Dungeon Master Assistance

A place to share thoughts and ideas about Dungeons and Dragons

Category Archives: Reference Material

D&D 5E – Schools of Magic

Schools of Magic

Here is a cheat sheet for when a PC uses an identify spell on a magical item in your dungeon. You know what it does, but when they ask what school of magic it is, do you know? Remember that some magic, such as some potions, aren’t associated with any school.

Abjuration “Protectin’ stuff” (Abjure: to renounce)

They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes.

Examples: Alarm, Protection from Evil and Good, Arcane Lock, Glyph of Warding

 

Conjuration “Makin’ stuff” (Conjure: to create)

Spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Examples: Entangle, Fog Cloud, Dimension Door, Cloudkill, Teleport, Wish

 

Divination “Knowin’ stuff” (Divine: discover or learn)

Spells reveal information.

Examples: Identify, Speak with Animals, Detect Thoughts, See Invisibility, Scrying

 

Enchantment “Convincin’ stuff” (Enchant: to cause someone to act in a way it usually wouldn’t)

Spells affect the minds of others, influencing or controlling their behavior.

Examples: Charm Person, Sleep, Hold Person, Zone of Truth, Power Word Kill

 

Evocation “Makin’ energy stuff” (Evoke: cause an effect)

Spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Examples: Fire Bolt, Light, Cure Wounds, Heal, Magic Missile, Spiritual Weapon, Earthquake, Telepathy

 

Illusion “Trickin’ stuff” (Illusion: a deception)

Spells deceive the senses or minds of others.

Examples: Invisibility, Magic Mouth, Simulacrum

 

Necromancy “Dead stuff” (Necro: death)

Spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Examples: Chill Touch, Spare the Dying, False Life, Blindness/Deafness, Gentle Repose, Resurrection

 

Transmutation “Changin’ stuff” (Transmute: to change)

Spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

Example: Mending, Prestidigitation, Darkvision, Knock, Polymorph, Time Stop

 

D&D 5E – The Nature of Magic

What is Magic? How does it work?

I was trying to figure out how (in 4th and 5th edition Dungeons and Dragons) a character could learn all there was to know about a magic item by simply examining it for an hour. This wasn’t possible in earlier editions. You could only learn about an item by trial and error or by some magical means. It is only now coming up because I never played 4th edition, and this is the first time I have been the DM running a 5th edition game.

After a lot of research (Google is my friend) I finely came to the realization that the nature of magic has changed. To make logical sense out of it all (assuming you can apply logic to the rules of magic in a fantasy game), this is what I came up with.

Nothing below is official. It simply represents my ideas and house rules.

The Source of Magic

Behind reality as the player-characters know it, there is a sort of internal “skeleton”, over which reality exists like skin atop muscle and bone. This “skeleton” can best be envisioned as an unseen essence that pervades all parts of the multiverse, directly linking everything to every other thing. This is the source of all magic. When you cast a spell, you actually create a specific alteration in the local essence, which then causes the spell effect you wanted in the ‘real’ world. Some call this essence “Mana”. In the Forgotten Realms it is called the “Weave”. If the Weave in an area is damaged or destroyed, magic is unreliable or impossible – that’s what creates Wild Magic and Dead Magic zones in the Realms.

All the physical laws of the universe are simply reflections of the true, background laws that govern this universal essence. The average person can only perceive normal reality, but some creatures are born with the ability to sense the universal essence.

All magic-using beings share an innate ability to manipulate the essence. Likewise, almost all those “gifted” with these abilities must receive training in arcane (wizardly) or divine (clerical) magic in order to learn how to manipulate the essence with finesse.

Bards learn that words and music are not just vibrations of air, but vocalizations with power all their own. They learn to untangle and reshape the essence in harmony with their wishes and music.

Clerics and Paladins are conduits for Divine magic, the power of the gods. Divine casting is done by channeling the essence provided by their deities and forming spells out of that.

Druids and Rangers revere nature above all, and can draw essence from the land, gaining their spells and other magical powers either from the essence that flows through nature itself or from a nature deity.

Monks make careful study of the essence that flows through living bodies. Most monastic traditions call this ki.

Sorcerers learn to harness and channel their own inborn magical abilities. They gather the essence to them from force of will.

Warlocks receive their magical abilities from a pact they made with an otherworldly being. This is similar to the way gods channel essence through divine casters.

