dnd 5e – If two overbearers used cutting words in a skill check or attack, would they pile up?

They would stack because they have no duration

The rules for stacking / combining game effects are (page 252):

(W) If two or more game functions have the same name, only the effects of one of them – the strongest – while the durations overlap

I would argue that role modifiers have no actual duration and therefore can not overlap, so the stacking clause does not apply.

This is similar to the answer to a similar question about simultaneous fireballs which states that you would take damage twice, because the spells (and their damage) are instant and without durations.

Likewise, the Cutting Words modifier has no lasting effect that you could easily call duration happens,

Because modifiers have no duration and nothing with a duration causes the modifiers to occur (for example, with the bless Spell) Two uses of cutting words can be combined against a single attack.

dnd 3.5e – Is it possible to get unlimited HD?

Both Dungeon Guide and the Epic Level Handbook Specify rules to indefinitely reach the HD-related grades as long as you continue to collect XP. So that's a trivial answer.

There is also a supernatural ability "energy charge" that is defined in Monster Manual III to grant positive levels, analogous to the energy consumption granting negative levels. You will also find it defined in the online glossary. There has never been a creature released in the game Has This ability, but RAW, to manipulate the form, does not really matter. Since we talk about pun-pun, it's common in our wheelhouse to manipulate mold abuse, but even by these standards, this is extreme cheese.

It should also work to secure the feeding ability of a barghest and use epic magic to produce ever larger HD humanoids. I leave it to the reader, whether this is a larger or a smaller cheese.

Becoming an animal, casting wake up on yourself, and then become an animal again, so that you can throw wake up You should also work on yourself in such a way that "nobody will ever put an arbitrary end to this game" in which pun is possible.

The objections to each of these points in the linked article are largely speculative, based on the exposure of a single (not particularly detailed or thorough) wordplay description, or lacking details to even say what the objection is based or based on. In particular, in the section "Unlimited HD" is much talked about "actual" HD or "effective" HD, which is not a real term for a game, and the author assumes that there are limits that do not contain in the relevant rules are. Nothing in wake up Indicates that an intelligent animal is not a valid target or that the spell can only be applied once to a specific creature. These are quite plausible limitations to enforcing them, but officially, the rules depend on the type change to manage the things – the pun-pun bypasses. There are repeated claims that epic options are not available due to the lack of 21 "actual" HD levels, but Dragonwrought (or another method that matches the type of the dragon) bypasses this Draconomicon To say that old or older dragons can perform at an epic level without having 21 HD (the controversy over whether dragonwrought goblins are real dragons or not is incidentally irrelevant here). This discussion, which seems to have been removed from the article itself and postponed to the discussion page because the author does not have the expertise he claims, is of truly limited value.

dnd 5e – Can a Shadow Magic wizard control a Hound of Ill Omen like any other mount?

If we assume that you can use it as a mount at all, the list of restrictions for the hunting dog is extensive and excludes many of the following mounts:

(…)

  • It can move through other creatures and objects as if they were difficult terrain. The hunting dog suffers 5 Power Damage when finishing his turn in an object.

  • At the beginning of his turn, the dog automatically knows the position of his target. If the target was hidden, it is no longer hidden from the dog.

(…)

The hound will appear in an unoccupied area of ​​your choice within 30 feet of the target. Role initiative for the dog. In his turn, he can only move straight to his target and use his action to attack his target. The hound can perform occasional attacks, but only against its target. In addition, while the dog is within 5 feet of the target, the goal is to keep throws against a spell you cast. The dog disappears when reduced to 0 hit points when its target is reduced to 0 hit points or after 5 minutes.

Particularly:

  • it can only move on the most direct route to the destination
  • It can only use its action to attack its target, and it can only perform occasional attacks against its target
  • It only takes a maximum of 5 minutes

To answer your question, no, it does not move as you guide it, but straightforwardly through objects and creatures, if necessary, towards the target and can only use its action to attack the target.

A more liberal DM can also allow him to stalk his target if it's too far away to attack it … but that's because of the DM.

You may not be able to use it as a controlled mount anyway

Controlled mounts have this requirement:

You can only steer a mount if it has been trained to take a rider.

Your dog is not trained to take a rider, so you can not control him.

It is likely that your dog is intangible and unwilling to be a mount, even if it is tangible, and therefore can not be mounted effectively

It must be for a creature to be a mount at all

A willing creature that is at least one size larger than you and has an appropriate anatomy can serve as a mount according to the following rules.

