In Domos we try to follow RAW, but this is not always possible as some rulings gives way to multiple interpretations. If one of these instances is found, be it in or between sessions, it will be added on this page to keep the rulings between DM's similar.
The first ruling a DM makes during a session is not always the final interpretation. When a new issue arises, DM's will discuss among each other how to handle it from that point forward, and the ruling will be added here.
Create Magic Item - Spellwrought tattoo
If an artificer chooses the spellwrought tattoo as their replicate magic item, they can choose which spell they apply in the tattoo, this is however limited by the spell list of the artificer who cast it. This infused item can be applied to either yourself or a willing ally.
Specifically for the find familiar spell, it can only be applied to yourself.
Spellwrought Tattoo
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Spellwrought Tattoo
Spell Level
Rarity
Spellcasting Ability Modifier
Save DC
Attack Bonus
Cantrip
Common
+3
13
+5
1st
Common
+3
13
+5
Catapult Limitations
In the spell Catapult, it is stated that you can use an object within range of the right size. This spell does a notably strong 3d8 bludgeoning damage on a failed save, due to the balance of this powerful spell additional effects from the used object will not be activated. Do not expect more combat effectiveness from this spell than stated. Such as but not limited to:
Net: The weapon net will not restrain a target if used.
Alchemist fire/acid: This improvised weapon won't deal additional damage if used.
Oil flask: The oil flask will not cover the target if used.
Dagger: The damage type of this spell won't be changed to piercing damage if used.
RAW Catapult Spell Description
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.
Sneak Attack Clarification
When you want to make an attack with the possibility of a sneak attack, you can gain this benefit through having advantage on the attack roll, an additional ruling of your subclass (such as the Swashbuckler's Rakish Audacity) or if an ally is within 5 feet of your target and you don't have disadvantage.
But what if you have both advantage and disadvantage on a sneak attack? Then the advantage and disadvantage cancel each other out.
If you have disadvantage and advantage simultaneously, you are allowed to roll a straight/neutral roll. During this straight/neutral roll you are only allowed to perform a sneak attack if you fulfill your subclass' additional ruling or if an ally is within 5 feet of your target.
RAW Sneak Attack Ruling [Rogue lv 1]
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Fog Cloud Blindness Clarification
The spell Fog Cloud makes a 20-foot-radius that is heavily obscured. All creatures within this radius (that don't have blindsight) are blinded. When a creature is blinded, it has disadvantage on attack rolls. Other creatures have advantage on attack rolls against the blinded creature, because they are an unseen attacker.
When you are inside the heavily obscured cloud, you have disadvantage on attack rolls due to your blinded condition, but have advantage against another creature in the fog cloud because of your hidden placement. This will result in your attack being ruled as a straight/neutral roll.
RAW Fog Cloud description
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Racial Features combined with Wildshapes
A player will be able to perform a racial meta or mental trait in Wildshape, but not a physical trait. Some examples of traits that will not translate to a wildshape form:
Relentless Endurance
Savage Attacks
RAW Wildshape Rules
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
Protection from evil and good
The spell "Protection from evil and good" has in its material components (holy water or powdered silver and iron, which the spell consumes).
Since the spell does require the component to be consumed, the component can't be replaced by a spellcasting focus. The spell doesn't specify the quantity of the component.
Therefore, to cast this spell, one must possess a single flask of holy water. This item won't be fully consumed by the spell and can be re-used for any other casting of this spell.
Protection from Evil and Good
RAW Protection from Evil and Good Rules
Abjuration
Level: 1
Casting time: 1 Action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Multiclassing into Wizard
Any wizard requires a spellbook to contain spells in.
Any character that is or multiclasses into a wizard that doesn't have a spell book before the next session, will lose all the unprepared spells that would have been in the book. This character can't regain these spell other than copying it from another scroll or book.
Unlike the spell book table of Xanathar's guild to Everything, the wizard must have the item "Spell book" that is 50 gp worth from the adventuring gear table. It may be flavoured in any way the player seems fitting, but it must be an item that can be held, that in some instances could be destroyed.
Spell Scrolls and their usage
In order to transport magical scrolls in their pristine condition, one must have a scroll case. A scroll case may contain up to five spell scrolls at a time.
An adventurer is limited to carrying one scroll case at a time.
Spell scroll are unusable for any character that doesn't have the spell within their class' spell list. As such, arcane tricksters and any subclass that allows you to choose these spells, even if you didn't choose them, make it so that they may use spell scrolls.
Feats such as magic initiate or ritual caster allow you to choose specific spells from a class' spell list, this spell list doesn't become yours. Spell scrolls can still be used if you want to add them to your ritual casting book if able, but not for instant casting as the item normally would.
RAW Spell Scrolls Rules
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Chromatic Orb Component (Homebrew)
The material component of Chromatic Orb can be any type of gem that is at least 50 gp worth.
While the RAW form of Chromatic orb requires the caster to have a 50 gp worth diamond as spell component. As diamond are highly coveted by the adventurers for the purpose of revivify, the danger of losing a diamond might be too much for an arcane caster to hold, as such other gems will be allowed for this spell.
RAW Chromatic Orb Rules
Chromatic Orb
Level: 1
Casting time: 1 Action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous