Ask a question

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I’m just a librarian that collects and study designer answers.

If you need an official answer you could ask directly via Twitter to Master Jeremy @JeremyECrawford or contact sageadvice@wizards.com

2,663 thoughts on “Ask a question

  1. rob says:

    I have a question. Why are so many if not all buff type spells in 5E concentration? I am playing a sorceror, and it seems like I am constantly being forced to choose how I am going to be helpful. Blur,invisibility,stoneskin,greater invisibility as examples all require concentration. Why so? Was being able to stoneskin one party member while blurring yourself and making the rogue invisible too powerful to allow? I really find the further I get into 5e the less I like spellcasting overall.

  2. Leila says:

    Hello, i have a question. A high elf gets one cantrip but would said cantrip get more damage dice when the elf levels up even though they take a non magical class?

      • Duncan says:

        Sage, some Cantrips stipulate that they improve when a character level reaches a specific point. Magic Initiate does not apply in this case, as no cantrip gets additional benefits for pumping it up with higher level spells. It’s talking about the level 1 spell you learned, a good majority of which get additional benefits when cast at a higher level spell slot.

        If a Cantrip stipulates it does, than it does regardless of where you got it from as a general rule. Unless a Specific Ruling counters this.

    • Michael Crane says:

      Perhaps Leila’s question does not belong in this thread as I believe her question has nothing to do with the Magic Initiate feat, but instead about the free cantrip that all high elves get.

      I believe that cantrips have their power level based on the total character level, not any particular class level. A 9th level high elf fighter who has the Fire Bolt cantrip (for example) as their racial cantrip would still do 2d10 damage with said cantrip.

      I, of course, reserve the right to be wrong!

  3. Given that you can Wild Shape as a Bonus Action, and Wild Shaping lets you use that creature’s HP… Are Archdruids pretty damned near immortal?

    They can have unlimited Wild Shapes, which allows them to just shapeshift into Mammots or Earth Elementals and absorb a ton of damage, while healing it by just changing into a different beast.

    • evann says:

      Druids at 20th level are indeed very strong but so is every other class besides how often do you get a character to 20th level and carry on after long enough to make use out of there ability

    • Yes they are indead near immortal specially because they age at 1/10 the speed normal people do but they can’t just always heal from shifting they will run out of hit dice and thus have to long rest before they can heal via that method

      But they are strong from not really having a focus, I mean i am playing a druid and i feel very weak at the lower levels being a druid of the land. I need to be creative and also conservative with my wild shape and my use of spell. but when i get to my higher level i will be able to get away with a lot more stuff but changing forms and casting spells and stuff

  4. Does magical fire (e.g. Fireball, Flaming Sphere) consume oxygen? The spell descriptions say they ignite objects not being worn or carried (which would then consume oxygen as they burn) but it is not clear if the magical fire itself also sucks the O2 out of a room.

    • Drelidan says:

      In “Out of the Abyss”, there’s an example of a limited-oxygen dungeon. It uses the conversion rate of 1 die of magical fire damage – the air consumed by 1 person for 1 hour. So an 8d6 fire damage fireball uses 8 hours of air, while a 1d10 fire bolt uses 1 hour of air.

  5. Anthony says:

    So casting Spiritual Weapon is a bonus action spell. The first round I cast it on my turn I can only cast a 1 action cantrip. Every round after that on my turn until the end of the spells duration, if I use Spiritual Weapon I can not cast a 1 action spell unless it is a cantrip correct? I have players wanting to bust maxed out Spiritual Weapon plus other boom spells per round and it appears wrong at least according to my understanding on p202 of PH. Thanks!

  6. Do you add your spell modifier to the damage caused by a spell save throw like sacred flame? Is the damage 1d8 + spell mod, or just the flat 1d8?

    • jelly the mad says:

      1d8, except if you have a feature that explicitly lets you add your spellcasting ability modifier. For an example, check the “Empowered Evocation” feat on PHB page 117.

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