Here are a bunch of assumptions and rulings and thoughts I have about D&D 5E, so that you won't be surprised or upset when something I say at the table contradicts the way you've read the rules and/or played in the past.
Here are a bunch of assumptions and rulings and thoughts I have about D&D 5E, so that you won't be surprised or upset when something I say at the table contradicts the way you've read the rules and/or played in the past.
A poster on the dndbeyond.com forums pointed out that some conditions are not absolute, that they exist only with repect to another creature or object. For example, you can be charmed by one foe but not charmed by another.
I like this idea. I think it helps explain away some of the confusion around rules (in particular the idea that if someone using truesight can see you, the invisible condition is cancelled for everyone).
A creature either has this condition, or they don't. The condition applies to all interaction between the creature and its environment.
Anything that ends the condition ends it entirely.
Adventurers L and R are each in an area of bright light.
Adventurer M is between the two, out of range of both light sources.
R has darkvision with enough range to reach M.
No-one has blindsight.
This does not block vision.
L and R can see each other clearly and attack each other normally.
M can see L and attacks at advantage (target can't see attacker).
L cannot see M (M is effectively invisible to them) and attacks at disadvantage (attacker can't see target), after guessing a square to attack.
M can see R and attacks normally.
R can see M (because of darkvision) and attacks normally.
Note: M might be silhouetted by a light source. In this case, L has a clue to which square M occupies.
For example, the gray area is a fog cloud spell, or a sand storm, or heavy foliage.
This blocks vision but does not block the existance of light ("You can see the shifting light of a bonfire on the other side of the trees.").
None of L, M, and R can see each other. All attacks are made at normal (disadvantage from "attacker can't see target" is countered by advantage from "target can't see attacker"), after guessing a square to attack.
For example, the grey area is a darkness spell.
This completely blocks vision (the "inky blot" concept).
None of L, M, and R can see each other. All attacks are made at normal (disadvantage from "attacker can't see target" is countered by advantage from "target can't see attacker"), after guessing a square to attack.
No trace of light penetrates the magical darkness. R could have a bonfire the size of a house but L and M won't see it.
"(Non-spell)" means doing something other than Cast a Spell.
Action | Bonus Action | Reaction |
---|---|---|
Cantrip | Any level | (Non-spell) |
Cantrip | (Non-spell) | Cantrip |
Cantrip | (Non-spell) | Level 1+ |
Cantrip | (Non-spell) | (Non-spell) |
Level 1+ | (Non-spell) | Cantrip |
Level 1+ | (Non-spell) | Level 1+ |
Level 1+ | (Non-spell) | (Non-spell) |
(Non-spell) | Any level | (Non-spell) |
(Non-spell) | (Non-spell) | Cantrip |
(Non-spell) | (Non-spell) | Level 1+ |
2 Actions | Bonus Action | Reaction |
---|---|---|
Two Cantrips | Any level | (Non-spell) |
Two Cantrips | (Non-spell) | Cantrip |
Two Cantrips | (Non-spell) | Level 1+ |
Two Cantrips | (Non-spell) | (Non-spell) |
Cantrip and Level 1+ | (Non-spell) | Cantrip |
Cantrip and Level 1+ | (Non-spell) | Level 1+ |
Cantrip and Level 1+ | (Non-spell) | (Non-spell) |
Two Level 1+ | (Non-spell) | Cantrip |
Two Level 1+ | (Non-spell) | Level 1+ |
Two Level 1+ | (Non-spell) | (Non-spell) |
Anything not in the lists above.
What are you doing? | Melee Weapon | Melee Weapon (thrown) |
Ranged Weapon (thrown) |
Ranged Weapon (ammunition) |
---|---|---|---|---|
Hitting someone while holding it | Melee weapon attack Strength |
Melee weapon attack Strength |
Improvised melee weapon attack Strength |
Improvised melee weapon attack Strength |
Throwing it | Improvised ranged weapon attack Dexterity |
Ranged weapon attack Strength |
Ranged weapon attack Dexterity |
Improvised ranged weapon attack Dexterity |
Launching ammunition from it | N/A | N/A | N/A | Ranged weapon attack Dexterity |