Wizards create elaborate mental structures within the mazes of their own minds, traps which funnel magical essence like a roof collects rainwater for a barrel, stored and ready to be used over the course of a day.

Detecting Magic

This magical substructure to the universe, this unseen essence, can be manipulated by users of magic. It can sometimes be concentrated and placed inside a creature or object. Examples would include casting a spell on a creature to make it resistant to fire, or creating a ring of protection. These magic infused creatures or items emit a type of magical radiation. A creature with the ability to sense the universal essence can detect this magical glow, but it is invisible to all others without some magical way to detect it.

The “Detect Magic” spell:

Magical radiation is similar to light in that it is dimmer the farther you are from it. It can pass through most objects, but is blocked from most forms of detection by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. For the magic radiation to be strong enough to be detected by the “detect magic” spell, you must be within 30 feet of the magic creature or item. If you sense magic in this way, you sense the presence of magic, but can’t determine in which direction, or how far away the magic item is. Anytime during the duration of the “detect magic” spell, you can take an action to see if there are any specific items or creatures within sight that you can identify as magical. You will see a faint aura around any visible creature or object in the area that bears magic. If you don’t see an aura around anything, then the magic that you sense must be out of sight. It could be one or more items or creatures that are invisible or hidden. For instance, they could be behind a door or in a box or under a secret panel in the floor.  If you do not see it, you do not see the aura. This also means you cannot use this to locate invisible creatures or objects. Any aura detected can only be seen by the spellcaster. The color of the aura corresponds to the object’s school of magic. If the item has no particular school then the aura has no color. The brightness of the aura indicates the relative strength of the magic.

Unless the magic item is invisible, you can see it if it is within range but behind a transparent barrier, such as glass. You also perceive its magical aura. This includes potions that are in glass bottles. If the potion is in a container that is not see-through you will not see the aura unless you remove the cap and look directly at the potion.

Identifying Magic

If you were to touch a creature that possesses magic, you would not typically feel the magic. But if you were to hold a magic item for a few seconds (a round), you would feel the magical radiation generated by the item effecting your body and/or your mind in some way. The sensation will differ depending on the magic contained within the item. If you continue to hold the item and concentrate on it for a short rest, “At the end of the rest, the character learns the item’s properties, as well as how to use them.”

“Potions are an exception; a little taste is enough to tell the taster what the potion does.” You can’t hold a potion in your hand. The bottle isn’t magical, just the liquid it contains. You could stick your finger into it, and leave it there for an hour, but a drop on your tongue is much faster. A taste is not enough to receive the effects of the potion. If it is poison, a taste is not enough to do harm to the taster. When tasting it, the magic of the potion enters your body and instantly reveals its nature.

Magic items want you to know their properties! The magic is alive! Or, rather, it contains a life force. All life has magic flowing through it to some degree, and all magic has some degree of life flowing through it. This explains why some powerful magical items possess sentience. The item’s creator forced so much magical essence into the item that it became sentient. This also explains why magical essence tends to be attracted to living creatures (and sometimes to dead creatures). And why magic can create or destroy life.

The Identify Spell

This spell makes you more receptive to the magical essence of the item. To identify the magic in an object with this spell, you must remain in physical contact with it for at least 1 minute. “If it is a magic item or some other magic-imbued object, you learn its properties and how to use them” (That much is the same as you can get from examination alone. But with the spell you also learn) “, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.”

To use this spell to identify a potion still requires one minute, but you must come into physical contact with the potion, not just the bottle it is in. A drop on your tongue or on any spot on your exposed flesh is enough.

The identify spell won’t trigger a curse, but it also doesn’t tell you if an item is cursed. There is no easy way to know if an item is cursed except by trial and error. Even the legend lore spell may only hint that it may be cursed. The curse on an item may cause you to misidentify it.

D&D 5E – Abilities Explained

I found this online a while back. Thought I would share.

