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D&D 5E Surprise underrated abilities

I'd also point out that with 1 point of damage from splash, you only have to make a DC 10 concentration check. For a cleric of any decent level, that's likely almost a gimme.

Here's a question - do 1's autofail on a save in 5e? I can't remember.
No, there is no auto fail or auto success on saves or checks.
 

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I'd also point out that with 1 point of damage from splash, you only have to make a DC 10 concentration check. For a cleric of any decent level, that's likely almost a gimme.

Clerics don't get proficiency to Con saves, so they are only getting their Con bonus regardless of level. A cleric with a respectable Con mod of +2 has at least a 35% chance of failing any concentration check.
 

He cast it because they were facing a mass of hobgoblins, some in melee range and others hanging back and firing. Of course, it needn't be arrows interrupting his concentration- it could be anything (that does damage).

And in that scenario, a good strategy is to still cast Spiritual Guardians and in future rounds, use the Dodge action. And don't forget cover bonus against those arrows.

It's GREAT for the PCs if the NPCs are firing arrows at the Dodging PC. For the most part, that's a waste of attacks, especially against a high AC cleric. If the NPCs do not shoot at the Cleric, win win as well. The Cleric is doing quite a bit of damage against multiple foes and they aren't trying to stop him.
 
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I think your DM gave you one here.

Several mistakes:

1) Darkness is only 30 foot wide. A foe could get out of it in a single round.

2) Darkness does not halve the speed of foes. So, feared enemies would Dash through it at normal pace (60 feet for most foes). The Wizard should not have been able to beat them around the alley. He could have moved through the alley and stayed up with them, but around seems too much.

3) Fear gives an additional saving throw if the target cannot see the caster. So, the NPCs should have gotten a saving throw every single round any time they are either in the Darkness, or they were on the other side of the Darkness from the wizard. For example, Wizard casts Fear, every NPC that failed the save would get another save at the end of their turn at least for that first round.

On our following game night I asked the DM why he had the darkness spell halve the monster's speed. He reminded me that it was not the darkness spell, but hunger of hadar, which not only makes it dark but also halves speed and damages creatures who are foolish enough to stay in there.
 

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