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1

This question is answered in the Core rulebook, in the Ranger class description, under the Spells ability. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.


1

There is a great article by by Lenard Lakofka in the free publication by &Magazine Issue: #9 – "Spells and Spell Casters" located at: http://www.and-mag.com/2014/05/9-spells-spell-casters/ where Mr. Lakofka covers the Write spell in depth. However, his article expands on the spell, so you need to have the original PHB1 text which Mr. Lokofka does not ...


1

As BBlake said Ranger's Spell list is limited due to the Rangers main focus not being spells. Assuming you are not wanting to multiclass I was only able to find the trait below in Pathfinder. It allows you to add one zero level spell to your list from another class. Two World Magic: Lets you add one 0-level spell from a class that is not your own to your ...


11

No, it is only spells listed on the Ranger spell list. A Ranger typically learns these spells in a manner similar to druids in that they are essentially communing with nature to gain influence over it. A Ranger's spell list is limited because casting spells is not their forte. They are first and foremost warriors and trackers. The spellcasting is ...


5

This would be silly. Here's the thing, under multiclassing it reads as follows: Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.... (PHB 164) So in effect, Darkness (monk) and Darkness (Arcane Trickster) are two completely different spells. You use ...


7

If you want a written ruling on your question, you can go to the description of Spell Slots (PHB p 201): Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements [...] can cast spells in such a way. So in your example, spells cast using the ...


7

The answer's in the description: The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end. Emphasis mine. The spell ends immediately after an initiative ...


3

This looks to be entirely up to DM discretion. There are two equally valid positions on this and the rules do not refute either one. The first is that this is a completely separate spell, and slot, and that the two have no overlap with your casting class. The spell you learned and the slot you obtain are kept separate from the class spells if you have ...


2

The only long term effect under normal circumstances (you can recast the spell) is the material cost of 10 gp worth charcoal, incense and herbs.


-3

I would allow Detect Magic to detect the presence of an NPC or monster's spellcasting capability, but ... One should also consider that Detect Magic used to be a cantrip but is now a 1st-level spell. When you combine that with the fact that magic items are supposed to rarer now than they were previously, I think that forcing a character who is presumably ...


4

No. If a character has the ability to cast a particular spell from two or more different sources, then the character has to choose which source is used to cast the spell when they decide to cast it. So in your example situation with the Shadow Monk / Arcane Trickster the the character must decide whether to cast the Shadow Monk variant or the Arcane ...


10

It's just a temporary inconvenience, except in a singular case. Basically, all that a familiar's death means is that you'll have to recast Find Familiar at your earliest convenience (so it means the loss of a spell slot for a day if you have a time pressure and can't take 10 minutes to cast it). The spell/ritual does cost 10gp, but that's a pretty trivial ...


8

There is no game-mechanic definition of "bears" as the word is used in the spell description. It is going to be up to you and your group how to interpret the spell wording, and loose wording of spell descriptions does seem to be a common device in 5E - I suspect it is deliberate policy to support "play as you like". This does open the door to allowing many ...


0

The analysis of EB vs. Blade is forgetting that we haven't even seen most of the magic weapons yet. Maybe withhold judgement until the DMG is out?


0

DC Stands for Difficulty Class, and it represents the difficulty in either resisting, avoiding, or succumbing to the effects of a spell. When a spell lists in its descriptions that it requires a "Reflex Save for half" or a "Fort Negates" it means that a Save against the Spells DC must be rolled to avoid the effects of the spell. In the case of "Reflex ...


2

I only mention this because of your statement..... (or any other plausible and simple method) If this is for the purpose of plot development, or even back story to your world, why not just discriminate based on the casting action? Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol ...


4

There's no way to tell what kind of magic a spellcaster has, or even if someone is a spellcaster. But! Crafting a setting isn't just throwing some cultures in a pot, it also involves creating the tools of the world. Magic is a tool, so creating a setting also covers creating new spells or forms of magic that the setting demands. In such a setting as you ...


2

By default nothing, but depending on the case a DM might allow some benefits. Could be a common solution is to not lose an opponent. A rogue will find it difficult to hide in combat. A Shadow dancer, (if added), will be not able to jump through shadows (possibly). An enemy about to flee will find it harder to hide even in the crowd when he is a firefly. ...


3

I think a lot depends on whether you are trying to present your players with a challenge or an obstacle. The level of paranoia and despotism in the setting might also determine what level of intrusion is culturally acceptable and how much effort the university is willing to put forth to keep out the godly. Probably the easiest approach to set up and ...


