How fragile is a clone, regardless of maturity? What if it was cast via Wish

dnd-5espells

How easy is it to render a clone invalid to be used as a soul receptacle, regardless of its maturity?

The Clone spell says

It [the clone] remains inert and endures indefinitely, as long as its vessel remains undisturbed.

Does this mean that a clone could be rendered invalid by simply shaking the vessel, or does one have to deal damage to the clone itself to invalidate it? If so, does the clone have its caster's Hit Points when they cast the clone? If so, is the clone's Hit Points proportional to its maturity before it fully matures?

And finally, how does Wishing the clone (a.k.a. without any spell components) influence this?

Best Answer

tl;dr:

  • both sides of the question have some aspects that the GM needs to rule on
  • breaking a clone's vessel trivially is kinda a dick move, so this GM's interpretation is that they're not fragile per-se, but they can be broken without too much effort; think "good furniture": you can use a good table or bookshelf for decades - even centuries - without damaging it, but you can also turn it into rubble without too much difficulty if you really want to
  • being able to ignore costly material components would not meaningfully affect the difficulty with which the vault could be disturbed, but may affect its convenience for the caster

What does clone do?

Clone:

grows an inert duplicate of a living creature ... inside a sealed vessel.... It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

How fragile is a clone?

D&D 5e doesn't have hidden rules, and spells do exactly (and only) what they say they do (see here, here, and here).

5e is also written using "plain English", so any term not specifically defined uses the standard dictionary definition. I can't find a D&D definition of "disturbed", so we have to use the dictionary definition:

characterized or affected by interference, alteration, or disruption

and

departing or deviating from a normal condition : marked by impairment

So, what does it mean for the vessel to be "affected by interference" or "deviating from a normal condition"? The spell simply doesn't tell us.

A malevolent GM could rule that the "normal condition" of the vessel is the condition immediately upon completing the casting of the spell, in which case they could further rule that allowing it to become dusty would constitute "deviating from a normal condition". If your GM rules this way, find a better GM.

This GM's interpretation would be that disturbing the vessel would require an act that would likely damage the vessel. This could include an intentional action (eg., someone chooses to break it by hitting it with their sword), an accident (eg., carrying a vessel and failing a check, dropping the vessel), or - rarely - natural phenomena (eg., earthquakes). I stress that this GM would use natural phenomena rarely, since that (IME) gets awfully close to the "well, it's now dusty, so it's deviated from its normal condition" territory; there would need to be some kind of foreshadowing for this GM to resort to earthquakes.

A player who has a clone waiting for them at this GM's table would need to take some precautions against its being damaged. Putting the vessel in the vault of a reputable bank (à la Gringotts in Harry Potter) would probably be sufficient, as would the basement of their guild hall (... all parties have a guild hall, right? 😅); leaving it in the middle of the town square would ensure that it was disturbed prior to use (rotten teenagers 😁). Putting the vessel inside a larger box (with allowances for the caster to get out of said larger box, of course) would also be a good idea, though it might lose some of the "cool" factor.

This GM does tend to assume that the hard part is finding the vessel's location and getting to it. Disturbing the vessel is likely very easy to do once you get to it, unless the caster has provided additional protections (eg., magically hardened the vessel, used wards to prevent damage, etc.). It's like a heist: once you're in the vault, putting the diamond in your bag is the easy part.

All of that is to say: the GM has to determine what "undisturbed" means. As with all cases of GM rulings, it's best for the player and GM to work together to have a firm understanding of what "undisturbed" means in this context.

How does avoiding the material components affect things?

Wish is perhaps the most obvious way to avoid needing the material components, but I'm sure there are other options out there; "absolutes are always wrong", especially in D&D.

Anyway: if the caster has a way of avoiding the material components, how is clone affected? This GM has to conclude that wish would create a suitable vessel, though possibly one that is awkward to work with - it may form the vessel inside a handy tree, so moving the vessel would require moving the whole tree.

Show your work, minnmass.

Clone requires a vessel "that has a sealable lid and is large enough to hold a Medium creature", and the cloned body "forms inside a sealed vessel". It's implied that the vessel in which the cloned body forms is the one which the spell requires, but it's not stated explicitly. Further, the spell means that both a tiny a gargantuan creature would both require a vessel sized for a medium creature (that is, both a weasel and diplodocus would require a vessel sized for a human).

However, we do know that wish allows us to cast a spell without costly material components, and that the spell cast in that manner "simply takes effect". And, the effect of clone is that a cloned body "forms inside a sealed vessel". The most reasonable - and, indeed, only - interpretation that this GM can take is that wish would create a suitable vessel.