I have a couple rules clarifications I require for 2024 content.
1. The interaction between; Weapons mastery "nick, and the Dual wielding feat. Is the extra attack from the Dual wielding feat separate from the one from the Light weapon property? How does this interact with the "Two weapon fighting" Fighting Style.
2. Backwards compatibility issue, you added the strike of the giants feat to the goliaths racial abilities, does this mean they can use both?
3. Clarification on casting: the new casting rules state that "you may only expend 1 spell slot to cast a spell a turn" does this mean we can cast an additional leveled spell along as no spell slots are expended to cast it? (EI. Using the magic initiate feat)
4. When choosing a point of origin for an Emenation, we may choose whether or not the point of origin is in the spells effect. Does this mean we choose whether or not to count the point of origin when counting the squares the spell effects or does this mean we simply choose whether the point of origin is affected by the spell.
5. The jump spell: says you may jump upto 30 feet by expending 10 feet of movement, is that omnidirectional?
6. On dnd beyond: the bottom of antimagic field simple says "dispel magic antimagic field" with no context
7. More backwards compatibility issues: Should characters made with legacy backgrounds ignore the feature and take a Origin Feat of their choice? What about ability Score increases?
8. More backwards compatibility issues: Artificers on D&D beyond can only choose legacy spells, should the updated versions of those spells be tagged to their list?
9. When using 2024 Cleric, which gives armor/weapon prof or extra cantrip, with a legacy subclass that gives armor/weapon or an unspecified cantrip, should we ignore the legacy subclasses prof? Or allow the player to take both.
I have a couple rules clarifications I require for 2024 content.
1. The interaction between; Weapons mastery "nick, and the Dual wielding feat. Is the extra attack from the Dual wielding feat separate from the one from the Light weapon property? How does this interact with the "Two weapon fighting" Fighting Style.
The DW bonus attack is separate from the Light feature bonus attack. Since you have only one bonus action, you can't make use of both of them without the Nick mastery.
TWF style gives the additional damage to both the Light extra attack and the DW extra attack. This is because it says "as a result of using a weapon that has the Light property", which is a broader condition than what Nick uses. (Yes, this is all kind of fussy.)
2. Backwards compatibility issue, you added the strike of the giants feat to the goliaths racial abilities, does this mean they can use both?
The Goliath species ability looks completely different from strike of the giants to me.
3. Clarification on casting: the new casting rules state that "you may only expend 1 spell slot to cast a spell a turn" does this mean we can cast an additional leveled spell along as no spell slots are expended to cast it? (EI. Using the magic initiate feat)
Absolutely.
4. When choosing a point of origin for an Emenation, we may choose whether or not the point of origin is in the spells effect. Does this mean we choose whether or not to count the point of origin when counting the squares the spell effects or does this mean we simply choose whether the point of origin is affected by the spell.
Pretty sure it's the latter.
5. The jump spell: says you may jump upto 30 feet by expending 10 feet of movement, is that omnidirectional?
It doesn't say it's not, so it is. Time to get in touch with your inner pogo stick.
6. On dnd beyond: the bottom of antimagic field simple says "dispel magic antimagic field" with no context
This sounds like a display bug. The version in the rulebook and the page for the spell both say "Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other."
7. More backwards compatibility issues: Should characters made with legacy backgrounds ignore the feature and take a Origin Feat of their choice? What about ability Score increases?
I'd say keep the feature. It's minor.
The way you're supposed to handle the stat bumps is ignore everything but background stat bumps, and if your BG doesn't have bumps, pick freely.
8. More backwards compatibility issues: Artificers on D&D beyond can only choose legacy spells, should the updated versions of those spells be tagged to their list?
They should -- you don't want to have two different versions of the same spell in one game.
Whether they will is anyone's guess. (probably yes, but perhaps not soon.)
9. When using 2024 Cleric, which gives armor/weapon prof or extra cantrip, with a legacy subclass that gives armor/weapon or an unspecified cantrip, should we ignore the legacy subclasses prof? Or allow the player to take both.
Thank you for your answers, most are in line with what I was thinking.
Still fuzzy on Emenations, do paladins auras extend 2 squares or one? Every other "choice" area of effect, like line and cone, I've personally never counted the origin point "which is self 90% of the time" and counted 3 squares for a 15 foot line. But spheres specify the point of origin IS included in the effect, which is the only way to make the radius be accurate.
9. Clerics, the PHB specifies you ignore the Divine strike/potent spell casting, I'm talking about the level 1 features of 2024 Cleric "Divine order" and (as an example) the Nature domain bonus proficiency to heavy armor.
