’ve got a high CONstitution, you could argue for using it with a variety of non-CON-associated Skills:

  • Constitution (Deception): You jump into near-freezing water, but want to convince the others to Come on in, it’s fine, no, no, not cold at all, do you see me shivering?
  • Constitution (Sleight of Hand): You have the duke’s large signet ring hidden in your mouth, but the guards are checking everyone. Can you swallow it without anyone noticing?
  • Constitution (Animal Handling): Wrangling … that damned … cat … who is very liberal … with use of … teeth and claws …

Not all combinations are easy to think of examples for (Strength (History) … maybe something about how you were the only person back at the monastery strong enough to get Abbot Shang’s Book of Exceedingly Great Dimensions down from the shelf to study from it). But figuring out a way to lean a higher Ability into a Skill roll can give you a real boost … if you can talk the DM into it.

D&D 5e Rules – Skills – Retrying!

If at first you don’t succeed … can you try, try again?

Know the RulesPart of an ongoing series of 5e Rules notes.

Rolling skills to get something done can be a tense moment. The whole campaign might depend on how well you can sneak, or spot someone sneaking, or open that lock, or disarm that trap.

And, since a D20 provides a linear distribution of results, it’s quite possible to fail that roll.

Then what?

How to Succeed at Skill Rolls while Trying A Whole Bunch

So, what is a Skill (Ability) Check? Well, per PHB 174:

To make an Ability Check, roll a d20 and add the relevant Ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success — the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM..

What happens when you fail a Skill / Ability roll? Can you try again? How many times?

Can you try, try again?

Interestingly enough, there’s no easy answer there. I’ve read DMs assert that they only let a single roll happen; if you fail, that shows it’s just not doable (by you, at least). I’ve read others say you can only retry if the circumstances or your approach explicitly changes.

(I’ve also seen guidance that rolls should only be asked for if the results of failure are significant or interesting. So there’s that, too.)

To my mind, a lot depends on what it is you are trying to do (duh). As much as D&D tries to make all skills identical in their structure and use, they really aren’t. Some skills, in their application or in the circumstances at hand, lend themselves more or less to retries.

  • “I search the room.” Okay, you blew your Perception roll. Can you search it again, search it harder, search it in a way you didn’t before?  Sure. Tell me what you’re doing differently.
  • “I try to convince the guard to let us pass.” Okay, you blew your Persuasion roll. Can you try again? Well, certainly not the same way or with the same line of argument. I mean, if she didn’t believe the Captain sent you when you said it once, she’s not going to believe it a second time.
  • “I try to remember my History to see if I know of the dread Egnarts.” If you fail, chances are you’re not going to succeed in “remembering” again, without explaining a very different approach.

In some cases, letting an attempt be retried is just fine. In other cases, retrying at a Disadvantage seems to make sense (“Oh, did I say the Captain? I meant the Duke, my uncle …”).

What does “failure” mean?

We tend to think of “failure” as “What I asked for didn’t happen.”

  • The lock didn’t pop open.
  • The guard wasn’t convinced.
  • The mule refuses to move.

But look at that definition of an Ability Check again, particularly on the “failure” part:

Otherwise, it’s a failure which means the character or monster makes no progress toward the objective …

Okay, that’s what we usually think of failure like.

… or makes progress combined with a setback determined by the DM.

Which is very modern “failing forward” game design for something like D&D, and, frankly, is something I never thought of for this system — and it’s something that makes sense, esp. if (a) the DM wants to move things along, and/or (b) you just barely missed your roll.

  • You hear a couple of tumblers in the lock move, but it doesn’t open; your next attempt will be at Advantage … but that will take more time.
  • You got the lock open … and the door opens wide, to reveal the room full of guards.
  • You got the lock open, but broke your favorite lockpick, putting you at Disadvantage in picking locks until you can get it replaced.
  • The guard grudgingly lets you pass, but sends a runner to check with the Captain, just in case. 
  • The mule moves, but quite intentionally steps on your foot in doing so. 

Those are all legitimate things for me as the DM to do (or you as the player to suggest).

Can’t I just “Take 10” or “Take 20”?

So those are D&D 3.5 rules, but 5.0 kinda-sorta has them. Kinda-sorta.

Taking 10 in 3.5 usually just meant “Act like I rolled a 10” so as to avoid the chance of a low roll (when a high roll wouldn’t really be needed).

This is essentially the equivalent of using a Passive Skill in 5e.  Which is a little weird (“I’m searching the room … passively”).

Taking 20 was the interesting one in 3.5:

When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.

Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.

5e doesn’t have this … precisely. But on DMG 237, “Multiple Ability Checks,” there’s a “Take 20”-like mechanism:

Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.

So in cases where failure doesn’t incur a penalty (except burning time), you can spend ten times the normal amount of time (ask your DM for a SWAG) and just assume a success if the task is possible (which I read to mean, if rolling a 20 on the skill would allow it to succeed). This is a bit looser and more cinematic than 3.5’s rule, but there you go.

It does mean that, if the party is willing to take the time, the DM can dispense with Perception rolls in each room and just say, “After about an hour, you find the hidden compartment under the book case. And, no, that doesn’t count as a Short Rest.”

Is that a good thing? That’s up to you to decide.

D&D 5e Rules – Size!

Size matters! Though … maybe not as much as it once did.

Know the RulesPart of an ongoing series of 5e Rules notes.

If we all remember the Golden Rule of D&D Rules —  This Is Not A Physics Simulator — then the weirdities of how 5e runs “Size” will … be a little less weird.

Let’s Start with a Table!

Size Space Example HD
Tiny 2.5 x 2.5 feet
(4/sq)
Imp, Sprite d4
Small 5 x 5 feet
(1 sq)
Giant Rat, Goblin, Halfling, Gnome d6
Medium 5 x 5 feet
(1 sq)
Orc, Werewolf, Human, Elf, Dwarf, Dragonborn d8
Large 10 x 10 feet
(2×2 sq)
Hippogriff, Ogre d10
Huge 15 x 15 feet
(3×3 sq)
Fire Giant, Treant d12
Gargantuan 20 x 20 feet
(4×4 sq)
or larger
Kraken, Purple Worm d20

So that shows all the size categories, the space they take up on a battle map grid, and some examples, as well as what, in general, their Hit Dice look like.

Most Player Characters are Medium in size — though some races drop down to Small, and a couple of outliers are Large.

How About Some Pictures?

D&D Size Comparison
D&D Size Comparison

Yes, that’s straight out of the book, but it is so pretty. I will take it down if Hasbro asks me to.

Size and Space

The space described in the table above is that personally controlled by the creature. A human is not actually 5×5 feet, but effectively occupies that space, and rules on passing into or through space apply to all squares so controlled.

