## dnd 5e – Can a trickery cleric’s illusory duplicate make opportunity attacks if the cleric has the War Caster feat?

The cleric’s Trickery Domain subclass has the Channel Divinity feature “Invoke Duplicity” which creates an illusory duplicate of the cleric and provides the following abilities:

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. (PHB, pg. 63)

Can this duplicate make opportunity attacks? Or, more precisely, can the cleric make opportunity attacks through their duplicate?

If the cleric has the War Caster feat, they are able to use certain spells as opportunity attack “replacements”:

When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. (PHB, pg. 170)

This would be necessary for allowing opportunity attacks via the duplicate because the cleric can only cast spells through them, not make weapon attacks there. (Spells with 1-action or 1-bonus-action casting times cannot be used as opportunity attacks, as discussed by Sage Advice here.)

So I think this comes down to a question of reach. Does the illusory duplicate extend the cleric’s reach to include the 5 feet around the duplicate because the duplicate allows the cleric to cast spells “as though (they) were in the illusion’s space”? They are allowed to make melee spell attacks within 5 feet of the duplicate, after all. Or is the cleric’s reach limited to the 5 feet around them, personally?

## dnd 5e – What if I’m mounting a centaur who has the sentinel feat?

### Nothing prevents this from working, so it works

The Sentinel feat states:

(…) When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

This is not ambiguous, if a creature within 5 feet of you attacks somebody who isn’t you (that doesn’t have the feat), you can use your reaction to make an attack against that creature. Thus, if a Kobold is riding atop a Sentinel Centaur, and somebody attacks the Kobold from within 5 feet, the Centaur can use their reaction to make an attack.

The Mounted Combatant feat states:

(…) You can force an attack targeted at your mount to target you instead. (…)

Thus, if an attack targets the Centaur, the Kobold can have the attack be redirected into targeting the Kobold. this would then trigger the Sentinel feat because there is now an attack being made against the Kobold.

### The actual timing of the Sentinel feat’s attack is unclear

I asked a question related to this:

There isn’t exactly a lot of rules-text on when “When a creature makes an attack” actually is. But we do know that most reactions happens after their trigger, which in this case is… also unclear. Whether the reaction, and thus its accompanying attack, occur before or after the triggering attack actually hits, misses, or deals damage is going to left to the GM.

## dnd 4e – How to handle when a player wants to frequently rebuild her existing character?

I’m a DM. One of my players like to frequently reimagine/develop her character in D&D 4th edition as follows:

• Change the ability scores (swap them) between levels to better optimize the character to a specific style of play.
• Change many feats, powers at once. Some feats are good only, while other feats are also present. Moreover, some feats are more useful to certain skills or powers. Thus, the urge for her to change half a dozen of things is strong all the time. She says: “I realized that I should have taken feat X. I want to change Y to X. But if I do, I have to change V to G, D to R, and so on… That would be perfect!”
• Transform the character to a hybrid class. In one campaign, she is a level 5 Rogue, but in the next level, she wants to be a level 6 Rouge with many new Wizzard powers at once.

Most of the above modifications may drastically change a character and how other players view them.

The problem only appears to me while I want to match the game mechanics to the fiction. Let me provide the two far-end cases:

Solution A: While the level 5 Rogue has an extended rest in a forest, the next day, she wakes up as level 6 Rouge, having also had 2 new Wizzard spells created out of thin air. Game mechanics may allow this, but the fiction obviously bleeds out. Some Wizards may study years to develop spells. Sorcerers & Mages may bear with spells, but Wizards don’t as far as I know. In case my knowledge in this matter is false, then this case simply can rephrased as: “some abilities may require years to practice and learn”.

Solution Z: While the level 5 Rouge has an extended rest in a forest, she can take a Wizzard multi-class feat. As a DM, I allow that only if she overtakes 20 years of study in a Wizzard school immediately.

In case we are playing a campaign, both A and Z may break the game.

• Sub-Q1: Where is the golden line?
• Sub-Q2: How should I handle said player to keep fiction and game mechanics in balance?

## There are two requirements that must be met for opportunity attacks.

According to the Player’s Handbook:

In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. (PHB, pg. 195)

So, assuming you have a reaction available, to be able to make an opportunity attack, 1) a hostile creature must move out of your reach, and 2) you must be able to make a melee attack.

## Melee attacks can be made via the duplicate, but there are complexities to keep in mind.

The duplicate doesn’t make weapon attacks, but the cleric can cast spells through it
(as described in the text quoted in the question). Because clerics have access to melee spell attacks (e.g. from Inflict Wounds), they are able to make melee attacks through the duplicate.

### Bonus Action Spells and Reactions on Your Turn

In the rare case of using a reaction during your turn (as opposed to on someone else’s turn in a round), there is a limitation to be aware of:

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB, pg. 202)

Therefore, once you cast a bonus action spell on your turn, you may then only cast a 1-action cantrip for any spell-based opportunity attack that later happens during that turn.

