• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D (2024) Sage Advice Compendium Updated To 2024

scribe.jpg


The latest Sage Advice Compendium updates provide official rules clarifications for D&D 2024. Sage Advice is not errata, but acts more like a FAQ for common rules queries.

The Sage Advice Compendium collects questions and answers about rules interactions in Dungeons & Dragons. With the release of the new Core Rulebooks, Sage Advice has been updated to encompass the new material presented in these books. It will continue to be updated as more questions are brought up by the community.
 

log in or register to remove this ad

It seems simple. This guy from the Gremlins movie is hiding behind the bar. The character played by Phoebe Cates ("Kate") doesn't detect him, so effectively he's invisible to her. She's probably so distracted the DM doesn't even give her a roll to notice.

1746455923398.png
1746456703739.png

Then, he pops out from his hiding spot in clear view of Kate. She can see him, so he's "found."

1746455955077.png

Rather than end his turn interacting with his jacket, the gremlin could have done the gremlin thing where they scurry about and hide in air ducts, at which point despite leaving cover he's still invisible to Kate unless she makes a Perception check to spot him scurrying (or he makes noise greater than a whisper, hard to hear in this noisy bar).
 

log in or register to remove this ad

On the subject of Sage Advice's rulings, I'm not too keen on this one:

If the damage from Disintegrate reduces an Orc to 0 Hit Points, can Relentless Endurance prevent the Orc from turning to ash?​

Yes. The Disintegrate spell turns you into dust only if the spell’s damage leaves you with 0 Hit Points. If you’re an Orc, Relentless Endurance can turn the 0 into a 1 before the spell can disintegrate you.

Relentless Endurance comes with an important caveat to make sure it differs from the effect of death ward - a 4th level spell:
Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.[emphasis mine]

I dunno about the person running the Sage, but I would have thought being turned to gray dust would mean they were killed outright by the hit point loss. While it technically doesn't explicitly say that they are "killed", that seems like unnecessary rules lawyering.
 

On the subject of Sage Advice's rulings, I'm not too keen on this one:


Relentless Endurance comes with an important caveat to make sure it differs from the effect of death ward - a 4th level spell:


I dunno about the person running the Sage, but I would have thought being turned to gray dust would mean they were killed outright by the hit point loss. While it technically doesn't explicitly say that they are "killed", that seems like unnecessary rules lawyering.
Disintegrate does say the disintegrated target can only be revived with Wish or True Resurrection, which strongly implies that they are now dead.

IMO that sage ruling is just plain wrong. Effects like Disintegrate are precisely why Relentless Endurance has the caveat that it only works if you're not killed outright.
 

I had this come up last night, but I cant find it in the PHB but pretty sure I found it a few weeks back. As usual, its buried in small blurb in the PHB that makes it almost impossible to find. Im pretty sure this is the rule on the number of spell that can be cast per turn. IRC a player cant cast two slotted spells on their turn, only one and a cantrip. Does anyone know where this is located in the PHB. I looked this morning but can't find it. Am I misremembering this, as it says below there is no particular rule?

Here's the Sage Advice quote that kind of supports this

Is there a limit on the number of spells you can cast on your turn?​

There’s no rule that states you can cast only X number of spells on your turn, but there are some practical limitations. The main limiting factor is your action. Many spells require an action to cast, and unless a feature says otherwise, you only have one action on your turn. You also must abide by the rule of only expending one spell slot to cast a spell on your turn.

So, for example, if you take your Bonus Action to cast Healing Word using a spell slot, you can also take the Magic action to cast Vicious Mockery—a cantrip which doesn’t require a spell slot.
 

I had this come up last night, but I cant find it in the PHB but pretty sure I found it a few weeks back. As usual, its buried in small blurb in the PHB that makes it almost impossible to find. Im pretty sure this is the rule on the number of spell that can be cast per turn. IRC a player cant cast two slotted spells on their turn, only one and a cantrip. Does anyone know where this is located in the PHB. I looked this morning but can't find it. Am I misremembering this, as it says below there is no particular rule?

Here's the Sage Advice quote that kind of supports this

Is there a limit on the number of spells you can cast on your turn?​

There’s no rule that states you can cast only X number of spells on your turn, but there are some practical limitations. The main limiting factor is your action. Many spells require an action to cast, and unless a feature says otherwise, you only have one action on your turn. You also must abide by the rule of only expending one spell slot to cast a spell on your turn.

So, for example, if you take your Bonus Action to cast Healing Word using a spell slot, you can also take the Magic action to cast Vicious Mockery—a cantrip which doesn’t require a spell slot.

P. 236, a big bold title :

One Spell with a Spell Slot per Turn​

On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.

So there's no rule for "how many spells per turn", SA is right. There is one for the number of spell with a spell slot.
 

P. 236, a big bold title :

One Spell with a Spell Slot per Turn​

On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.

So there's no rule for "how many spells per turn", SA is right. There is one for the number of spell with a spell slot.
Thank you, I knew I saw it and looked for almost an hour on D&DB this morning and couldn't find it.
 

Thank you, I knew I saw it and looked for almost an hour on D&DB this morning and couldn't find it.
One of the downsides to DDB is the lack of page numbers. I have memorized what page some things are on in the core books but struggle to find them in the DDB versions because they’re not in the table of contents and DDB’s search function sucks. (It would be great if you could search just one book instead of the whole compendium every time.)
 

One of the downsides to DDB is the lack of page numbers. I have memorized what page some things are on in the core books but struggle to find them in the DDB versions because they’re not in the table of contents and DDB’s search function sucks. (It would be great if you could search just one book instead of the whole compendium every time.)
Yeah, I tried searching for it and was bewildered by the results that came up just as much as I'm bewildered at how poor the functionality of the program is at times. Ideally, I'd like people to just use the app on their phones at the table to access their characters during play, but it just proves to be more of a distraction than its worth.
 

Disintegrate does say the disintegrated target can only be revived with Wish or True Resurrection, which strongly implies that they are now dead.

IMO that sage ruling is just plain wrong. Effects like Disintegrate are precisely why Relentless Endurance has the caveat that it only works if you're not killed outright.
I don't like quite a few things in the sage advice... and I actually think they are wrong (great weapon fighting).

In this case I think you can technically read it either way... turn to dust if you reach zero can mean it does not turn the orc into dust because they don't reach zero.

The half orc clause seems to be there so they can't survice massive damage with their trait.
 


Into the Woods

Remove ads

Into the Woods

Remove ads

Top