Guys in a couple of five foot squares
Guys in a couple of five foot squares

You can pass through an enemy creature’s occupied space (ducking past them, under their legs, etc.) if you are 2+ sizes smaller than them. Note that it’s still considered Difficult terrain (double cost), and if you continue on past their reach they will get an Opportunity Attack. So Halflings can duck past an Ogre this way, while Humans could dodge around a Fire Giant’s legs.

(See also: D&D 5e Rules – Moving Through a Hostile Creature’s Space! – Blog of Heroes)

Note also that some creatures (typically those larger than Medium) may have physical melee attack reach of more than the normal five feet.

Surrounded!

Spaces taken by creatures cannot overlap. That means, for example, if you as a Medium humanoid are surrounded by enemies, how many enemies that is depends on their size. You could be surrounded by eight Medium enemies, but only four Large enemies could surround you.  Similarly while you and your Medium friends could surround a Medium Orc with only eight of you, that Large Ogre would need to be surrounded by twelve Medium opponents.

Line of Sight and Cover

Larger creatures are obviously bigger targets. Assuming you are playing on a square grid, then if you can draw an unobstructed straight line between

  • any corner/vertex of one creature’s space on the grid map and
  • any corner/vertex of another creature’s space,

then there is line of sight and each creature can potentially see each other.

In considering cover, pick any corner/vertex of the attacker’s space, and draw lines to the corners of any single square the target occupies.

Cover and obstructions
Cover and obstructions
  • If 1-2 of those lines are obstructed by something, then the target has half-cover;
  • if 3 or more are obstructed but you still have line of sight, then the target has three-quarter cover.

(Obviously, a Huge target will have a lot more single squares hanging out there unprotected.)

(Yes, that’s another beautiful drawing from the official books.)

Grappling and Shoving

You only grapple something no more than 1 size larger than you. When grappling, your speed is halved unless the grappled creature is 2+ sizes smaller than you.

Thus, as a Medium Human, you could grapple an Ogre, but not a Treant.  Similarly, an Ogre could grapple a Halfling and move off with them at full speed.

You can also only try to Shove something no more than 1 size larger than you.

Getting Small

A creature can squeeze into a space one size category smaller.  So a Large creature could squeeze through a 5 ft square opening or 5 ft wide corridor.

When doing so, it counts as Difficult terrain (double movement cost), and the squeezing-through creature has Disadvantage for attacks and Dex saving throws, and attackers have Advantage on them.

What Else Does Size Do?

Not a whole heck of a lot. In 3.5e, small creatures got an AC boost, larger creatures an AC deficit, but this no longer exists in 5e.

Size does have an impact on the Encumbrance load that can be carried, but I try to avoid Encumbrance rules.

 

D&D 5e Rules – Rolls, High and Low!

Yay! I rolled a 20! That means I win everything, right? Right?

Know the RulesPart of an ongoing series of 5e Rules notes.

This is another thing that can engender confusion until it gets spelled out plainly, especially since it’s about something that has changed over various D&D editions, varies with other D20-based games, and has been house-ruled for eons.

What happens when you roll a natural (that’s the face showing on the die) 20 on a d20? What happens when you roll a natural 1?

You rolled a Nat 20 on your skill check

When is a die roll a different die roll?

There are, in 5e, three types of d20 rolls:

  • Attack rolls — rolls you make to successfully hit with an attack (against a given Armor Class (AC)).
  • Ability Checks — rolls you make to check against an ability or skill to see if you succeed in your attempt (against a given Difficulty Class (DC)).
  • Saving Throws — rolls you make to avoid or minimize the effect of a spell or other environmental hazard (against a given DC).

These are all done with a d20, but, despite that, each is treated independently in the rules.

For example, the Rogue’s Reliable Talent class ability (PHB 96) says “Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.” That applies only to Ability Checks, not Saves or Attacks.

When is a crit not a crit?

This has a more global aspect. On Attacks (only!),

  • a naturally rolled 20 is always a hit (and a critical hit, at that), regardless of modifiers or the target’s Armor Class.
  • a naturally rolled is always a miss, regardless of modifiers or the target’s Armor Class. (5e does not have a “fumble” rule.)

This auto-hit or auto-miss rule, though, does not apply to Saves or Ability Checks.  For example, a natural 20 on a Saving Throw does not guarantee success. In fact, it just means that you have met or beat any DC of 20 or below. If the DC is 25, it doesn’t, Rules-As-Written, mean a thing other than you did not save.

That said …

Most DMs will do something to recognize a natural 20 (especially if it’s called to their attention), and sometimes a natural 1 as well, on a Save or Ability Check, even if the RAW doesn’t call for it.

This might be as simple as something narrated, calling out (without game effect) the natural beauty of the thing you did that you rolled a nat 20 on … or the gob-smacking ineptitude of the thing you did that you rolled a nat 1 on.

You dive for cover from the dragon’s breath, but mis-judge and fly through its center instead. You take [the standard] damage, but you can hear the dragon actually laughing at you.

Sometimes they may even given you a partial success for that nat 20.

You don’t manage a clean landing — but you’re on your feet, even if you’re going to be at half-speed next round.

or

Your valiant effort doesn’t succeed, but it came closer than you thought it would — take an Inspiration.

But don’t count on that, unless the DM is house-ruling something of that sort as a normal case.

Roll20 – Area of Effect templates

A home-made game aid for Roll20 that makes life (for me, at least) a lot easier.

For my Princes of the Apocalypse game (which we ran on Roll20 with a standard 5-foot grid), I built some Roll20 AoE templates for spells, to make it easier to see and use the AoE and to provide a longer lasting way to show a still-active area spell.

So why is this needed?

There are ways to show the area of a spell. At a minimum, you can draw something on the screen — but that gets messy and not always easily movable. It’s also hard to draw some shapes, like cones.

Also, even if you draw something with the circle tool, you have two problems — precisely knowing the center point to anchor it on, and, more importantly, clarity on what squares are affected by the spell or not. Yes, you can interpolate (“I think that’s less than half the square”), but that’s just argument fodder.

Roll20 and various adjuncts to it provide area tools for AoEs (Roll20’s native tools have improved dramatically of late), but they still have a couple of problems. First, again, they are actual geometric figures (e.g., circles), so interpolation is still needed. Second, they are non-persistent — you can set them to Linger, but a player can only have one up at a time (I’m not sure if two players can have theirs up simultaneously); you can maybe eke by for that initial Fireball, but if you have a Spike Growth that stays up for a long time, you’re back to drawing a circle on the map.

What I wanted was a way that players could express a proper spell area (cones, squares, circles, even rectangles) in full squares, that they could move as needed for placement, and that would let me (as the DM) resolve the effects on those within the area, whatever the shape, and that could be left on the map for non-instant duration spells.

The answer: AoE templates.

Now coming to a marketplace near you

You can buy spell templates in the Roll20 marketplace. In fact, I did.

Unfortunately, the ones I bought turned out to be one or more of:

  1. Obtrusive (covering up too much of the underlying terrain).
  2. Ugly (a judgment call on my part, to be sure)
  3. Wrong (there are different ways of calculating a 15-foot or 20-foot radius circle on a grid, partly based on whether you are centering on a square middle or on a square corner. Who knew?) (And D&D 5e renders cones differently from other editions or systems.

I wanted something that would be:

  1. Largely transparent — clear enough to be visible, but not blocking the map people were on.
  2. Reasonably attractive
  3. Correct, based on my reading of how (especially) cones and circles/spheres work, including anchoring on a grid vertex (corner), not (except in rare, specified occurrences) on the centers of grid squares.

So, after a couple of failed tries, I decided to roll my own.

Rolling my own

I used a drawing program I have to basically build up a sample AoE as a drawing, trimmed to the edges, with transparency on anything outside of the borders. There would be a grid within the AoE, with solid borders along the grid, and the squares inside tinted but mostly transparent, with a slightly thicker border around the edges to make its boundary clear. I sized it to fit a 70 pixel cell grid.

For a given shape (a 20-foot radius circle, for example), I usually started with something gray. I could then use the color select / color dump functions to remake it into different colors based on the type of spell — orange for a Fireball, green for a Spike Growth, etc.

Once I had a drawing how I wanted it, I uploaded it to my Art Library in Roll20. Then I created an NPC character named, for example, “Fireball (20r)”. I assigned the drawing to it as its image and as its token.

I dragged out a token, sized it to the grid properly, made it into a drawing, and then reassigned that as the token. Lastly, I assigned that character to be seen and controlled by the mage who could throw fireballs.

AoE 20ft radius orange
20-foot radius orange circle

Now when that mage wants to throw a fireball, they can see in an “AoE” folder in their Journal “Fireball (20r)”.  They can then drag that out onto the map, move it to where they want their fireball to off, and say, “Hey, DM, your orcs are on fire.”  I can easily see the orcs in question, push the fireball token to the “bottom” of the token layer (something which Roll20 does not allow players to do, for some reason) so that I can click on each of those orcs, and start rolling saves …

And, once the excitement is over, I or the mage can easily delete the AoE.  Or, if it were a more persistent spell, leave it there for people to see.

Embellishments and Edge Cases

Moonbeam (5' radius) AoE token
Moonbeam (5 foot radius) AoE token

For some spells, I felt the need to decorate. So, for example, my Moonbeam template has a little Crescent moon in it. And, yes, I did it as a circle, rather than filling up the squares, largely because it’s a small template, and there’s no question which four squares are encompassed by it.

Similarly, for the Dust Devil’s radius of effect, I included a little Dust Devil icon in the center.

AoE 10ft radius Dust Devil
Dust Devil (10ft radius) AoE token

The biggest hassle are cones, both because of 5e’s rules, and because the vary in shape depending on the direction they are cast. Which left me, for example, with these two templates for a 15 foot cone.

Diagonal 30-foot cone
Diagonal 30-foot cone
Orthogonal 30-foot cone
Orthogonal 30-foot cone

Yes, this is all about the confusion of trying to fit a cone cross-section onto a square grid.

Both of these can be rotated, by the player or DM, in increments of 90 degrees and still line up

The orthogonal one includes a bunch of question marks because of 5e’s cone rules. The basic rule there is that the cone is as wide at a given point as it is long. That means at ten feet away, it’s ten feet wide, etc. But you have to then ask “is that ten feet leaning to the left or to the right?” because, for symmetry, at ten feet away orthogonally, it’s actually a potential range across fifteen feet. So for the diagonals, the player has to say “This cone includes the questionable squares on the left, not on the right” or vice-versa. The alternative is to have two orthogonal templates, and that would be kinda crazy.

The diagonal one doesn’t suffer from that, though it does dredge up the concerns about how diagonals are counted distance-wise on a grid in D&D. In 5e, the basic rule is that a diagonal is as long as an orthogonal — vertical or horizontal — distance, which is nonsense, but quite easy to work with, and the rule we use at my table. Other folk use the older 3.x rule (given as an option in the DMG) that the first diagonal is five feet, the second is ten feet, then five, then ten; under that rule, my diagonal template would need to be changed.

Lastly, cones don’t need to be shot as a straight orthogonal or diagonal — they can be further canted. Fine, whatevs. Since I don’t want to force the players to pick from dozens of templates, they can just rotate one of these partially and we’ll interpolate. The “it’s as wide as it is long” rule makes that a bit easier.

In conclusion

Anyway, this works for my virtual table, and it’s pretty easily extensible as people level up and get new AoE spells of different shades and shapes.

I’ve made a bunch of the ones I crafted early days available here, for you to copy, recolor, and have fun with. Some of them are a bit rough, but that’s what you get for free, and, honestly, the roughness is very rarely visible one the Roll20 desktop.

D&D 5e Rules – Ranged Attacks and Relative Height!

Combat is not always on the same level, no matter how two-dimensional the map looks.

Know the RulesPart of an ongoing series of 5e Rules notes.

This actually doesn’t come up very often, unless you have flying characters (insert cat hissing here). But sooner or later, at the very least you will encounter flying enemies — or else you’ll have people shooting down (or up) at you from a ledge in a big chamber, or things like that.

And inevitably the question will be asked: “How far away are you?”

So let’s consider a couple of approaches, since the question of how to deal with it is not addressed in RAW that I’ve been able to find.

How far away are you?

Let’s assume you are:

  • shooting at something that is
  • A feet away from you horizontally, and
  • B feet above you (or below you) vertically.

For range purposes, what is the actual distance C you are firing/throwing?

1. Pythagoras

Huzzah for ancient Greek geometers. The actual distance C is the square root of (A2 + B).

This is geometrically accurate, but also requires a calculator (or a right angle calculator).

2. Diagonals

This is actually a pretty clever workaround:  C = (A + (B/2)).

This “works” from extending the grid system and using the DMG 252 optional rules for diagonal movement (treat the first diagonal as 5 feet, the second as 10 feet, etc.).

In my games, we don’t use that style of movement because it’s a PitA and the basic grid rules on PHB 192 are fine enough — but for these purposes it makes for an easy head calculation.

But there’s a problem here we’re not talking about

This is all cool if you are just shooting lasers (or firing spells) — weapons that ignore gravity.

But a lot of these use cases are for when you twang with your bow, or throw something (often pointy).

Gravity is your enemy if you are twanging/throwing upward. It’s your friend, to a degree, when twanging/throwing downward.

Amusing memes aside, the high ground does carry an advantage.  But beyond that, aiming at things above you (or below you) isn’t something that most people train on.

