It almost seems like your DM is making a hybrid version of the optional flanking and morale rules in the DMG. Instead of flanking always giving advantage, there is a second trigger that needs to happen as well. (Cowering as I see it lines up with the morale rules.). As mentioned above, flanking is an optional rule (p. 251 in the DMG) in 5e. It's intended to be used with minis and a grid, and grants advantage to all attackers involved if at least two of them are on opposite sides/corners of an opponent's space. The DMG says that flanking grants advantage. Previous editions would generally give a +2 bonus. Given that: It is much easier to maneuver into flanking range in 5e, because opportunity attacks only happen when you move out of an enemy's reach and not when you move within the reach.
Greetings.
Last night my friend and I were 'learn by doing' and playing out a combat.
A couple things. My friends characters > even though he had targeted the npc orcs when he rolled the dice did not target the npcs nor the damage. Mine did when I ran the npc or the henchman with him.
My dice were hidden but I found where to fix that.
When I moved past the mob with the chance to execute an attack of opportunity nothing flagged for him. Normal?
When the rogue was correctly positioned for flanking I did not get a flanking bonus (i manually added it) nor was there a way for me to add sneak attack to the roll. If its there can someone explain how?
Spell effects and damage like Divine lance are not showing at all. We figured out how to target the spell but could not get it to do dmg > cleric cantrip Divine Lance.
All i can think of for now. Happy Monday.
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 30 ft. (hover)
8 (-1)
14 (+2)
14 (+2)
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Flanking 5e Dmg Download
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 3 (700 XP)
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
1- Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
Flanking 5e Dmg Level
2- Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3- Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
Flanking 5e Dnd
4- Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.
Flanking 5e Dmg 2
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.