5. The jump spell: says you may jump upto 30 feet by expending 10 feet of movement, is that omnidirectional?
It doesn't say it's not, so it is. Time to get in touch with your inner pogo stick.
Jumping horizontally is also a valid choice. From the Glossary entry on Jumping: "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”" You'll get more movement out of your turn that way (which is why it's limited to once per turn), but it'll still provoke opportunity attacks. Also note that the spell doesn't protect you from falling damage if you jump straight up, either.
Still fuzzy on Emenations, do paladins auras extend 2 squares or one?
Aura of Protection would extend 2 squares (inclusive) away from the Paladin.
Every other "choice" area of effect, like line and cone, I've personally never counted the origin point "which is self 90% of the time" and counted 3 squares for a 15 foot line. But spheres specify the point of origin IS included in the effect, which is the only way to make the radius be accurate.
It doesn't matter all too much how you think about it for Medium-sized creatures, because if an effect overlaps a creature's space, it affects them. So even if you want to think of it as a 10 foot line starting from the center of the Paladin's square into the center of the 2nd square, you'd get the same results. However an Emanation is meant to extend from the edges of the creature's space, so if the Paladin somehow becomes Large (e.g. through the Enlarge/Reduce spell) and occupies 2x2 squares, the emanation would still span 2 squares in all directions. That's the main thing that differentiates an emanation from a sphere.
9. Clerics, the PHB specifies you ignore the Divine strike/potent spell casting, I'm talking about the level 1 features of 2024 Cleric "Divine order" and (as an example) the Nature domain bonus proficiency to heavy armor.
There will usually be some redundancy with the older subclasses's 1st level features and Divine Order. The rules don't tell you to ignore such features, and there really isn't a generic way to refer to them anyways. It's not a big deal imo
Based on my understanding of emanation, you would never count the square you are in. A sphere is from a point, an emanation is from you. So you would always count the distance from you. Normally it is assumed you occupy the 5ft space you are standing in. If you start with your as a point it would just be a sphere.
Still fuzzy on Emenations, do paladins auras extend 2 squares or one?
Aura of Protection would extend 2 squares (inclusive) away from the Paladin.
Every other "choice" area of effect, like line and cone, I've personally never counted the origin point "which is self 90% of the time" and counted 3 squares for a 15 foot line. But spheres specify the point of origin IS included in the effect, which is the only way to make the radius be accurate.
It doesn't matter all too much how you think about it for Medium-sized creatures, because if an effect overlaps a creature's space, it affects them. So even if you want to think of it as a 10 foot line starting from the center of the Paladin's square into the center of the 2nd square, you'd get the same results. However an Emanation is meant to extend from the edges of the creature's space, so if the Paladin somehow becomes Large (e.g. through the Enlarge/Reduce spell) and occupies 2x2 squares, the emanation would still span 2 squares in all directions. That's the main thing that differentiates an emanation from a sphere.
It's also my understanding of how Aura of Protection should work on a grid, even with the 2014 rules .
I drew this picture for Spirit Guardians some time ago, to show how we play this kind of spell on a grid. Apart from the range (15 ft), I think it's the same idea now for Emanation AoE:
I draw more examples in the post Grid AoE Mechanics in case they’re useful for your future visitors.
EDIT: sorry, I copied&pasted a wrong image. Now it's ok!
Still fuzzy on Emenations, do paladins auras extend 2 squares or one?
Aura of Protection would extend 2 squares (inclusive) away from the Paladin.
Every other "choice" area of effect, like line and cone, I've personally never counted the origin point "which is self 90% of the time" and counted 3 squares for a 15 foot line. But spheres specify the point of origin IS included in the effect, which is the only way to make the radius be accurate.
It doesn't matter all too much how you think about it for Medium-sized creatures, because if an effect overlaps a creature's space, it affects them. So even if you want to think of it as a 10 foot line starting from the center of the Paladin's square into the center of the 2nd square, you'd get the same results. However an Emanation is meant to extend from the edges of the creature's space, so if the Paladin somehow becomes Large (e.g. through the Enlarge/Reduce spell) and occupies 2x2 squares, the emanation would still span 2 squares in all directions. That's the main thing that differentiates an emanation from a sphere.
It's also my understanding of how Aura of Protection should work on a grid, even with the 2014 rules .
I drew this picture for Spirit Guardians some time ago, to show how we play this kind of spell on a grid. Apart from the range (15 ft), I think it's the same idea now for Emanation AoE:
I draw more examples in the post Grid AoE Mechanics in case they’re useful for your future visitors.
EDIT: sorry, I copied&pasted a wrong image. Now it's ok!
Yes, this has definitely been successfully cleaned up / improved with the introduction of the Emanation mechanic.
