dnd 5e – Does the bonus action attack from Polearm Master receive the bonus to attack and damage rolls from a magic weapon?

All attacks with the weapon receive the bonus to attack and damage rolls.

The description for +1 weapons says (DMG, pg. 213):

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This does not discriminate between attacks made with the Attack action and attacks made via a feature granting a bonus action, or any other distinctions we might make, so all attack and damage rolls receive this bonus.

If DDB is not adding the +1 to the bonus action attack, this is indeed a bug. You can work around this by customizing the bonus action attack in DDB to have a +1 bonus to attack and damage rolls.

pathfinder 1e – Does movement speed add damage or attack power to weapons?

No, movement speed has absolutely no relation to attack or damage.

Considering that there are ways to boost speed to stratospheric levels (literally, in the sense that you can exceed Earth’s escape velocity; before an erratum, you could even exceed c), that’s probably for the best.

Instead, 3.5 and Pathfinder model the extra oomph you can put behind your attacks when moving at high speed via the Charging combat maneuver. Charging gives you a +2 to attack (and a −2 to AC), but you get the same benefit when you charge no matter if your speed is 15 ft. or 150 ft. And you don’t get the benefit without charging, even if you move farther in a single move action than someone else might while charging.

The only innate effect of high movement speed, aside from the ability to move further in a round, is the (rather large) bonus you receive to Jump checks.

Specific feats and class features may reference movement, however. For instance, the Scout (Complete Adventurer) has a Skirmish class feature, which deals extra damage as long as you move 10 feet, and can take the Improved Skirmish feat for additional bonus damage if you move 20 feet. The Expeditious Dodge feat (Races of the Wild) gives you an AC bonus as long as you move 40 feet.

I haven’t found any options yet that scale with speed, but as I pointed out, speed also increases Jump checks. The Roof-Jumper feat gives you +1d6 damage per 10 feet you fell from above the target. If you have a sky-high Jump check, then you can jump, well, into the sky – and stack extra d6’s on your attack. Note that you’re not allowed to slow your fall (e.g. feather fall) if you want the damage, though, which means you may take falling damage (Tumble, as well as certain items, can mitigate falling damage, however). All that said, however, each 10 feet of vertical jump height requires a DC 40 higher, and each +40 bonus to Jump from movement requires 100 ft. more movement speed. You can get d6’s of damage much more easily than you can get 100s of feet of movement speed…

See Are there rules for dropping on an enemy as an attack? for more ways to get extra damage from jumping (though only Roof-Jumper directly scales with height).

dnd 5e – Does Evasion allow half damage even when unconscious?

Yes. RAW, Evasion means a character only takes half damage, even when unconscious.

The relevant part of Evasion text, that you’ve quoted says:

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. (SRD p. 28, 38, 40)

The Unconscious condition states:

An unconscious creature is incapacitated (SRD p. 359)

Which means they:

can’t take actions or reactions. (SRD p. 358)

However, nothing in the ability Evasion says that it requires an action or reaction for use. So Evasion is an ‘always on’ ability.

The triggering condition is being ‘subjected to an effect that allows you to make a Dexterity saving throw‘, not whether or not the creature is actaully able to make that throw, due to other conditions already affecting them. If this caveat was intended it should be explicit (in 5e ‘there aren’t any secret rules‘).

However, also while Unconscious:

The creature automatically fails Strength and Dexterity saving throws. (SRD p. 359)

So, while a character is unconscious they’ll automatically fail Dexterity saving throws, but thanks to Evasion they’ll still only take half damage.

If this ruling seems odd to you (and I can see why it might), then you are, of course, always welcome to rule otherwise in your own game.

But, mitigating circumstances mean that this isn’t as bad as it seems…

Firstly, when a character is already unconscious due to HP loss, they are less likely to be targeted by AOE attacks (so this will be an issue less frequently than you might imagine).

But secondly, and much more importantly (presuming that the target isn’t simply asleep or drugged, and with the exception of the ‘massive damage’ rule), how much damage you take whilst unconscious doesn’t normally matter at all.

What matters is how many death saves you’ve failed.

If you take any damage while you have 0 hit points, you suffer a death saving throw failure. (SRD p. 98)

Taking any damage is always going to equate to one failed death save, whether or not it’s halved. (Critical hits would cause two failed death saves, but non-attacks such as spells and other abilities that force you to make a Dexterity save can’t be critical hits anyway.)

