Official D&D Sage Advice Compendium Updated

Sorry if someone already posted this, but yesterday the Sage Advice Compendium got updated: http://dnd.wizards.com/articles/sage-advice/sage-advice-compendium. New things: [NEW] Can a dragonborn sorcerer with a draconic bloodline have two different kinds of Draconic Ancestry? A dragonborn sorcerer can choose a different ancestor for the racial trait and for the Dragon Ancestor feature...

Sorry if someone already posted this, but yesterday the Sage Advice Compendium got updated: http://dnd.wizards.com/articles/sage-advice/sage-advice-compendium.

New things:

[NEW]
[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Can a dragonborn sorcerer with a draconic bloodline have two different kinds of Draconic Ancestry? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]A dragonborn sorcerer can choose a different ancestor for the racial trait and for the Dragon Ancestor feature. Your choice for the racial trait is your actual ancestor, while the choice for the class feature could be your ancestor figuratively—the type of dragon that bestowed magic upon you or your family or the kind of draconic artifact or location that filled you with magical energy.

[NEW]
[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Do the benefits from Bardic Inspiration and the [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]guidance [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]spell stack? Can they be applied to the same roll? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Yes, different effects stack if they don’t have the same name. If a creature makes an ability check while it is under the effect of a [FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]guidance [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]spell and also has a Bardic Inspiration die, it can roll both a d4 and a d6 if it so chooses.

[NEW]
[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Is the intent that a bard gets to know the number rolled on an attack roll or ability check before using Cutting Words, or should they always guess? If used on a damage roll, does Cutting Words apply to any kind of damage roll including an auto-hit spell like [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]magic missile[/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]
You can wait to use Cutting Words after the roll, but you must commit to doing so before you know for sure whether the total of the roll or check is a success or a failure. You can use Cutting Words to reduce the damage from any effect that calls for a damage roll (including [FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]magic missile[/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]) even if the damage roll is not preceded by an attack roll.


[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Does the fighter’s Action Surge feature let you take an extra bonus action, in addition to an extra action? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Action Surge gives you an extra action, not an extra bonus action. (Recent printings of the [FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Player’s Handbook [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]no longer include the wording that provoked this question.)




[NEW]


[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Can a bound and gagged druid simply use Wild Shape to get out? It’s hard to capture someone who can turn into a mouse at will. [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Transforming into a different size can be an effective way of escaping, depending on the nature of the bonds or confinement. All things considered, someone trying to keep a druid captive might be wise to stash the prisoner in a room with an opening only large enough for air to enter.




[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Can a monk use Stunning Strike with an unarmed strike, even though unarmed strikes aren’t weapons? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Yes. Stunning Strike works with melee weapon attacks, and an unarmed strike is a special type of melee weapon attack. The game often makes exceptions to general rules, and this is an important exception: that unarmed strikes count as melee weapon attacks despite not being weapons.


[NEW]


[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Can the rogue’s Reliable Talent feature be used in conjunction with Remarkable Athlete or Jack of All Trades? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]No. Each of these features has a precondition for its use; Reliable Talent activates when you make an ability check that uses your proficiency bonus, whereas the other two features activate when you make an ability check that doesn’t use your proficiency bonus. In other words, a check that qualifies for Reliable Talent doesn’t qualify for Remarkable Athlete or Jack of All Trades. And Remarkable Athlete and Jack of All Trades don’t work with each other, since you can add your proficiency bonus, or any portion thereof, only once to a roll.




[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]The Shield Master feat lets you shove someone as a bonus action if you take the Attack action. Can you take that bonus action before the Attack action? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]No. The bonus action provided by the Shield Master feat has a precondition: that you take the Attack action on your turn. Intending to take that action isn’t sufficient; you must actually take it before you can take the bonus action. During your turn, you do get to decide when to take the bonus action after you’ve taken the Attack action. This sort of if-then setup appears in many of the game’s rules. The "if" must be satisfied before the "then" comes into play.




[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Is there a hard limit on how many short rests characters can take in a day, or is this purely up to the DM to decide? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]The only hard limit on the number of short rests you can take is the number of hours in a day. In practice, you’re also limited by time pressures in the story and foes interrupting.

