dnd 5e – How to handle not being able to attend as often as I would like

I've been playing with a group for about a year. I have no complaints about my group, I am the problem. I am the only one who has children, and unfortunately for me, my wife is not exactly supportive either. As a result, the rest of the group plays every week, I am lucky to do it on average every 3rd week. It made me feel frustrated enough to want to give up, not because I do not love D & D, but I constantly lose the content I really want to participate in and I feel like I'm disappointing my group.

What I'm looking for is any strategy that people have found to work in a situation like mine. Specifically, how to manage a group in which only one person can not be there regularly but desperately wants it. Is there anything I can do to keep myself busy in weeks that I am not? Also, has anyone found a way to handle this relative to spell classes? I play with a bard, and if it is weeks before I play, I am usually recovering from a full rest, when the rest of the party is quite animated; As a result, I do not really care about managing resources every time I play, as it is almost guaranteed for the next time I play, it is likely that weeks have passed and I will leave a kind of "rest".

Appreciate everyone's thoughts!

dnd 5e – Can you prepare a bonus action?

The Ready action states:

Then, you choose the action you will take it in response to that trigger …

I am not sure if this means that you can only prepare an action such as Dodge, Hide, Attack, Cast a spell, or if this also includes actions and bonus reactions as indicated by the PHB (page 189):

Certain special abilities, spells and situations allow you to take a special action called reaction.

And then the subsequent states (page 190):

Several class features, spells and other abilities allow you to take an additional action on your turn call bonus action.

I am aware that the action Ready exhausts its action as does Dodge, Hide and others, but I wonder if what your reaction spends can be something that normally requires additional action.

I am also aware that you can not perform a bonus action when it is not your turn. Since, one of the reasons you might want to do this is to use two bonus actions in a single turn (one that uses your bonus action and one that uses the Ready action where the shot occurs in that same turn).

An example of when you may want to do this:
1. You have already cast a spell as spiritual weapon with what you can use your bonus action to do something (in this case, move the weapon and attack).
2. Take the Action Ready to Prepare the following: "When I say & # 39; Come on! &, I will use my reaction to make spiritual weapon Move and make an attack. "
3. You say "Go ahead!", Which provides the trigger that allows you to spend your reaction to make the spiritual weapon attack.
4. Now you still have a bonus action that you have not spent and you can use it on anything, like casting the spell. foggy step

Can you prepare a bonus action?

dnd 5e – Does a creature in flight hit by the spell Hurry when the spell ends?

The final prayer of the spell Prisa says:

When the spell ends, the target. can not move or take Actions until after his next turn, while a wave of lethargy sweeps him. (PBH p 250)

If a creature like a wyvern, pegasus, griffon, etc. it is flying while hurried on (ie, under the effect of the Haste spell), does it fall when the spell Haste ends because at that moment the affected creature "can not move"?

A superficial reading of the paragraph under Movement of flight in the PHB seems to suggest that it would fall:

If a flying creature is knocked down, its speed is reduced to 0, or if not Deprived of the ability to move, the creature falls, unless you have the ability to float or it is held high by magic, as by the spell of the fly. (PHB page 191)

But I'm not sure that he has not lost some subtle nuances in the writing of the rules that would argue otherwise.

The Compendium of wise advice 2019 has this paragraph:

Can a flying creature without the floating feature stay in one place while it is in the air, or does it need to move each round? A steering wheel that lacks the floating feature. can Hold high without moving each round.

The language in the description of the spell of Prisa does not impose any formal condition (as Disabled, Stunnedor Restrained), nor does it say that the creature speed It is reduced to 0 feet. So I wonder if the words "can not move" in this context are enough to establish that a creature in flight must begin to fall immediately (as a wave of lethargy sweeps over it) or if there are reasonable grounds to argue that according to RAW or RAI it can remain high without "moving".

dnd 5e – Does a "melee spell attack" use my ability to cast spells or my Force?

the Player's manual says about spell attacks:

Some spells require the caster to make an attack roll to determine if the spell effect hits the desired target. Your attack bonus with a spell attack is equal to your spell casting modifier + your ability bonus.

So, in the case of Flame Blade, you would use your spell casting modifier + your ability bonus.

There are spells that use a melee attack that are not "melee spell attacks". For example, Booming Blade and Green-Flame Blade (SCAG, pp. 142-143) do not depend on a melee. spell out attack. Instead you must make an attack with a melee weapon. They say:

As part of the action used to cast this spell, you must Make a melee attack with a weapon. against a creature within the range of the spell, otherwise the spell fails.

This would be different from the spell in question because, you are making a attack with a melee weapon, so you would add your modifier that applies to that weapon (Strength or Dexterity) and your ability (if you are competent with that weapon).

dnd 5e – Can I counteract a subtle spell without a material component?

Countersink
1 reaction, when you see a creature 60 feet from you casting a spell

Can I counteract a creature that completely eliminates the component requirement?