So, Evasion will not help a character to take less failed death saves.

pathfinder 1e – Best way to maximize Sneak Attack damage

With Strangler from ultimate combat, you can cause your sneak attack damage twice per round, once on your regular grapple check (as part of the grapple check), and again using a Swift Action that does not apply any other modifier.

Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.

If you are grappling a foe, which also happens to be flanked, you can use your Sneak Attack on your grapple check’s free attack.

Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple):

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

This means that if your sneak attack is 3d6, your will cause weapon damage + 6d6 damage using your standard and swift actions at 5th level.

PS: You can take Dirty Fighting instead of improved unarmed strike as the requeriment to qualify for Strangler.

Teamwork

If you happen to have a friend who also has sneak attack (or simply wants to cause sneak attack damage), both of you can take the Precise Strikes teamwork feat to increase your damage by +1d6. Pack Flanking might also make sneak attacks easier to deliver.

As an alternative, you can look up for an ability similar to Solo Tactics so you won’t have to depend on other characters to have the same teamwork feat. The Consigliere rogue archetype from Ultimate Intrigue can do this, but much later (10th level).

damage – Does the pressurized lung augmentation in Starfinder protect a character from the effects of sudden decompression?

According to the Starfinder rules, the pressurized lungs biotech augmentation has the following effect:

“You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum.”

The rules on vacuums are as follows:

Vacuum

The void of space is effectively empty of matter, and this vacuum is perhaps the greatest danger of outer space. A creature introduced to a vacuum immediately begins to suffocate (see Suffocation and Drowning) and takes 1d6 bludgeoning damage per round (no saving throw). Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum. Sound doesn’t travel in a vacuum.

Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being inside a sealed structure that becomes heavily damaged. Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage.

Most creatures travel the vacuum of space in a starship.

Do the 3d6 points suffered from sudden decompression (discussed in the second paragraph under Vacuum) count as the “normal environmental effects of being in a vacuum”? Or do normal environmental effects only pertain to the suffoction and 1d6 per round?


Here is an article about the real science.

It is logical for lungs that hold an hour’s worth of air to protect you from suffocation in a vacuum, and they theoretically could stop your lungs from bursting (another danger in a vacuum). I don’t see how they would prevent your blood from vaporizing and stopping circulation. Scientifically, even with pressurized lungs, the vacuum should damage/kill you. Granted, it is a fantasy game.

pathfinder 1e – What do I do about PCs using Con damage to “nuke” bosses?

If the PCs have really gone all-in on this, then they should start getting famous (or infamous?) for it. You can start hinting at this in towns. Once they get famous for their tactics, it starts to make more sense that the villains would hear about them and, if they know the PCs are the ones following them, prepare accordingly.

I’m assuming that the players are using poisons with a short onset time (or no onset time at all). If that’s the case, One possibility might be to introduce this concept using a villain who heard the PCs were following him, and came prepared with a good stock of antidotes. The thing about this is that it won’t save him: short-onset poisons won’t leave him any time to stop primary damage, so eventually he should still lose to the same tactics the PCs used before.

But it should make the fight noticeably more difficult and/or tedious. With only primary damage to rely on, the PCs will need more doses of poison than usual, and they’ll waste more time applying it to their weapons. At some point, it should also be clear that this villain heard the PCs were following him, knew their reputation for using certain poisons, and tried to prepare. His particular scheme was intuitive and sensible, and although it didn’t work out in the end, it wasn’t totally ineffective either. It’s only a matter of time before someone figures out how to improve upon it. Or even if it was ineffective, it sends the message that villains are starting to get wise to the PCs’ tactics, and are trying to develop a way around it, even if they haven’t succeeded yet.

The idea behind this is to maintain the players’ sense of agency. They changed the world, not some random piece of DM-fiat falling out of the sky.

One other thing to consider is copycat adventurers. The most literal version of this is absolute gold as recurring comedic rivals if your campaign is into that sort of thing, but it also makes sense that if the PCs are so successful with this tactic, other adventurers might start to try it too. This makes it more sensible in general for villains to start preparing for.

dnd 5e – Does Martial Arts Damage Apply to Ranged Attacks with Monk Weapons?

You are conflating two seperate ideas

Weapons are either melee or ranged as defined in the table on p.149.

You can use either type to make a melee or ranged attack as defined on p.195.

These are not the same thing

That is, you can use a melee weapon to make a ranged attack – if the melee weapon has the thrown property (e.g. dagger, handaxe) then it operates as normal, if it doesn’t then it uses the rules for improvised weapons on p.148. This is also the case if you throw an ammunition property weapon if, for example, you throw your crossbow at someone because you have run out of quarrels.

Similarly, you can use a ranged weapon to make a melee attack – these are always improvised weapons (even the dart and the net) because they are not designed or balanced for hitting people while held.

Note that improvised weapons are always melee weapons: never ranged weapons. Therefore melee weapons are always melee weapons irrespective of the type of attack but ranged weapons become melee (improvised) weapons if making a melee attack.

Features can trigger off either the type of weapon or the type of attack. For example, the duelling fighting style (p.72) is triggered by the type of weapon, throwing handaxes gives +2 damage as does throwing battleaxes (but not greataxes because they need two hands).

dnd 5e – Gaining immunity to physical damage

I know it’s possible to gain immunity to e.g. conditions like poison, fear (both Heroes Feast), charmed, etc.
It’s also possible to gain immunity to cold or fire damage, using their respective Investiture of Ice/Flame spells.
Immunity to psychic can be gained with Mind Blank.
There are also some magic items in the DMG that give immunities.

However, I have been unable to find anything that gives immunity to physical damage. Plenty of sources of resistance, but no immunity.
The closest thing would be Otiluke’s Resilient Sphere, but that does not really give you immunity, it just interposes a non-circumventable barrier between you and your enemy.

Therefore my question: Is there any official source (both regular and unearthed arcana) that allows a PC to gain immunity to physical damage?

To clarify: with physical damage I mean bludgeoning, slashing and piercing damage.

dnd 5e – Does a monk get martial arts die damage on improvised thrown monk weapons?

The monk’s martial arts ability states:

Your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don’t have the Two-Handed or heavy property.

I am specifically asking about a shortsword, which is a monk weapon by definition, but this question could apply to any monk weapon that does not have the thrown property.

The monk’s martial arts ability also states:

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren’t wearing armor or wielding a Shield…
• You can roll a d4 in place of the normal damage of your Unarmed Strike or monk weapon.

I would be more comfortable if this said “You can roll the Martial Arts Damage Die shown in the Monk Level / Ability Progression Table” rather than “you can roll a d4”, but the other questions I looked at in researching this took that as an assumption and no one challenged them, so…

The rules for using an improvised weapon state…

If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage.

Consider a monk wielding a shortsword and fitting all other requirements for using the martial arts ability.

The shortsword is a melee weapon that does not have the thrown property and has a base damage of d6.

If the monk throws the shortsword it would become an improvised weapon, and thus normally would deal d4 damage. However, in this case does specific beat general and allow the monk to replace the “normal damage” of an improvised weapon with the martial arts die damage, which would be d6 at 5th level?

Or, does the fact that the monk is throwing the shortsword as an improvised weapon disqualify it from being considered a monk weapon, in the same way that one cannot use proficiency for an improvised weapon attack because throwing a melee weapon without the thrown property is no longer a weapon with which one is proficient?

This question:
Does Martial Arts Damage Apply to Ranged Attacks with Monk Weapons?
affirms that monks get their martial arts die damage on ranged weapons, but the question only considers melee weapons that already possess the ranged property, not improvised weapons.

This question:
Does using versatile weapons with 2 hands disqualify them as Monk weapons?
affirms that monks get to use their martial arts feature on all monk weapons, even when they use them in ways that would disqualify them from being monk weapons (in this case, using a versatile weapon two-handed).

Somewhat related: Does a Monk’s Martial Arts die replace all of a magic weapon’s damage, or only the die portion of it?

pathfinder 1e – What is Strength Damage?

Strength Damage is a type of Ability Score Damage that creatures can take.

It is a different type of damage than regular, non-lethal, or other forms of Damage.

Each Ability Score damage should be tracked separately from each other and normal damage. Strength Damage has specific penalties every time it increases to an even number:

For every 2 points of damage… (a creature takes a) penalty on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

Additionally, if you take Strength Damage equal to your Strength Score (not Modifier) you are rendered helpless:

A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

Ability Score Damage can be recovered by rest after the affliction that caused it ends, spells such as Restoration (including it’s more accessible Lesser version), and some other player abilities. High level characters (around level 9-12 in my experience) may want to put forth the hefty price for a wand of (lesser) restoration to handle the large number of creatures that also attack Ability Scores.


Note that Ability Damage is different than Drain, which “permanently” (until manually healed with spells) reduces an Ability Score but is much more difficult to remove. Drain immediately affects characters’ capabilities any time it reduces an Ability to a new Modifier.