and that finally rolls around to a bit of a frame challenge. Thus, it's often going to leave some of the implications undefined, and it's going to require even more DM adjudication than normal. Testing this stuff out and figuring out the issues is what UA is for. On top of 5e's general inclination towards looseness at the edges and DM adjudication, the stuff that comes out of UA is not yet deeply analyzed or fully playtested. The final bit that's pertinent here is Unearthed Arcana Rules are for Playtest. (Does your astrally projected self keep the AC for your armor? Can he stab people?). Some of the potential interactions are left unspecified, even when some sort of an effect might be reasonably expected. That's pretty clearly what's going on in this case. Fortunately, the core of the game is balanced enough that most forms of reasonable DM adjudication won't break things too badly one way or the other. They intentionally leave things undefined, to leave more space for DM interpretation. By contrast, 5e deliberately leans into it, and has openly stated the same in their own rulebook. Most tabletop games leave a few edge cases poorly defined here and there, but they generally try to avoid that where possible. After all, another one of the underlying principles is Rule 0: The rules do what the DM says they do. Some of that is starting to wander towards the realm of "reasonable supposition", though. They can fly and pass through items (because it says they can) but they're not invisible (because it would have said they were if they were, and it didn't.) basically, they're both a creature, but they're both the same creature, who now happens to have two locations they can be targeted from. Nothing is said about effects, so, by default, anything that hit either the person or the spirit would affect the whole. Nothing is said about funny things happening with HP, so presumably it's all coming out of the same HP pool. By inference, both can be effectively targeted. So what does this tell us? Well, both the body and the spirit are subject to damage, as both receive damage resistance. Points equal to half the amount of necrotic Necrotic damage to a creature, you regain hit While you are using your Form of Dread, once Terrain, but you take 1d10 force damage if youĮnd your turn inside a creature or an object. You can move throughĬreatures and objects as if they were difficult You have a flying speed equal to your walking Verbal, somatic, or material components that Necromancy school, the spell doesn’t require When you cast a spell of the conjuration or While projecting your spirit, you gain theīludgeoning, piercing, and slashing damage. Given that, let's look at the rules text of this specific power. The first is: The rules do what they say they do. D&D 5e has some core rules-under-the-rules.
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