dnd 5e – Would this clerical area be balanced?

One of my players in a new campaign decided that they wanted to play a cleric with a gambling addiction to a god of chance. Personally, I loved this idea and together we created a happy domain for the minister we like. The only problem is we have never done that before. Would it be too powerful compared to other domains / classes?

1st Level – If you perform an attack roll with advantage, you can forfeit the benefit of dealing +10 damage on hit. You can do this as often as you do with your Wisdom Modifier. You can use all functions again after a long break.

2nd Level – Channel Divinity – Secretly roll the DM into a W20. Guess a number between 1 and 20. If the number is lower than the DM throw, nothing happens and Channel Divinity is lost. If the number is higher, deal damage to all enemy creatures within 30 "of the range you have guessed, and inflict half of the damage you guessed. This damage is radiant for both parties, but can not be reduced in any way.

Tier 6 – You can now use first-level charges to penalize an attack against you. If they hit you, you get +10 damage.

8th Level – You can add your Wisdom Modifier to the damage of a clerical Cantrip you've made.

17th Level – Once a month, you can cast a card on your hand. This is a single card from a 22-card deck with many things. You only drew one card, but if you do not like the first card you draw, you can draw another, but you stick to it.

dnd 5e – How do I fix this Roll20 macro for launching gold after the first level?

Another way for the players is to do this ((@{selected|base_level} *100 +1d10 *25))

This allows a player or GM to select the token and roll the die for the gold. This works best if you set it up in the macro bar or / and as a token action. There is an option to display it -target- at the bottom of the Edit Macros window. It can be displayed to a specific player or to all players (or just the GM).

dnd 5e – When you attack in secret, what does it mean to "reveal your location"?

The rules for invisible attackers and targets are:

If you are hidden in an attack – unseen and unheard – reveal your location if the attack succeeds or fails.

Does this mean that opponents who attack the hidden creature no longer have a disadvantage, as described in the previous paragraph?

If you attack a target that you can not see, you have a disadvantage in the attack roll. This is true regardless of whether you are guessing the location of the target or targeting a creature that you can hear but can not see. If the target is not at the location you've targeted, you'll miss automatically, but the GM usually just states that the attack failed, not whether you guessed the location of the target correctly.

If the attacker then leaves the line of sight and is no longer vulnerable and becomes partially visible in the next round, do those who attack the hidden creature again do so to the detriment? Or is the bonus still canceled?

dnd 5e – Can you move while hiding?

Assuming you have successfully hid, you can:

  1. During the movement, do not remain "clearly visible" and stay hidden.
  2. Become "clearly visible" while moving and stay hidden.

In the stealth area it says:

Do stealth checks when you're trying to hide from enemies, sneak past guards, slink away unnoticed, or sneak up on somebody without being seen or heard.

So you can definitely move around invisibly with a stealth action. But is this allowed in the Hide action?


Until you are discovered or stop hiding, the grand total of that check is denied by the wisdom check (perception) of a creature actively seeking signs of your presence.

You can not hide from a creature that you can see clearly, and you expose your position when you make sounds, such as sound. B. Call a warning or overturn a vase.

Passive perception. If you hide, someone may even notice you, even if you are not looking. To determine if such a creature is noticing you, the DM compares your stealth with the perceptual wisdom rating of that creature

The rules clearly state that hiding is only "not clear" and successful in defeating the passive perception of the opponent. Your position will be betrayed if you make a noise (though you will not be revealed). If an opponent performs the Search action to perform a perceptual check and steals your stealth roll, you will be detected.

The Hide action is a stealth litter contested by Passive Perception. Creatures can challenge the litter with the search action based on their perception. If a creature no longer wishes to be hidden, is this the only way it can be revealed?

This seems to indicate that moving does not affect concealment.

dnd 5e – Are struck dice used to inflict damage?

No, it's not a deal: hits do no damage

Hit Dice are used to calculate hit points and healing.

Hit points and hit dice
Your character's hit points define how hard your character is in combat and in other dangerous situations. Your hit points are determined by your hit die (Short for Hit Point Dice). (Basic rules, (p. 8))

Damage is caused by weapon damage, dice, and modifiers. See page 48 in the Basic Rules (Free to Download on WoTC) or in PHB (page 149).

damage rolls
Any weapon, spell, or damaging monster ability deals the damage it causes … When you attack with a weapon, you add your ability modifier to the damage – the same modifier used for the attack roll. (P. 196 PHB)


Big ax: 1W12 + strength mod.

At 16, this means that a Big Ax will deal 1W12 + 3 damage.

Hit Dice and hit points deal with how much damage the character suffers from death or how it can be healed. It has nothing to do with adding damage in combat.

dnd 5e – Would dimension door trigger or bypass the jail?

There are a few things that describe the victim of a mental prison.

Restraint and visual impairment

Whatever the illusion, the target can not see or hear anything beyond, and is held back for the duration of the spell.

Restraint is not a problem in Version 5 of Dimension Door, as the spell is only verbal. Unlike spells with a somatic component, there is no gray area when using Dimension Door.

More details about the restraint state and the spellcasters can be found below. The fact that the dimension door is verbal makes this an unproblematic topic.

What conditions prevent the casting of spells?

Even the absence of a vision beyond illusion is not a problem.


