dnd 5e: What happens when Polymorph throws himself at a creature already affected by Polymorph?

The rules for combining magical effects are found in the Player manual, page 205. (Note that the last line was entered by typos).

The effects of different spells add up while the durations of those spells overlap. However, the effects of the same spell cast several times are not combined. Instead, the most powerful effect, such as the highest bonus, of those pitches is applied while their durations overlap.
Or the most recent effect is applied if the throws are equally powerful and their durations overlap.

So, if the two throws are equally powerful, the last one is applied, which means that the creature takes that form. Because the previous spell does not end with the new spell, it can be reverted to the first spell. polymorphic organism I should finish the second.

However, the power is not defined by the game and, therefore, will depend on the DM award. The spell that is cast at a higher level will probably be interpreted as a more powerful version (I would certainly say so). But how polymorphic organism It has no innate benefits from being on top, you may not see it at higher levels very often.

dnd 5e – How much can a fighter with reach move a grabbed creature within range?

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dnd 5e – Ways to summon a specific creature (demon)

I need to summon a specific extraplanar creature, whom I have met recently and whose name I know.

Apart from the Planar Ally spells:

If you know the name of a specific creature, you can pronounce that name when
cast this spell to request that creature, although you could get a
different creature anyway (choice of DM).

and door:

When you cast this spell, you can pronounce the name of a specific creature (a pseudonym, title or nickname does not work). If that creature is on a different plane than you are, the portal opens in the immediate vicinity of the named creature and attracts the creature to the nearest unoccupied space next to its portal.

What are my options to summon this particular creature?

Suppose the creature is willing and does not need to be pacified. If you cannot generalize, an answer applicable only to some types of creatures (demons, fairies, demons, etc.) is acceptable.

dnd 5e – Rules for dealing with a creature underwater while on land?

If a character is on the bank of a river and wants to reach the water and grab a creature in the water (assuming they are within the size limit to be fought), is there any special decision to deal with or is it the standard? grip check?

In accordance with the Grappling Rule listed in Roll20

Clinging

When you want to grab a creature or fight with it, you can use the attack action to make a special melee attack, a fight. If you can perform multiple attacks with the attack action, this attack replaces one of them.
The goal of your hook should not be more than one size larger than you and should be within your reach. Using at least one free hand, try to capture the target by making a grip test instead of an Attack roll: a Strength (Athletics) test challenged by the Strength (Athletics) or Dexterity (Acrobatics) test of the target (the target choose the ability to use). If successful, subject the target to the Grappled condition (see Conditions). The condition specifies the things that finish it, and you can release the target whenever you want (no action is required).

But when you look at Under Water Combat in Roll20

Submarine combat

When making a melee attack, a creature that has no swimming speed (either natural or magic awarded) has a disadvantage in the attack roll unless the weapon is a dagger, javelin, short sword, spear or trident.
A ranged attack automatically loses a target beyond the normal range of the weapon. Even against a target within the normal range, the attack roll has a disadvantage unless the weapon is a crossbow, a net or a weapon that is thrown like a javelin (including a spear, a trident or a dart).

It seems that there is no clear decision and that the standard hook control is applied. Is that correct?

dnd 5e: Does the symbiotic entity's damage apply to a creature hit by the secondary Green Flame Blade damage?

For a Druid Spore Circle, they can add 1d6 of Venom Damage to their Melee Weapon Attacks while their Symbiotic entity The function is active.

On the second level, you get the ability to channel magic into your spores. (…) While this function is active, you get the following benefits:

  • (…)
  • Your melee attacks deal 1d6 extra poison damage to any target they hit.

These benefits last 10 minutes, until you lose all these temporary hit points, or until you reuse your Wild Form.

Spore Circle, Guildmaster & # 39; s Guide to Ravnica, p. 27

When a Green Flame Blade (melee) attack hits a target, the spell causes an adjacent creature to also take damage:

(…) In a blow, the target suffers the normal effects of the attack, and the green fire jumps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spell casting ability modifier.

Green flame leaf, Sword Coast Adventurer & # 39; s Guide, p. 143

With the purpose of Symbiotic entity (or any other feature that adds damage to "any target achieved by melee attacks"), does the additional damage (in the second target) associated with Green Flame Blade count as hit by that damage, which makes them eligible for additional poison damage from Symbiotic entity, or being "hit" by an effect necessarily implies an attack roll?

dnd 5e – Can the additional attack action granted by Haste be used to push a creature?

Hurry state:

(…) win an additional action in each of his turns. That action can only be used to attack (only a weapon attack) (…) action.

Pushing a creature is a:

(…) special melee attack (…)

but it is not said to be a weapon attack.

Therefore, you cannot use your hurryd action to push a creature.

dnd 5e: if you know the location of an invisible creature, can you attack it?

Knowing where an invisible creature is allows you to attack it at a disadvantage.

