dnd 5e – If your target has an enemy within 5ft, can you sneak attack without using a finesse or ranged weapon?

The right interpretation is your second one.

The Sage Advice (pag 8, first column) says

Can a rogue/monk use Sneak Attack with unarmed
strikes?
The Sneak Attack feature works with a weapon
that has the finesse or ranged property. An unarmed strike
isn’t a weapon, so it doesn’t qualify. In contrast, a rogue/
monk can use Sneak Attack with a monk weapon, such
as a shortsword or a dagger, that has one of the required
properties.

Since it is stated that an unarmed strike is not a weapon, the rouge can not use its Sneak Attack.

Moreover, the above writings remarks that the Sneak Attack feature works with a weapon that has the finesse or ranged property: hence you can not use a martial weapon to do a Sneak Attack.


Looking at other sections of the SA, one can find also the following, under Can you use green-flame blade and booming blade with
Extra Attack, opportunity attacks, Sneak Attack, and
other weapon attack options?
(pag 17, emphasis mine):

Third, these weapon attacks work with Sneak Attack if
they fulfill the normal requirements for that feature
. For
example, if you have the Sneak Attack feature and cast
green-flame blade with a finesse weapon, you can deal
Sneak Attack damage to the target of the weapon attack if
you have advantage on the attack roll and hit.

Again, it is remarked that the requirements of the Sneak Attack must be met, including the finesse or ranged property.

dnd 5e – What entity might inhabit the weapon of a Tiefling Hexblade with Levistus bloodline?

I’m planning to play a Tiefling Hexblade with Levistus bloodline. The weapon of this Hexblade should be inhabited by an entity that was sent by Levistus. What entity could that be? Demons don’t work together with Devils, so that’s not an option. Another devil? Is it possible for a lower devil to inhabit objects? A ghost like entity seems wrong, too.

dnd 5e – How can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?

The party I am DM’ing is going for an adventure to the Elemental Plane of Fire. I want to design a magical weapon that can grant an advantage against fire-based creatures. I see that Fire Elementals have Water Susceptibility (Cold Damage) but I have already house-ruled that elemental planes can not include magical effects of elements from other elemental planes, but just the spells that have elements of the current plane can be cast (as the plane purely consists of element of itself). For example, in the Elemental Plane of Air, not only Earth-based spells but all the spells are impeded, except air-based ones.

After I realized that I can’t use a magical weapon that has cold damage due to my house-rule, I wanted to give the weapon a “heavy smoke” effect to choke the fire, as I thought that fire can not live without oxygen. But this option conflicts with my house-rule, also I saw that the fire-based creatures any other fire source in the Elemental Plane of Fire don’t need air to live.

Now I have no idea how can I design a magical weapon that gives an advantage against fire-based creatures without cold damage and choking the fire via leaving without oxygen is not an option. I can not cancel my house-ruling because of the sake of my setting. I am open to any house ruling ideas beside the official ruling.

TLDR: as in title, how can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?

If the question shows up to be opinion-based, please accept my apologies.

dnd 5e – How do I model the fighter’s Great Weapon Fighting fighting style in Anydice?

You seem to be asking for something like the built-in (explode DIE) function in AnyDice, except for rerolling the die (once only) if the original roll is below a certain limit.

If you take a look at the AnyDice function library (in the left-hand-side menu) and click the explode entry, it actually has a convenient “Do it yourself” section that shows how to reimplement the built-in explode function yourself. The trick for making the syntax nice and clean is to use two functions: a wrapper function that takes in the unrolled die as a parameter and calls a helper function for every possible outcome of the roll (i.e. passing the same die to the helper function, which expects a number).

We can use the same trick here:

function: reroll DIE:d if under LIMIT:n {
  result: (reroll DIE as DIE if under LIMIT)
}
function: reroll ROLL:n as DIE:d if under LIMIT:n {
  if ROLL < LIMIT { result: DIE }
  else { result: ROLL }
}

loop SIDES over {4,6,8,12,20} {
  output (reroll dSIDES if under 3) named "d(SIDES) with GWF"
}

Here, (reroll DIE if under LIMIT) is the wrapper function, which simply calls the inner function (reroll ROLL as DIE if under LIMIT) for every possible roll of the die. The inner function then just checks if the roll is below the limit, and if so, returns the “re-rolled” die instead of the original roll.