So that brings us another suggestion:

3. Simple Math

If you are twanging/throwing at something higher than you, the effective distance C is (A + B).

If you are twanging/throwing at something lower than you, the effective distance C is the greater of A or B.

This takes into account that gravity is a bitch (harder uphill ranges), while keeping things easy and rewarding the high ground.

Let’s Test It.

Target 1. Pythagoras 2. Diagonals 3. Simple Math
100 ft away, 30 ft up 104 115 130
30 ft away, 100 ft up 104 115 130
100 ft away, 80 ft up 128 140 180
100 ft away, 100 ft down 141 150 100

Which is “best”? Whichever one is easiest and feels right. My house rule inclination is to go with Option 3 for everything, or, if you are feeling a bit more adventuresome, use Option 3 for thrown/twanged attacks, Option 2 for magic attacks.

Note that this affects the Bad Guys as much as it does you.

Princes of the Apocalypse, Session 10: “River of Danger”

Wherein the players, having infiltrated Rivergard Keep, decide to make an action-adventure escape movie.

Princes of the Apocalypse

This is part of a series about my DMing Princes of the Apocalypse, a D&D 5e adventure by and copyright Wizards of the Coast.

Table of Contents. The Party.

There will be SPOILERS. If you are playing in a PotA game, please don’t read this. If you are DMing a PotA game, or are a DM who wants to see what the ride was like … read on!


GM Recap

Rivergard Keep
Rivergard Keep

Session 10 (Day 17) 

  1. The party asked Jolliver Grimjaw of Rivergard Keep for transportation up the river so they could (cough) travel to Beliard, offering lots of gold. Jolliver, who said his castle protected the river traffic from bandits, pirates, and monsters, opined that for lots of gold, they might get to take his patrol boat upriver when it returned in a few days.
  2. Ensconced in the barracks, having been warned to keep their noses clean, Faith, Nala, and Theren promptly started a fight in the chapel (which was decorated with the cryptic Symbol at Rivergard Keep) with Drosnin the priestess and her two assistants. The trio ducked out under magical fog, and, after rejoining with Moony and William, everyone decided to get out of Rivergard … by stealing a boat, shattering the harbor chain, making a great wind, enduring withering crowsbow and javelin fire, absorbing many magic missiles, and watching Moony on the verge of death five times. 
  3. They drifted down the river, on their small stolen boat, recovering hit points, and trying to figure out how they’d back north, past Rivergard Keep, to the mysterious Sacred Stone Monastery. …

Player Recap

Jolliver Grimjaw
Jolliver Grimjaw, as I chose to envision him (per stray art on the Internet).

“Who the devil are you?”

Jolliver Grimjaw, seated in a large chair in front of table littered with used plates and papers. Theren tries to convince him to take us North on the river. He is hesitant to trust us. Theren tells how Moony has experience as a sailor and the rest can help protect the ship and general grunt work. Won’t have a ship leaving for a couple of days. Keep your noses clean until then and we will see. 

Holger brings the group to the barracks, boots a couple of men out of the first two bunk and leaves the group with the disgruntled arms men. William tries to make amends and gives the Reaver who was displaced some silver and tell him to have a beer on us. He accepts with a little less coldness in his voice. Moony pulls out his bedroll and curls up to nap. One of the armsmen looks at him in disbelief, “What the hell are you?” Moony just fixes him with a cat-like stare. William stays with Moony, while the others head to the chapel with Faith. 

Symbol of the Crushing Wave
Symbol of the Crushing Wave

As they approach the chapel, they hear a voice saying “…and that is why what has been imparted is so important…” As Faith enters, the voice says, “Hello, is anyone there? Come in.” The altar is blank but there is a symbol of an X with a bar at the bottom. 

Drosnin the priestess demands that they respect her authority and not disrupt her service. When Faith approaches the altar and drops to pray, Drosnin tells her to return to the pews and instructs the guards to keep her in-line. Faith sits and continues her prayers and pays no attention to the priestess. Drosnin is not amused and commands the Reavers to “discipline” Faith. The Reavers approach. Nala places herself between one Reaver and Faith and says, “You really have no cause to interfere” He says “I’ve been given orders, that is all the cause I need,” but he does not approach further.

Drosnin
Drosnin

The second Reaver places his hand on Faith’s shoulder to grapple her. A booming thunder strikes the Reaver. Faith resists the grapple and jerks away. Theren releases the fire bolt he had held. At the same time Drosnin, attacks Faith, who resists. Next she raises her hands gesturing at Theren and a shard of ice flies at him. His shield spell deflects the shard, but it explodes and damages everyone in range. The group decides that it is time to leave. Faith casts fog as the party leaves heading towards the barracks. 

When Theren arrives at the barracks, the party quickly packs their belongings and heads for the docks. Shouts meet them and armsmen race to intercept. A battle ensues on the docks and boat, as the group attacks the heavy chain blocking the channel out of the port. Faith shatters the chain as Moony and Nala race for the boat. The mercenaries and Reaver attack from the parapets with crossbows, as more race to join the fray. William creates a square of thorns and vines to slow the advancing attackers. Nala is last to board and Faith uses a giant gust of wind to push the boat off. Captain Moony gets the ship moving and the group is supporting by rowing and keeping the attackers at bay. 

William attacks one of the mercs with a whip and pulls them off of the parapet and into the water. Theren throws spells at an amazing rate, disabling the Reaver trying to catch the boat. Moony and Theren at the back of the boat are taking the brunt of the attacks. Faith heals Theren and continues to use the wind to push the boat farther into the river. Moony falls to a barrage of Magic Missiles from Drosnin. Suddenly a surprised William starts glowing brightly. There are stars at his joints in the shape of a chalice. He reaches for Moony and heals him. Then Theren is also healed.

Water Serpent
Water Serpent (actually, a Water Weird artwork)

A water serpent appears and tries to encoil Nala. She dodges and attacks with her sword. It is a mighty blow, but does not damage the serpent greatly. Theren attackes the sea serpent. The Bugbears reach at the end of the parapet and start to pepper the boat with arrows. (Bugbears? Where did they come from?) Moony goes down again. The ship continues into the river being pulled by the currents. Many attacks and heals later, the boat moves out of range down stream.

Game Notes

Hilarity ensues.

So the Campaign as Written (CAW) for Rivergard Keep suggests the players infiltrate, learn stuff, and then start carefully, methodically, killing bad guys.

Plans go awry
Plans go awry

Instead, the party infiltrated, then punched bad guys, then fled ahead of all the bad guys coming after them.

Sigh.

That said, in a role-playing game, people are going to play their roles in ways that don’t necessarily chart the most optimal course to success. So Faith is going to insist on going to the chapel (even when it’s suggested they stay put), and is going to act rudely to the rite and instruction going on there, and is going to punch the high priestess in the snoot.