When you summon the dog

summon a howling creature of darkness to harass your enemies

that can

Move through other creatures and objects as if they were difficult terrain

Which strongly suggests that it is intangible and therefore can not be mounted. So, while it is one size larger than you (small in size, medium in size), an immaterial creature does not have the anatomy relevant to its assembly.

Moreover, the dog's description is not well suited to being interpreted as a "willing creature" that can be mounted, even if it is tangible.

dnd 5e – Can I control a Hound of Ill Omen like any other mount?

If we assume that you can use it as a mount at all, the list of restrictions for the hunting dog is extensive and excludes many of the following mounts:

(…)

  • It can move through other creatures and objects as if they were difficult terrain. The hunting dog suffers 5 Power Damage when finishing his turn in an object.

  • At the beginning of his turn, the dog automatically knows the position of his target. If the target was hidden, it is no longer hidden from the dog.

(…)

The hound will appear in an unoccupied area of ​​your choice within 30 feet of the target. Role initiative for the dog. In his turn, he can only move straight to his target and use his action to attack his target. The hound can perform occasional attacks, but only against its target. In addition, while the dog is within 5 feet of the target, the goal is to keep throws against a spell you cast. The dog disappears when reduced to 0 hit points when its target is reduced to 0 hit points or after 5 minutes.

Particularly:

  • it can only move on the most direct route to the destination
  • It can only use its action to attack its target, and it can only perform occasional attacks against its target
  • It only takes a maximum of 5 minutes

To answer your question, no, it does not move as you guide it, but straightforwardly through objects and creatures, if necessary, towards the target and can only use its action to attack the target.

A more liberal DM can also allow him to stalk his target if it's too far away to attack it … but that's because of the DM.

You may not be able to use it as a controlled mount anyway

Controlled mounts have this requirement:

You can only steer a mount if it has been trained to take a rider.

Your dog is not trained to take a rider, so you can not control him.

It is likely that your dog is intangible and unwilling to be a mount, even if it is tangible, and therefore can not be mounted effectively

It must be for a creature to be a mount at all

A willing creature that is at least one size larger than you and has an appropriate anatomy can serve as a mount according to the following rules.

When you summon the dog

summon a howling creature of darkness to harass your enemies

that can

Move through other creatures and objects as if they were difficult terrain

Which strongly suggests that it is intangible and therefore can not be mounted. So, while it is one size larger than you (small in size, medium in size), an immaterial creature does not have the anatomy relevant to its assembly.

Moreover, the dog's description is not well suited to being interpreted as a "willing creature" that can be mounted, even if it is tangible.

dnd 5e – What do you generally think when you want to create a character?

This question is not just about the system; after all, creativity is also complicated for some people, and there is nothing better than reading reviews from someone who often plays them.

Basically, I will say that I am totally new to D & D and how most people in this situation have no creativity to create my original character.

• What motivates you when you create your character? If you're generally inspired by a character created in books or movies, can you tell which one?

• When will you choose a race or a class? What are you thinking at the moment? If you often complete the lack of certain things in your party, are you then forced to make such a decision?

• Do you have a favorite race or are you creating according to the world suggested by DM?

• Do you have a favorite class or do you create according to the needs of the party?

• Are you trying to create a more human and erroneous character or Deus Ex Machine?

• Are you critical of creating the so-called "perfect characters"? (like a half elf who is a cleric, bard, warlock or paladin because of his racial bonuses)

Notes: I do not speak English fluently, which confines me to learning from the Player Manual. Therefore, I apologize for having to create such a topic on this topic, and I hope it does not violate the rules of the site. If there are multiple grammatical errors, please ignore them (and blame Google Translate for the wrong translations, just fun).

dnd 5e – How breaking would a house order be if magicians could always prepare new spells?

Wizards preparing spells have nearly identical rules of when and how they can do it (emphasis mine):

You can change your list of prepared spells if you finish a long
rest
, Prepare a new list of class Spells require a lot of time
study / meditate: At least 1 minute per magic level for each spell
on your list.

To give my players more flexibility, I want to drop the bold part and allow them to prepare new spells anytime. They would still need the time to study / meditate, d. H. It would not be an option in the middle of a fight.