D&D Stats Explained

  • Strength
    • 1 (–5): Morbidly weak, has significant trouble lifting own limbs
    • 2-3 (–4): Needs help to stand, can be knocked over by strong breezes
    • 4-5 (–3): Knocked off balance by swinging something dense
    • 6-7 (–2): Difficulty pushing an object of their weight
    • 8-9 (–1): Has trouble even lifting heavy objects
    • 10-11 (0): Can literally pull their own weight
    • 12-13 (1): Carries heavy objects for short distances
    • 14-15 (2): Visibly toned, throws small objects for long distances
    • 16-17 (3): Carries heavy objects with one arm
    • 18-19 (4): Can break objects like wood with bare hands
    • 20-21 (5): Able to out-wrestle a work animal or catch a falling person
    • 22-23 (6): Can pull very heavy objects at appreciable speeds
    • 24-25 (7): Pinnacle of brawn, able to out-lift several people
  • Dexterity
    • 1 (–5): Barely mobile, probably significantly paralyzed
    • 2-3 (–4): Incapable of moving without noticeable effort or pain
    • 4-5 (–3): Visible paralysis or physical difficulty
    • 6-7 (–2): Significant klutz or very slow to react
    • 8-9 (–1): Somewhat slow, occasionally trips over own feet
    • 10-11 (0): Capable of usually catching a small tossed object
    • 12-13 (1): Able to often hit large targets
    • 14-15 (2): Can catch or dodge a medium-speed surprise projectile
    • 16-17 (3): Able to often hit small targets
    • 18-19 (4): Light on feet, able to often hit small moving targets
    • 20-21 (5): Graceful, able to flow from one action into another easily
    • 22-23 (6): Very graceful, capable of dodging a number of thrown objects
    • 24-25 (7): Moves like water, reacting to all situations with almost no effort
  • Constitution
    • 1 (–5): Minimal immune system, body reacts violently to anything foreign
    • 2-3 (–4): Frail, suffers frequent broken bones
    • 4-5 (–3): Bruises very easily, knocked out by a light punch
    • 6-7 (–2): Unusually prone to disease and infection
    • 8-9 (–1): Easily winded, incapable of a full day’s hard labor
    • 10-11 (0): Occasionally contracts mild sicknesses
    • 12-13 (1): Can take a few hits before being knocked unconscious
    • 14-15 (2): Able to labor for twelve hours most days
    • 16-17 (3): Easily shrugs off most illnesses
    • 18-19 (4): Able to stay awake for days on end
    • 20-21 (5): Very difficult to wear down, almost never feels fatigue
    • 22-23 (6): Never gets sick, even to the most virulent diseases
    • 24-25 (7): Tireless paragon of physical endurance
  • Intelligence
    • 1 (–5): Animalistic, no longer capable of logic or reason
    • 2-3 (–4): Barely able to function, very limited speech and knowledge
    • 4-5 (–3): Often resorts to charades to express thoughts
    • 6-7 (–2): Often misuses and mispronounces words
    • 8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
    • 10-11 (0): Knows what they need to know to get by
    • 12-13 (1): Knows a bit more than is necessary, fairly logical
    • 14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
    • 16-17 (3): Fairly intelligent, able to understand new tasks quickly
    • 18-19 (4): Very intelligent, may invent new processes or uses for knowledge
    • 20-21 (5): Highly knowledgeable, probably the smartest person many people know
    • 22-23 (6): Able to make Holmesian leaps of logic
    • 24-25 (7): Famous as a sage and genius
  • Wisdom
    • 1 (–5): Seemingly incapable of thought, barely aware
    • 2-3 (–4): Rarely notices important or prominent items, people, or occurrences
    • 4-5 (–3): Seemingly incapable of forethought
    • 6-7 (–2): Often fails to exert common sense
    • 8-9 (–1): Forgets or opts not to consider options before taking action
    • 10-11 (0): Makes reasoned decisions most of the time
    • 12-13 (1): Able to tell when a person is upset
    • 14-15 (2): Can get hunches about a situation that doesn’t feel right
    • 16-17 (3): Reads people and situations fairly well
    • 18-19 (4): Often used as a source of wisdom or decider of actions
    • 20-21 (5): Reads people and situations very well, almost unconsciously
    • 22-23 (6): Can tell minute differences among many situations
    • 24-25 (7): Nearly prescient, able to reason far beyond logic
  • Charisma
    • 1 (–5): Barely conscious, probably acts heavily autistic
    • 2-3 (–4): Minimal independent thought, relies heavily on others to think instead
    • 4-5 (–3): Has trouble thinking of others as people
    • 6-7 (–2): Terribly reticent, uninteresting, or rude
    • 8-9 (–1): Something of a bore or makes people mildly uncomfortable
    • 10-11 (0): Capable of polite conversation
    • 12-13 (1): Mildly interesting, knows what to say to the right people
    • 14-15 (2): Interesting, knows what to say to most people
    • 16-17 (3): Popular, receives greetings and conversations on the street
    • 18-19 (4): Immediately likeable by many people, subject of favorable talk
    • 20-21 (5): Life of the party, able to keep people entertained for hours
    • 22-23 (6): Immediately likeable by almost everybody
    • 24-25 (7): Renowned for wit, personality, and/or looks

D&D 5E – Weight of Bolders

I found this on-line (I forget where). Thought I would share.  [If you know who created the original, please let me know so I can credit them.]