Then the whole party is going to have to flee, like Indy away from the natives he was trying to steal the gold idol from. Because that’s just what the CAW planned for (rolls eyes).

Indy and the Hovitos
It really did have this vibe.

I ran the flight from the barracks down to the boat as legit as I could, as the different internal castle defenses came into play. Mages. Bugbears. Water Serpents. Lots of mooks. Things got dicey at times (the unarmored Tabaxi who happens to be the only one with sailing experience, manning the tiller at the end of the boat, is going to be a natural target, every time he gets brought back from the near-dead), but they managed to, somehow, escape.

And there I was, back at the same conundrum as after Feathergale Spire. The group had hardly defeated Rivergard Keep, but were maintaining a steady course for Sacred Stone Monastery. Rivergard Keep’s fall was a milestone for 5th Level. What to do?

I decided, this time, to not award the milestone. At least, not yet.

Bits and Bobs

Crushing Wave tokenThe chapel clearly had the Water Cult (Crushing Wave) sigil painted on the wall.  A clue! A clue!

Again, it’s easy enough to blame the player for having their character act so fractiously. But Faith was a contradiction in terms as a character — simultaneously a naif and someone who would jump off a cliff if you told her you didn’t want to. Running into an imperious Cult “Priestess” (the players noted that the spells Drosnin was casting were magical, not clerical, generally true for all the ostensible worshippers of the Princes) was just the sort of thing that would set her off, aided and abetted by the Sorcerer who’d just as soon blow everything up as not. The brief attempt at diplomacy from the Dragonborn fighter simply wasn’t (yet) up to the task.

Not surprisingly, I had no idea this would happen (the CAW didn’t, either). Thus, I had no plans for how the small boat worked that they took, and as we were playing, I (and players) were frantically looking up how small watercraft work. Yeah, team!

(I didn’t even actually have a boat figure to use, because nobody is expected to be fleeing from the Keep on a boat. There’s a boat embedded on the map, but you can’t actually move it. I think I eventually created in Roll20 a rectangle 10×15 and sat the players down in that and moved it around on the map as they escaped.  After the game, I crafted a boat for them next episode to use as they were on the river, which they promptly abandoned. Sigh.)

The party’s ability to zap the chain blocking the harbor exit was genius on their part. Using Gust of Wind to propel the craft was also pretty clever.

Shoalar
Shoalar (art by Laura Pines)

There was a small ship in the inner harbor of the Keep, owned and operated and occupied (below deck) by Shoalar Quanderil, a very interesting Genasi pirate. All sorts of fun stuff happens if the players attack the boat.

But, since nobody attacked his ship, or offered to pay him for going after the escapees, he remained below deck. He would be planned for a reappearance multiple times in the future, though only managing once on stage for quite some time.

Water Serpent token
Water Serpent token (in lieu of a token that has the text “WATER SERPENT”)

The water serpent (a transmogrified Raesh the Fathomer) was the first “magic weapons only” critter they’d run into. It would not be the last.

Jolliver didn’t do his own personal magical thing, largely because he had an entire castle of mooks and followers running off to do it for him.

Rivergard Keep SE
Shoalar’s (big) boat. The party’s escape (little) boat.

The Keep map is actually pretty cool, and the keep’s defenses (including the Bugbears, which kind of provoked a “Whoa, these guys really are the bad guys, not just reacting to Faith’s attacking them” reaction) were actually pretty spiffy. They took arrow fire, and magic fire, from different locations, and barely managed to make it out (pumping as many healing spells into Moony as they had available). I’ve seen the map for Rivergard Keep repurposed into other campaigns, and it’s definitely suitable for that, even if the main building gets a little difficult (in its open balconies) to manage.

That said, I did end up writing notes to myself all over the map to note things like “this is where the Portcullis is controlled from” or “Guards here respond to battle in K19, K21.”

Prototype Crushing Wave Cultists, also the basis for all their art assets.
Prototype Crushing Wave Cultists, also the basis for all their art assets.

Add this place to all the others where the generic cultist fighters (Reavers) were drawn up using artwork that in the actual books is labeled as “prototype” or experimental or “We played with the idea of doing crazy shit like this, but eventually decided against it.” I.e., the Roll20 art elements were pretty darned sketchy.

Jolliver
Jolliver

Similarly, Jolliver. He is (SPOILER!) a wereboar (not for any particular story-related reasons). His token has three alternates: full wereboar, transitional wereboar … and a token that has the text “Jolliver Grimjaw” written on it. (Mutter mutter.) So I had to craft a token to look like him in his human form, which I was happy to do, but don’t feel like, for the price of all this stuff, I should have had to.

For much of the campaign I made up titles for each session. Eventually I decided just to use the dungeon name, part X. But I was still doing the titles here, and, in keeping with that Quinn Martin motif, I could just hear the announcer intoning, “Tonight’s episode … River of Danger!”

So there’s two of the Haunted Keeps encountered and left behind, relatively intact. But the fate of Feathergale Spire and Rivergard Keep would be quite different, as the story was improvised forward by me. And while I’d had much, much less chance to do more human interaction with the water cultists at Rivergard than with the air cultists at Feathergale, there would eventually be some connections made that would last through the game.


<< Session 9 | Session 11 >>

Princes of the Apocalypse, Session 9: “Castles in the Air”

Wherein the party does NOT take over Feathergale Spire, much to the concern of the DM

Princes of the Apocalypse

This is part of a series about my DMing Princes of the Apocalypse, a D&D 5e adventure by and copyright Wizards of the Coast.

Table of Contents. The Party.

There will be SPOILERS. If you are playing in a PotA game, please don’t read this. If you are DMing a PotA game, or are a DM who wants to see what the ride was like … read on!


GM Recap

Session 9 (Day 15-17)

  1. Moony scouted out some of the as-yet-unrevealed portions of Feathergale Spire (3), Nala contemplated the hungry ferocity of the Initiates, William camped out on the roof, and Faith had a dream.
  2. The heroes were invited in the morning to a rooftop assembly where, under heavy Knight presence, Thurl asked them to investigate the possibly-evil, possibly-Black Earth monks of the Sacred Stone Monastery, far into the hills.
  3. Choosing not to fight over it, the heroes traveled east to the Dessarin River and Rivergard Keep to gain transit up to the monastery. Along the way they were attacked by a trio of Ankheg (eek!).
  4. They camped out overnight, short of their target, to regain spells and HP and so forth. DING! Level 4!
  5. They arrived at Rivergard Keep. They were met at the heavily guarded gates by an officer named Holger, and were escorted into the presence of the apparent lord of the castle, Jolliver Grimjaw, who did not seem pleased to meet them.

