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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)A
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  • Conjure Woodland Beings

    Level 4 Conjuration Casting Time: Action Range: 60 feet Components: V, S, M (one holly berry per creature summoned) Duration: Concentration, up to 1 hour

    You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

    • One fey creature of challenge rating 2 or lower
    • Two fey creatures of challenge rating 1 or lower
    • Four fey creatures of challenge rating 1/2 or lower
    • Eight fey creatures of challenge rating 1/4 or lower

    A summoned creature disappears when it drops to 0 hit points or when the spell ends.

    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    The DM has the creatures' statistics.

    At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. Classes: Druid, Ranger

    The only mention of the DM is that they have the creatures' statistics. It never says that they choose, or that the player doesn't choose. It doesn't specifically say that the player does choose, but that's true of lots of things. For example, the rules say that you decide whether to move first or take an action first, but not that you decide whether or not to move or take an action, or where to move or what action to take. Nobody would say that that means it's RAW that the GM decides all those things.

  • The original rules didn't specify. I think they errata'd that in, and in the 2014 edition they replaced it completely with a damage-dealing Emanation so you don't have to add a whole bunch of turns.

  • That's how they did it in Watchmen, except the writer was in control of how long the battle lasted.

  • Or you could have the players find their journal with the plans written down after killing them.

  • Ideally all lowercase letters to make them easy to type when you need to use them in another device. Unfortunately, a lot of places don't allow that, preferring less secure and more inconvenient passwords.

  • Any involving fey?

  • I don't see fey mentioned in any of them. Why do I always hear about this in the feywild?

  • Source? I've heard people say that, but I don't know of any stories where that happens. I've seen something saying Rumpelstiltskin is an example, but as far as I can find the queen got to keep her baby because Rumpelstiltskin agreed to let her if she guesses his name. It doesn't look like knowing his name itself had any effect.

    Also, if that is true, then this fey taking things literally would have the opposite effect. If you just tell the fey your name, or they find out through any other method, then they'd have power over you. But if they literally take your name, then it's their name, and now you know their name and you can control them.

  • The classic “can I have your name?” being a Fey asking to steal your identity.

    Which always annoys me. I'm just giving them my name, not my identity. And definitely not any sort of power over me.

  • And fall damage is instantaneous unless you use that optional rule where falling far enough takes time.

  • If Detect Evil and Good detects creature type then sure, maybe Detect Magic detects chowder.

  • Yeah. A gallon of water might not sound like much, but it adds up. If you generate two images a day for a year, it's as bad as eating a whole cheeseburger. Assuming the gallon is accurate and not an exaggeration.

  • No. They'd need a pretty impressive jump height to slow down enough to leave orbit.

  • It even works with people. They can carry up to 150 pounds if you have them move 30 feet before passing it to the next guy or 300 pounds if they're moving 5 feet. I call it the peasant railway.

  • You posted the same link twice.

  • Oh have the other group of heroes succeed. Showing the world doesn't revolve around the PCs makes it feel more alive, and it lets them focus on running a tavern or whatever else they wanted to do.

    Or maybe the other group of heroes meets at the tavern the players opened, and their skill in running a tavern somehow ends up being vital for that group of heroes' success. Maybe they just overhear the heroes talk about nearly being defeated, before succeeding because of something the players did. "We were nearly defeated at the last fortress. If the Dark General had been there, we'd have been toast."

    Or maybe the baddies take over a country, which has some effects on the players' clientele and the drinks they serve.

  • Cope

    Jump
  • You'd generally want blind rolls whenever a player is trying to find something out, like check for traps or see if someone's lying.

  • Cope

    Jump
  • with both triggers explicitly on a failed roll and refunds if the extra dice if it doesnt make it succeed so you cant even include mystery if the reroll made it a success.

    It works fine as long as they don't try to use the extra die until after the actual result is clear. So it's fine if they're trying to reroll checking for traps, but not if they're trying to reroll whether or not some creature successfully laid eggs inside them.