Unfortunately, clerics do not (as of yet) get access to any cantrips that are melee spell attacks, so a cleric with no cantrips from other sources (such as multiclassing or the Magic Initiate feat) has no ability to make spell-based opportunity attacks during their turn if they have already cast a bonus action spell.

### The War Caster Feat

The limitation to melee attacks becomes irrelevant if the cleric has the War Caster feat. With it, certain spells that are not melee attacks may be used in place of a standard opportunity attack:

When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. (PHB, pg. 170)

Although this replaces an opportunity attack rather than altering it, that difference is largely semantic.

### The Bottom Line

The cleric is capable of casting spells through their duplicate that would be eligible to be used as opportunity attacks.

## The interpretation of reach is critical.

Having confirmed that the cleric can make eligible attacks through the duplicate, we’re left with the question of reach.

Reach is described as follows:

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. (PHB, pg. 195)

I see two possible interpretations of reach regarding the duplicate:

1. Extended Reach – Because the illusory duplicate allows the cleric to cast spells “as though (they) were in the illusion’s space,” that duplicate expands the cleric’s reach to also include the five feet around it. This is no different than how wielding a glaive expands a character’s reach from 5 feet to 10 feet. As such, a creature leaving the “reach of the duplicate” (which is actually the extended reach of the cleric) would trigger an opportunity attack.

2. Personal Reach – The description of opportunity attacks mentions that they’re caused by “everyone constantly watching for enemies to drop their guard.” However, the illusory duplicate is unable to watch for anything, and the cleric doesn’t perceive anything from the duplicate’s perspective. Instead, the cleric must “use (their) own senses.” Because the cleric doesn’t have the same personal awareness of the space around their duplicate that they do of the space around their own physical body, an enemy moving out of what would be the duplicate’s reach cannot trigger an opportunity attack from the more distant cleric.

Each DM will have to decide which interpretation they prefer.

## dnd 5e – Is this “Circle of the Sun” Druid Circle balanced?

I recently made a Druid subclass that is somewhat similar to the Bladesinger and other caster/martial hybrids, and I was wondering if it is balanced with the official Druid Subclasses. The basic idea is for basically a Druid and Ranger/Paladin Hybrid that is on the front lines. This may be a little too MAD (Wisdom for casting, Dexterity/Strength for weapons, Constitution for HP, Dexterity for AC) but Wild Shape should shore up AC. I imagine this class kind of operating like Paladins for most of the game because of their transformation at 14th level and their Smite like abilities.

Bonus Proficiencies: At 2nd level, you gain proficiency in simple and martial weapons.

Idea: Gives them a lot more weapons to use effectively. They now can wield a D8 weapon and have a shield. They probably won’t use these as much at 10th level, but for now it should make them very good in the front lines next to a tank.

Magical Strikes: Also at 2nd level, you can heighten the power of your weapon strikes. Once per turn, when you hit a creature with a weapon attack, you can choose to expend a spell slot to deal an extra 1D8 damage per level of the spell slot to the target (maximum 5D8). The damage type is your choice between acid, cold, fire, lightning, or thunder damage.

Idea: Similar to Divine Smite. I chose to add the once per turn limit to prevent abuse. More flexible damage types, but still more resisted than Radiant.

Extra Attack: At 6th level you can attack twice, instead of once, when you take the Attack action on your turn.

Idea: Plucked straight from the Bladesinger and Valor/Swords Bard.

Natural Strikes: At 10th level, you have natural weapons that you can use to attack creatures. Choose one of the following natural weapons, Fanged Maw or Sharpened Claws. These attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage:

Fanged Maw: You gain the following melee weapon attack. Bite: Your bite counts as a finesse weapon that you are proficient in with a reach of 5 feet. On a hit, you deal piercing damage equal to 1D10 + your Strength or Dexterity modifier, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your strength or dexterity modifier) or fall prone. While you are using your Wild Shape or your Natural Avatar, you retain your bite attack, and it deals an extra 1D10 damage on a hit.

Sharpened Claws: You gain the following melee weapon attack. Claw: Your claws count as a finesse weapon that you are proficient in with a reach of 5 feet. You must have one hand free to attack with your claws. When you use the attack action to attack with your claws, you can make one attack with them as a bonus action if you have both of your hands free. On a hit, you deal slashing damage equal to 1D8 + your Strength or Dexterity modifier. While you are using your Wild Shape or your Natural Avatar, you retain your claw attack, and it deals an extra 1D8 damage on a hit.

Idea: Basically gives them some better weapons. The bite lets them hold a shield and a focus and still be a great attacker, where the claws requires free hands but can deal some more damage. Each of them gain a damage boost with Wild Shape and the level 14 feature, since I give them natural weapons similar to beasts.