Player Recap

After Savra leaves Moony and Nala, Moony quietly slips out and goes to the other room. Moony “Are any of you joiners?” He explains Savra’s offer and wonders if information might be gained by pretending to join. At Moony’s prompting, Faith provides extensive background on the elemental practices and realms. After some discussion, Moony returns to his room to share the knowledge with Nala.

A bit later William leaves the South room and walks up to the roof. There are a couple knights and their vultures on guard, looking out at the fog filled valley.

Nala is thinking over the dinner and remembers that there was something odd about the initiates. She realizes that the initiates only spoke when spoken to. There is a sameness about them, they move in a similar fashion and when at rest there hand steeple in a triangle pointing down. They are also hungry, lean but not emaciated.

Conceptual art for a Feathergale Knight
Conceptual art for a Feathergale Knight … which is kind of all you get.

Moony gather up some tools and heads down to the entry hall. The initiate in the main hall does not pay attention to Moony, muttering to himself swaying slightly. Quietly opening the door off of the staircase, Moony finds a bunk room with 4 sleepers in the bunks. He moves onto the room off of the entryway; it is well lit with several initiates standing at windows looking out at the entrance. He steps back and quietly closes the door unnoticed. The final unexplored floor draws the curious cat. There are four doors on this level, all of them with raised bars on the outside. At the first door, he hears some chanting or praying on the other side. No noise comes from the second door, but it is well sealed. Through the third door, Moony hears sobbing; likely this is Savra’s room. 

As he descends back to the main floor, the initiate is still standing at the window. He overhears the words free.. free.. Moving to a better spot to see, Moony observes that the initiate, while doing something on his chest, is chanting, “Free me, I must be free, I will be free, I am free”.

Another bad dream for Faith – Looking from a very great height, feeling weightless as you slowly circle the landscape, a narrow valley in the hills, a river winding through it … your eye catches on something below … your vision is narrowing, as though you were suddenly dropping, dropping, the screaming of the wind in your ears, sight fading to blackness but the screaming, the howling continues, like cries of wild beast, the angry shouts of the mad, echoing from the walls about you, screaming to be released to rend and slay and … Savra knocking on the door. Savra asks the group to join Thurl on the pinnacle. Faith explains that she needs 15 minutes to pray first, but will join them shortly. Faith asks Theren to look for William to let him know. Savra then goes and wakes Nala and Moony. They get ready and wait for Faith to finish her prayers before heading up together.

Theren arrives at the top of the stairs and William wakes up. There is the sound of a lot of bird flapping. In addition to the two guards, there are four mounted knights. Thurl is on the opposite side of the tower. He invites us over to him. The knights and Savra are not looking as friendly as they were last night. Savra appears to be angry at our turning down the offer of joining the knights. The others knights are giving her side-long looks and appear to side with her.

Thurl greets us and again toasts our victory. He says that we would make good knights, but … You are brave and honorable people. You would have made fine Feathergale Knights, if circumstances were different. But your lives’ paths, your station … and your narrow vision, all weigh in the balance. I have a proposal for you. To the east and into the hills lies the so-called Sacred Stone Monastery. Those reclusive monks harbor, I believe, great evil, perhaps even association with the Cult of the Black Earth — their very name reeks of their bound and stifled souls. Go there. See what you find. If there is evil, dash it upon the very stones they claim for their symbol, and mark yourselves champions for liberty . Do this for me, and I will know you are no threat to the freedom of my people, or the empowering of each individual in the realm. Do this for me, and you will be greatly rewarded. 

Nala asks more about what Thurl is asking us to do. William senses that the party is a weapon being pointed at a target. He is more interested in the fate of the target than the party’s welfare. Thurl offers some rations for the trip. They go with Savra to collect the rations and head out. Thurl sees them to the gate and wishes them well. 

The journey towards the river is quiet at first. The party discussed their impressions of strangeness about the tower. 

Shortly past the Shallow Graves, walking through the grasslands the party feels another tremor hit. This is different from the tremors they have been feeling lately. The earth upslope is breaking apart and starting to roll down hill. Abruptly, a giant insect erupts from the ground. Its long antenna twitching, hook-like limbs clawing out the dirt. The first Ankheg moves to attack as a second and third Ankheg emerge from the ground. Spells and arrows fly, weapons ring out, acid spews, but the fate of the Ankheg is set as one by one they go down. (The GM weeps as the final Ankheg misses his cool bite attack).

The party moves on and as it is getting dark they choose to camp for the night rather than press on toward the keep. Refreshed and unmolested overnight the group awakes. They feel stronger and more competent. After wondering at their own changes, they notice a wolf curled up on William’s bedroll. 

Shortly after breaking breakfast they arrive at the gates of Riverguard Keep. They are questioned rather rudely by the guard. William explains that they merely want to go up-river and if they want proof of their good deeds, he can walk out and see the three giant insects that they killed last night.  Faith offers to feed any in need and is snubbed. Moony takes over the conversation, reiterating that the group wants to catch a boat heading north. Eventually they pass into the castle yard and follow the guard to the great hall of the keep.

A large gentleman stands up from behind a table cluttered with papers and says “Who the devil are you?”

Game Notes

Sooner or later, the party is intended to defeat the Feathergale Knights.

This party declined, for the moment. Courteously.

Thurl Merosska
Thurl Merosska

Which pulled me up short. I’d thought the confrontation on the spire-top was the moment that bloodletting would occur — the FKs were scary, but not that scary — but the party sort of knuckled forehead and told Thurl they’d be happy to go check out Sacred Stone Monastery. 

I didn’t want to just start a melee from the FKs’ side — it made no sense as set up (especially as Thurl really was pointing them as a gun toward the Black Earth cult), and would feel very railroady.

Okay, fine … but … what about Milestone Leveling?

They hadn’t really taken down Feathergale Spire … though they had engaged with it a lot and learned from it. But Rivergard Keep was optimized for Level 4. I didn’t want the party wiped out (in my own way I was as paranoid about a TPK as the players), and I suspected it was a location that would not be easily escaped from if they got into a fight. (An interesting concern, given what happened the next session.)

So … I let them ding up to 4th Level. I’m still not sure if that was a mistake or not, but it wasn’t the last I made, certainly.

Bits and Bobs

All the cults have hand gestures that are used to signal who they are and, outside their strongholds, maybe signal others of their kind. These gestures (which sort of echo the cult symbols) are sometimes labeled in the Campaign As Written (CAW) as a way to prove bona fides when going into someplace secure. 

But the number of opportunities to point out someone is doing something with their hands, without really lampshading it, are pretty limited. I tried, but it wasn’t something the party ever picked up on.

The creepy initiate at the window muttering about wanting to be free was, by the bye, doing more scarifying. But his back was turned, so Moony couldn’t see it.

