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Clarification on Common Rulings
Sometimes, certain rulings in D&D can be unclear, leading to differences between the rules as written (RAW) and the intended rules as intended (RAI). Additionally, players may have become accustomed to different interpretations of these rulings from other versions of the game. To prevent any unpleasant surprises or instances of players saying, 'I built my character based on this, and I thought it worked differently,' I have compiled a list of commonly discussed rulings. These clarifications aim to ensure fairness and consistency for both player characters and non-player characters (NPCs).
Ability Checks
Instead of simply stating "I make a Perception check," I encourage players to describe what their characters are attempting to do. For example, you might say, "I would like to carefully search the room for any signs of life." Only when the outcome is not automatic—either too easy or impossible—will a roll be associated with the attempt.
Multiple same effects
It's important to note that multiple instances of the same effect do not stack. While this is described in the Player's Handbook (PHB), there has been some confusion regarding whether damage is considered part of the effect. In my games, I treat damage as part of the effect, aligning with the intended interpretation. For instance, if a creature is subjected to two instances of Spirit Guardians, they would only make one saving throw.
Initiative and combat
Initiative is rolled when hostile intentions are detected or when accurate time tracking is necessary. However, it's possible for initiative to be dropped if there was a misunderstanding or if creatures attempt to calm the situation.
Surprise
In D&D, simply drawing a weapon in the middle of a conversation does not automatically result in "Surprise." It merely triggers an initiative roll. Surprise occurs when creatures are unaware of a potential threat. Typically, this involves actions such as hiding or drawing weapons in a way that catches others off guard.
Stealth and Hiding
Although it is covered in the rules, players sometimes perceive Hiding as a supernatural ability. In order to have a chance of successfully hiding, you must break the direct line of sight and be in an area with dim light or darkness, unless you possess a feature that allows you to do otherwise. Additionally, repeatedly hiding in the same spot, such as behind a door, makes subsequent Hide checks more challenging as your tactics become predictable.
Spell: Suggestion
For the spell Suggestion to have a chance of success, the suggested course of action must sound reasonable from the target's perspective. It should align with their mindset and be something they might consider under normal circumstances.
Spell: Sanctuary
An errata has officially clarified the spell Sanctuary. If the caster deals any damage to a creature, even if it's due to a previous ongoing effect, the spell immediately ends.
Spell: Dominate Person
The "fighting" aspect of the Dominate Person spell is interpreted as having done something perceived as hostile, rather than simply being in combat initiative. It requires more than just being engaged in combat for the spell to take effect.
Every subclass from DND Legacy Edition has been added, as well as several new playable homebrew races and homebrew feats!
Source Material Includes:
- Volo's Guide to Monsters
- Xanathar’s Guide to Everything
- Mordenkainen’s Tome of Foes
- Tasha’s Cauldron of Everything
- Fizban’s Treasury of Dragons
- Monsters of the Multiverse
- Bigby Presents: Glory of the Giants
- Sword Coast Adventurer’s Guide
New Races include: Aasimar Fairy Goblin Eladrin Hobgoblin Jerbeen Merfolk Warforged Yuan-Ti Starborn
Almantha, is a land of diverse biomes and rugged terrain. To the northwest, the Maiddurn Bluffs rise as arid mountains above its winding canyons. To the northeast lies The Kinumi Ridge, a temperate coniferous forest filled with perpetual mist and steep cliffs. Between these regions lies endless expanse of the Ijiarac Waste. The eastern coast is a largely untouched expanse of marshlands, prairies, dense forests, and a labyrinth of cave systems. Broadsend Ridge dominates the landscape with its cold, sandy mountain range, dividing the continent nearly in half. To the due west, beyond the Wildlands and across rolling grasslands, lies a rugged and rocky coastline. The southern reaches of Almantha are claimed by vast, expansive deserts, dotted with hidden oases and scattered with small islands off the coast.