RAW also seems to always spend time on each spell on the list. To speed this up, I would only need learning / meditation time for spells they had not prepared before, so Replacing a single spell takes just a few minutes.

In general, this would allow you to prepare more combat magic while using more utility spells.

Of course, this would put the sorcerer's toes on his superior ritualistic work, as Clerics and Druids only need a few more minutes to prepare the ritual spells just when they are needed. However, this is not a problem in my group because we do not have an assistant.

Aside from that, how breaking would that rule be? In particular, would it overwhelm the preparatory sorcerer classes, rather than just make them more useful?

dnd 5e – Do the Ranger Archetype Spells (XGtE) use a casting slot while casting?

There is no relationship between that number spells you know and the number from spell slots you have.

As a ranger of the 3rd level you have 3 magic places.
As a 3rd level ranger, you have 3 known spells.
As a 3rd-level ranger with an XGtE archetype, you know an additional spell according to your class function (such as monster killer magic).

Knowing a spell, whether it comes from standard class features (such as spellwork) or an archetype (such as monster killer magic), does not change how you work it (assuming it always does in both cases still regarded as a ranger magic). It's just called (XGtE, p. 43):

(…) You learn an additional spell when you reach certain levels in this class, (…) the spell counts as Ranger Magic for you, but it do not count against the number of Ranger Spells you know,

It does not mean that it grants an additional spell slot, just an additional spell. It is said that it does not count against the number spells you know (which is simply said so as not to "consume" what else a player's magic choice would be), but otherwise it matters as a ranger spellIt depends on how Ranger spells work according to your Spellcasting feature. This means that additional spell slots are required. From Spellcasting (PHB, p. 91):

To cast one of these spells, you must spend a spell slot of the level or higher of the spell.

dnd 5e – Against what harmful effects is Shield Master useful?

One of the benefits of Shield Master in 5e is

If you are incapacitated, you can add your shield's AC bonus to any dexterity throw you take against a spell or other damaging effect that only targets you.

Although it's pretty clear which spell it's useful for (spoiler: not many), I'm still confused about what other harmful effects it can help to protect it.

If I read the rule literally, it turns out that I can not benefit from this bonus against an avalanche (because it's an AoE), but I can use it against dipping into a snare trap that honestly has nothing to offer Depends on whether or not I have a sign, which seems to be absolutely counterintuitive.

dnd 5e – Is there a method to cause the disabled state and no other state?

Reading through conditions such as paralyzed (PHB 291) or unconscious (PHB 292), I realized that not being able to act as an abbreviation does not have to repeat the text the creature can't take actions or reactions every time. But I was wondering if there is an effect available to either player characters or monsters / NPCs that does not stop and nothing else.

Not even the magician's hypnotic gaze (PHB 112) or the spell hypnotic pattern (PHB 252) only incapacitate for action; Instead, they lend charm and have the ability to act as a "rider" while the charm is active. He starts and ends when he is active.

So, are there any features that cause this state without making it dependent on another state, or making it a component of another state, or is it a (convenient) shorthand?

dnd 5e – Is this change of magic initiative unbalanced?

The Magic Initiate talent says:

Choose a class: Bard, Cleric, Druid, Wizard, Warlock or Wizard. You will learn two cantrips of your choice from the list of this class.
Also, choose a first-tier spell from the same list. You learn this spell and you can cast it at the lowest level. Once you've done it, you'll need to take a long break before you can work it again with this talent.
Their spell casting ability for these spells depends on the chosen class: Charisma for Bards, Wizards, or Warlocks; Wisdom for clerics or druids; or intelligence for assistants.

I realized that you can not use spells from the paladin or ranger classes (they also have no cantrips, maybe that's the reason). But I was wondering if this change would be unbalanced:

Choose a class: Bard, Cleric, Druid, Paladin, Ranger, Wizard, Warlock or Wizard. You either learn Two cantrips and a first-level spell or two spells of the first level from the list of this class.
You will learn all the first-level spells selected and cast them at the lowest level. Once you have done one, you have to take a long break before you can do the same again with this talent.
Their spell casting ability for these spells depends on the chosen class: Charisma for Bard, Paladin, Wizard or Warlock; Wisdom for clergy, druids or rangers; or intelligence for assistants.

This change allows two new options:
1. You can take an extra first-tier spell instead of the two cantrips.
2. You can choose between Paladin and Ranger classes (giving you two first-level spells).