dnd 5e – Does the Mind Flayers Innate Spellcasting (Psionics) trigger the melee weapon attack granted by the Mage Slayer feat?

While searching for an answer i found this and this question about counterspelling a Mind Flayer. Which does not work because Counterspell states in it’s reaction trigger:

when you see a creature within 60 feet casting a spell

and the Mind Flayers Innate Spellcasting tells us:

It can cast the following spells, requiring no components

So we know, Counterspell does not work because a Mind Flayers spellcasting is not observable.

However Mage Slayer reads like this:

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

RAW this seems to mean, that a Mind Flayer triggers that melee weapon attack because Mage Slayer does not require you to see the spellcasting. This feels wrong to me because there is no way to even tell the mind flayer casted a spell except the spells effect which might be observable (levitate) or not (detect thoughts).

Is there some kind of ruling, that i am missing?

dnd 5e – Are there any melee alternatives to Power Word Kill?

The closest thing to this would be doing enough damage to trigger instant death:

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

As an example of how you could achieve this, the assassin rogue could pull this off with their death strike, assassin, and sneak attack abilities:

Sneak attack. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. (9d6 at 17th level)

Assassinate. Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Death strike. Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

These three abilities working in tandem can produce devastating results, up to two times 20d6+5 (average 150) damage in a single attack at 17th level, enough to trigger instant death on many targets.

Another way to achieve this is the Way of the Long Death Monk’s 17th level ability,:

Touch of the Long Death. Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Spending 10 ki points would deal 20d10 (average 110) damage on a failed save.

dnd 5e – Do opportunity attacks have disadvantage if I use my action to Dodge and then move out of melee range?


Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

Opportunity attacks require attack rolls, so they would all have disadvantage, as long as the attackers were not invisible.

That being said, I would recommend using disengage instead of dodge:

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

Now, instead of disadvantage, your opponents can’t attack at all.

Dodge and disengage both use an action. So you could do either of those for your action and still dash with your bonus action. So disengage would likely be better than dodge, unless there’s a possibility of getting attacked from range by other enemies, then dodge might be helpful for imposing disadvantage on those ranged attacks, unless you remember this clever trick: ranged attacks have disadvantage against a prone target.

You disengage with your action, then bonus action dash and get 60 feet away from your melee attackers. Then, if there are no more melee attackers within 30-40 feet of you, drop prone, and all ranged attacks will have disadvantage. When your turn comes back around, stand up and double dash for 75 feet of movement.

dnd 5e – Can you use the Distant Strike from Horizon Walker to get in melee range and attack?

The text of the ability is:

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

and, yes, this means you can use the Attack action when you’re not in melee range of an opponent, and then teleport to melee range before making your attack(s).

dnd 5e – Siege Weapons Ranged Attack and Melee Range

According to the PHB and the SRD for D&D 5e Ranged Attacks are defined as follows:

You can make Ranged Attacks only against Targets within a specified range.
If a ranged Attack, such as one made with a spell, has a single range, you can’t Attack a target beyond this range. Some Ranged Attacks, such as those made with a Longbow or a Shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your Attack roll has disadvantage when your target is beyond normal range, and you can’t Attack a target beyond the long range.

It then goes on to state that:

Aiming a ranged Attack is more difficult when a foe is next to you. When you make a ranged Attack with a weapon, a spell, or some other means, you have disadvantage on the Attack roll if you are within 5 feet of a Hostile creature who can see you and who isn’t Incapacitated.

Therefore, say someone is operating a Ballista, and on their turn someone moves into Melee range of them (the operator) would then the Ballista gain disadvantage on it’s next attack roll?

dnd 5e – Can the Clockwork Amulet be used for all actions that require an attack? (melee, ranged, spells, etc)

Mechanically, it works on any of your attack rolls.

The description poses no restrictions except that the attack must be yours. Melee, ranged, and spell attacks are affected. Other creatures are not affected, i.e. a monster’s attack roll can never be affected unless the monster is the amulet’s wearer for some reason. Also, not all damaging spells let you make an attack roll. Those that do, say so.

Lorewise, Mechanus’s laws are all-encompassing.

The lore on Mechanus (DMG p. 66, and description of Modrons MM p. 224) state multiple times that it is a plane of absolute law and order. There is also no specific reason why spell attacks would be unaffected and the descriptions suggest that the rules of Mechanus do not include arbitrary exceptions. As as aside, the amulet’s effect is an adaptation of the Law of Averages (DMG p. 66) which now applies to attack rolls instead of damage rolls. The description of the Law of Averages also specifically includes spell damage.

dnd 5e – Does melee spell attack always replace melee damage?

It’s just 1d8 without mod

Despite a “melee spell attack” is still a melee attack, it never assumes you make a melee attack with your weapon. You don’t add your weapon damage to it — it deals as much damage as its description says, no less, no more.

See also Does a Melee spell attack count as a Weapon attack?

There are spells that include a weapon attack in the process of its casting, for instance, the Booming Blade cantrip. But its description always says this explicitly:

As part of the action used to cast this spell, you must make a melee attack with a weapon

Another example is the cleric’s inflict wounds as a point of comparison. It does not assume the weapon attack:

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage

(thanks @KorvinStarmast for this catch)

Melee two-hand versus melee polearm

After reviewing the WFRP 4E rulebook, I can't find any information about the difference between the melee specialty polearm and the two-handed weapon. All weapons listed in the Polearm category are 2-hour weapons. My question would then be, is there a difference? If not, why would anyone choose to specialize in polearms?