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D&D 5E Some 5E Rule questions

Celtavian

Dragon Lord
Some questions that may have been answered elsewhere I can't find.

1. Divine Smite: Text states it does 2d8 for 1st level spell plus 1d8 for every spell slot over 1st to a maximum of 5d8. Does that mean you never use more than a level 4 spell slot for Divine Smite? A level 5 spell slot should be 6d8. 1st does 2d8, 2nd does 3d8, 3rd does 4d8, 4th does 5d8....and 5th does 5d8? So a 5th level slot doesn't increase the damage?

2. Skills: Climbing doesn't require a check unless the DM thinks the environment is difficult enough to require one? It seems most skills don't require a roll unless the DM deems it difficult enough a check to require one? Is that the intention? So climbing and swimming no check even during combat unless doing something difficult?

3. Can a non-wizard use a staff? We found a Staff of Defense in a module. It seems to allow anyone to use it as long as they are attuned. Is that the case?

4. Tool and skill proficiencies don't stack. Use one or the other? For example, medicine skill and healer's kit don't stack if using either to stabilize or heal?

5. How do you handle throwing someone over the edge of a crevasse or pushing them into a pit with a spell like Thorn Whip or Eldritch Blast with push effect? We required the creature to make a DC 10 Str or Dex check to avoid falling. Is there a rule that covers this or DM caveat? Pretty powerful capability for a cantrip, but does require environmental hazards to complete.
 

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1. Divine Smite: No. Damage does not increase for higher level slots. Using a level 9 slot still does only 5d8.

2. Skills: The DM judges whether it is needed, as it says. I'd probably say that any fighting in water requires a check, but if you're just trying to stay afloat near combat I'd say you don't need a check. Swimming in armour would generally require a check when I DM.
Swimming across a 30' wide still river should not require a check.

3. Staff use: I'd say it is ok, but we won't know the exact rule until we have the DMG in our grubby little hands.

4. Tool and proficiencies do not stack, indeed. A healing kit does not, however, require a check to use, nor do I think any class or background gives proficiency with it. (Herbalism tools are a different thing, I got them confused at first.)

5. I'd handle the throwing over a cliff with spells just like you do. (But allow a Str (Athletics) or Dex (Acrobatics) chack.)
Again, that's someting we'll hopefuly see in the DMG.
 

3 Staff: Sure they can use it but don't forget that the description requires the spells (shield and mage armor) to be on the characters spell list in order to be cast. Basically its just a +1 Staff (to hit and damage) otherwise. At least if I am remembering correctly.
 
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3 Staff: Sure they can use it but don't forget that the description requires the spells (shield and mage armor) to be on the characters spell list in order to be cast. Basically its just a +1 Staff (to hit and damage) otherwise. At least if I am remembering correctly.

You are correct that you need to have the spells on your class spell list in order to cast them.

This staff does not have a magic bonus to hit or damage though, so doesn't count as +1.

Anyone attuned to it though does gain a +1 AC while holding it though.
 

Ahh you are correct. I didn't have the stats in front of me but i new it at least had the caveat on the spells due to having to check the sorcs spell list a player of mine grabbed it.
 

5. There's no rule about this, but a couple of precedents. A monk who falls needs to use their reaction to use Slow Fall. If you are riding and your mount falls prone, you can use your reaction to leap off safely, otherwise you land prone too.

So you could require that a person pushed off a cliff needs to use their reaction to catch the edge, but is effectively prone and needs an Athletics (Strength) check to climb back up. This has some tactical implications as it means that you should avoid taking reactions when you are situated near the edge of a cliff.
 

5. There's no rule about this, but a couple of precedents. A monk who falls needs to use their reaction to use Slow Fall. If you are riding and your mount falls prone, you can use your reaction to leap off safely, otherwise you land prone too.

So you could require that a person pushed off a cliff needs to use their reaction to catch the edge, but is effectively prone and needs an Athletics (Strength) check to climb back up. This has some tactical implications as it means that you should avoid taking reactions when you are situated near the edge of a cliff.

I like the reaction idea. Attempting to catch themselves actually costs the character something. And it means a monk has a choice of using their reaction to try and catch themselves (and potentially fail) or activate their slow fall. I imagine most wizards will just opt to feather fall (if they have it prepared) but you never know.
 

5. How do you handle throwing someone over the edge of a crevasse or pushing them into a pit with a spell like Thorn Whip or Eldritch Blast with push effect? We required the creature to make a DC 10 Str or Dex check to avoid falling. Is there a rule that covers this or DM caveat? Pretty powerful capability for a cantrip, but does require environmental hazards to complete.

Shoving or pushing is handled on p195 of the PHB: you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (their choice). If you want to make it a spell DC then the standard rules of DC = 8 + Proficiency + Stat mod should apply. The latter option is vastly more powerful.

As for Divine Smite, no, damage doesn't increase, but you might want to use the higher slot anyway if the creature is immune to lower-level spell slots.
 

As for Divine Smite, no, damage doesn't increase, but you might want to use the higher slot anyway if the creature is immune to lower-level spell slots.

Or, if you really need all the Smite you can give, but have no fifth-level slots available, you have to use a higher slot to get the same damage.
 


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