dnd 5e – What are the details surrounding the brass brazier required for the Find Familiar spell?

Your question mentions a small brass brazier, but Find Familiar doesn’t call for a small one. The spell calls for a brass brazier which can hold 10gp worth of charcoal, herbs, and incense. It doesn’t specify the volume of burnables or size of the brazier — however, if it wasn’t very much, the spell would have said “a small brass brazier” too, like you did, to indicate that it’s portable. It doesn’t though, strongly suggesting that it’s a normal brazier of the inconvenient sort suitable for a magic ritual, not an especially adventure-portable one.

So, what’s a normal brazier, large enough to contain the spell’s materials? This is:

A medieval brazier
Scale model of medieval brazier, by Linda Sweigart of CalicoJewels

It’s about the size of an end table. It’s the sort of thing a warlock might stand over while casting magic rituals.

The thing is, a brazier in a fantasy context is patterned on the braziers in our own history from back when homes and castles were heated with wood or coal, but multi-roomed buildings didn’t have fireplaces in every room. It’s basically a portable room heater — but only portable in the sense that a normal person could pick up a small table and move it to another room. They’re furniture, not adventure-portable.

So if you’re looking for a normal brazier to make emergency castings of Find Familiar convenient, you’re looking at the inconvenience of lugging around bags of coal and a piece of medieval furniture.

All is not lost

But all is not lost! This is fantasy, after all, where wizards fly airships held aloft by magic and shruganium, and gnomes build clockwork contraptions with no apparent fuel source that can knock down a house. Or at least, some games of D&D are that kind of fantasy.

If your DM is running a more fantastic game of D&D, ask them about finding someone who can build you a special, collapsible brazier. Maybe with a bowl made of rotating segments that cleverly fan out and collapse into a wedge in a circular telescoping action, and legs that can fold up and be strapped to your backpack. Who knows what that sort of thing would cost or how long it would take to craft — ask your DM about these kinds of interesting details.

Or maybe your DM will look at this request, taken a bit aback, and literally wave their hand and say “don’t worry about it, just write down ‘brazier’ on your sheet and let’s get on with attacking this giants’ castle, okay?” Not all DMs care about these details, or accurately handling medieval room furniture.

We don’t know your DM, so the critical information about whether this is important to them, in their world, is unavailable to us. I can only tell you superficial things, like what a brazier is, and that D&D 5e doesn’t have any guidelines for how long they take a blacksmith to make or how much they’ll charge (leaving even that detail back in your DM’s lap). So this comes down to:

Ask your DM. They’re the one you have to play with.

dnd 5e – If someone’s max HP is reduced by the Harm spell, then Feign Death suppresses that disease, what happens if they’re healed and then Feign Death ends?

Your current hitpoints cannot exceed your maximum hitpoints.

The important clause from feign death is:

the disease and poison have no effect until the spell ends.

So the effects of the disease are only temporarily suppressed by feign death and if feign death ends before harm, the effects of harm return. In particular, your hit point maximum is reduced to what it was before feign death was cast. When this happens, your current hitpoints cannot exceed your maximum hitpoints, so these would be reduced as well:

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0.


  1. Current HP 100/100
  2. Hit by harm, take 20 points of necrotic. Current HP 80/80
  3. Cast feign death on self. Current HP 80/100
  4. Get healed1. Current HP 100/100
  5. Feign death ends. Current HP 80/80

Your maximum HP is your maximum HP, you can’t have more than your maximum except by having temporary hitpoints in addition to your actual hitpoints.

1 Note, if the particular spell used to restore hitpoints is the spell heal, the effects of harm would end in toto, and your hitpoints would be 100/100 when feign death ended.

dnd 5e – Are creatures that are immune to disease affected by the harm spell?

The harm spell, flavourfully, states it creates a virulent disease

You unleash a virulent disease on a creature that you can see within range.

It later calls out that

Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

But no where does it state that being immune to disease (via the Paladin’s Divine Health class feature or otherwise) prevents either the initial damage or the reduction in maximum hit points.

This is in contrast to spells that spell out if immunity works, e.g. sleep.

Does immunity to disease protect you from the harm spell?

dnd 5e – Are the spells Leomund’s Tiny Hut and Tiny Hut considered the same spell for the purposes of combining magical effects?

The Player’s Handbook contains the spell Leomund’s Tiny Hut, and the Basic Rules contains an SRD version of this spell called Tiny Hut. The descriptions of these spells are completely identical.

The rules for combining magical effects say:

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect–such as the highest bonus–from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.

Additionally, the Dungeon Master’s Guide contains a more general version of this rule for combining game effects:

Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap.

These spells notably have different names, but are they considered the same spell for the purposes of applying the rules for combining magical and game effects?