Subtle spell
When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.

If the spell is subtle So, can I see what is being thrown to counteract it?

dnd 5e: What creatures count as "entities of the shadow" for the purpose of originating a sorcerer of magic magic?

The description of the sorcerer subclass "Shadow Magic" (XGtE, p.50) begins with the following paragraph (the emphasis is mine):

You are a creature of the shadow, because your innate magic comes from Shadowfell itself. You can trace your lineage to an entity from that place, or maybe you were exposed to its fallen energy and transformed by it.

From the top of my head, I can only think of Shadar-Kai (MToF, page 62). Apart from that, I can not think of suitable creatures: Darkmantles or Skull Lords among which are not even humanoids, and it is difficult to imagine Meazels (MToF, p.214) or Skulks (MToF, p.227) having any offspring.

Is there any entity in Shadowfell known from 5e or earlier versions, apart from Shadar-Kai, which is known to reproduce with other humanoids?
Or does "entity" include an immaculate conception of the Raven Queen? :RE

dnd 5e – How deep is the Underdark? What is its maximum and median depth?

At least 26 miles deep, with rumors of unexplored caverns 40 miles deep, though most of the Underdark is 10 miles above the surface.

According to the D & D 3e manual Underdark, p.120, the lowest level of Underdark starts at a depth of ten miles and continues down from there:

No place in Toril is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surface at unfathomable depths and it presents a degree of strangeness that would drive some inhabitants of the surface crazy.

At this depth, it is described that tunnels and passages become rarer. Since this is the Underdark background, the typical depth of the Underdark locations is between 1 and 10 miles below the surface. For example, the city of Menzoberranzan is only 2 miles below the surface and is considered part of Upperdark.

Deeper locations

It is said that the portals to the plane of the Shadow (what in 5e would be called Shadowfell) exist at depths of 15 miles or less, which means that the Underdark is at least 15 miles deep. And 20 miles below the surface are detailed on page 123:

The Glimmersea is located 20 miles below the floor of the Sea of ​​the Fallen Stars.

Even more profound is the Genasi city of Earth's End (p.147), although it can not be reached without teleportation and does not have direct tunnels:

Located almost 22 miles Below Nath, in Halruaa, Earth's End is designed without apology for its extra-planar visitors.

Oryndoll, City of Loretakers, is just over 26 miles deep (p.168).

There is also a chasm below Anauroch, called Lorosfyr, the maddening darkness, it is rumored to be at least 40 miles deep in some places (p.160), although it is unexplored.

dnd 5e – How deep is the Underdark? What is its maximum and average depth?

Mostly less than 10 miles deep; at least 26 miles in places, with unexplored caverns speculated to be as deep as 40 miles.

According to the D & D 3e manual Underdark, p.120, the lowest level of Underdark starts at a depth of ten miles and continues down from there:

No place in Toril is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surface at unfathomable depths and it presents a degree of strangeness that would drive some inhabitants of the surface crazy.

At this depth, it is described that tunnels and passages become rarer. Since this is the Underdark background, the typical depth of the Underdark locations is between 1 and 10 miles below the surface. For example, the city of Menzoberranzan is only 2 miles below the surface and is considered part of Upperdark.

Deeper locations

It is said that the portals to the plane of the Shadow (what in 5e would be called Shadowfell) exist at depths of 15 miles or less, which means that the Underdark is at least 15 miles deep. And 20 miles below the surface are detailed on page 123:

The Glimmersea is located 20 miles below the floor of the Sea of ​​the Fallen Stars.

Even more profound is the Genasi city of Earth's End (p.147), although it can not be reached without teleportation and does not have direct tunnels:

Located almost 22 miles Below Nath, in Halruaa, Earth's End is designed without apology for its extra-planar visitors.

Oryndoll, City of Loretakers, is just over 26 miles deep (p.168).

There is also a chasm below Anauroch, called Lorosfyr, the maddening darkness, it is rumored to be at least 40 miles deep in some places (p.160), although it is unexplored.

dnd 5e – Can the Divinity of the Forge Domain Cleric's channel be used: Blissing of Artisan to copy spell books?

Perhaps

The domain of forge clergy Divinity of the channel: the blessing of the craftsman (XGtE, p.19) says:

From the second level, you can perform a one-hour ritual that elaborates a non-magical object that must include some metal. The creation is completed at the end of the hour, joining in an unoccupied space of your choice on a surface within 5 feet of you.

What you believe may be something that is not worth more than 100 gp.

So there are three requirements that allow duplicating an article:

  • It is not magic
  • It is less than 100gp
  • It contains metal.

A spell book is included in the "Other Adventure Team" table (not magic).

The spell book, although it contains spells of a magical nature, is not considered, in itself, a magical item. That is, the rules for not explicitly saying that it is a magical element:

Essential to magicians, a spell book is a leather-bound tome with 100 vellum pages suitable for recording spells.

