DM Rulings

As the rules are often up for interpretation, the DM must sometimes make rulings in specific situations that do not arise often. The following list is a summary of some of the more uncommon rulings that have been made by the DM, for reference.
 
  • You cannot benefit from both Mithral and Adamantium. Adamantium costs 1k to enchant.
  • You do not gain any benefits of the Invisible condition against a creature that can see you.
  • Lockpicking requires Thieves Tools to attempt. If you are proficient in Thieves Tools, the Lockpicking check uses your Dexterity modifier plus your Proficiency bonus. If you have Expertise, you may use your Proficiency bonus twice. For example, a character with a +3 Dexterity modifier, Expertise, and a Proficiency bonus of +4 would add +11 to their check.
  • Climbing or swimming is considered difficult terrain, unless the creature has a climbing or swimming speed.

 
Here are some rules pertaining to Water combat that are often forgotten about. There are also some additional rulings that make sense based on what happens to creatures underwater.
  • A creature that swims for 1 hour without a swimming speed must make a DC10 Constitution saving throw or suffer 1 level of exhaustion.
  • While underwater and making a melee weapon attack, a creature that doesn't have a swimming speed has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, rapier, spear, or trident.
  • A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
  • A creature that is 100ft underwater without being able to breathe suffers from the Poisoned condition.
  • A creature that is 300ft underwater without being able to breathe must make a DC20 Constitution saving throw or immediately fall unconscious.

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