The problem in 2014 was that the rules for playing on a grid, many of which were given in the DMG, called for all AoE points of origin to be placed onto a grid intersection and made no exceptions for any Area of Effect that was described as targeting (originating from) a creature or object. So, any spell that had an effect originating "from you" or something similar forced you to directly break that rule for spellcasting or else to make a rather strange interpretation of what is meant by "from you" and/or willingly change the listed radius to make it function properly.
In 2024, the authors have been very careful to never use the term "radius" when describing an Emanation AoE. Instead, that mechanic is defined as:
An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.
An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect.
An Emanation’s origin (creature or object) isn’t included in the area of effect unless its creator decides otherwise.
4. When choosing a point of origin for an Emenation, we may choose whether or not the point of origin is in the spells effect. Does this mean we choose whether or not to count the point of origin when counting the squares the spell effects or does this mean we simply choose whether the point of origin is affected by the spell.
This choice has no impact on whether or not any other squares are affected -- the "shape" of the Emanation remains the same. It only impacts whether or not the square where the point of origin is located is affected by the spell or not. For example, if you cast an Emanation spell on yourself . . . if it creates a healing effect then you'll probably want to include the point of origin in the affected area, but if it creates a damaging effect then you'll probably want to exclude the point of origin from the affected area so that you don't damage yourself.
EDIT: I fully expect the new DMG to update the corresponding sections of these rules to be brought in line with the above concepts for different types of AoE spells.
Still fuzzy on Emenations, do paladins auras extend 2 squares or one?
Aura of Protection would extend 2 squares (inclusive) away from the Paladin.
Every other "choice" area of effect, like line and cone, I've personally never counted the origin point "which is self 90% of the time" and counted 3 squares for a 15 foot line. But spheres specify the point of origin IS included in the effect, which is the only way to make the radius be accurate.
It doesn't matter all too much how you think about it for Medium-sized creatures, because if an effect overlaps a creature's space, it affects them. So even if you want to think of it as a 10 foot line starting from the center of the Paladin's square into the center of the 2nd square, you'd get the same results. However an Emanation is meant to extend from the edges of the creature's space, so if the Paladin somehow becomes Large (e.g. through the Enlarge/Reduce spell) and occupies 2x2 squares, the emanation would still span 2 squares in all directions. That's the main thing that differentiates an emanation from a sphere.
It's also my understanding of how Aura of Protection should work on a grid, even with the 2014 rules .
I drew this picture for Spirit Guardians some time ago, to show how we play this kind of spell on a grid. Apart from the range (15 ft), I think it's the same idea now for Emanation AoE:
I draw more examples in the post Grid AoE Mechanics in case they’re useful for your future visitors.
EDIT: sorry, I copied&pasted a wrong image. Now it's ok!
That's how I see it.
But this also means if you cast enlarge on yourself and then cast tiny hut you get a large hut. Then drop enlarge so you don't take up more space.
Depending on how it is interpreted that the hut is stationary after being cast.
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I have a couple rules clarifications I require for 2024 content.
1. The interaction between; Weapons mastery "nick, and the Dual wielding feat. Is the extra attack from the Dual wielding feat separate from the one from the Light weapon property? How does this interact with the "Two weapon fighting" Fighting Style.
2. Backwards compatibility issue, you added the strike of the giants feat to the goliaths racial abilities, does this mean they can use both?
3. Clarification on casting: the new casting rules state that "you may only expend 1 spell slot to cast a spell a turn" does this mean we can cast an additional leveled spell along as no spell slots are expended to cast it? (EI. Using the magic initiate feat)
4. When choosing a point of origin for an Emenation, we may choose whether or not the point of origin is in the spells effect. Does this mean we choose whether or not to count the point of origin when counting the squares the spell effects or does this mean we simply choose whether the point of origin is affected by the spell.
5. The jump spell: says you may jump upto 30 feet by expending 10 feet of movement, is that omnidirectional?
6. On dnd beyond: the bottom of antimagic field simple says "dispel magic antimagic field" with no context
7. More backwards compatibility issues: Should characters made with legacy backgrounds ignore the feature and take a Origin Feat of their choice? What about ability Score increases?
8. More backwards compatibility issues: Artificers on D&D beyond can only choose legacy spells, should the updated versions of those spells be tagged to their list?
9. When using 2024 Cleric, which gives armor/weapon prof or extra cantrip, with a legacy subclass that gives armor/weapon or an unspecified cantrip, should we ignore the legacy subclasses prof? Or allow the player to take both.
That's all I can think of for now.
You can cast a 2nd leveled spell as long as it doesn't consume a spell slot. Though you still have to honor the action/bonus action requirements.