Of course, you could also just call the inner function directly, as in:

loop SIDES over {4,6,8,12,20} {
  output (reroll dSIDES as dSIDES if under 3) named "d(SIDES) with GWF"
}

and get the same results. But sometimes it’s nice to avoid repeating a parameter like that. In fact, if we’re only interested in modeling rerolls due to Great Weapon Fighting, we might as well leave the constant LIMIT parameter out, too, and simplify our wrapper function into just:

function: gwf DIE:d {
  result: (reroll DIE as DIE if under 3)
}

Bonus: The output of the function(s) given above is itself a die (i.e. a probability distribution over the integers), and thus can be assigned into a custom die that “automatically rerolls itself”. You can then roll as many of these custom dice as you want, or even mix them with other dice.

For example, to get the results of rolling 2dX with Great Weapon Fighting, you could do:

loop SIDES over {4,6,8,12,20} {
  GWF: (gwf dSIDES)
  output 2dGWF named "2d(SIDES) with GWF"
}

or, alternatively, just:

loop SIDES over {4,6,8,12,20} {
  output 2d(gwf dSIDES) named "2d(SIDES) with GWF"
}

dnd 5e – Would the Haste Spell allow you to cast a second, singular weapon attack effecting cantrip (such as Greenflame Blade)?

Yes, the bonus action from a Haste spell can be used to cast a second spell as long as the spell requires an attack roll.

The rules are quite clear that any spell that requires an attack roll is classed as an attack and is covered as an attack action.

The second paragraph of the description of the Attack Action states (PHB, page 192):

With this action, you make one melee or ranged attack. See “Making an Attack” section for the rules that govern an attack.

The first paragraph of the “Making an Attack” section states (PHB, page 194; this is just the fluff, BTW):

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

The last paragraph in this section is the clincher:

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: If you’re making an attack roll, you’re making an attack.

I don’t think it could be any clearer.

dnd 5e – Does the Spell Sniper feat double the range of booming blade when you are not wielding a reach weapon?

The range of the spell doubles, but trivially so.

The first bullet of Spell Sniper says:

When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

This answer goes into detail about the interaction between Spell Sniper and booming blade. The short verion is, as Rubiksmoose writes:

Spell sniper will work because booming blade has an attack roll involved in it as long as you have a weapon capable of making a melee attack.

So it technically doubles the range of the spell, but this adjustment is entirely trivial without a reach weapon: with a reach of 5 feet, you can still only make an attack on a creature within 5 feet. Booming blade doesn’t extend the reach of your non-reach weapon, but the range of the spell is technically 10 feet with spell sniper, though it still fails if you do not make a melee attack against a creature (or cannot).

Unless you are a bugbear!

The bugbear playable race has a feature called Long-Limbed:

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

So even with a non-reach weapon, Spell Sniper would enable the bugbear to use booming blade on targets 10 feet away. In this case, it’s actually very important to understand that the range of the spell is actually doubled.

pathfinder 1e – What’s the price of this magic armor and this magic weapon and why?

That chain shirt’s price is 4,250 gp.

  1. 100 gp for the chain shirt itself
  2. 150 gp to make it masterwork (it has to be masterwork to be made magical)
  3. 4,000 gp for the magic: It must have a magical +1 enhancement bonus first then the magic armor special ability spell storing is, effectively, another +1 magical enhancement bonus for a total of +2.

That axe’s price is 18,320 gp.

  1. 20 gp for the greataxe itself
  2. 300 gp to make it masterwork (it has to be masterwork to be made magical)
  3. 18,000 gp for the magic: It must have a magical +1 enhancement bonus first then the magic weapon special ability corrosive burst is, effectively, another +2 magical enhancement bonus for a total of +3.

How to Calculate Magic Weapon and Armor Prices

  1. Find the price for a basic weapon or armor of that type.
  2. Pay for it to be made masterwork. (Non-masterwork gear can’t be made magical.) This has a price of 150 gp for armor and shields and 300 gp for most weapons, but 600 gp for both heads of a double weapon.
  3. Calculate the total effective magical enhancement bonus of the piece of equipment. Add together the +X magical enhancement bonus it has and the pluses of any magic special abilities it has (such as spell storing or corrosive burst). Then pay for that total enhancement bonus. For armor and shields, pay 1,000 gp times the square of the bonus, and for weapons it’s 2,000 gp times the square of the bonus. So, for example, a +2 shield with a magical shield special ability that has a price of +3 costs a total of 25,000 gp plus the price of the masterwork shield: the total effective enhancement bonus of +5 squared equaling 25 then times 1,000 gp.
  4. Finally, pay for any miscellaneous magic special abilities that have a flat gp price rather than a price given as an effective bonus. For example, the magic weapon special ability glamered adds a flat 4,000 gp to the price.

