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0

To answer your question you will first need to understand a few laws of magic: A spell dose not do more then it is asked to do. An action that is magical in nature is less restricted by physical sciences. When Thrown, the weapon will "return" or teleport to the one who threw it last, at the beginning of the wielder's next action, you do not need quick ...


1

Porpoise 2HD. Blindsight 120'. You really can't do much better.


10

It's a Trap! Sort Of. Not in the traditional sense, but the 8th-level Sor/Wiz spell sympathy [ench] (PH 292) is bait for a trap. Pick the kind of intelligent creature or pick an opposed alignment and lie in wait. Unlike most spells, the spell sympathy brings the adventure to the PCs, consequently--potentially!--enabling access to treasure without need for ...


2

The rules are murky, but I'd rule it's not a valid target. A coat can be either a dress or something covering you, like a coat of paint, so I won't say the Coat of Many Stars qualifies as a vestment. Even if that was the case, I won't consider it an outfit of regular clothing. Regular does not necessarily mean mundane (for instance, it would be ok to ...


6

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in ...


10

1) It is a coat. The line "You can use this coat" covers that for me. 2) and 3) Its possible that it falls in between, but see below. Common terms states: Bonus (Armor) An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. {snip} Heavens Coat of Many Stars states: Coat of Many Stars ...


2

Get or create a costume "Staff of the Planes" I couldn't find such an item in the rules, but the rules for staves creation allow creating new types of staves. It will be extremely expensive, but you'll get an item which will allow you to use Greater Create Demiplane up to 10 times before needing to find a more powerful caster to recharge it for you (until ...


4

As you mentioned in the comments (before purge), rogue 3/wizard 7/arcane trickster 10 gets you access to the level 9 wizard spells (greater create demiplane) at level 20. You could get this one level sooner (19) by doing it as rogue 1/wizard 8/assassin 1/arcane trickster 10. This works because of the way the assassin gets the sneak attack ability. The ...


0

Personally, I would be surprised if this isn't a topic elaborated upon in the DMG. In the meantime, however, here's what I've been doing with my players: First of all, the whole debate comes down to the question "Can I intuit anything about spells another individual is casting?" As a DM, I've been allowing players to use an Intelligence (Arcana) check to ...


0

Depending on what you plan on using the spell for, and how often you wish to cast it, perhaps a scroll or two of the spell will suit your needs? Scrolls of a higher level spell than you can cast require a caster level check against a DC of the caster level of the scroll plus one. So, for a 9th level spell, the DC will generally be 18 (17th Caster level), ...


4

Yes, by casting it as a ring with the damage side inward you are forcing all creatures within to make the saving throw again regardless of whether or not they try to escape. As you observe everyone within the ring is within 10 feet of a wall so if they stay, they have to make a save. Likewise if they try to leave they will enter the wall and be forced to ...


5

Mage hand requires using your action to control it. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. That means it's an ...


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Mage Hand's description reads: You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a ...


0

Here is a great spell sorter excel sheet that someone created. It allows you to sort and filter spells by name, level, school, class, and sub class. Click here for a direct download


1

Someone posted a list on Reddit that may fulfill your need. https://www.reddit.com/r/dndnext/comments/2ehj0t/wizard_spells_organized_by_school_download/


11

As is noted in your answer, the mechanics here are pretty clear: The vampire takes normal damage from Sunbeam (6d8, with the option to repeat on subsequent turns) and Sunburst (12d6). In the case of Sunbeam, the vampire takes an additional 20 damage at the start of its turn, if within the 60-foot radius. The vampire doesn't take extra damage from ...


6

Actually, I think I have it: Sunlight Hypersensitivity (SHS) only triggers when Vampires start their turn in sunlight. Which means that, RAW, SHS only responds to environmental conditions (i.e., is there sunlight shining on the Vampire's square?). So, neither the beam itself nor Sunburst's burst seem to trigger SHS--only the Vampire starting its turn in the ...