D&D 5E – How far can you see

worldknit

So What Can I see From Here?

Usually, the limit to how far characters can see will be some obstruction, such as a building, a forest, or some hills. Mist and darkness also limit vision. Sometimes, however, the characters will be on flat plains on a clear day and the only limit to their vision will be their perception and the horizon. Once something goes below the horizon, it can’t be seen. But where is the horizon?

Height in feet Miles away
3 2
6 3
10 4
20 5
30 6
40 7
50 8
60 9
70 10
80 11
90 12
100 13
300 20
500 25
1,000 40
5,000 80
10,000 100
30,000 200
100,000 400
500,000 800

This table has been simplified for gaming use. On an earth-sized planet, the horizon for a six-foot tall person standing at sea level or on flat plains will be about 3 miles. This means that they can see features that are at ground level for up to three miles (depending, of course, on the quality of their vision and the size of the object). Features that are higher than ground level can be seen further.

To determine how far away you can see something, just add together all of the heights. For example, if a 6 foot man is on a 4 foot horse standing on a 30 foot hill, how close would you have to be to a 60 foot tall tower to see it?  First add all the heights together 6 + 4 + 30 + 60  = 100 feet. Look at the table under “height in feet” and find 100 feet. Then look across under “miles away” to find 13 miles. So the tower could be spotted if it was no farther away than 13 miles.

You could see a 14,000 foot mountain a little more than 100 miles away.

 

This is good for seeing features on a map, such as lakes, forests, mountains, towns, etc. but knowing how far you can see is often not what your Player Characters need to know. Just because you can see 3 miles doesn’t mean that you can see a monster on the horizon. For that we need another table.

Perception Distance Table

Item Size Perceive Identify
Creature – Fine 6” or less 30 ft. or less 5 ft. or less
Creature – Diminutive 6” – 1 ft. 30 ft. – 60 ft. 5 ft. – 10 ft.
Creature – Tiny 1 ft. – 2 ft. 60 ft. – 120 ft. 10 ft. – 25 ft.
Creature – Small 2 ft. – 4 ft. 120 ft. – 240 ft. 25 ft. –  50ft.
Creature  – Medium 4 ft. – 8 ft. 240 ft. – 480 ft. 50 ft. – 100 ft.
Creature – Large 8 ft. – 16 ft. 480 ft. – 960 ft. 100 ft. – 200 ft.
Creature – Huge 16 ft. – 32 ft. 960 ft. – 1,920 ft. 200 ft. – 400 ft.
Creature – Gargantuan 32 ft. – 64 ft. 1,920 ft. – 3,840 ft. 400 ft. – 800 ft.
Creature – Colossal 64 ft. or more 3,840 ft. or more 800 ft. or more

In this table “perceive” means that you can see it and may notice it with a perception check. If you do notice it you will recognize the creature type if you have seen one before. If you don’t know what type of creature it is you will be able to tell the creature’s coloration, size, shape, number of limbs, wings, etc. If the creature is moving, you will also be able to tell which direction it is traveling and about how fast.

“Identify” means that you can see details and may recognize an individual that you have met before.

 

Here is a simple rule of thumb that is accurate enough for gaming use:

Distance away (in feet) that you can perceive an item is its size (in feet) times 60.

Distance away (in feet) that you can identify an item is its size (in feet) times 12.

Round fractions down to the nearest 5 ft.

The item’s size is its longest dimension (height or width).

 

One more thing.

You can perceive a burning candle 1 1/2 mile away.

DM Inspiration

Looking for Inspiration?

I ran across this Facebook site. Whenever you, as a DM, are trying to think of an original location for your next adventure, just browse through the photos on this “Abandoned World” site.