[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]If the damage from [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]disintegrate [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]reduces a half-orc to 0 hit points, can Relentless Endurance prevent the orc from turning to ash? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Yes. The [FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]disintegrate [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]spell turns you into dust only if the spell’s damage leaves you with 0 hit points. If you’re a half-orc, Relentless Endurance can turn the 0 into a 1 before the spell can disintegrate you.




[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]What happens if a druid using Wild Shape is reduced to 0 hit points by [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]disintegrate[/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]? Does the druid simply leave beast form? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]The druid leaves beast form. As usual, any leftover damage then applies to the druid’s normal hit points. If the leftover damage leaves the druid with 0 hit points, the druid is disintegrated.




[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Using 5-foot squares, does [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]cloud of daggers [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]affect a single square? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Cloud of daggers [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT](5 ft. cube) can affect more than one square on a grid, unless the DM says effects snap to the grid. There are many ways to position that cube.




[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]What actions can monsters use to make opportunity attacks? Are Multiattack and breath weapon actions allowed? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]A monster follows the normal opportunity attack rules ([FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]PH[/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT], 195), which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee attack to make, either an attack in its stat block or a generic attack, like an unarmed strike. Multiattack doesn’t qualify, not only because it’s more than one attack, but also because the rule on Multiattack ([FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]MM[/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT], 11) states that this action can’t be used for opportunity attacks. An action, such as a breath weapon, that doesn’t include an attack roll is also not eligible.



[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]The [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]stinking cloud [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]spell says that a creature wastes its action on a failed save. So can it still use a move or a bonus action or a reaction? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Correct. The gas doesn’t immobilize a creature or prevent it from acting altogether, but the effect of the spell does limit what it can accomplish while the cloud lingers.



[NEW]

[FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania]Does a creature with Magic Resistance have advantage on saving throws against Channel Divinity abilities, such as Turn the Faithless? [/FONT][/FONT][FONT=Bookmania,Bookmania][FONT=Bookmania,Bookmania][/FONT][/FONT]Channel Divinity creates magical effects (as stated in both the cleric and the paladin). Magic Resistance applies.





I wish the reply on stinking cloud had been more precise - since losing action loses you your bonus action too. Movement and reactions are fine but *technically* spending your action stretching is not the same as losing your action or cannot take action so this reply means...

Inside stinking cloud with failed save, I can still use bonus action abilities and spells that are otherwise legal.

If that's the actual intent, fine, but it seems off.
 

Asgorath

Explorer
So spells with an 'instantaneous' duration but with multiple beams/attacks, it cannot be that you could resolve the first beam, have your character wait to see if this kills the target, and then use the information to either attack the same creature with the second beam if it is still alive, or switch targets to attack a different creature with the second beam if the first is dead.

This is because the observation of the results of the first beam must occur after the beam's instantaneous existence, and by that point in time the whole spell and ALL its beams has come and gone.

From these forums it appears that many 5e players play it as if the spell had a duration of '1 round' during which you have several beams to use. This astonishes me.

This is addressed in the Sage Advice Compendium:

When casting a spell that affects multiple targets, such as scorching ray or eldritch blast, do I fire one ray or beam, determine the result, and fire again? Or do I have to choose all the targets before making any attack rolls?

Even though the duration of each of these spells is instantaneous, you choose the targets and resolve the attacks consecutively, not all at once. If you want, you can declare all your targets before making any attacks, but you would still roll separately for each attack (and damage, if appropriate).

Spells like Magic Missile that explicitly say they strike their target simultaneously mean you're supposed to do a single damage roll and thus apply of effects like the Wizard's Empowered Evocation and so on.
 

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Arial Black

Adventurer
Let's apply the Occam's razor test to each of these actions. What's the simplest explanation of each of these rules? In my opinion: In all cases, you take the action, and something instantly happens or changes. For everything but the Attack action, some effect applies for the duration (end of your turn, start of your next turn, whatever it might be). The simplest explanation at that point is that you've now taken that action. This avoids any possibility of nested actions or all the other leaps people have been taking in this thread lately, with unwritten rules about action indivisibility and so on. If all these actions are instantaneous, then you simply never have to worry about whether an action is divisible or not.