3

The rules as written support the use of sentinel/polearm master + war caster to work as you intend. Balance wise this also seems fine to me as it costs you two feats in order to achieve this. Since you are playing a sorceror that means you have access to 5 feats or ability increases, assuming 2 will be used to max charisma and 1 for elemental adept that ...


2

If you want to increase frequency then Polearm Master as it grants an opportunity attach when an opponent enters your reach. A more frequent occurrence than a opponent using a disengage action to leave your reach. The other benefit of Sentinel is allowing you take a reaction to make an attack action on an opponent within 5 feet of you while attacking an ...


4

Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put ...


4

3. The text says you spend as many points as the level of the spell. So you spend as many points as the slot you use for the spell. When you cast Fireball as a 4th level spell, you're expending a 4th level slot and you're casting a 4th level spell. So you'd spend 4 points.


5

No. Sadly there is not officially one available at this time. This is the kind of thing that is under the purview of the D&D digital tools which have yet to be released. There should be searchable, sortable lists of spells in DungeonScape, but as that is not in beta yet, the answer to this question is currently NO (There was a really cool fan created ...


0

Lay of the Land (Spell Compendium, p. 131) Divination Level: Ranger 1, Consecrated Harrier 1, Bard 4, Druid 4 Components: V, S, AF, DF Casting Time: 3 rounds Range: Personal Target: You Duration: InstantaneousYou cast this spell and are surrounded with a nimbus of green light. In your mind, a map unfolds of the surrounding area, showing the cities, ...


7

The restriction on the 7th-level Sor/Wiz spell greater teleport [conj] (Player's Handbook 293) is that you must have at least a reliable description of the place to which you are teleporting (such as a detailed description from someone else or a particularly precise map). If you attempt to teleport with insufficient information (or with misleading ...


1

The 8th level Wizard spell Discern Location will do it if you have the resources. I did not see enough info on party resources.


4

Two Plane Shifts and a Shadow Walk. Unlike Teleport, Plane Shift doesn't need a precise destination. You simply pick a spot on the plane, and you appear within 500 miles of that location. Since it only takes a standard action to cast, you can easily cast it once to go to the Astral Plane, and then immediately cast it again to go back to the Material, ...


5

As gregory says, Scrying may be your best option. However, it allows the person you are trying to track a will save, in which case the spell fails, and can't be used again for 24 hours. Furthermore, the target gains a +5 bonus assuming you have never seen the person before, and the spell requires an expensive focus. If the person you are finding is high ...


2

Use Scrying to get a view of the surroundings of the NPC you know. It's a level 3-5 spell that lets you view a creature's surroundings if it fails at a Will save. The more you know about the creature the harder the save is. This will give you knowledge of a location to which to teleport.


4

Per Jeremy Crawford (Designer/Editor D&D): "A multiclass character uses character level to determine the damage of a cantrip." Source: https://twitter.com/JeremyECrawford/status/503306866831929346


-2

Clerics have a few items in their inventory to assist allies like foxes cunning, bull's strength, Cat's grace, Spell resistance, superior Spell resistance, and others. These are fixed benefits, some are defensive others like Foxes Cunning can increase a casters DC. Effective debuffing spells tend to fall in the Arcane caster catagory like Lower Spell ...


5

Beyond the points mentioned in the spell (such as reach for large humanoids, or the difference for dex based attacks vs strength based attacks, and obviously dex and str based skill checks) size effects Smaller creatures get a bonus to Stealth checks, while larger creatures get a penalty. Larger creatures have more Vertical Reach when Jumping, the ...


4

Generally, yes. Enlarge Person gives you more damage and reach and less AC while Reduce Person gives you less damage and more AC. There are a handful of uses outside combat for these spells but they don't come up often. With Enlarge Person your Carrying Capacity gets a huge boost (2x normal in most cases), in the case of Strength focused characters this ...


3

The spell permanently animates the creature (its duration is instantaneous), so it definitely stays undead. After 24 hours you no longer have control over it. That means that the DM now has control of it. Which of the 3 the creature chooses is probably dependent on what you've awoken, and how undead work in your particular setting. That said, this is ...


