

Nobody would rule by birthright in a D&D world. Any leader of a country would have access to Clone, and would have no need for inheritance.
Nobody would rule by birthright in a D&D world. Any leader of a country would have access to Clone, and would have no need for inheritance.
One in eight Commoners has 1 hp. I doubt they’d even make it to their teens.
They’d be a lot weaker if they weren’t a centaur. Sure 2 HP isn’t much, but all it takes is a party tank with Mounted Combatant and you can’t be hit by an attack and will take no damage on a successful Dex save (and half damage on a failed save).
Don’t you hate it when someone spends an hour attuning to a magic item before anyone can stop them?
The one thing FATAL has going for it is how terrible it is. Any improvement would make it not so perfectly horrible, and thus not as good.
A house cat can’t can’t easily kill a grown man. They have 1d4 hp against a Commoner’s 1d8, and 1 damage against a Commoner’s 1d4. Granted, that’s assuming the Commoner is carrying their default club, but even unarmed the cat would have to be very lucky. Though one in eight Commoners have 1hp, and could easily die to a cat (or basically anything that can deal damage).
They had better odds in 3.5, given that they could deal two 1hp attacks per round instead of just one and a level one Commoner only had 1d4 hp, but in there Commoners are a leveled class and it wasn’t clear how many were only level one.
According to here it’s from Tome of Beasts 2.
But you need the sourcebooks to learn the spell…
The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again.
So if they succeed, and you cast the spell again, they’re immune to this spell.
I was also talking about it when I made the post you made this meme from. But not intentionally. I didn’t know the changes.
The earlier version made you permanently immune if they cast it again. Presumably it meant that if they cast it on you again it won’t work, but that’s not what they said. If you want immunity, you have your underlings cast it until you succeed, then have them cast it one more time (not necessarily on you).
Which also reminds me of a loophole in Ceremony (Wedding). A creature can only benefit from the rite again if widowed. But once you’re widowed, there’s no limit on how much you can benefit from it. It also never actually says you’re marrying the person (presumably, that part would be up to the law), and a widow could just keep casting it. You could also interpret “widowed” to mean a thing that happened to you instead of a state you’re in, so you can even Revivify them and keep using it.
They said if you average the trips out. It’s not exactly helpful here, but for every one-day trip to the feywild, it will be on average, 23.3 days until you get back.
It used to.
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target.
But the 2024 version says:
When you cast the spell, specify a trigger that will end it.
There’s a 5% chance that days become years. Based on just that alone, for every 20 days spent in the feywild you’re missing a year in the rest of the world. I got a factor of 22.7 on average for a 7-day week, and 23.3 if it’s ten.
Now technically the magical restraint that holds the creature doesn’t mechanically cause any particular condition.
Who said it holds the creature? It’s created to hold the creature, but I’ll decide not to and sell my magical restraint to help offset the costs of the spell.
However it is worth noting that the spell also says the condition to end the spell must be something the DM agrees to AND is likely to happen in the next decade.
In 2014, that was optional. On the bright side, now immunity to aging etc. are straight up effects of the spell, instead of something that happens as long as you’re affected by the spell, making it so an elf would only be affected by those secondary conditions if they’re affected by those secondary conditions. And also now you can just recast it the next day if they pass the save.
The simplest would be that it breaks if the next coin flipped lands heads. You’ll have to recast it a few times, but once it sticks, it’s permanent.
You could recast it each time it breaks, but it has a costly component. It’s probably cheaper than Clone, except you could just Wish for Clone and get it for free, so not really.
I also notice that this breaks an exploit I had for truely defeating an opponent. In 2014, you could cast Hedged Prison, then destroy the special component, and there’d be no target to use Dispel Magic on. But I think I found another way to do it. First, cast Demiplane, then for 364 days cast Mordenkainen’s Private Sanctum inside the demiplane. It can fill up to a 100-foot cube, and Demiplane is only a 30-foot cube, so it fills the whole plane. Then capture your target and cast Stone to Flesh on them (you can do this earlier, but you’ll have to be careful storing them). Then you bring them to the demiplane, and have a Glyph of Warding cast Private Sanctum one last time after you leave. Nobody will be able to find them, and even if they could, it’s blocked from interplanar travel. As far as I can tell, nothing short of Wish can free them.
To make it a bit more secure, you could True Polymorph them into an object. That way, you can’t use Gate to open a portal there. They’d need Wish to grant them immunity to Private Sanctum to actually enter the portal, but they still won’t know where to open it. Though if they know the nature and contents, they could use Demiplane.
Another possibility is to use a Glyph of Warding to cast Demiplane so that you can’t use Demiplane to open a portal there. Then use Gate to leave on the 364th day with a Glyph of Warding ready to cast the last Private Sanctum.
Dogs aren’t a playable race so they can’t have class levels. But there is no rule saying dogs can’t learn languages. And they can be Sidekicks, but that’s more a rule specifically designed to allow them to play. There’s also no rule saying they can’t wield weapons. One-handed and two-handed weapons both require hands to use, but there aren’t actually any weapons listed as one-handed.
There’s no rule that says dead creatures can’t take action. You’ll usually become Unconscious first, but instant death effects including massive damage bypass that. So you can just keep playing.
This was clearer in 3.5, where it actually had an entry for the Dead condition which did not say you couldn’t take actions.
But you also should design feats so as not to punish players for trying to express their character concept a different way. Why not just make one feat to have a prehensile tail?
Fey Ancestry just says magic can’t put them to sleep. It doesn’t cancel all magical effects that include putting them to sleep.
But it’s more complicated than that. Imprisonment has the phrase “While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age.” So, if you get rid of the only other effect (sleeping), does that mean they’re not affected by the spell, and thus they do need to breathe, eat, etc.? Or does the spell affect them, because it still makes it so they don’t need to eat, breathe, etc.?
Though you could argue that that’s not the only effect of the spell. It also makes it so that you’ll be detected by Detect Magic. Being an elf doesn’t stop that, so you still won’t need to breathe, eat, etc. Unless someone casts Nystul’s Magic Aura.
Or they could just have some Clones.