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    posted a message on [Mega-Thread] Character Sheet Revamp Bug Report

    Hi aztrpt, welcome to the D&D Beyond forum!

    In this instance, green-flame blade is functioning correctly. The half-elf variant that grants it gives you High Elf's Cantrip trait - and this always uses Intelligence.


    You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

    Posted in: Bugs & Support
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    posted a message on Forming Local D&D Group - Kent (South East) - England - UK

    Hello! To update this thread, we actually formed a permanent group (5 players  + me, the DM of great villainy), and we're now several sessions into an on-going campaign! It's been a great success.

    That group is unfortunately full, I feel that adding more characters will dilute the experience for my existing victims players.

    HOWEVER, between this thread and a bunch of PMs I must have heard from around another 6-9 people. There's strong potential to form another face-to-face group here if we can align schedules and locations - D&D runs strong in Kent. I'm not sure if I'm up for DMing two campaigns at once, but I haven't entirely ruled it out if there aren't any other DMs around.

    What I suggest is, if you're in Kent and currently interested in forming another group, to either post here or send me a private message reaffirming it and we can get the ball (and dice) rolling. Location-wise, ideally you'd need to be able to travel to the Ashford-Folkestone-Dover area.

    Let me know if you have any questions!

    - VT

    Posted in: Looking for Players & Groups
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    posted a message on Dream Invasion Monster?

    Enter the Night Hag.

    Edit: Alternatively, a kinder version of this would be to have them camp over an Adult Gold Dragon's lair (see regional effects) for a creature that can communicate in dreams - as opposed to inflicting nightmares.

    Posted in: Rules & Game Mechanics
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    posted a message on [Mega-Thread] Character Sheet Revamp Bug Report

    Hey guys, thanks for the quick responses! However - as the site 'woke up', some features from the character sheet were only temporarily giving errors - several errors that I encountered are already gone. It may be worth testing the above problems again to see if they still occur.

    Posted in: Bugs & Support
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    posted a message on I Broke My Homebrew Race?

    Everything seems to be in order - except the spells. I don't have time to check each part of all your spells at the moment, but I wanted to let you know this much rather than keep you waiting.

    Generally speaking, it's typically better to enter the minimum amount of details needed for the spells, otherwise the system can get a little confused. If a spell normally takes one action to cast, leave it blank - it will default to what that spell normally does. Also, if you're assigning specific spells, remove the class from it - the class option is mostly there to let people pick from those class's spell lists if there's no specific spell assigned. I'm also uncertain if cantrips work with limited uses, given that cantrips normally have unlimited uses. In short, it may be better to remove and add each spell back in, while this time entering only the minimum amount of information you need to differentiate that spell from its normal limits, if any. 

    Posted in: Bugs & Support
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    posted a message on I Broke My Homebrew Race?

    Hi KayMentrae, welcome to the D&D Beyond forums!

    First of all. you can find a great guide of sorts here.

    Secondly, that sort of error tends to be down to an error in their spells or Limited Use features, in my experience. Make sure they have the correct amount of uses entered, rather than no value. If that doesn't help, please could you go ahead and post the link to the race and the character you're attempting to use the race on here (only developers and moderators will be able to access it), and we can take a look.

    Posted in: Bugs & Support
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    posted a message on Bard instruments. The weirder the better.

    A focus is used to replace the material component(s) of a spell. A spell without material requirements gains no benefit from a focus.


    Posted in: Bard
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    posted a message on Immovable Rod Vs. Knock

    Hi there,

    I don't believe the knock spell affects an immovable rod. The immovable rod can be used to bar doors and the like, but it is its own separate item.

    However, the antimagic field spell will definitely affect an immovable rod.

    Posted in: Rules & Game Mechanics
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    posted a message on 5E Shields
     I think you accidentally included VSM spells in the OK list. Even with the spell focus they become VS, which as you said is a no go.
    But the War Caster feat is a definite on the "want list" for sword & board spellcasters. Combos quite nicely with the Booming Blade cantrip for Attacks of Opportunity.

    It's all a bit confusing, but VSM spells do work with a shield + holy symbol. Just not when they begin as a VS spell.

    Source: https://dnd.wizards.com/articles/sage-advice/rules-spellcasting

    Posted in: Rules & Game Mechanics
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    posted a message on 5E Shields

    Also worth noting is that it takes a whole action to remove or equip your shield (see the Armor section in the Basic Rules/PHB). Generally it's better to sheathe or unsheathe your weapon.

    Posted in: Rules & Game Mechanics
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    posted a message on Identifying Creatures

    I've always considered the difference between beasts and monstrosities to be that monstrosities aren't natural. On that basis, I personally go with arcana checks for monstrosities

    Edit: The Ranger page describes each of the creature types that can be chosen as a favoured enemy. Monstrosities are one, and here is that text:

    Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.

    Posted in: Rules & Game Mechanics
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    posted a message on In Need of Assistance Building A Different Sort of Story

    Hi LadyBlackthorn, welcome to the D&D Beyond forums!

    I love the sound of this, it's always great to see some non-combat oriented Dungeon Mastering. Do you have access to the Dungeon Master's Guide, either a physical copy or the one on D&D Beyond? The sections on Play Style and Flavors of Fantasy within the 'A World of You Own' chapters offer some words on the topic of non/low-combat D&D.