 

D&D 3.5 – Classes with Class

pcs

Classes with Class

In 2004 and 2005 Skip Williams (co-creator of Dungeons & Dragons 3rd Edition) put a series of articles on the Wizards website with tips on playing each of the various character types. Wizards of the Coast has moved them to their D&D Archives, but you can still find them there if you are diligent in your search.

These are an excellent reference. They were written for D&D 3.5 but even if you are running a fifth edition game you will find then a useful reference.

 

Here are direct links to them:

Fighters with Class

Rogues with Class

Wizards with Class

Clerics with Class

Barbarians with Class

Bards with Class

Sorcerers with Class

Druids with Class

Rangers with Class

Paladins with Class

Monks with Class

Warlocks with Class

 

And here is a link to the 3.5 D&D Archives page:

3.5 D&D Archives

 

D&D 5E – The Attack Action

attack_action

The Attack Action

With all of the different class features that allow multiple attacks, I am seeing a lot of confusion as to how many and what types of attacks a character can get on his turn.

“Attack” and “Attack Action” are two different things.

On your turn, you can move and take one action. A special ability, spell, or other feature of the game may allow you to also take a bonus action, and/or take a reaction. You may also interact with one object and do other simple activities. What is important here is that you can only take one action. One possible action you can take is called the Attack action. None of the other combat actions are an Attack action (Cast a Spell, Dash, Disengage, Dodge, Help, Use an object, Hide, Search, Readied action, Improvised action).

Attack action: “With this action, you make one melee or ranged attack… Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.” PHB, p192.

This rule sounds fairly straight forward but combined with other rules, features, and options it can become a bit confusing. In certain situations, you make a melee or ranged attack when you Cast a Spell, take a Bonus action, or take a Reaction. In other situations when you take the Attack action you don’t make a melee or ranged attack. And, just because an action is called an “attack” doesn’t mean that you can perform that action when you use the “Attack action”.

Confused yet?

This confusion could have been lessened a bit if the “Attack action” had a different name. Perhaps they could have called it the “Offensive action” or something. I am not going to do that here. However, it is important to know that when you read something in the Player’s Handbook, the Dungeon Master’s Guide or the Monster Manuel the wording is important. See if it says “Attack action” or just “attack”.

Partial list of things that you can do with an Attack action:

  • Make a weapon attack with a melee weapon, ranged weapon, or improvised weapon. This includes drawing ammunition for use with a ranged weapon.
  • Make an unarmed strike.
  • Grapple a creature.
  • Shove a creature.
  • Two weapon fighting – When you use the Attack action to attack with a light melee weapon that you’re holding in one hand, the second attack, with a light weapon in your other hand, is a bonus action and not part of the Attack action.
  • “Extra attack” – With many weapon-using classes you can gain the ability to attack multiple times, instead of just once. This feature can only be used when you take the Attack action.
  • (Monks) “Flurry of Blows” can only be used (as a bonus action)  after taking the Attack action.
  • (Druid – while in beast form) Your weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, can only be used when you take the Attack action.
  • (Druid – while in beast form) If the creature has the Multiattack action, you may make the listed attacks rather than, or in place of, an Attack action.

Partial list of actions you CANNOT do as an Attack action:

  • Cast a spell – even if that spell has you make a “range attack” or “melee attack” or “”spell attack”.
  • Dash, disengage, dodge, help, use an object, hide, search, ready an action, or perform an improvised action.
  • Make an opportunity attack. (This is done as a “reaction”)

The Attack action is not the only way you can attack. Some spell examples:

If you cast Eldritch Blast (with the Cast a Spell action), you make a ranged spell attack against a creature. This is an attack, but you’ve used the Cast a Spell action, not the Attack action to do so. As a result, abilities such as Extra Attack and Flurry of Blows won’t trigger.

If you cast Shocking Grasp (with the Cast a Spell action) you make a melee spell attack against a creature. Once again, you’ve used the Cast a Spell action, not the Attack action, so extra attack doesn’t apply.

Not all spells work that way, however. If you cast Shilleagh (as a Bonus action), you don’t immediately attack. Instead, it modifies how you attack (with the Attack action) for the duration of the spell, instead of using your Strength as the modifier for your attacks, you use your spellcasting ability score (normally Wisdom for druids).