This question was inspired by this quesition concerning stacking tiny huts as a countermeasure against dispel magic.

dnd 5e – If you have cast Spiritual Weapon and then you are polymorphed, can you make melee spell attacks?

As you say, casting the spell and keeping it up is not an issue in polymorphed form regardless of what you turn into. In fact, there are no mechanics that say this will not work.

A melee spell attack is something granted by an effect of a spell. If the spell says that you get a melee spell attack and the creature you polymorph into meets all the qualifications for that spell, then you can make a melee spell attack in that form.

In your example case specifically, the ape would still be in control of the spell and there is no rules that say anything against an animal being able to do melee spell attacks from spiritual weapon. There are no limitations put on the spell beyond what is written in it and an ape does not run afoul of any of them. So, nothing in the rules prevents an ape from making melee spell attacks with spiritual weapon.

DM’s decision

The only area that might even come close to preventing you from using this effectively as an ape would be the DM adding additional conditions outside the rules preventing you from being able to do this. For example they might take issue with the ape’s intelligence which you assume when you polymorph into it. It isn’t clear from the spell what is involved narratively with regards to the bonus action to move and attack with the spiritual weapon, but a DM might say that the ape is not intelligent enough to understand how the spell works enough to use it effectively.

This would be outside the rules since the spell makes no such rules or limitations however.

dnd 5e – How does the spell Longstrider interact with Gaseous Form?

The 3rd-level spell Gaseous Form states that you have a flying speed of 10 feet.

If you cast Longstrider beforehand, does this in practice mean that your flying speed is effectively now 20 feet?

I can’t see why not, but I just wanted to confirm how these two spells interact first.

The background is that I can see this making quite a nice escape tactic, especially in a multi-class build with access to Cunning Action. If it works, it would mean, being able to move up to 60 feet upwards in a round.

dnd 5e – How do spell components work in regards to the UA Psionic Soul Sorcerer’s Psychic Sorcery ability?

The UA Psionic Soul Sorcerer has the following Psionic Talent option:

Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

(Emphasis Mine)

This strikes me as confusing due to how the player’s handbook describes spell components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell

I had assumed that you needed to be able to provide the components before attempting to cast the spell, but the wording on the subtle spell metamagic begs to differ

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

According to This Answer this metamagic allows you to cast it without being able to provide the components if you cast it using the subtle spell metamagic. However, comparing this to the UA we see a problem. The psychic sorcery ability activates at the same time, but isn’t guaranteed to make the spell castable necessarily, so that brings me to my question

Can you attempt to cast a spell without having the needed components by using this psionic talent option, and if you don’t succeed on the roll and find yourself needing to provide components that you can’t provide, what happens to the casting?

(Note additionally that if you cast a lv 1 spell or a cantrip it’s functionally guaranteed to succeed by not from a rules perspective if that matters to the answer)

When is combat started and spell casting in combat time

So I was playing yesterday and our party had been wandering through tunnels and the DM said there was some noise in the distance so one of the players illuminated an object and threw it down the winding corridor about 80 feet from where My player was at (I had just stepped through a door to another room also and the DM said the player that tossed the light sees a very large blue hand on the corner of a wall. At that point I said I wanted to cast the Leomunds Tiny Hut, which he said okay to, but then said it would take 10 rounds because we are in combat, I argued we hadn’t started combat yet, we are just in a state of exploring still and aren’t aware that the creature means us harm yet. He argued that he’s the DM and he determines how fast time moves and I would have had time to cast the 1 minute spell, though about 3 minutes of live time passed before we learned anything about the creature at all, and then he said I can keep casting the spell for the next 10 combat rounds our stop the spell and burn the spell slot. I disagreed. The logic problem I had was that, this seems like a logical problem because any time you go to cast a spell how do you know if your going to waste the spell because you later find out you are in combat because the DM decides so.

dnd 5e – Does the Enlarge spell stack if it is cast multiple times?

Does the enlarge/reduce spell stack if it is cast multiple times?

In my campaign my character and party want to know if it is possible to cause our barbarian to become huge in size (two enlarge spells). If so that’d be amazing but I can definitely see how it’d be too busted with the extra size, range, damage, and all that.

Is damage rolled for once per area of effect spell, or rolled once per target?

I’m trying to figure out whether you roll damage for AOE spells as a group or individually in the Fantasy AGE system. I can’t find any explicit mention in the rulebook.

For example, the spell flame blast creates a 8×2 area of fire. Anyone in that area takes 2d6+1 damage unless they make a successful Acrobatics test in which case they take 1d6+1.

In this case there are at least two damage rolls going on, but it’s unclear if there are just two separate values for damage pre-rolled for the whole group, or if damage for each target is rolled separately.

If anyone can point me towards some applicable rules (or confirm that this is something the GM has to rule on) that would be wonderful.