The fallacy of special pleading. All of these actions, including the Attack action, are in the same form: 'take the (whatever) action -> you can do the things that the action allows for the specified time'. And yet you assert, without evidence, that it works differently for the Attack action.

Let's take Dodge: in game rules, you 'take the Dodge action'. Then, when attacked, the attacker rolls with disadvantage. The actual 'dodging' happens either only when you are being attacked or you are dodging for then entire duration. You don't take all your dodges now, then stop dodging, then subsequent attacks have disadvantage anyway! So you are actually dodging at various points within the time span between taking the action and the start of your next turn, or you are actively dodging for that entire duration without stopping.

Similarly, with the Attack action, you might 'take the Attack' action now, but actually attack later in the round. We know for a fact that this is permissible for your second and subsequent attacks, even though it is unclear if it also applies to your first attack.

There is no difference in RAW re: 'instantaneous action->game effect for a duration' and 'the action's effect has a duration', between how the rules apply to the Attack action and the Dodge, Disengage and Hide actions. So, either they ALL work as 'instantaneous->effect' OR as 'action has a duration'. Saying that the Attack action is treated differently, without rules back-up, is special pleading and leads to an unsafe conclusion.

So, at this point, you basically have 2 options:

1) Ignore what JEC has said and do something that wasn't intended.
2) Listen to what JEC has said and play the feat as intended.

This is the 'argument from ignorance' fallacy. Here you are asserting, without support, that there are ONLY two options, just because you don't know of other options. There is at least one more option, and there may be more:-

3) Play the Rules As Written. What JEC says or means is irrelevant to RAW.
 

Hussar

Legend
[MENTION=6799649]Arial Black[/MENTION] - I agree, that the rules delineate what you can do.

However, nothing in the rules says that you can divide up an Attack Action with anything other than movement, and then only if you have multiple attacks. If you have a single attack, obviously you cannot divide up the Attack Action at all.

The only exception seems to be when you gain multiple attacks and you want to move.

If you were correct and you could drop a bonus action into the middle of an Attack Action, why wouldn't they have called this out, the way they called out movement? I mean, the movement rules are pretty clear - it's called out in a completely separate paragraph that if you have multiple attacks, you can move between attacks.

If the intent was to allow bonus actions the same latitude, wouldn't it be called out the same way?

Since it isn't called out and in fact the only thing about timing that is called out is that you can do it during your turn or at the time specified by the bonus action, why would you presume that you could bonus action during an attack action?
 

Arial Black

Adventurer
This is addressed in the Sage Advice Compendium:



Spells like Magic Missile that explicitly say they strike their target simultaneously mean you're supposed to do a single damage roll and thus apply of effects like the Wizard's Empowered Evocation and so on.

All this shows is that JC doesn't understand the consequences of 'instantaneous' either! :D
 

Hussar

Legend
Arial Black said:
Similarly, with the Attack action, you might 'take the Attack' action now, but actually attack later in the round. We know for a fact that this is permissible for your second and subsequent attacks, even though it is unclear if it also applies to your first attack.

Just a point of clarity, you take your attacks later in your turn, not later in the round.
 

epithet

Explorer
I understand what you are saying to. I disagree with you. However, unlike you I'm trying to tell you WHY I disagree with you. So since you really understand why I disagree with you then surely you can do more than simply reassert your position. Surely you can tell me why my position that you understand doesn't sway you.

In every role playing game, whether on the tabletop or a video game, there is a conflict between the rule system and the fiction it is modeling. To create a rule system that was a realistic simulation wouldn't just be difficult, it would be a waste of time--no one wants that kind of granularity--but a complete abstraction is very unsatisfying. The happy medium is somewhere in the realm of having the player free to state what his character will do in a scenario, and for the most part how the character will do it, and then use the rule system to abstract that into something that can be resolved with a die roll.