It can be a place that you see, that you can visualize, or one that you can
Describe with distance and direction
, such as "200 feet
straight down "or" up northwest at a 45 degree angle,
300 feet. "

Leaving the necropolis

As a result, the victim can leave the mental prison.

Page 161 XGtE

When the goal is moved out of the illusionMake a melee attack through the target or reach any part of your body through the target
suffers 10W10 mental damage and the spell ends.

While the "when the target is moved out" is a bit confusing, its simple meaning implies that something else is moving the target out of jail. It suggests that although it is described as an illusion, it is fixed in one location within 60 feet of the caster. Because Dimension Door causes the target to be removed from the neuter, the condition is triggered and the target suffers 10W10 mental damage.

As a side note, the fact that you've been harmed, even though they've been teleported, would be a signature stating that the victim was subject to the witchcraft spell.

dnd 5e – Will your spells end when you die?

Spells that require concentration end when you die. Apart from that, a spell must state that it ends when you die, so that is the case. First, we have the basic duration rules:

The duration of a spell is the duration of the spell.
A duration can be in rounds, minutes, hours,
or even years. Some spells indicate that their effect lasts
until the spells are scattered or destroyed.

There's nothing in it about the dying caster. Spells in this category will last as long as they say they stop.

Next instant sayings:

Many spells are instantaneous. The magic hurts,
heals, creates or changes a creature or object in one way
that can not be dispelled because his magic only exists
for a moment.

In this case, the question is obviously irrelevant. The caster is alive when casting the spell, and even if he dies immediately afterwards (for example, when he dies) fireball itself: P), a momentary magic is already over.

Finally, we have concentration spells.

For some spells, the concentration must be maintained
to keep their magic active. If you lose
Concentration ends such a spell.

There are a number of ways to lose concentration, but it is important for our purposes:

Be incapacitated or killed. They lose concentration
on a spell if you are incapacitated or if you die.

Of the basic types of magic duration, only spells that require concentration end with death.

That is, spells can have their own rules. If a spell specifies a condition that ends it in its description, that condition ends it. Take, for example death station:

If the spell still works when the target is exposed to an effect that kills it instantly without inflicting damage, that effect is instead nullified against the target and the spell ends.

So if you throw death station to target yourself, then with an instant death effect, the spell will end. Obviously this is not exactly the same as the end of the spell because the caster has died, but it illustrates the principle that spells have their own rules.

dnd 5e – How does the guide pin work on an invisible target?

When performing a ranged attack, follow the normal rules for an attack as you would if you tried to stab or shoot the target with a weapon.

This also means that you use the normal rules to try to hit an invisible creature.

specifically; If the target is completely hidden, you must guess where it is, and then roll dice if you guessed right, or automatically miss if you did not. If the target is just not visible, but you know where it is, you do not have to guess, but still roll at a disadvantage.

dnd 5e – Using a water whip, draw a restrained creature

Here is the situation:

An ally is held back and attacked by an NPC. The NPC pulls the character.

My character seeing this decides to apply Water Whip to the ally. He will suffer damage, but since he is aloof, he will automatically fail by saving skill and I will be able to retrieve him.

Water whip states:

You can spend 2 ki points as an action to create a water whip that pushes and pulls a creature to unbalance it. A creature you can see that is within 30 feet of yours must perform a throw that saves skill. In the event of an unsuccessful rescue, the creature will suffer 3 x 10 stick damage plus 1 x 10 stick damage for each additional ki point you spend, and you may either tap it on the belly or pull it up to 25 feet closer to you. In a successful rescue, the creature suffers half of the damage and you do not pull or hit it.

Since this situation is slightly different, my DM decided that there would be a "tug-of-war" that would take place instead of the typical throw to rescue the skill. The NPC pulling the character would make one instead Strength Save by against my Ki Save DC. Basically, I turn my whip into a lasso.

His logic was that you could not turn a water whip into a creature tied and bound to a wall and expect it to work.

My question is essentially:

dnd 5e – How do the skills of the Mizmium apparatus interact with each other?

So I recently completed my first campaign with DM and wanted my players to get a Mizzium device in their hands. However, when I read what the Guildmaster's Guide to Ravnica says about this item, there is one main point that I am confused about. For those who do not, it is said that the Mizzium apparatus can be used as an arcane focus while wearing it, but it also has the ability to make the wearer cast any spell without knowing it or preparing it as long as he can Spell Casting From the magic list in their class, they have the appropriate level spell space and they provide the necessary components. I know that this means they still can not cast spells with verbal or somatic components when silenced or tied up. But how does this work for material components? An Arcane Focus is used to replace the material components of a spell, provided it has no listed costs and is not consumed. Would the Mizzium apparatus continue to act as an arcane focus for these unprepared spells, meaning that they do not need to draw an arcane focus because it is equipped, or would it only act as an arcane focus on their prepared spells? Or is it up to DM not to set any rules?

As a bonus, how would it work if they do not pass the Arcana check and cast a spell out of the list for which they can not supply components (eg, they try to cast a catapult, failing the Arcana check and throwing instead Chaos Bolt silenced)? If a player needs to be matched by a sorcerer, sorcerer or sorcerer, can he cast a spell of that other class, paladins who can not otherwise tune in?