Another wrinkle are the spells which have an ongoing effect. Vampiric Touch is one such spell – it allows you to make a melee spell attack when you cast it (with the Cast a Spell action), but the spell persists for up to a minute. Its text reads “Until the spell ends, you can make the attack again on each of your turns as an action”. Is this an Attack action? No, it isn’t. It’s a brand new type of action you get to use. Call it “Vampiric Touch action” if you like. These new actions allow you to attack, but they don’t use the Attack action. The trick to identifying them is that they read “as an action” or “use your action” to describe how they work. A few require the use of your bonus action instead.

Attack Terminology

All attacks are described in terms such as ranged spell attack or melee weapon attack. Each word means something.

“Ranged” attacks suffer disadvantage if you’re adjacent to an opponent, “melee” attacks do not. “Melee” attacks can be against any creature within your reach (generally 5 feet), while ranged attacks can be made against any creature within the stated range of the attack. In some cases, an attack form has two ranges; attacks at the longer range are made at a disadvantage.

If the wording says “melee weapon attack” you can do an unarmed strike. You add your strength modifier and your proficiency modifier (you are proficient with unarmed strikes) to your attack roll and it does damage equal to 1+ your strength modifier. But an unarmed strike is not a weapon. This means that any rule that applies to a “weapon attack” will apply to unarmed strikes but ones that apply specifically to a “weapon” do not.

“Spell” attacks use your spellcasting ability modifier, while “weapon” attacks use Strength (melee weapon) or Dexterity (ranged weapon). There are exceptions to this depending on the spell or type of weapon.

The word “attack” indicates that it is an attack roll, one of the three types of d20 roll in D&D. (The others are saving throw and ability check.) Attack rolls are different because a natural 1 is an automatic miss, while a natural 20 is an automatic hit and a critical hit. Both saving throws and ability checks don’t have special things happen on 1s or 20s.

Action Surge

One of the special cases is the fighter ability Action Surge. This allows you to take one additional action during your turn. If you use this to take the Attack action, you get as many attacks as you would if you took it for your first action. So, a 20th level fighter can get 8 attacks in a turn – four from the first Attack action and four from the second Attack action. You could then use your bonus action to attack with your off-hand weapon (Two-Weapon Fighting). Note that Action Surge does not give you an additional bonus action or move; only an additional action.

Haste

Another special case is the spell Haste. It allows an affected character to take an additional action each turn (not all actions are allowed). However, if you took the Attack action, you can only gain one additional attack with it – the Extra Attacks you might have don’t count.

Interestingly, this doesn’t stop you using Flurry of Blows or Two-Weapon Fighting, as both are part of bonus actions. You could use your first action to cast a spell, then your additional action from haste to make a single weapon attack with the Attack Action, then use your bonus action to make an off-hand attack with Two-Weapon Fighting since you’ve used the Attack Action during the turn.

Conclusion

Most of the rules and power descriptions use quite specific wording, but because the terms can be quite similar, it’s easy to get confused. “Attack action”, “As an action” and “Attack” mean three separate things, as do “When you make an attack” and “When you take the Attack action”. As long as you keep the differences in mind, you should be fine.

(Special thanks to Merric’s Musings for his April 21, 2015, post on this topic, which I have heavily plagiarized.)

d&d 5e – Martial Archetypes

unearthedarcana_fighter_article

New Fighter Archetypes

WoC released three new Fighter Archetypes (The ‘path’ you can take a level 3 as a fighter).

They include Samurai, Knights and Arcane Archer:

