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  2. \$\begingroup\$ @doppelgreener I was not sure which edition the wiki page was for. My hope was with 5e baseline fall damage being a D6 that it was my most likely starting point for a house-rule. It is pretty much the only thing i have found that broke down objects like that. \$\endgroup\$ –

  3. dnd 5e 2014 - Medicine and Stabilizing - Role-playing Games Stack...

    rpg.stackexchange.com/questions/199452/medicine-and-stabilizing

    The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Healer’s Kit is listed under “Other Adventuring Gear” in the Player’s Handbook (pg. 151) and only costs 5 gp. It eliminates the need to make any checks.

  4. dnd 5e 2014 - Which features of a wizard's familiar, if any, are...

    rpg.stackexchange.com/questions/133610/which-features-of-a-wizards-familiar-if...

    To answer your last question first, you are correct, a familiar is not an ongoing magical effect. It is a supernatural being, but it wouldn't show up to a detect magic spell for the same reason a dragon, zombie, or elemental wouldn't.

  5. dnd 5e 2014 - What is canon for the creation of the Great Desert...

    rpg.stackexchange.com/questions/115053/what-is-canon-for-the-creation-of-the...

    But there is also an inconsistency as the SCAG lists Anauroch as still existing whereas the Forgotten Realm’s Wiki lists that Anauroch no longer exists as a desert and is just a dust bowl. Additionally, across 5e SCAG, PHB, DMG, and the MM, there is no reference of phaerimm creating the desert of Anauroch. Here are the relevant quotes:

  6. dnd 5e 2014 - Is there a real use for the Medicine skill? - Role...

    rpg.stackexchange.com/questions/50771/is-there-a-real-use-for-the-medicine-skill

    The Medicine skill has multiple purposes. Here are 3 purposes that I know of: A Wisdom (Medicine) ability check can help a player determine if a type of herb / medicine is able to treat a certain illness. A Wisdom (Medicine) ability check can be used to stabilize a character who is dying (as stated in the question) A Wisdom (Medicine) ability ...

  7. dnd 5e 2014 - What classes are based on intelligence but not...

    rpg.stackexchange.com/questions/112144/what-classes-are-based-on-intelligence...

    Here's why - as discussed, there aren't really any existing classes that rely on intelligence without any magical effects. That's not how the world of DnD typically works. Characters are largely either good at fighting or good at magic. Developing a vision. Focusing on being smart doesn't give a clear vision of what you want your character to do.

  8. dnd 5e 2014 - Can meteor swarm trigger in the air? - Role-playing...

    rpg.stackexchange.com/questions/202727/can-meteor-swarm-trigger-in-the-air

    12. The wording of METEOR SWARM, a 9th level spell, starts with: Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. When my monster cast this on the group ...

  9. dnd 5e 2014 - Role-playing Games Stack Exchange

    rpg.stackexchange.com/questions/119358

    51. No. This rule isn't official at all. It is a homebrew variant. Neither the PHB nor the DMG contain any mention of partial armor. XGtE (which itself is official but optional) does not cover it either. This does not seem to be an optional rule, but rather a 3rd party/homebrew rule. The partial armor homebrew rule on dandwiki (note the large ...

  10. This Forgotten Realms Wiki Entry has a lot of extra info about Imps. I don't know if it's all "true" for 5e or not, but according to the 3.5 monster manual Imps are: approximately 2 ft (0.61 m) tall humanoids that weighed about 8 lb (3.6 kg) That makes sense to me and answered my question.

  11. This has precedent in the wizard's class features, where they can acquire a first or second level spell to be castable, indefinitely, without using a spell slot. There's also the added benefit of cutting off Haste as an option. Spells to be made permanent must have a base duration of 8 hours.