9

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Detect Magic detects the presence of magical objects, magical creatures, and anything ...


-4

The original, 1st Edition D&D, 2nd, 3rd and 3.5 editions of D&D all have Magic Missile hitting their targets without a roll to hit. The spell can be countered with the Shield Spell. They are both spells of force and will also hit incorporeal monsters. One missile of 1d4+1 can be fired per 2 levels of the spell caster. (Max 5 Missiles) Each missile ...


4

The rules of a remarkable GM are simple: Allow players to do whatever they want. Make them suffer for it. A sorcerer makes a smith think the money has been paid? Excellent! Sorcerer leaves with his sword. Ten minutes later the smith and a mob of peasants chase him and claim that his bewitched gold disappeared. And this particular smith is known in all ...


0

I would suggest a deception roll to see how close they get to matching the subject. I might give them advantage if they spend time in game specifically studying his facial features.


3

The only limits on a magic missile hit are those in the rules - you must be able to see it and it must be within range. It will even hit an ethereal creature providing you can see it. If, from your perspective, the creature is hidden, obscured, invisible or out of line of sight then you are out of luck but if you can see even the tip of their nose, you can ...


4

The maximum number of spells a character can cast in a round is 4. You can do the following: Cast a cantrip as an action Cast a bonus action spell (either one with a casting time of a bonus action, or as a Sorcerer, quicken a regular spell with the casting time of an action). Cast a cantrip as a reaction on their turn (This is hard, but there are some ...


9

The maximum number of spells a character can cast in a round is 3. You can only take 1 reaction per round, although some monsters have an ability that allows them to ignore this restriction. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. This means that you can cast a bonus action spell and a ...


21

Yes. There is an old saying in D&D "Magic Missile Never Misses." The idea, basically, is that it's a small amount of damage (per missile) that always hits it's target. The tipoff here is that it does not mention an attack roll or saving throw. There are other spells that do this though they are few (Power word Kill is one off the top of my head). ...


36

Yes, in Fifth Edition magic missiles hit their target(s) unerringly. Magic Missile, in all its iterations in all different editions except for Fourth Edition pre-Essentials errata, always hits its mark as long as something isn't preventing it (such as the spell Shield, which explicitly calls the spell out as being blocked, or force resistance or other ...


35

All it takes is one or two people checking the actual money they have behind the counter after the PCs leave for things to start going wrong — the merchant will still believe that they PCs paid, but the lack of money still has to be explained, and the natural explanation is that the PCs stole back the money while the merchant wasn't looking. In the eyes of a ...


1

I believe the information you seek can be found in a D&D 3.5 Sourcebook and converted over to D&D 5E with a little bit of tinkering. The Fiendish Codex II Covers all manner of Faustian pacts that you can use to sell your soul to devils, all the information can be found on Page 23 The book itself covers each individual layer of hell as well as both ...


9

There are not precise mechanics for this, so take the action that best enhances the narrative. Looking at scale on the map of Greenest, 300' is actually a pretty large area relative to the size of the town. Also, the adventure recommends rolling for a random encounter for every 100' travelled in town. Looking at the encounter probabilities, it seems almost ...


2

There is no default ability for most spells. Each class sets it's own spell casting ability. Thus for a Warlock, the proper ability is Charisma. If you multiclass and gain spells from both classes, you use the spell casting ability from the class from which you gained the spell. The spell casting abilities for each class are listed in the description for ...


7

“Greenest in Flames” provides a random encounter table for parties who travel in the open (or who fail at stealth). If the players take action that specifically draws attention to them, like cast thunderwave, I would make an additional roll on the encounter table. If they persist in drawing attention to themselves, I might even make the random encounter ...


9

Actually, I think I found the answer by re-reading the spells (say, Shillelagh): "The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls" Notice it doesn't say Wisdom (as in previous editions, where spells referenced the ...


7

If your goal is to use Planar Binding I would attempt to use Imprisonment to put the demon to sleep and then cast Planar Binding. Then dispel it when you want to talk to the demon. If your goal is to just to talk to the demon then use Forcecage. Note that Forcecage is not a good choice if want to planar bind as it block spells from both directions. I think ...


9

Gate requires that you know the name of the entity you're summoning. So the answer is both simple and hard: only summon demons you know are keen on making bargains; don't summon ones known to be difficult or violent; if you don't know which kind is attached to the name you've dug up in your research, don't summon it. But why, you ask, would any demon or ...