This is confirmed by an unofficial tweet of the main rules designer Jeremy Crawford:

A spell focus or a normal spell book is not a magic item. A magic is possible, like a magic cane.

Therefore, the spellbook is not magic (requirement number one: verify). It is also indicated in the table as having a value of 50 gp (requirement number two: verification).

Therefore, the third requirement is the only possible point of stagnation. The description of the spell book does not mention any metal in its construction. However, the rules do allow the DM to double them to allow this (Rule zero) and to say that there is a gold foil on the cover is a very reasonable narrative explanation for this.

Another option: the rule for an assistant to add new spells to spell book states:

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you spend experimenting with the spell to master it, as well as the fine inks you need to register it.

Anyone who has seen an illuminated manuscript knows that highly decorated initials and margins are often made using aluminum foil and inks containing metallic pigments.

Therefore, if a DM allows a narrative explanation in this sense, a Force cleric could copy a spell book.

dnd 5e – How to make a non-creative player more involved in the role play

This player is not the problem: your expectations do not match is the problem

It seems that everyone seeks to enjoy the game for slightly different reasons one– Your enjoyment seems to favor immersion and game in the character. You feel you have to force the issue …

I'm worried that I'm going to have to start punishing him for
basically do nothing

and then questions:

Any advice to try to get someone like Bob into the RP aspect of the
Do I play before the DM hammer has to come down?

I answer: change your attitude as DM.

This is a friend of yours, as you say, and you have taken the position that you must force him to have fun the way you think he should be. This may be involuntary, but that is the signal that is coming through the wires.

Stop, and back off a little.

Before your next game session, call a zero session.

It is possible that the four need to be together on the same page about what each one wants from this game. A Session Zero is where everyone makes a contribution regarding what they expect to get from the game (details in the questions and linked answers). You may discover that each of your players has somewhat different expectations than you have, which is fine. Talking to each other about this and reaching a compromise is a big step to curb your current frustration.

Online role play has some obstacles that games in the flesh do not have.

I love playing in real RPGs, but my current configuration makes me play more on Discord or ROll20. I have found some significant obstacles with online tools, although they are a great way to play with friends that are around the world / map.

  1. You lack the immediacy of the social context "at a table"
  2. Visual cues, and some subtle vocal cues, are often overlooked.
  3. The game is a little slower than in the flesh.
  4. People can disconnect or wander and it takes a while to realize that. At a table, getting up and going out is pretty obvious.

    All these drawbacks amplify the disconnection between your player and you in terms of how much commitment to the fictional world you expect (more) and he expects (little). It is easier to obtain and provide comments in person, since all the signals are available.

Paladins are driven by their oaths, not by the gods, in this edition.

I suggest you take a look at the PHB and these questions and answers to better understand how the paladins work in this edition. However, it is correct from the point of view "in the universe": choosing an oath will inform the RP of the PC from that moment. Where you may be making a mistake is trying to force it.

Let the player grow in RP at their own pace.

Forcing the RP is a true detour. (This from experience in both directions, as GM and as a player). Trying to force the dive simply does not work. Cheer up Of both is the best approach.

Questions and answers related to the promotion of role play

How to get the players to worry and RP more?
How to introduce and encourage role play in non-role players?
How can I encourage my group of D & D Encounters to do more role plays?
How do I transition from my roll to roll role players?

Immersion can be a difficult thing

You mentioned in a comment:

I'm quite imaginative and I tend to try to pressure people when I realize they are not participating. Actually, the problem is that I want to try to immerse myself more in the game, but I need advice on the best way to do it.

Each player will search and enjoy the immersion in the game at a different level. Your stimulus to increase the immersion will be improved in the game by asking the character questions when they act, and by describing how the world reacts to the character's decisions:

  • Example: the paladin does something, and you ask:

    • What is the reason behind that?
    • How does that fit with the personality, background and profession of your character?

    And so … listen to the answer.

    • Be sure to make an effort to describe the world and the reaction of NPCs to the things the player does. Let them see through your story how the world responds to them.. That will help a bit with the immersion, which I found.

You can find some more useful techniques to encourage "character" behavior in these questions and answers.

I am in favor of the PCs that make their players as they see fit, and honestly, any RP.
of him is better than none, but the problem is that he is a level 2
Paladin. The next level, which is coming fast, will have to take
his oath Paladin is a class that requires a lot of RP to satisfy his
God and I'm worried that I'm going to have to start punishing him for
Basically not doing anything, which I think will turn it off
game
.

In my experience, you believe correctly.

If you want more RP of this character, use the carrot, not the stick. Encourage this player to participate more "in the game" and above all …

Be patient

You can not force the fun.


oneNotes on the styles of play and how people get involved in a role play:

  1. Here is a summary of the description of Robin Laws player styles
  2. You will also find in the Dungeon Masters Guide (page 6) a breakdown of the ways in which players have fun participating in the game. Not all styles fit perfectly.