2

Height and weight have tons of implications outside of combat. My favorite use of the enlarge spell came when we found a 700lbs artifact that nobody could carry out of the dungeon and onto the horses cart. Solution was an enlarged barbarian trying to run through a dungeon carrying a 700lbs slab before he shrank back down.


4

You also get an increased reach with melee weapons. What's often overlooked, ironically, in these spells is that they make you taller/shorter and heavier/lighter, which are all very useful in certain situations. Don't just look at the core stat-based effects unless you only care about combat.


2

If you are a strength based character concerned only about melee weapon combat, yes. However, if you: Use a Dexterity based weapon Need to make use of Strength independent of combat Need to make use of Dexterity independent of combat Then that is not the case. Dexterity and Strength are used in far more than just basic combat.


5

Sneak attack now specifies that you can not use spells, and must use a finesse or ranged weapon attack. However, spell attacks are subject to critical hits and count as an attack just like a non-spell attack does. The main difference is that you don't add your spellcasting ability modifier to the damage unless you have some abililty or the spell specifies ...


15

I agree that the part about recharging is a bit ambiguous, because it's part of a two-sentence paragraph: While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. If these were written ...


1

The 5th edition of D&D aims to present rules in plain English rather than precise, technical language. The Careful Spell metamagic rules state (PHB, p. 102): When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. In plain English, when can mean either the timing ...


5

To give a proper answer here. We have to understand what careful spell does, and when it does it. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. (PHB 102). Two parts of the feature are interesting. The first is "When you cast" and the second is "forces." ...


1

Yes. As written there is nothing preventing this first level spell from being lit just like grease from other sources. Grease However it would be logical to assume that lighting it in this manner would be similar to lighting any other flammable fluid, it consumes the flammable substance far quicker than the conjuration spell would provide normally. Give it ...


0

If you are trying to use a Magic Circle as a trap, perhaps attaching it to a Contingency spell so that when specified conditions are met the Magic Circle is cast. This will avoid having to do anything to tamper with the appearance, minimizing chances of detection.


6

Banishment only works on extraplanar creatures and it sends them to their Home Plane. So if your Druid happens to be extraplanar like say an Assimar, then yes, but not because they are in elemental form, only because they are in fact extraplanar. If the druid is from the material plane, first they are not extraplanar and second they are already in their ...


4

Sure, but keep in mind that Grease burns slowly. If a player wants to use Grease and Prestidigitation to set up a barrier of fire before a fight, that's fine, but grease probably doesn't catch fire fast enough to be used as an attack in combat. The flames would spread slowly (I'd probably make them spread a square per round), giving NPCs a bunch of time to ...


3

No. The wild shape ability allows the druid to assume the form and certain abilities of an elemental but not the crucial bit needed for banishing. The druid's creature type remains the same - he/she does not become an outsider with the extraplanar subtype. For something to be banished (with dismissal or banishment for instance), the creature must have the ...


10

Not with the intent to send them to an elemental plane. Wild Shape, as it pertains to elementals, is the equivalent of Elemental Body. In this spell, you assume the form of an elemental, you do not fully become one. You remain planar, as your origin is still in the default plane, regardless of the form you assume.


6

You're targeting a second creature with the same spell. I think that for all intents and purposes all of the effects, even the use your action to damage them effect from Witch Bolt should continue. This thread from the WOTC forums seems to agree with this interpretation. Particularly this post by Plaguescarred. If twinned spell is going to be possible it ...


3

Trap the soul should not be on the wizard spell list. This was confirmed in a tweet from Jeremy Crawford. This is because Trap the Soul has indeed been merged into Imprisonment, along with many other spells.


1

To disagree with Josh, the Careful Metamagic must apply in some way. We know: a) "The spell Web forces anyone who is in the area when the spell is cast to make a saving throw". We also take the assumption: b) I cast Web. Therefore we can conclude. c) I cast a spell that forces anyone in the area when the spell is cast to make a saving throw. The fact ...


17

From the Basic Rules, p.80: Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. It appears that, as long as you can see yourself, you're a ...



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