dnd 5e – How is Mask of the Wild used in practice (how is it beneficial?)

My interpretation of Mask of the Wild is that players with this feature can hide in situations that other players can not. For example, a Wood Elf may attempt a stealth roll in heavy rain while other players may not, because it is too easy to see them without this feature. This is my interpretation, which is based on a bit of reading and more about RAW than advantages, etc.

Unfortunately, I have trouble finding ways to apply this feature in most circumstances. The feature only works in situations that are related to natural phenomena, so that cities, dungeons, ships, palaces, etc. are largely excluded from the function. But when I look at a forest, I realize that all players can try stealth checks by hiding behind trees easily enough. It seems silly to imagine a situation in which only one wood elf can hide, but not others (you are in a forest, but all trees are so thin that only one person with a mask of the wild can hide?).

It seems that Mask of the Wild is useful only when natural phenomena are not enough to hide the average player, but still enough to hide a wood elf (moderately tall grass, short bushes, very light forest, heavy rain or snow outdoor) spaces and moderate but not heavy fog outside the woods), which seems to be relatively limited. In addition, I would probably have to work hard as a DM to specifically create these kinds of situations for Mark of the Wild to be beneficial. I do not usually distinguish between forest and light forest or between tall grass and tall grass.

I lead a campaign in the jungle of Chult, which almost always gives every player the opportunity to hide, which makes things worse.

How does Mask of the Wild realize its benefits in practice? When is this a useful feature?

This question is different from the other question. How does the wood elf mask of the wilderness work in terms of taste? because it refers more to the mechanical advantages of the feature than to the taste.

dnd 5e – What happens if two opposing instances of Bend Luck are used by several Wild Magic wizards on the same roll?

Wizards of Magic receive the Bend Luck feature of the 6th level (PHB, p. 103):

From the 6th level you have the opportunity to twist the fate with your wild magic. If another creature you see is performing an Attack Roll, Skill Check or Rescue Throw, you can use your reaction and spend 2 hex points to roll 1W4 and roll the rolled number as a bonus or penalty (of your choice) to the creature , You can do this after the creature rolls, but before any effects of the die occur.

How can one solve a situation in which the two instances of Bend Luck are in conflict?
[i.e. one person is trying to improve the roll while another is trying to reduce it?]

I know from DMG Errata Version 2.0 Page 1:

Combining Game Effects (p. 252). This is a new subsection at the end
of the section "Combat":

Different game features can affect a target at the same time. But if
Two or more game features have the same name, only the effects of one
of them – the strongest – apply during the duration of the effects
Overlap. For example, when a target is detonated by a fire element
Fire-form property, the sustained fire damage does not increase when the
The burning target is again exposed to this feature. Game features include
Spells, class traits, talents, racial traits, monster abilities, and
magic objects. See the associated rule under "Combining magic effects".
Section of Chapter 10 in the Player's Handbook,

The situation involves two instances of Bend Luck (a game function of the same name), so only the most effective one should be used [since there is no duration here], But how would that be determined in this case?

Will the higher litter only be taken, regardless of whether it helps the litter or hampers it? Or should I just assume that they pick up? Or do both effects just happen and I add the effects (as they try to do different things)?

Wild Worlds – Stack Pari Bonuses?

Stack bonuses?

For example, if a character uses two rapiers (Parry +1, see p.72), they pile up, so is Parry +2?

And on: Stack the +1 parry bonus from the gun edge (see p.44) while parrying with a weapon, d. H. Would a Trademark Gripper be a +2 Parry Bonus?

And what's more … what about a character with two brand arms edge, both rapier … would be the Parier bonus +4, d. H. +1 & +1 for one weapon and +1 & +1 for the other weapon

Wild Worlds – Are there any rules / hints for calculating the coverage of a target?

Are there any rules / hints for calculating the coverage of a target?

The rules on page 99 describe the four categories (easy, medium, hard, and almost total). But how can you consistently determine the coverage of a target on a tabletop with miniatures?

… I am a group of GM who are avid war players …

Wild Worlds – Are there rules / pointers to the actions required to equip a shield?

The core book seems to be pretty close in terms of shield rules, which is to be expected from a game that is considered to be streamlined. However, there are certain logical considerations that can be used to get an idea of ​​whether the action is relatively fast or slow.

The key is the question: What type of signet do you use and would you like to distinguish it? The terminology can be slippery and inconsistent between time and region, so I explain the possibilities in simple words.

  • Single-handle-in-the-middle shields, sometimes (but not generally) called bucklers. These should be treated as weapons in every way: they are almost as easy to grip as a weapon, and the blade of the shield hand is enough to be ready. These are probably be the smallest shields (but not always – see the scutum as a counterexample). The real drawback is that they make it harder to put all your weight behind a push / rush / batch, but of course the Corebook does not take that into account.
  • Double grip for forearm and shoulder support, ideally with straps for extra stability. If you want to be realistic, this can be considered a preparation for two elements. Especially if you want to attach the straps (if you do not, that would take advantage of the firmer grip … but that's below the granularity of the rules of the Corebook). The biggest shields are most likely to be of this design.
  • A "handsfree" sign controlled by the neck guige, not by an arm (not to be confused with simply stowing the sign with the guige when not in use). This is a style that seems to be less well-known among non-tank enthusiasts, and its use is not intuitive. The drop should either be as slow as the strapped shield or slightly slower, the Parier bonus less than a arm-controlled shield as a disadvantage of this style of grip. But of course this too is beyond the granularity of the rules.

If you do not want to make things too complicated, I suggest using shields as a normal weapon (the first option) and clarifying the question of straps for the shoulder-based shields.

dnd 5e – Does Wild Magic cast spells from the sorcerer spell list if I've learned it from another class?

If I am a Bard and have 1 level in Sorcerer, give me a magical origin and I choose Wild Magic: does Wild Magic Surge unleash a spell I cast that happens to be on Wizard's Magic list?

If I can cast Charm Person, a spell available from Sorcerers and Bards, but I obtained that spell by upgrading to Bard, does that count as a sorcerer spell when I cast it? Or are the only spells that are considered Wizarding spells that I receive if I take the magician's level or gain levels in the magic class?

What Animal Improvements Can a Simic Hybrid Druid Keep on Wild Shaped?

What Animal Improvements Can a Simic Hybrid Druid Keep on Wild Shaped?
Manta Glide, nimble climber, underwater adaptation, lifting attachment, carapace and / or acid spit?

Does the type of beast that I am working on Wild Shape determine, if I can keep a certain animal improvement? For example, if I wanted to make a wild crab, would I keep my trailer attachment feature? What if I wildly turn into a bear?

dnd 5e – Replace wild form (5e)

This problem occurred with one of my players. They wanted to play a druid figure. Everything fit, except that the druid did not use a wild form, the character had a kind of "this form was given to me by nature, why should I want to change?" Mentality and he was more likely to be a summoner and someone who would communicate with ghosts. I thought it was cool and went with it.

But there was the problem with a druid key mechanic, Wild Shape. The character never used it, so we tried to give the druid some kind of replacement.
In the end I gave him the opportunity to burn his "wild form" to keep a concentration of a single spell …

It turns out that the ability to use two spells with concentration really makes OP.
I would like to ask if you know how this could be balanced. And if you know other valid Wild Shape substitutions.

I thought I could use the wild form to maintain concentration if the druid does not pass the con-check. I'm not sure if that would be balanced. Another option was to bring ReSpec to the Cleric and give him the Druid Spell List instead of the Cleric List. But that did not fit the character.