Does the NPC wizard ‘Diviner’ regain their Portent ability on use of a scroll?

Most NPCs use a flat-basic stat block in lieu of character classes. Please observe the Diviner, a 15th level caster, from Volo’s Guide. This Diviner wizard has (1) class feature, the daily use of ONE ‘Portent’ ability, similar to the PC class ability:

Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

In contrast with the PC’s Diviner sub-class, NPC wizards can ‘recharge’ this Portent-ability after the use of any spell from their Divination spell-list. Handy. Why?

Explanation on relevance: PCs tend to lack Legendary Resistances and equivalents. Such a Diviner could modify any save or suck spell or situation. Say this wizard observes a PC group against a Beholder, Medusa or Dragon, they need only cast a single divination spell to change dice rolls accordingly. Less need for a Long Rest. Logically, these wizards (of 18+ intelligence) would want as many (cheap) divination spell slots as possible.

Thus, such a wizard would seek to restore spell slots via things like a Pearl of Power. As the magic item list in 5e is extensive, let us focus on spell scrolls. These magic items are relatively easy to make (1st level spell-scrolls are ‘common’ magic items) and seem to approximate a wizard casting their own spell.

  • If it is relevant, the answer below can include spell scrolls made specifically by this Diviner-wizard themselves &/or those made by other caster-enchanter-scribes. Perhaps it makes a difference if they are casting their ‘own’ spell or not?

  • If possible, i would be thankful if the answer could also include the infamous Rings or Ioun Stones of Spell Storing, but only if this does not incur the wrath of Stack Exchange Mods. Perhaps it makes a difference if they wizard is regaining their ‘own’ spell via some external source?

Question Specific & Detailed: Can the NPC ‘Divination’ wizard (from Volo’s Guide) restore their daily Portent ability by casting a divination-type spell from a spell scroll magical item – or can this Portent-reuse only be gained via memory-slot spell casting?

Question Simpler: NPC-Volo Wizard-Diviner tries ‘divine spell-scroll’ to restore portent. Works? Yeash? Nope? If ‘nope’, what DOES work? Anything?

Still SimplerCan a smart NPC-Diviner exploit their 1/day Portent-recharge with a magic item?

So Simple Wize guy so dat, wot?

My thanks in advance.

(Pathfinder) Detect vs Seeing (Wording)

Question: If a creature is in the etheral plane and can lower the hit chance from 50% to 20% If you can detect It. Would the effect apply or you need to see it?

Spell in question is Bink

Abilities confusion

Spirit Sensing Stance: By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.

See Invisibility: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Blink: You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

How can you build an effective character based on thrown weapons?

I am trying to think of good ways to build an effective D&D 5e character whose strong point is with thrown weapons. The hangup seems to be drawing them fast enough. Thrown weapons seem to be less effective than either melee or ranged weapons, either of which you can work up to 3 or 4 attacks per Attack action if you do it right, and use the appropriate feats. Thrown weapons seem to max out at 2 attacks per Attack action, and even to get that you need the Dual Wielder feat.

Has anyone worked out a way, consistent with the rules, to make thrown weapons not be so hobbled by this, other than finding a Dwarven Thrower?

What are the drawbacks of placing time limits on turns?

I personally find general concept of enforcing time limits on player turns during combat a very, very good thing for the following reasons:

  • Just like in a real battle, you don’t have a lot of time to think. Time limit represents this quite well.
  • You don’t have enough time to get distracted until you are acting again, no time is wasted while you think of something else, check Facebook feed etc, because waiting for everyone to finish may get boring.
  • You can go through more encounters per hour, combat doesn’t take forever to resolve.
  • Combat becomes much, much more intense.

Etc, etc.

How I suppose time limits to work:

  • You are only allowed to talk during your turn. That includes no asking for any clarifications, tactical advice, discussing what goes on while it’s not your turn.
  • While turn of the player who acts before you starts, GM calls out your name and says that your turn is next.
  • When that player has acted and math is applied, GM describes what has changed. You are supposed to listen carefully, GM doesn’t describe what’s happening for each player individually. Sometimes it can take 10 seconds, sometimes minutes — doesn’t matter.
  • Your turn starts, you have 30 seconds per action your character can do. During that time you are supposed to tell the GM what are you doing and roll dice. Math doesn’t count. If you need any clarifications, you have to use those 30 seconds. Same if you want to say something to anyone in-character during combat. Once you roll, you stop talking, GM counts and announces the result of your roll and current situation.
  • If you don’t both describe your actions and roll dice during those 30 seconds, which most likely means that you didn’t have any plan in your head, you make a “default action”, which is decided in advance.
  • If you only described what you want to do partially and your time ran out, you have ~3 seconds to say if you do what you had time for to describe, if you perform a default action of if you do nothing.
  • Of course, people may ask for a game to pause if they need to bring some tea, answer phone etc. After all, such intense combat may get people tired.
  • GM describing what goes on between your actions doesn’t count.
  • Taking a full-round action has to be described during your first 30 seconds. If you don’t do it, you cannot perform a full-round action that round, and one of your actions is lost as usual. Though, you might (in advance) name any full-round action as your default action.

The only real problem I see is that new players need more time to think anyway, sometimes even some help from others, but there are some experienced players who object to such solution.

I am myself new to Pathfinder E6, which I am going to use this solution for, so answers related to this system are most welcome.

What are the drawbacks of setting time limits on turns?

I expect answers stating exact problems that were caused by time limits actually observed during gameplay.

DND warlock Spell Slots [duplicate]

In dnd warlock spell slots are max level so if you make a first-level warlock spell slot using Sorcery points does the spell slot become max level is this possible and if it is can you make infinite spell slot by making a 1st level spell slot and it becoming a 3rd level slot then making it into 3 Sorcery points using 2 to make a 1st level slot and it becoming a 3rd again gaining a spell point every time you do this thus making infinite spell slots?

what I’m basically asking is that in and 5e does a 1st level warlock spell slot become a 3rd because it says that all your spell slots are max level.

Can the Dimension Dervish chain be use in conjunction with combat, teamwork feats?

Can I string the Dimensional Agility Feat chain (specifically, Dimensional Savant) and Precise Strike feat together? As I read it since I can flank with myself as an ally doesn’t the feat bonus apply as well?

Precise Strike:

Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Dimensional Agility:

While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

Dimensional Savant + Wild Flanking, do I damage myself?

It’s been established that you do count as your own ally for Teamwork Feats when using Dimensional Savant to flank with yourself, but how far does this extend into Wild Flanking, a Betrayal Feat?

Since I’m technically acting as both initiator and abettor, would I have to roll to potentially damage myself, or would it be a non-issue since I’m not really there on the other side of my flanking target? One could argue that I’m both there and not there at the same time; Schrödinger’s Flanker, if you would.

Player abusing narrative freedom

I’m running a play-by-post homebrew game. The game is narrative-driven, so naturally I allow players to make up their own races, backstories, abilities etc., as long as they “don’t overdo it” (as I put it).

The problem is one player who doesn’t seem to get what “overdoing it” means. At first he wanted to make his player an all-out superhero, and I had to talk him down from it. This was no easy task. This guy is well-meaning, but he doesn’t seem to realize that this isn’t a single-player power fantasy.

I tried explaining to him that he would outshine the other players, and completely derail my plots, not to mention that the theme of my world is being tossed out the window.

My reasoning seemed to help at first, but now he want his character to be a god.
Literally. In a gritty, post-apocalyptic cyberpunk setting.

Part of the problem is that he’s not even asking; he’s building his own world, and just keeping me updated.

This puts me in an uncomfortable situation where I have to either bluntly veto his posts (and there sure are a lot of those…) or start negotiating with him.

He really means well, and I don’t want to hurt his feelings, but I can’t let him keep this up.

So… any elegant way to put him in place?


I’m the sole GM.
There are 5 other players.
We are not part of another community.
It’s a forum, with major updates about once every two weeks with smaller updates in between.
I’m basically in command, but I announced from the start that players have freedom even to determine minor outcomes of their actions.

Does the now updated Integrated Protection feature of the Warforged mean they are counted as “wearing” armor?

The new and updated Warforged’s Integrated Protection feature, detailed in Ebberon Rising from the Last War, now states:

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor.


  • You can don only armor with which you have proficiency. To don armor […]. To doff armor […]. You can rest while donning or doffing armor in this way.
  • While you live, your armor can’t be removed from your body against your will.

With this revised wording, does the warforged now count as wearing armor?

This is important in the context of how something like integrating a set of Plate Mail would interact with Monk features like Martial Arts.