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  2. dnd 5e 2014 - How does the Web spell burn away? - Role-playing...

    rpg.stackexchange.com/questions/124934/how-does-the-web-spell-burn-away

    The web spell description says: The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. I'm confused with the wording of the flammable part. Let's say that on turn 1, I cast web; the web is supported by the floor and the ceiling that is 15 ...

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

    rpg.stackexchange.com/questions/84539

    As you note, the web spell does this, but the minimum height of these webs is five feet, enough to completely engulf most characters. Similarly, the mundane webbing that is treated as a dungeon hazard (DMG 105) provokes similar saves, but only when the webs are "across passages" and create "web-filled areas" that can be defined as a "10-foot ...

  4. dnd 5e 2014 - What does it take to get out of Grease and Web at...

    rpg.stackexchange.com/questions/189105/what-does-it-take-to-get-out-of-grease...

    Once a character saves against the web, how hard is it to leave the area? A web is a 20-foot cube, and a grease is a 10-foot square. If you're not playing on a grid, you could get a situation where a character is at the exact center of the web and the grease, so they would need to move 5 feet to exit the grease and an additional 5 feet to exit ...

  5. 6. Web says: If the webs aren't anchored between two solid masses (such as walls or trees) OR layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. (emphasis mine)

  6. dnd 5e 2014 - Freeing Others from Webs During Combat -...

    rpg.stackexchange.com/questions/169371/freeing-others-from-webs-during-combat

    3. The Monster Manual/Basic Rules entry for Giant Spiders provides an answer as part of the creature’s Web action: Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success.

  7. The webs stay in the air until the start of your next turn, then vanish. If you cast web in midair, the spell ends at the start of your next turn: If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of ...

  8. dnd 5e 2014 - Can a Sorcerer protect their friend from Web by...

    rpg.stackexchange.com/questions/47423/can-a-sorcerer-protect-their-friend-from...

    The spell Web forces anyone who is in the area when the spell is cast to make a saving throw. We also take the assumption: I cast Web. Therefore we can conclude. I cast a spell that forces anyone in the area when the spell is cast to make a saving throw. The fact that the saving throw is delayed is meaningless.

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

    rpg.stackexchange.com/questions/158582/would-webs-catch-fire-if-fire-bolt-is...

    If however you specifically targeted the 5ft cube of web the creature was in, it would then catch on fire and do 2d4 damage to the creature, as per Web’s spell description: The webs are flammable. Any 5 foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

  10. dnd 5e 2014 - How does a Web holding large creatures behave when...

    rpg.stackexchange.com/questions/98265/how-does-a-web-holding-large-creatures...

    fwiw: (since the 5e writers purposefully used earlier editions for inspiration), the 3.5e text for web said "Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.". It seems like the intent here too was to have individual sections be burnable ...

  11. Net attacks RAW are made perpetually with disadvantage. They act as a normal ranged attack, so you are either always throwing them at long range (10-15 feet) and incurring disadvantage, or you are throwing them at short range and as a result are in close combat and throwing them at disadvantage.