It’s important to note that these are the prices to buy items. If a player creates an item themselves the the price for the work they do is halved—that’s the item’s cost. Magic effects with a set price (i.e. some amount of gp, rather than a +X bonus) will often list both a “price” and a “cost”; the price is how much it takes to buy, while the cost is how much it takes to create.

dnd 5e – Can a character inlay a +1 wand into a weapon and still gain its casting benefit?

Yes. And oh my the role playing options you are going to experience with creative player’s like this!

One of the great things about 5e is how little information they decided to put into the Player’s Handbook about crafting. This leaves it entirely in your lap as DM, and more importantly, for your player to discuss with you. Your player has stated that what they want is to:

  1. Create a magical item
  2. Use the wand as a component
  3. Use a Kris as a component
  4. Have the item function as basically a Dagger of the War Mage.

So, we have a couple of handy tools to help you with this. For starters, we’ll take the components for this spell as your player detailed them.

DMG pg. 212 – Wand of the War Mage

Wand, uncommon (+1), rare (+2), or very rare (+3)

(requires attunement by spellcaster)

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

PHB. pg 149 – Dagger (Kris)

1d4 piercing, finesse, light, thrown (20/60).

Then we’ll take the two items and consider the “weight” of adding the ability to do melee damage would be to this. To do so, we’ll take another magical weapon with similar benefits and compare it’s capabilities. You’ll find that in the DMG, the general rule of thumb for magical items and rarities is: 1 magic effect = uncommon, 2 = rare, 3 = very rare, 4+ = legendary.

DMG pg. 166 – Dragon Slayer

Weapon (any sword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type.

So, we have a sword capable of dealing damage, that also has a bonus to attack rolls and damage, and also deals additional damage in specific circumstances. The DMG lists this item as rare, and as I said before, you will find that it is often the case that when a magical item has 2 properties it will fall in the rare category.

So, we can go to the DMG pg. 135 and see the Magic Item Rarity table which lists Rare items as targeting 5th level or higher for the character, and costing between 501 to 5,000 GP.

Since a Wand of the War Mage requires an attunement slot (which you are limited to 3 of), I would personally make this a less valuable item, and drop it down into the 501 to 1,000 GP range. In fact, I may even make it uncommon considering the attunement requirement (but that’s a personal choice). However, since your player is commissioning somebody else to use it as a material in an attempt to craft a Kris of the War Mage, I would personally double whatever price you set as the price the Wizard is charging for creating the item.

Bottom line, to craft this using the information I provided, I would do the following:

  1. 2,000 to 2,500 GP cost to the Wizard crafting it
  2. Wand of the War Mage +1.
  3. Kris
  4. Onyx Gemstone (or other black gem) worth at least 100 GP (you said he wanted it to be a black Kris right? What better way to be magical about this than making a gem part of the material component cost or even a part of the final design as the focal point for the arcane energy?)
  5. 1d4 weeks to complete it

And that’s it. At the end, you’ve given the player a rare item that has an additional function, but at the cost of an attunement slot. It’s also opened the door to creative crafting options at your table.

Have fun!

dnd 5e – Why would I choose anything other than a Greataxe as my Warlock Pact weapon?

In the PHB p.107 on Pact of the Blade boon it is stated:

You can choose the form that this melee
weapon takes each time you create it (see chapter 5 for
weapon options). You are proficient with it while you
wield it.

Why would I ever choose a “low” damage weapon, compared to a Greataxe (for example) with its 1d12 damage? I’ll be proficient with whatever weapon I choose, anyway.

pathfinder 1e – Spell-Storing weapon + Magus’ Spellstrike

Okay, I’ve seen a few questions about this but not the exact question I have so I figure it’s reasonable to ask.

Let’s assume the following situation, I have a magus with a spell-storing weapon with, let’s say, Frigid Touch stored in it. I enter combat and cast Shocking grasp using my standard action, move to my target and use Spellstrike to take the free touch attack I get with Shocking grasp to deliver the spell through my weapon.

Assuming I hit, I deal weapon damage + the damage of Shocking Grasp, let’s assume a 5th level magus wielding a rapier and say this is 1d6 piercing + 5d6 electricity.

As I have hit my target with my weapon and dealt weapon damage, can I now use a follow-up free action to discharge the stored Frigid Touch using the Spell-Storing element of the weapon for an additional 4d6 cold damage and a chance to stagger the enemy?

Or do I have to choose to discharge the stored spell OR use Spellstrike?