Frontier Guide Decisions regarding specific 5e/5.5e Rules & Cases¶
It is the decision of the Hungry Frontier's Council of Guides that the following case decisions be implemented for the operation of the Hungry Frontier.
Druid Wildshape Options — 01/28/2026¶
It is the decision of the Hungry Frontier's Council of Guides that all Druids may choose 5e Beast statblocks when deciding their wildshape forms. This is in large part due to 5.5e changing many statblocks' (mostly of large creatures) creature types from beast to another type, thereby limiting the pool of available choices.
The following creatures count as beasts for purposes of wildshape:
- Owlbear
- Hooded Viper Raptor — *see Guide Wood for stats
Nick Weapon Mastery + Dual Wielder + Two Weapon Fighting Style + 5.5e Light Weapon Property¶
It is the decision of the Hungry Frontier's Council of Guides that the following properties/features interact in the following ways:
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Light Property: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
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Two-Weapon Fighting — Fighting Style Feat (Prerequisite: Fighting Style Feature): When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
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Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
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Dual Wielder — General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) — Enhanced Dual Wielding: When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Interaction Breakdown¶
- Light + TWF: Gives Action Attack and Bonus Action Extra Attack (Light) both with damage modifiers (TWF). Both attacks need to be with separate light weapons.
- Light + TWF + Nick: Gives Attack and Extra Attack (Light) as part of Action (Nick) both with damage modifiers (TWF), leaving Bonus Action available. Both attacks need to be with separate light weapons.
- Light + TWF + Nick + DW: Gives Attack and Extra Attack (Light) as part of Action (Nick) both with modifiers (TWF). Both attacks need to be with separate light weapons. And Bonus Action may be used to make an Extra Attack (DW) without damage modifiers with any non-2H weapon.
In Conclusion
Using both your Action and Bonus Action you may make up to 3 attacks total, with the complete combo.
Casting Multiple Spells in one turn — 06/17/2026¶
Located in the Player's Handbook, Chapter 7: Spells, is the excerpt:
One Spell with a Spell Slot per Turn
On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn.
Frontier Clarification¶
Rules as Written this means that if you have access to a "Free Use" of a spell in which you do not have to use a spell slot [e.g., Magic Initiate, the Paladin's Smite feature, etc] you may cast another spell that uses or expends a spell slot. And of course cantrips which don't take spell slots anyway.
When in doubt
See if the feature says "You can cast it once without a spell slot…".