dnd 5e – Does falling cause opportunity attack?

Player handbook section on Opportunity Attacks says (pg 195):

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.

(Emphasis mine)

From this I’d say letting go is being moved without using the sorcerer’s movement, they don’t need to turn their back on the snake or focus on moving themselves. The specific example given is a person falling past an enemy (into and out in one fall, as I read it) so granted they would probably be moving faster but I’d still say that no, falling doesn’t cause an opportunity attack.

dnd 5e – Does the target of the spell Silence know the area of effect of the spell?

The spell Silence as described in the PHB:

For the Duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

The spell is obviously a useful tool against magic wielders, but I’m trying to get clarification on its limitations. For context, I’m wondering specifically about typical encounters for characters around level 5, but am interested in general answers as well. For the “average mage” I use in examples below, I mean any spell caster with access to 3rd level spells, and Intelligence scores around 16.

  1. Would your average mage recognize the Silence spell and spend their next turn trying to leave its area of effect so that they could cast a spell? Unfortunately that seems like a pretty easy counter to the spell if the environment doesn’t contain them to the AOE, as all it makes them do is take part of their movement before casting. Linked below is a question regarding characters distinguishing between Deafness and Silence which could help answer the question.

  2. Is there any indication (to your average mage or any other character) what the boundary of the spell’s effect is? Would a character inside the sphere know which way they should go to leave the sphere? Another linked question below might hold part of the answer.

If your typical magic wielding enemies can counter Silence as per the above, it seems Darkness is a much more useful spell for hamstringing them for a turn or two, outside of specific situations where the environment or their enemies keep them penned into the Silence spell’s effect. And yes, I’m asking as a Way of the Shadow Monk who is trying to counter Fireball, obviously.

Related questions:

Deafness vs Silence – How to distinguish Darkness from being blinded and Silence from being deafened?

Knowing the boundaries of heavily obscured areas – Do creatures in an area of heavy obscurement created by a spell know the contours of the spell’s area of effect?

dnd 5e – Does the Bestow Curse spell’s extra damage apply to the Dragon’s Breath spell?

The bestow curse spell states:

[…] While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. […]

I’m wondering how this interacts with the dragon’s breath spell which grants a creature you touch a new action to create a damage-dealing area of effect. Does this count as your spell dealing damage and thus activate hex? If note, does this change if dragon’s breath was originally cast on yourself?

dnd 3.5e – Is there any way to gain the endless special quality without carrying around a small necromantic magic item?

Dragon Magazine #354 has a fairly well-known special quality called endless, which prevents aging and all its normal effects, but is unfortunately not actually granted by its associated feat, Wedded to History. Within the pages of this magazine, the only way to gain the quality (DM fiat aside) is to have someone cast kissed by the ages on you, and then to forevermore give up a magical item body slot and risk taking a penalty if you ever lose the item–which also radiates enough necromancy to make many NPCs very uneasy.

But what about methods outside the pages of the magazine? Is there any sort of feat, feature, or other special means by which someone can gain this extraordinary special quality, without needing to go around holding a pseudo-phylactery?

dnd 5e – Does blink cause the attack of opportunity from Polearm Master?

Yes, an opportunity attack is triggered.

Although the blink spell does not explicitly use the word teleport, I believe that teleportation is essentially what it does.

Regarding teleportation the rules for how it works with opportunity attacks without polearm master are as follows:

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. (PHB p.195) (emphasis added).

So in normal circumstances it would be impossible to for a teleport to trigger an opportunity attack. However the pole arm master feat states:

While wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. (emphasis added).

Since teleporting into someones reach involves entering their reach we can assume that the perquisites for an opportunity attack via the pole arm master feat are met.

This interpretation of the rules relies on the belief that specific beats general and that the rules for a feat are more specific than the general rules regarding teleportation/opportunity attacks.

dnd 5e – How does a Horse with Horseshoes of a Zephyr interact with a Flying Chariot?

The new “Mythical odysseys of Theros” book contains a magic item called the Flying Chariot :

The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.

Horses, and horse-like creatures, can benefit from Horseshoes of a Zephyr :

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

How would a Zephyr Horseshoe Wearing Horse interact with a Flying Chariot when pulling it ?

  1. Not at all
  2. Would make the Flying Chariot float slightly above ground (4 inches) as well
  3. Would make the Flying Chariot fly

dnd 3.5e – Is the swordsage’s recovery interruptable?

I’m new with the whole “martial adept” thing, and while the Tome of Battle itself is kinda self-explanatory, some things are more ambiguous.

In the manual it says that a swordsage can recover a maneuver by quickly meditating as a full-round action, and that if the meditation succeeds, it gets a maneuver back. That raises the question… Is this recovery interruptable? Does taking damage before the start of your next turn interrupt the meditation? Is it interrupted by getting stunned or something? Maybe I’m reading more into it than I should, but I think the text lends itself to this interpretation.

Thanks in advance for any answers!

dnd 4e – What counts as “end your movement”?

The Pack Master PP (Dragon 364) gets this as the 11th level feature:

When you end your movement 2 squares from an enemy, you can shift 1 square as a free action.

If I need to approach an enemy with threatening reach this is very handy.

  1. If I shift one from adjacent as a move action (so I am now 2 squares away), can I shift another?
  2. If an attack power like Nimble Footwork1 lets me shift, can I shift another?
  3. If I charge the bodyguard, can I shift one before or after the attack, to get close to the guarded controller?
  4. If I stand up (ending my move action) can I shift 1 if an enemy happens to be 2 squares away where I was prone?

1) Warlord 1 (Martial Power), lets you shift 1 if you hit

dnd 5e – How to map out and run an encounter set in a predominantly vertical area online?

Something like this. If you really want to have interesting stuff on all four sides of the shaft, have four adjacent rooms/maps that turn the corner at the edges. If the shaft is small enough to where people might be jumping across or shooting ranged weapons or something, just note down the distance across and use that when judging whether people can target or move to spaces of similar height on the other 3 pages.

I’ve done muliti-page battle maps for Z-levels in primarily horizontal dungeons with significant vertical elements for a particular room before. It slows things down significantly on Roll20 as compared to real-life because moving tokens large distances is really annoying due to the tabletops problematic interaction with scrollbars. It also took a couple minutes for the slower players to learn how the maps related to each other. Nevertheless, it worked out fine– the decrease in speed wasn’t crippling and the ability to make use of the additional spacial relations in the room was exciting for some of the players.

I’ve used side-view dungeons before. They work fine and are immediately obvious even to most very-slow-to-learn players, though I imagine that would be different if you were playing with someone who had great difficulty learning new ways of doing things and had a lot of experience with top-down battlemaps. They are appropriate for primarily vertical spaces, and benefit from a sort-of genre convention that one of the two horizontal axes not be particularly interesting in combat nor difficult to map without representation, sort of like Z-levels in conventional dungeons.