I have not been able to find if the 5e rules details what happens when a creature is partially in an area of effect. On this same accord, I have not been able to find rules on whether this can be used to the caster's advantage when using a map grid.
In past editions, if you wanted to cast a 20-foot radius fireball, you had to pick a grid intersection as the point of origin. I don't think the same requirement exists in 5e? So in theory, you could pick the center of a square as the spell's point of origin. This now leads me to the next question -- if a medium size character is in a square where half of it is subjected to an effect (such as a fireball) is the character affected by it?
I am just looking to see if there are any rules reference regarding this. Since such "favored positioning" is essentially extended the radius of effect of the spell, I'm going to guess that most DM's would just tell players to pick a grid intersection. Regardless though, I'm just curious if there are any rules which govern either of these concepts, as I haven't been able to find such rules references.
The DMG suggests that an intersection of squares is to be used of the point of origin of a spell or spell-like effect. If an area of effect is circular and covers at least half a square, it affects that square.
The rules don't assume you're playing on a grid, though there's optional rules for that if that's how you like to play.
In the core rules, if any part of a spell's area of effect overlaps a creature's space, that creature is in the area. If you're playing on a grid, you follow all the usual rules for a spell's area of effect with two additional rules:
If the area of effect is circular, it must cover at least half of a square for creatures to affect that square
These rules still give spellcasters a lot of leeway to aim their spells. For example, the point of origin for a cube can be anywhere on the cube's surface so having to place it on a grid intersection hardly affects your ability to move or rotate the cube. Unlike cylinders, the rules for cubes also don't constrain you to placing it at ground level or even having its faces parallel to the ground; you could create a cube that's standing on a corner and floating in mid-air. If any part of the cube overlaps a creature's square, they're targeted. Likewise, you can angle a cone any way you like; the length of the cone doesn't have to be aligned with the grid lines at all.
I have not been able to find if the 5e rules details what happens when a creature is partially in an area of effect. On this same accord, I have not been able to find rules on whether this can be used to the caster's advantage when using a map grid.
In past editions, if you wanted to cast a 20-foot radius fireball, you had to pick a grid intersection as the point of origin. I don't think the same requirement exists in 5e? So in theory, you could pick the center of a square as the spell's point of origin. This now leads me to the next question -- if a medium size character is in a square where half of it is subjected to an effect (such as a fireball) is the character affected by it?
I am just looking to see if there are any rules reference regarding this. Since such "favored positioning" is essentially extended the radius of effect of the spell, I'm going to guess that most DM's would just tell players to pick a grid intersection. Regardless though, I'm just curious if there are any rules which govern either of these concepts, as I haven't been able to find such rules references.
The DMG suggests that an intersection of squares is to be used of the point of origin of a spell or spell-like effect. If an area of effect is circular and covers at least half a square, it affects that square.
The rules don't assume you're playing on a grid, though there's optional rules for that if that's how you like to play.
In the core rules, if any part of a spell's area of effect overlaps a creature's space, that creature is in the area. If you're playing on a grid, you follow all the usual rules for a spell's area of effect with two additional rules:
These rules still give spellcasters a lot of leeway to aim their spells. For example, the point of origin for a cube can be anywhere on the cube's surface so having to place it on a grid intersection hardly affects your ability to move or rotate the cube. Unlike cylinders, the rules for cubes also don't constrain you to placing it at ground level or even having its faces parallel to the ground; you could create a cube that's standing on a corner and floating in mid-air. If any part of the cube overlaps a creature's square, they're targeted. Likewise, you can angle a cone any way you like; the length of the cone doesn't have to be aligned with the grid lines at all.
Also keep in mind that while the grid rules require circular areas to cover at least half a square, you still only need to affect 1 of the squares a large creature occupies.
Thanks all. I see page 251 of the DMG covers this off well.