Natural Avatar: At 14th level, you can become a powerful nature combatant. As a bonus action, you can expend one use of Wild Shape to become a nature avatar for one minute. When transformed, you gain the following features:

Your weapon attacks deal an extra 1D8 damage. The damage type is your choice of acid, cold, fire, lightning, and thunder.

When you take the attack action on your turn, you can use a bonus action to cast a Druid spell of 3rd level or lower.

You are resistant to acid, cold, fire, lightning, and thunder damage.

You can use this feature once for free, and you regain that use after you finish a long rest. Every time after the free use, you gain a level of exhaustion.

Idea: A Paladin Transformation for druids, but a lot weaker. Gives them Eldritch Knight War Magic, resistance to elemental damage, and a little extra damage similar to Improved Divine Smite. I added the exhaustion to prevent level 20 spamming, as the most you should use this feature is twice a day.

I made this subclass for these combat focused Druids that work as hybrids or nature warriors that are a little better than the ranger.

## dnd 5e – How do I keep players from having too much combat, but not falling asleep?

I’m going to be DM, but I don’t want too much combat to where the party is very wounded and needs healed ASAP, and, I don’t want them falling asleep from boredom.

They say I’m a good DM, but one of the party members actually fell asleep because of being in a small village.

What am I doing wrong, and how do I prevent it?

## Taking damage from fall

According to PHB p. 183 Falling

A fall from a great height is one of the most common
At the end of a fall, a creature takes 1d6 bludgeoning
damage for every 10 feet it fell, to a maximum of 20d6.
The creature lands prone, unless it avoids taking
damage from the fall.

The throw depends on whether you can throw that weight for that distance. for example the world record for put shot for men is 23m and then some. Those are very strong men and only 8Kg. throwing a 35Kg halfling would be way harder even for the strongest characters.

In case you manage that, the distance you throw would not be very large. More realistic would be to throw down. In which case it handles like normal fall damage.

If you were somehow able to throw skillfully up and you wouldn’t miss, there would be no fall damage since you direct the throw such that your thrown friend naturally loses momentum around the target.

The check is an athletics check DC according to weight and distance. This check lends itself to imperial system very well.

The DC would be $$DC = 10+frac{text{weight in lb}}{10} + frac{text{distance in foot}}{10}$$.

So a lvl 1 very strong character with 18 str (+4), proficient in athletics would roll d20+6 and would be able to throw 10lb for 90 feet with DC of $$DC_{example} = 10 + frac{10}{10} + frac{90}{10} = 20$$

Reasonable considering the world records for men in put shot.

A fail would mean falling and would depend on the situation but could easily mean no fall damage due to very weak throw.

## dnd 5e – Are there any effects in the game that would cause a necromancer to lose control over the undead he created with animate dead?

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

Animate Dead does not use concentration. It does not have a “duration”, so it can’t be dispelled. And other than the undead being passive when not being issued a command, it appears that even if the caster becomes unconscious, he doesn’t lose control over the created skeletons or zombies.

There are effects in the game like the Oathbreaker’s Control Undead, or a Charm Monster spell, which can presumably wrestle control over a skeleton created with Animate Dead away from the necromancer. But is there any effect in the game (other than the 24 hours running out) which would cause a necromancer to lose control over all the undead he made and controlled with Animate Dead?

## dnd 5e – Does the secondary damage of the Green-Flame Blade cantrip damage the caster if no other targets are available?

As quoted in the question, green-flame blade has you make a melee attack with a weapon as part of the cantrip; on a hit, green fire also leaps to another target of your choice within 5 feet. However, it is not directly stated in the spell description whether you have to target yourself if no other creature is around, or if you can choose not to target anybody at all.

What does the leap effect of green-flame blade do if there are no hostile targets nearby? Does it jump to allies?

The intent is that you can choose no one. If you can’t see, you can’t choose anyway, and the flame halts

While the wording might suggest that the spell has to target another creature, Crawford clearly states that that is not the intent; you can choose not to target anyone if there is no desired secondary target in range.

This makes sense to me. Given that if the attack hits, you choose what creature the green fire leaps to, it makes sense that you can use the same control over targeting to prevent it from jumping to any creature (e.g. fizzling harmlessly against the ground, or extinguishing itself).

## dnd 5e – Multiple instances of the spell of Animate Dead and bonus action scope

If you cast Animate Dead, that allows you to use a bonus action to command any creature you made from “this spell”. Do multiple instances of the effects created by the spell named Animate Dead apply to “this spell”, or only one instance of the effects created by “this spell”?

That is, does “this spell” refer to the instance of the spell you cast when you cast it, or does it generally refer to the spell in name and all instances of that spell name whenever it is cast?

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).

Same question applies for multiple spells of Create Undead or multiple castings of any similar and singular spell name.