The DW bonus attack is separate from the Light feature bonus attack. Since you have only one bonus action, you can't make use of both of them without the Nick mastery.
TWF style gives the additional damage to both the Light extra attack and the DW extra attack. This is because it says "as a result of using a weapon that has the Light property", which is a broader condition than what Nick uses. (Yes, this is all kind of fussy.)
The Goliath species ability looks completely different from strike of the giants to me.
Absolutely.
Pretty sure it's the latter.
It doesn't say it's not, so it is. Time to get in touch with your inner pogo stick.
This sounds like a display bug. The version in the rulebook and the page for the spell both say "Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other."
I'd say keep the feature. It's minor.
The way you're supposed to handle the stat bumps is ignore everything but background stat bumps, and if your BG doesn't have bumps, pick freely.
They should -- you don't want to have two different versions of the same spell in one game.
Whether they will is anyone's guess. (probably yes, but perhaps not soon.)
They explicitly say in the book not to take both.
Thank you for your answers, most are in line with what I was thinking.
Still fuzzy on Emenations, do paladins auras extend 2 squares or one? Every other "choice" area of effect, like line and cone, I've personally never counted the origin point "which is self 90% of the time" and counted 3 squares for a 15 foot line. But spheres specify the point of origin IS included in the effect, which is the only way to make the radius be accurate.
9. Clerics, the PHB specifies you ignore the Divine strike/potent spell casting, I'm talking about the level 1 features of 2024 Cleric "Divine order" and (as an example) the Nature domain bonus proficiency to heavy armor.
Jumping horizontally is also a valid choice. From the Glossary entry on Jumping: "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”" You'll get more movement out of your turn that way (which is why it's limited to once per turn), but it'll still provoke opportunity attacks. Also note that the spell doesn't protect you from falling damage if you jump straight up, either.
EDIT:
Aura of Protection would extend 2 squares (inclusive) away from the Paladin.
It doesn't matter all too much how you think about it for Medium-sized creatures, because if an effect overlaps a creature's space, it affects them. So even if you want to think of it as a 10 foot line starting from the center of the Paladin's square into the center of the 2nd square, you'd get the same results. However an Emanation is meant to extend from the edges of the creature's space, so if the Paladin somehow becomes Large (e.g. through the Enlarge/Reduce spell) and occupies 2x2 squares, the emanation would still span 2 squares in all directions. That's the main thing that differentiates an emanation from a sphere.
There will usually be some redundancy with the older subclasses's 1st level features and Divine Order. The rules don't tell you to ignore such features, and there really isn't a generic way to refer to them anyways. It's not a big deal imo
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Based on my understanding of emanation, you would never count the square you are in. A sphere is from a point, an emanation is from you. So you would always count the distance from you. Normally it is assumed you occupy the 5ft space you are standing in. If you start with your as a point it would just be a sphere.
It's also my understanding of how Aura of Protection should work on a grid, even with the 2014 rules .
I drew this picture for Spirit Guardians some time ago, to show how we play this kind of spell on a grid. Apart from the range (15 ft), I think it's the same idea now for Emanation AoE:
I draw more examples in the post Grid AoE Mechanics in case they’re useful for your future visitors.
EDIT: sorry, I copied&pasted a wrong image. Now it's ok!
Yes, this has definitely been successfully cleaned up / improved with the introduction of the Emanation mechanic.
The problem in 2014 was that the rules for playing on a grid, many of which were given in the DMG, called for all AoE points of origin to be placed onto a grid intersection and made no exceptions for any Area of Effect that was described as targeting (originating from) a creature or object. So, any spell that had an effect originating "from you" or something similar forced you to directly break that rule for spellcasting or else to make a rather strange interpretation of what is meant by "from you" and/or willingly change the listed radius to make it function properly.
In 2024, the authors have been very careful to never use the term "radius" when describing an Emanation AoE. Instead, that mechanic is defined as:
So, as for the original question:
This choice has no impact on whether or not any other squares are affected -- the "shape" of the Emanation remains the same. It only impacts whether or not the square where the point of origin is located is affected by the spell or not. For example, if you cast an Emanation spell on yourself . . . if it creates a healing effect then you'll probably want to include the point of origin in the affected area, but if it creates a damaging effect then you'll probably want to exclude the point of origin from the affected area so that you don't damage yourself.
EDIT: I fully expect the new DMG to update the corresponding sections of these rules to be brought in line with the above concepts for different types of AoE spells.
That's how I see it.
But this also means if you cast enlarge on yourself and then cast tiny hut you get a large hut. Then drop enlarge so you don't take up more space.
Depending on how it is interpreted that the hut is stationary after being cast.