    D&D does have a focus on combat, and your players may like to have a little of it, if only in one or two of the 3-5 sessions. You could consider some kind of mock-combat as part of a trial, rather than real violence. However, you could alternatively try one or two sessions without any combat, and see how your players react! If they're having fun, keep doing what you're doing.

    Moving onto direct ideas:

    Mystery - The Wicked Witch

    A hag has infiltrated the festival and is stirring up trouble. Perhaps the Badge King has caught wind of this, and asks the adventurers to keep an eye out as they take part. Perhaps the adventurers find this out on there own. Either way, hags are fey creatures, and the green hag's Illusory Appearance trait makes her the perfect villain to meddle in the Feywild. Perhaps she's sabotaging part of the festival, or perhaps she's out to get revenge on one of the festival's participants, or even the Badge King himself. Throw in a few clues, and see if your player's will take the bait and pursue the trail. Perhaps completing this will give them a bonus reward, and if they really do seem to need combat, perhaps the hag 'resists arrest' and gives them the opportunity for 'legal' violence on the island.

    Activity - Two Truths and a Lie

    This is a simple game, often used as an icebreaker or something of the sort in real life - I imagine it would be fun to make player characters try it. The participants take turns, each stating three 'facts' about themselves. In truth, one of these facts is a lie. The adventurers them have to guess which one is the lie. If they get it wrong, they lose a round. If they get it right, they get a point, and so on through the rounds. They could also each get the opportunity to tell two truths and a lie, and as a DM, you have the NPC's guess. If they struggle/you suspect they might struggle, you can offer them insight checks (assuming they have not already asked). Of course, they can roll a deception check to improve their chances when they're the ones telling the lies. At the end of the game, if they have enough points, they win the challenge. This could be provided as an activity at the festival, or a mischievous spirit in a dungeon-like area.

    Naturally, a zone of truth is necessary for all participants to enter when revealing which 'fact' the lie truly was. Have it cast by an NPC with a very high spell DC (or alternatively make it a permanent area which already has a high DC), so the players have a chance to resist it, but only a small chance - this way, it can be more down to wits than stats, but you still offer them a way to overcome it through other means.

    Activity - The Polymorph Challenge

    The pixie is an innocent CR 1/4 fey creature with a whopping 4th level spell. What is that spell? Polymorph. To best this challenge, the adventurers must undergo the polymorph spell, and perform a trial of some sorts in an animal form. Suddenly, the level 16 adventurers lose access to their spells and gear, and must rely on simple actions to succeed. This could be an exploration challenge, or even a race (perhaps an aquatic race down a river, or beneath a lake). Of course, if they really want to fight, this is an opportunity to pit animal form against animal form (until their enemy's polymorph spell breaks from damage).

    Activity - Alice in Wonderland

    The Feywild always reminds me of Alice in Wonderland. There's a lot you can take from that story, but one of them is having our protagonists shrink. The other is having it be a dream. Taking the Archfey warlock as our example, it has an ability to 'plunge a creature into an illusory realm'. Perhaps a powerful fey (or an actual archfey warlock, or magic item) does something similar, and our brave heroes find themselves in a surreal dreamscape (more so than the Feywild already is). There could be all sorts of challenges in there, but one that springs to mind is a supply of odd potions/magic items, and an area where they cannot use their own magic - in essence, they must use the potions and items provided to overcome an obstacle.

    Perhaps this dreamscape puzzle requires three people - one to open a tiny gate which only briefly remains open, one to use an item that shrinks them and only lasts a few seconds, and one to drink a potion of speed that also only lasts for a few seconds. The solution here being that one must become tiny, one must carry him at great speed to the gate while its open, and one must open the tiny gate as the hasted character is carrying the tiny character toward it. The tiny character makes it through, and finds a key or something or other that completes the trial, perhaps waking them up. The trick being, there are a variety of items with different effects, and perhaps a variety of levers. The players would need to figure out that winning combination to get through, with some hilarity during that time they experiment and think it through - the other items/levers could provide other funny, novelty effects. Perhaps they're even awarded a permanent version of a novelty item at the end.

    Just a few ideas! Either way, I wish you good luck with it and hope it goes well.

    Posted in: Story & Lore
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    posted a message on Minotaur and centaur UA Races

    I think the size issue is simply mechanical more than anything else. If 5e had large player races, I imagine they would have made goliaths and firbolgs large, as well as these centaur.

    Medium creatures can only normally ride large creatures, yet they can ride centaurs due to the centaur's Equine Build trait. They can also carry and push anything as if they had the large size thanks to the same trait. Effectively, the designers want them to be large without actually making them large.

    In other news, both the centaur and minotaur races are now available to try on D&D Beyond!

    Posted in: Unearthed Arcana
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    posted a message on Where's Mordenkainen's Tome of Foes?

    Thanks XXPX1 (how do I pronounce that?), this worked perfectly for me.

    Posted in: Mobile Beta Testing Bugs & Support
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    posted a message on Figuring out Archfey

    The Sword Coast Adventurer's guide has some information on specific archfey. It lists five specific archfey, and has a paragraph describing each. It doesn't cover all that you list, but it's a great starting point for a 5e specific take on archfey if you have it.

    Posted in: Dungeon Masters Only
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