There are two related questions, here and here, that explain that if you are invisible, other creatures still know where you are because they can still hear you. The "Invisible attacks" section says:

When you attack a target that you cannot see, you have a disadvantage in the attack roll. This is true if you are guessing the location of the target or if pointing to a creature that you can hear but not see

Therefore, if the target is simply invisible, but can still be heard, it would already know its location and could attack it at a disadvantage as described above.
Keep in mind that even if a creature were hidden (invisible and inaudible) it could still guess its location, however, the section quoted above continues, saying:

If the target is not in the location you pointed to, it automatically fails, but the DM generally only says that the attack failed, not if you guessed the location of the target correctly …


If, on the other hand, a creature is hidden and you bump into it, you would presumably know where it is and, therefore, could make an attack at a disadvantage, as in the invisible case. However, there is at least one strange problem that results from the "Move around other creatures" rule:

You can move through the space of a non-hostile creature. On the contrary, you can move through the space of a hostile creature only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.

If an enemy were a size larger or smaller than you, then you would be prevented from moving into your space and could simply attack that space at a disadvantage.

However, if an enemy were at least two sizes larger or smaller than you, then he would enter his space and collide with him and, therefore, would supposedly know where he is. But you can't attack them, this is due to the following rule:

Whether a creature is a friend or an enemy, you cannot voluntarily end your movement in its space …

As shown in this Q / A, the above quotation applies to all your movement, which means you cannot make an attack while in another creature's space if you know they are there. Therefore, you should first leave the creature's space to attack it.
A possible exception is if you were out of motion when you entered the creature space. You didn't know they were there, so this would not be a voluntary end of your movement there, it just happened that a creature was there when you ran out of movement. Therefore, (probably) you will be allowed to attack even while in your space.
I asked this Q / A because I was not sure of the exact decision in this case.

You can attack an invisible creature at a disadvantage if you know where they are, otherwise you would have to guess its location.

dnd 5e: The rule that you cannot voluntarily end your movement in the space force of another creature or avoid certain actions?

This rule may prevent and require some actions, but others are not clear.

As cited:

Whether a creature is a friend or an enemy, you cannot voluntarily end your movement in its space …

For me, if you are aware of some set of actions that allows you not to end your movement there and do not take those actions, then you are voluntarily do not take them, and then you are voluntarily ending your turn in the space of another creature. Therefore, in scenario 1, you will be asked to perform the Dash action or the cast foggy step If I could like any decision not to use them I would be willing.


On the one hand, entering the space of a creature does not warranty that his movement ends there (perhaps a spell will be cast, or the difficult terrain was false, or he will succeed in the caltrops save cast) so that he can always enters the space of a creature.
On the other hand, moving anywhere has the potential to make your movement end in another creature's space (maybe a spell will be cast) so you can never move anywhere, never.

Clearly, these ideas cannot work together, so using "guarantees" will not help us. However, the rule about moving around creatures should definitely apply. sometimeand as there is never a absolute guarantee that something will end your movement or not in the space of another creature. I adopted the rule to apply when something is very likely have one result or another.

This brings us to the following metrics:
"If there is a very high possibility that your movement ends in another creature's space, you cannot enter its space."
"If there is a very high possibility that your movement does not end in the space of another creature, you can enter its space."

Unfortunately, there is no good way to determine what counts as "a very high possibility" and, therefore, applying this metric would depend on a GM. Nor do we have a way to deal with scenarios in which there are similar chances that your movement will end and not end.

By using this metric, we can see that the difficult terrain scenario has an almost guaranteed result that you are trapped there and, therefore, you cannot enter that area (but if you still had your action, then you could, it would only require you to take the Script Action after doing so).

The caltrops scenario would technically depend on your skill saving bonus and almost always have a significant chance of ending or not moving, therefore, the metrics I made could not be applied.
In situations like this, the rules are not clear and would depend on your GM.

The rule forces you to leave a creature's space by any means necessary and we can conclude that you may or may not enter a creature's space depending on whether your ability to stop there is extremely low or extremely high respectively.

Spells: How long does a creature fascinated by the hypnotic pattern last?

The hypnotic pattern says that with one of several triggers, an affected creature makes a Will save, and if it fails, it is fascinated. No duration, just fascinated. Is that until he leaves the pattern? For the duration of the pattern? While I can see the pattern? As long as you continue to do one of the things that trigger a saving of Will?

dnd 5e – If a Contingency spell has been cast on a creature, does the Simulacrum spell transfer the contingent spell to its duplicate?

According to my interpretation of the game design, I probably shouldn't. But even if I did, the way I read both spells, the contingency effect would end immediately. The reasoning is as follows.

The Contingency spell requires a specific material component, which is "(A statuette of yours carved in ivory and decorated with gems of at least 1,500 gp)". In addition, the spell has a special final condition linked to this material:

In addition, the contingency ends in you if your material component is never in your person.

Assuming that the contingency would be linked to the drill (not the original person), it would require another statuette in possession of the drill. However, Simulacrum states:

It seems to be the same as the original, but has half the maximum hit point of the creature and is formed without any equipment.

Although the equipment does not refer to the entire equipment, it should be fair to assume that the drill does not create a copy of the 1500 gp statuette (otherwise, you could use it to duplicate non-team items, which would be uncomfortable). Therefore, since the drill does not have the required statuette, the contingency spell ends.