The Devil is in the Details
Sage Advice is one of the more interesting websites I enjoy reading. Many great questions are asked requesting clarification on a rule that seemingly contradicts another rule elsewhere. There are usually two silly or common sense questions for every good query. I often wonder if Jeremy Crawford screams at his computer screen when answering some of the questions on Twitter. In my head, I imagine him pounding on the keys when he answers a question by telling the person to read a specific page in the DMG because the answer to the question is literally right there. I'm sure he doesn't, but it must be frustrating for him sometimes.
There are quite a few lines of text that we, players, gloss over as we read through, whether it be a spell definition, a character class, or a creature ability. I've discovered, whether in the middle of a session or when researching an article, that the details in those throw-away sentences matter. The more I read, the more I discovered how much I was missing. I'm not trying to become a rules lawyer. I only want to educate myself to be a more effective player. Knowing how a spell works helps speed up the game and prevent crushing disappointment when it turns out you can't do what you wanted.
Here are some of the more interesting finds I've come across. Using several resources (core rulebooks, Jeremy Crawford's Twitter feed, other D&D bloggers I respect, etc.), the answers provided are correct to the best of my knowledge. Before we dive in, I want to share this quote from Crawford that helps determine many of the questions people have on seemingly contradictory rules:
I'm not perfect by any stretch, so if you find I've made a mistake or incorrect interpretation, please let me know, along with whatever sources you have to back up your answer.
Sneak Attack
You can use Sneak Attack multiple times in a single round.
The sneak attack rules state that "once per turn, you can deal an extra 1d6 damage…". You may assume that means you can use it only once until your turn rolls around again, but that would be incorrect. If that were the case, it would have to be changed to once per round. This means you can use your sneak attack ability on your turn and again on another person's turn if you are granted another attack, most commonly through a Reaction.
Examples include when you can make an Attack of Opportunity. Or if someone casts the haste spell on you, you can use your haste action to make an attack on your turn, and then you use your regular Action to ready an Attack with the trigger "You ally's turn starts" or something similar. You get to use your Reaction to take that readied Action, and when an order domain cleric uses their Voice of Authority ability.
Divine Smite
The Paladin's Divine Smite ability is part of the attack action and does not require a separate Action, Bonus Action, etc.
This is a good one for new players or someone who has never played a Paladin. The only requirement to smite a foe is a spell slot. This allows a Paladin to smite a creature twice, and only after if they know they’ve hit.
Bob the paladin uses his bonus Action to cast a searing smite. Next turn, he attacks a poor kobold with his longsword and hits. (1d8 slashing damage) Bob then uses a 1st level spell slot to smite the wannabe dragon. (2d8 radiant damage). Because he hit, the searing smite spell does an additional 1d6 fire damage. The good news for our kobold is that it won't have to worry about making a save at the start of its next turn to see if it takes more fire damage since it is already dead.
Target Foes
Seeing your foe doesn't always mean you can target them with a spell.
I saw this in an old Sage Advice and wanted to share it. If your foe stands behind a completely transparent object, like a window, you can not target them with a spell even though you can see them. The rules state that you are granted total cover if you are completely concealed by an obstacle. Even though the definition of the word concealed is kept out of sight or hidden from view (Merriam Webster Dictionary), Crawford states:
A solid obstacle, regardless of material, can provide total cover. A closed window counts.
This makes sense against a spell such as magic missile since those annoying little darts of magical force would bounce right off the window. I am trying to understand how you wouldn't be able to cast a spell such as a hex or charm person on your opponent, but those are the rules. Just have the barbarian run up and open the window…or better yet, shatter it with their axe.
Familiar
Any class can have a Familiar.
All you need is to take the Magic Initiative feat.
Counterspell
Counterspell doesn't always work.
Some creatures do not require any components to cast spells. The mind flayer's Innate Spellcasting states, "It can innately cast the following spells, requiring no components." For counterspell to be effective, the spell you are attempting to counterspell must involve a verbal, somatic, or material component. No components mean you don't know a spell has been cast until the casting process is complete. Therefore you might not be able to counter a fireball spell before it explodes in front of you if it was part of a creature’s innate spellcasting.
Concentration
Maintaining Concentration.
There are many rules about Concentration to pay attention to. Using temporary hit points when taking damage still requires you to make a Constitution save. The rules state, "Whenever you take damage while you are concentrating on a spell." You have taken damage. Hence you make a save.
The flip side is that no save is required when you have a spell or ability that takes damage for you. An abjurer wizard would not need to make a save providing its Arcane Ward absorbed all the damage from an attack. Another example would be when an oath of the ancient paladin uses their Reaction to utilize their Aura of the Guardian ability.
Armor
Sometimes armor isn't Armor.
There are certain magical items that one might consider armor but are not because nowhere in the description is it referred to as such. Boots, bracers, gauntlets, and helms are not armor, even though the description of plate mail includes all of them except bracers. This means that if you wear boots of speed and cast longstrider, your doubled movement increases by 10 feet. Another example is if you are wearing bracers of defense, you cast still cast mage armor on yourself. Your armor class would then be 15 + any Dexterity modifier. (Base AC 13 (mage armor) + 2 (bracers of defense) + Dex. bonus.)
Truesight
You have to see to use Truesight.
Covering someone's eyes prevents you from using Truesight. See this from Mike Mearls.
Two Spells a Turn
You can cast two spells on your turn.
Bonus Action rules are often mistaken to mean that you cannot cast two spells on your turn. The bonus Action rules state:
A spell cast with a bonus Action is especially swift. You must use a bonus Action on Your Turn to cast the spell, provided that you haven't already taken a bonus Action this turn. You can't cast another spell during the same turn except for a cantrip with a Casting Time of 1 Action.
This rule only applies to casting a spell with a bonus action, not if you have two actions on your turn. Few things grant an additional action without a caveat. For example, the haste spell requires that the extra Action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action. You could, however, use the Action Surge ability if your fighter took a dip into the wizard class.
Polymorph
Polymorph & Spells.
A polymorphed creature cannot cast spells. However, Spellcasting and the Innate Spellcasting trait are two different things. If a creature has the Innate Spellcasting ability, it can still use them even if you've turned them into a rat. Innate spellcasting forgoes the need for any components, rendering the line "… it can't speak, cast spells, or take any other action that requires hands or speech." moot. Crawford talks about this here.
Readying
Readying an Action.
You cannot ready an action outside of combat. Per the rules, you take the Ready Action on your turn. There is no such thing as a turn when you're not fighting the lich you are watching from a distance. You'll have to wait until you roll initiative.
Many more rules are misunderstood, misused, or flat-out confusing. If you have one to share, please include it in the comments below!
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Art Credit - Wizards of the Coast by Min Yum