I have no idea what Faith was dreaming about. A Manticore? Could be.

Poor Savra. She’s cut herself off from home, but still misses it. She wants to be Thurl’s indispensable lieutenant, but he just uses her. She meets some cool new people who seem to want to be friends, and then they turn down her offer to join her exclusive club.  No wonder she’s crying during Moony’s search of the tower.

Faith’s player had her studiously praying every morning. Just a bit of character color … that I was able to do a very creepy thing with down the line …

Ankheg!
Ankheg!

Hey, we got a hit on the Random Encounter Table for this level, and, hey, it was Ankhegs. Coolness! Even if they got taken down far faster than I expected (a common theme through the entire campaign).

The entrance into Rivergard Keep was much less friendly than that into Feathergale Spire, and the wrap-up on their being presented to Jolliver and having him snap out, “Who the devil are you?” was fun. I had no idea what the party was going to do the next time, but I suspected they’d be coming to blows with the pirate lord of Rivergard Keep.

The Landing Page

It was around this time that I started crafting a Roll20 landing page for the campaign — a map where all the players would land when they signed in each game before I shifted attention to the actual campaign map. I mean, sure, you can have the “campaign book cover” landing page as provided in Roll20, but it’s a scosh busy and also a snapshot from a moment of time in the campaign.

What I had evolved over time, but its elements included:

  • The campaign name
  • A cute campaign logo
  • The session number and day number of the session
  • The phase of the moon (which the druid asked for at one point)
  • A tableau of the player character tokens
  • A tableau (where it could be done without spoilers) of tokens of figures they were likely to (re)meet the next session
  • A tableau of tokens of prominent enemies they had encountered, with a note as to their status.
  • A list of outstanding questions (i.e., clues I had dropped, things they had thought might need more investigation, etc.), as a reminder of what they had been focused on last time (or what I wanted them to focus on this time). Some of it was sometimes a bit tongue in cheek. This list also showed up in the campaign page in Roll20.
  • A map of the Dessarin Valley, showing where they were (eventually maps of the dungeons they were in, with unexplored areas masked, showing where they were), as a reminder.
  • Once they got into the Temples and Nodes, a “band tour” listing of the places they had explored.

I eventually set up an amusing (to me, at least) layout as if this was all being done as a Quinn Martin production series intro:.

ELEMENTARY … a Hill-Consortium Production … Starring … [player character tokens] … with Guest Stars … [various likely folk they would encounter, no spoilers] … Special Guest Star … [usually the main baddie I expected them to face, no spoilers]. Tonight’s episode … [episode title].

To avoid spoilers, I crafted a series of “question mark” tokens I could fill in.

Elementary Landing Page

Yeah, it’s not the prettiest thing, and it sort of grew like Topsy, but it served my purposes.

You can google Roll20 landing page and actually get a lot of cool examples (and some templates for sale from enterprising entrepreneurs).


<< Session 8 | Session 10 >>

D&D 5e Rules – Moving Through a Hostile Creature’s Space!

Sometimes you need to get past an enemy without taking the time to kill them.

Know the RulesPart of an ongoing series of 5e Rules notes.

There are a number of rules that deal with the basic question of “How do I get past that guy?” Note that all the below are caveated by class or racial powers that may say otherwise. Monks and rogues and some smaller creatures get special abilities to do some of this stuff.

Note also that if you use any of these, you still run the risk of an Attack of Opportunity if, once past, you continue running beyond someone’s reach.

Also, if the either of the opponents here is one of those that does damage to a melee attacker “within five feet,” I would as DM incur that penalty to these maneuvers as well (even if they are not, strictly speaking, melee attacks). In other words, if you are shoving, shoving past, or even tumbling around that flaming guy, you’re going to get burned (and if it’s the flaming guy trying to move through, the target’s going to get burned, regardless of whether the attempt was successful).

The Magic of the Five Foot Square

Guys in a couple of five foot squares
Guys in a couple of five foot squares

Okay, if you are doing Theater of the Mind, more power to you. I run on a 5-foot square grid.

Obviously a Medium creature (as most players and many opponents are) does not fill the entire square, like some sort of gelatinous cube. Instead, the square represents what war-gamers would call a “zone of control.” A player in a 5-foot square can be anywhere (and, in a sort of quantum fashion, everywhere) within it. Even if you are leaning waaaaaaaay over to one side to shoot arrows at that goblin behind partial cover, you are still blocking that orc from traipsing through the other side of your 5-foot square.

The basic rules of 5e (and D&D in general) is that, with some identified exceptions and weird edge cases, opposed beings cannot occupy the same 5-foot square. So, other than slaying that enemy in your way, how can you get past them?

Here is a summary of the ideas spelled out below …

If you are _____ than your opponent … … then consider _____.
Bigger Overrunning
Bigger (a lot) or Smaller (a lot) Moving Through
Stronger Shoving, Shoving Aside, or Overrunning
More Agile Tumbling Past

Moving Through

You can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that, even in those cases, another creature’s space is Difficult Terrain for you.

Cost: Difficult Terrain movement.

Shoving

There are a couple of possibilities here — a bog-normal Shove attack, or an optional Shove Aside.

Note that in neither case do you need to worry about “Difficult Terrain” as you are never deemed to be in the same square as the enemy (don’t think about it too hard).

If we think of You (Y) doing one of these attacks against the Enemy (E), here is where they would end up with a Shove (S) or an (optional) Shove Aside (A)

S  S  S 
A  E  A
   Y

Shove

You can use a Shove as an attack in the round, pushing the target away from you 5 feet (think of the offensive line in a football game). Once you push them away, you can step into their space and then beyond.

“Away” on a square grid would be straight back or diagonally back. (The DM might want to opine on that one, but Jeremy Crawford says diagonal counts as “away”. More discussion here.)

For a Shove, the target can’t be more than one size larger. You as the shover make a Strength (Athletics) roll vs. their (choice of) Strength (Athletics) or Dexterity (Acrobatics).

You could also knock them Prone with a Shove attack but that doesn’t clear out the space for you to move through.

Cost: One Attack.

Shove Aside

This is an Optional Rule on DMG 272: Rather than using a Shove to move someone back (or Prone), you use Shove to move them to the side.

Essentially, this is a more difficult Shove attack, with the same skill comparison, so you as the shover roll at Disadvantage. If successful, the opponent is shoved 5 feet to the side, meaning you can move through their square at no additional movement penalty.

As a DM, the added difficulty seems quite fair and I wouldn’t hesitate to allow this optional rule.

Cost:  One Attack.

Tumbling Past

This is an optional rule, so check with your DM first. DMs, this can provide color, but it can also make your sneaky rogue types (who probably have a high DEX) a lot more dangerous.