Obviously, your game rules must have a lot of constraints built into them. Constraints are necessary for a number of reasons, including making sure everyone gets a turn and that the game flows along, and also so that your character has limitations that can be overcome as it gains power. In broad terms, then, when your character can't do something the limit should be either in service to the gameplay or to the fiction. Arbitrary limitations and restrictions on what your character can do in the game are a disservice to both causes, mucking up the gameplay while you figure it out and bringing your awareness back to the books and character sheets instead of the monsters and magic your character is dealing with. There's not much you can do about it when your RPG is a video game, you just deal with the arbitrary limitations and watch your cooldown timer. It is what it is. When you're playing on a tabletop (physical or virtual) with a live Dungeon Master, though, everything changes. The player is liberated to come up with the zaniest free-form swing-from-the-chandelier Jackie Chan sequence he can imagine, and the Dungeon Master will parse it into one or more rolls of the dice and tell him how it turned out.

So, when you maintain that an action in combat must be resolved in accordance with strict timing requirements which are implied rather than expressly enumerated, and that a character's turn should be resolved according to rigid procedure such that an action must be completed in its entirety before you can consider a bonus action it enables, I disagree. There is no difference between the shove you get as a bonus action and a shove you can make as part of the Attack Action, and making a timing distinction serves neither the gameplay nor the fantasy. Only if you adhere to an inflexible, procedural, meta-gamist approach to a character's turn in combat will you gain any benefit from using Jeremy's new restrictive approach to timing, and I do not.

To put it another way, the Dungeon Master can interpret the Shield Master feat in a couple of different ways. The first, which I'll call the Hriston approach, emphasises role-play by giving the DM the flexibility to adjudicate the entire sequence of a character's turn as a whole. The second, which I'll call the Crawford approach, emphasizes most emphatically roll-playing by demanding an iterative procedural resolution of the turn without regard for fantasy verisimilitude. Your position doesn't sway me because you favor the roll-play of the Crawford approach, while I strongly prefer the role-play of the Hriston approach. I will, almost every time, choose role-play over roll-play.
 
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Hussar

Legend
All this shows is that JC doesn't understand the consequences of 'instantaneous' either! :D

I look at it slightly differently. While the resolution is handled sequentially, the effect isn't. From a design perspective, you have a choice- either tell the player to declare everything first and then resolve, or allow the player to resolve the action sequentially.

5e has gone with the player empowerment route of allowing the player to resolve sequentially. It makes for less "wasted" action as in, "I magic missile target A twice and B once. Oh, the first one killed Target A? Guess that second missile was pointless."
 

Hussar

Legend
Note, [MENTION=6796566]epithet[/MENTION], the question isn't really how we would resolve it at our tables, but, a discussion over what the rules say. I'd likely resolve things the way you do and wouldn't really care.

But, when discussing what the rules actually say, we have to be more precise than, "Well, this makes my game better, so that's what I'm doing".
 

Arial Black

Adventurer
[MENTION=6799649]Arial Black[/MENTION] - I agree, that the rules delineate what you can do.

However, nothing in the rules says that you can divide up an Attack Action with anything other than movement, and then only if you have multiple attacks. If you have a single attack, obviously you cannot divide up the Attack Action at all.

Er, the rule regarding the timing of bonus actions is exactly where you'd expect it to be: in the rules describing bonus actions. Here, it says in black and white that you can take your bonus action whenever you want during your turn. There should be no expectation that this rule would be repeated in the rules for every other action in the game which has a non-instantaneous duration.

If you were correct and you could drop a bonus action into the middle of an Attack Action, why wouldn't they have called this out, the way they called out movement? I mean, the movement rules are pretty clear - it's called out in a completely separate paragraph that if you have multiple attacks, you can move between attacks.

They did call it out! It's part of the rules for bonus actions!

If the intent was to allow bonus actions the same latitude, wouldn't it be called out the same way?

Yes! It IS called out! Exactly where it SHOULD be called out, in the section describing the rules for bonus actions!

Since it isn't called out and in fact the only thing about timing that is called out is that you can do it during your turn or at the time specified by the bonus action, why would you presume that you could bonus action during an attack action?

Since it IS called out, your objection falls away.
 

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