http://dnd.wizards.com/articles/unearthed-arcana/fighter

D&D 5E – Metals

metals

Value of Metals in D&D

Metal Cost per lb. Ferrus? AC Description
Adamantine 5,000 gp ferrous 23 An alloy of adamant (a strong but brittle metal), silver and electrum. Adamantine  is black,  but  has  a  clear  green  sheen  in  candlelight – a  sheen  that sharpens  to  purple-white  under  the  light  given  off  by  most  magical  radiances  and  by  will-o-wisps.
Brass 3 sp Non-ferrous 16 A yellow-ish metal that somewhat resembles gold. An alloy of copper and zinc.
Bronze 4 sp Non-ferrous 18 A red-ish brown metal. An alloy of copper and tin
Cold Iron 4 sp ferrous 20 Cold iron is iron found in a pure state (either meteoric iron or an especially rich ore) and is forged at a lower temperature to preserve its delicate properties.
Copper 1 gp Non-ferrous 16 This well-known pure metal has a distinctive pinkish sheen.
Electrum 25 gp Non-ferrous 20 A natural alloy of silver and gold.
Gold 50 gp Non-ferrous 15 This well-known pure metal is the softest of workable metallic substances.
Iron 1 sp ferrous 19 Iron is a silver-white malleable metal that readily rusts in moist air, occurs native in meteorites and combined in most igneous rocks. It is the most used of metals.
Lead 2 sp Non-ferrous 14 Lead is a heavy, grey, soft, malleable, metal.
Mithral 2,500 gp Non-ferrous 21 This silvery-blue, shining metal is derived from soft, glittering, silvery-black ore.
Platinum 500 gp Non-ferrous 20 This light gray metal with very slight bluish tinge is strong, difficult to melt, and resistant to most chemicals.
Silver 10 gp Non-ferrous 17 This relatively common valuable metal is the most associated with and suitable for magic.
Steel 5 gp ferrous 19 Steel is an alloy made out of Iron and Carbon.
Tin 3 sp Non-ferrous 12 A soft, silvery-white metal that is often combined with other metals or used as a layer to protect various metals.

Most of the following information is from “VoLo’s Guide to All Things Magical”.

 Adamant

This is the pure metal form of the hard, jet-black ferro magnetic ore known as adamantite, from which the famous alloy adamantine is made. Adamant is rarely found in nature, but when it is, it is always be in large spherical pockets in hardened volcanic flows. Adamant is one of the hardest substances known, but it is also brittle. A sword made of adamant could slice through most metals but would snap off if struck by another blade or even a smartly wielded wooden cudgel.

Adamantine

This alloy, of five-eighths adamant to two-eighths silver and one-eighth electrum (itself a natural alloy of silver and gold) retains the hardness of adamant, but combines it with a rugged durability that makes adamantine so hard to shatter that it is the favored substance for the making of war hammer heads, the best nonmithral armor, and harbor chains. (By one of the miracles granted by the gods, adamantine can also be derived by combining steel and mithral if one knows how. Adamantine is black, but has a clear green sheen in candlelight a sheen that sharpens to purple-white under the light given off by most magical radiances and by will-o-wisps.

Adamantine is tricky to make, and must be forged and worked at very high temperatures by smiths who know exactly what they are doing and who have access to special oils to slake and temper the hot metal in. Almost all such expert smiths are dwarves, as the Deep Folk guard the secrets of working adamant jealously, but a priest or wizard seeking to enchant items can make use of finished adamantine items and need not necessarily have to work with a smith to create an adamantine work anew.

Copper

This well-known pure metal, with its distinctive pinkish sheen, is the best widely available purifier and amalgamator among metals. It is soft and easily worked, widely known. The wizard and especially the priest seeking to work with a substance or item not suited to his or her faith or purpose can make the offending item usable by adding at least half the item’s weight of copper to the item. (For example, by sheathing it in copper or adding a longer handle plated in copper, or similar means.) Holy or unholy water should not be stored for any length of time in copper vessels, because the metal will neutralize either in a few months, changing them to normal water.

Gold

This well-known pure metal is the softest of workable metallic substances, and one of the best conductors among them. Despite its high value, it is relatively common and is favored for use in ornamentation in the making of magical items, often being used as an inlay in graven runes or inscriptions, where meld magics can keep it from being damaged or falling out through rough handling. Gold has the important ability to hold multiple enchantments, even conflicting ones, and keep them from affecting each other or the stability of the gold-adorned item.

Mithral

Known as truemetal to the dwarves, this silvery-blue, shining metal is derived from soft, glittering, silvery-black ore found in rare veins and pockets all over, from the depths of the Underdark to surface rocks. Mithral can be combined with steel (varying alloys of iron and carbon) to derive adamantine if one has no access to adamantite ore, but this process is both difficult and known only to a very few dwarves, who do not perform it for nondwarves unless there is a very good reason.

Mithral is the lightest and most supple of metals hard enough to be used in the making of armor; it is extremely valuable.

Silver

This relatively common valuable pure metal is known to the elves as “the sheath and shield of Art” because, of all metals, it is the most associated with and suitable for magic. Many dwarves use silver in various alloy formulae of their own devising or that have been handed down through clans for generations. Most of the beauty of metalwork down through the ages has been associated with the gleam and hue of mirror-polished, untarnished silver, and it has always been associated with the adornment of magical items.