This can be found in the DMG, page 272: As an Action or Bonus Action, you do a Dexterity (Acrobatics) vs Dexterity (Acrobatics) check; if you win, you can move through the hostile creature’s space (as difficult terrain).

There’s no specific penalty for failure here — except that you’ve burned an Action or Bonus Action, successful or not.

Costs: Action or Bonus Action; Difficult Terrain movement.

Overrunning

Yet another optional rule, on DMG page 272, this is basically just shoving your way past the opponent (or using your Strength to do a Move Through).

As an Action or Bonus Action, you roll a Strength (Athletics) check vs the defender’s Strength (Athletics). You are at Advantage if of a larger size, or Disadvantage if of a smaller size. If successful, you can move through the square (as Difficult terrain).

Cost: Action or Bonus Action; Difficult Terrain movement

But what about Jumping Over them?

The Jumping rules really don’t allow this. Or don’t work well with it.

First, High Jumps don’t help, since they are only up-and-down, according to the rules. (Yes, Olympic High Jumps involve some horizontal distance, though often not much,  I don’t think anyone is envisioning jumping backwards over an orc and then landing on their own back on a huge fluffy pad.)

Second — this is not an easy thing to do. Even under highly controlled non-combat situations.

You just can’t jump high enough on a Long Jump to reliably get over an opponent’s head.  The height you achieve on a Long Jump, with a successful Strength (Athletics) check vs DC10, is (distance/4) feet; assuming the space a Medium creature controls space is not just 5×5, but 5x5x5, you would need a distance jumped of 20 feet (20/4=5) to get past them (i.e., with a Running Long Jump, that means you’d need a STR of 20).

Magic might help: a Jump spell (or Ring of Jumping) triples your jumping distance, thus your someone with a STR of, say 16, would theoretically be able to Jump 48 feet, clearing 12 feet high …

… although that the irritating Jumping rules still, even with  a spell, restrict your Jumping distance to your Speed. If your speed is 30, you can only jump 30 feet (or 20 if you are doing a Running Long Jump that takes a 10 foot run-up). That still lets you clear that 5 foot height (20/4), and it means you only need a Strength 10 to (barely) jump over an opponent. (Speed magic would help here even more.)

That said … is a 5 foot height being the vertical control zone actually a real thing? Eh … given that D&D tends to be a bit vertically challenged in terms of accommodating things that are above ground level, you could argue it for most Medium characters (esp. as weapons and armor aren’t generally pointed at / oriented toward / limber regarding upward attacks). If you remember the Golden Rule that D&D is not a physics simulator (it’s not even a combat simulator), it kinda-sorta works fine.

Since you would be flying over the enemy’s head, there is no Difficult Terrain consideration. Thank goodness for that.

Taller creatures will tend to be Large in Size, and thus fill up (or control) a 10-foot square space (a lot more to jump over), but even if they don’t, maybe the best way to handle it is with a higher DC on that Strength (Athletics) check (DM discretion).

What does happen if that Strength (Athletics) check to jump over something fails?  In theory, just as with a non-opponent Long Jump, the jump fails at that point, and you end up, probably Prone, in the square in front of the enemy you tried to jump over. But we’ll leave those esoterica as an exercise for the student.

But Don’t Forget …

The Rule of Cool.

Sliding past/under, or jumping up-over, a bad guy is a pretty bad-ass cool move, the sort of thing that will have characters (or their players) bragging about over beers for months or years to come.

Which means, on an exceptional basis (e.g., in a boss fight) the DM should probably be willing to bend the rules at least a bit to allow such an attempt, even of the numbers don’t quite work out. The rules are there to let you know what should normally work and what normally shouldn’t. But ultimately, that judgment belongs to the DM — and a balls-to-the-wall unexpected heroic attempt … should get at least a bit of latitude.

 

D&D 5e Rules – Magic Items: Investigating and Using!

What do I do with this loot that just might be magic?

Know the RulesPart of an ongoing series of 5e Rules notes.

I grew up in the era where you always had a mage in the party who took  Detect Magic to spot the glowy magic items, and then Identify to suss out what it is.

5e has simplified this a great deal, though much of the info is in the DMG (p. 136). There are several ways of getting at whether an item has magical properties and, if so, what they are:

  1. As the DMG says, the fastest and easiest way to reveal an item’s properties is with the Identify spell. Note that Identify can be done as a Ritual, so any wizard, bard, or cleric of divination can do it, taking 10 minutes and not burning a spell slot. If you don’t know the spell, then 10gp will hire someone (in an appropriate locale) to cast it for you.
  2. You can also focus on a magic item you are in physical contact with during a Short Rest. I usually require the characters to sort of wield the item more or less like they would — wear the boots, hold ring in your hand, wave the sword around a bit. At the end of the rest, you have learned the item’s properties and how to invoke them.
  3. You can also try to do an Intelligence (Arcana) check to see if something about the object can identify it (“The elves often put wings on the leather of Boots of Flying” or “That is the symbol for the Orcish God of Fire” or “Rings that chime with that particular note are most likely magic, from the lost realm of Midoria”). This is much quicker than the Short Rest option, but likely less complete. (Some suggestions on how this might work.)
  4. little taste of a potion will tell the taster what it does, and probably won’t kill them.
  5. Alternately, you can guess from clues on the item itself, or can just start wielding it and figure out how it works.

Attunement

Some magical items require more than just identification and working instructions to invoke its magical powers. Instead, they are of sufficient power that they require a mystical bond be created between the wielder and the item called Attunement.

If an item requires this, it is listed with the item. Until such an item is Attuned, its magical properties do not manifest (an unattuned +3 Vorpal Sword is just a very cool looking normal sword in combat). Note that some items can have a prerequisite (e.g., class, race) for Attunement.

Attunement takes an additional Short Rest (beyond the initial identification), in physical contact and focusing on the item. Practice use of or meditation over the item might be helpful here. At the end of the rest, “the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.” More complex or powerful items may require additional Short Rests or presentation of circumstances where an ability manifests. (“You suddenly feel no fear of the flames, realizing they are not harming you but humming softly.”)

An item can be attuned to only one person at a time, and a person can only attune to three unique items at a time.

Attunement ends if prerequisites are no longer met, if the item is over 100 feet away for at least 24 hours, if the owner dies, or if another creature attunes to the item. You can also voluntarily drop an attunement with another Short Rest.

Spell-casting items

Items that allow spells to be cast are cast at the lowest possible spell and caster level, don’t expend any spell slots, and require no components (unless otherwise specified). Rules for range, casting time, duration, and concentration apply (again, unless otherwise specified).

For items that depend on the user’s spellcasting ability, if you don’t actually have a native spellcasting ability (e.g., a Rogue with Use Magic Device), the ability modifier is +0 but your Proficiency bonus does apply.