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5

There is nothing to prevent a character from casting Witch Bolt on a target that the character has grappled. Grappling places the target in the grappled condition which reduces their movement to zero. It only takes one hand free per Page 74 of the 5e Basic Player Rules. Using at least one free hand, you try to seize the target by making a grapple ...


5

No. If you have enough Fighter levels, you get more than one attack from your Attack Action, so could forfeit one to let your Familiar attack, and use the rest yourself. Fighter's Extra Attack feature: (PBR 25) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. But, two-weapon fighting ...


1

No, you can't do this. Just as it says, you can forgo one of your own attacks to allow your familiar to make an attack when you take the Attack action, not when you use a bonus action to attack with two-weapon fighting. Two-weapon fighting does not allow you to make an extra attack with the Attack action - it allows you to make an extra attack with a bonus ...


5

As the power doesn't give them the ability to attack after the initial one, and by default conjurations can't attack[DDI] they cannot make any sort of attacks. The power also doesn't give them the ability to move, so they stay where they are. The power doesn't give them any defenses so they cannot be attacked. The power doesn't say anything happens when a ...


-3

As a DM I would allow it Linguistics "Transform" means change shape. Balance By the time you have enough levels to find a +2 weapon, you have enough levels to use a +2 weapon. Indicator While handing out near-useless items is bad, motivating everyone to take 3 levels of Warlock is worse. I would still allow it, to see if my non-warlock players want to ...


9

There's no point to doing this. The idea behind spell points is to have a single resource fueling your spells regardless of their level. However, Warlocks already have that, because their spell slots are only of a single level. With that said, if you insist on doing this, the correct progression would be: 2 4 6 6 10 10 12 12 14 14 21 21 21 21 21 21 28 28 ...


18

PHB 201: When a character casts a spell, he or she expends a slot of that spell’s level or higher... You cannot cast a level 3 spell using a level 1 slot. PHB 164: If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to ...


6

The simplest thing that you missed is that you can't cast a 3rd level spell from a 1st- or 2nd-level slot. If you were a high enough level of Paladin, you might be able to make the argument that you ought to be able to cast fireball from a 3rd level paladin slot, but at no point can you cast a spell from a lesser slot than what is required by the spell in ...


1

"Fine" means "of high quality", while rare means "hard to get". If your DM is a mean person, she won't equate those. On the other hand, maybe it goes one way, but not the other: maybe the "rare" inks can be used in place of "fine" ones (hard to get ink should be of high quality, right?), while "fine" inks can't be used in place of "rare" ones (there's a ...


0

From the Players Handbook: Wizards Spell Book (p.114) Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Warlock Book of Ancient Secrets (p.110) On your adventures, you ...


8

Yes. PHB 114: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. No mention that it has to be in a wizard book, just that it is a wizard spell. Similar text exists for the Ritual Caster feat. The Warlock's ...


18

No, they're not the same. The wizard's fine inks are cheaper! the material components you expended as you experiment with the spell to master it, as well as fine inks you need to record it The 50 gp the wizard spends covers piles of duplicate material components, and also some good-quality ink. Even cheap material components add up when you're using ...


14

The published rules don't go into this level of detail. As far as I see it there are two basic ways to rule this. The pragmatic approach Fine inks are rare, and rare inks are fine. They cost about the same, so they are the same. The flavourful approach For example: A wizard's fine inks are the sort you could use to write an invitation to a society ball. ...


9

There is no explicit equivalence. However, the identical cost and function suggests that it's all the same sort of office supplies being used. Game mechanically, the ink is essentially just flavoring for the cost of adding spells to a book. In most cases the wizard could have just given the warlock 50 gp instead. There's no economic impact to the game in ...


9

In the case of Hex PHB page 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. There are three ...


2

You would lose it when you cast the new spell, which is before the effects of the new spell apply. But it really doesn't matter, because Hex only applies to ability checks, and saving throws aren't ability checks. I'm not aware of any spell that causes the target to make an ability check.



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