6

The limits are as follows: You can change your height by 1 foot up or down. You can change your weight (be thin or fat) Must be same body type (ie if you're 4 limbed biped, target must be as well) Things don't hold up to close scrutiny. After that the extent of the illusion is up to you, you'll probably have to work with your GM some to work out how ...


0

You're correct. Melee warlocks are weak. However, there are a few things that may give the melee warlock greater potential in certain scenarios. Caveat: I'm not saying the following points are enough to compensate, but they should be considered. 1. Melee attacks don't take Disadvantage Eldritch Blast is a ranged attack, and gets disadvantage when used in ...


3

Yes, A caster can have more than one in effect at the same time. There are no limits to the amount of spells you can have active at any given time unless a spell says otherwise, buffs are subject to stacking penalties, but any spell cast will durate when it reaches the end of its duration. Yes, A caster can take a double move ( Two move actions ) to ...


2

Answers Magic Weapon: The spell magic weapon targets a weapon, shield, or armor. The forgemaster's supernatural ability divine smith reduces by 1 the final modified level of slot the spell occupies after all metamagic feats are computed (e.g. a silent magic weapon occupies a 1st-level slot, a quickened, stilled magic weapon occupies a 5th-level slot). ...


1

So far, my personal experience is building the same kind of character you are speaking about, a swashbuckling-style Warlock. Now, while I don't have all the theorycrafting knowledge these other guys do, I can tell you what I'm planning on and I think it'll work out rather nicely. Human Warlock, Pact of the Blade, Archfey. First off, the feats I'm planning ...


0

1) No... Celerity is a time bubble, meaning that Wiz B's action takes no time in the world of Wiz A. Therefore times effectivly stands still while in his celerity bubble. Wiz A cannot cast because the actions taken by B while in celerity takes no time. 2) Counterspelling is actually while the casting is happening. If the spell is off then you cant ...


4

The spell allows Reflex saves for half, permitting Evasion to negate and Improved Evasion to halve the damage. It doesn't seem overpowered. For comparison at 2nd level (testing at CL3, CL6, and CL20), using average damage values. Burning Arc does 10.5/21/35 damage to the primary target and 3.5/14/32.5 damage divided unevenly between 1/2/3 secondary ...


2

The spell does not require an attack roll from the caster. The caster simply selects targets and those targets take damage. If they succeed in their Reflex saves and/or have feats in the Evasion tree they take less damage. Not every spell requires an attack roll. This answer to a similar question enumerates the concept of spells without attack rolls ...


9

No, you can't prepare Cantrips. I'll refer to the Basic Rules v0.2. Cantrips are by definition non-prepared. You just know them. They're not "memorised" either, they're prepared — that's a common misnomer that appeared somewhere in D&D's history. You can read about what that means here, though the narrative logic might be different in 5e. ...


12

No. The cantrips you know are a fixed property of your character. Spellcasting classes all contain statements phrased as 'You know x cantrips' (where x is an integer). This implies that you know no more or less than x number of cantrips. There are a number of ways to learn extra cantrips, these use statements phrased as 'You learn the [name of cantrip] ...


-2

RAW: No RAI: This really ought to be possible The cleric rules state that At 1st level, you know three cantrips of your choice... There is no process for swapping out cantrips. You know what you know, and can't put a new cantrip in one of your cantrip "slots". It goes on to say... You prepare the list of cleric spells that are available for you ...


2

First, the specific case of Alter Self. The Natural Weapons feature of Alter Self explicitly modifies your Unarmed Strike. So if your Unarmed Strike is not a finesse weapon, that doesn't change. This is covered pretty thoroughly in this answer. However, the general case of 'Do natural weapons have the Finesse property?' is much less clear cut. Take the ...


1

Let's Break Down The Spell Range: Close (25 ft. + 5 ft./2 levels) Assuming you are at least 18th level you could cast this and have it effect an object or area 65 ft. away from you. (25 ft. + 40 ft.). Target: One location (up to a 10-ft. cube/level) or one object Assuming you are at least 18th level the location you targetted could be up to a ...


5

No. Alter Self's natural weapons feature uses Unarmed Strike. This means that the attacks only get the properties of unarmed attacks. Which means they are a simple melee one handed weapon. They do not have the finesse property. Alter Self does provide you with the ability to change the damage type depending on how you want the spell to manifest, gives you ...



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