Can a wizard cast Blink, then Polymorph into a TRex to become a blinking TRex?

Blink is a non-concentration spell, so you can easily have both up. Does anything prevent you from using blink, then Polymorph and continue to blink?

The blink effect isn’t a class feature like rage, so it shouldn’t be cancelled when you polymorph yourself.

I see no issue doing this myself as it takes two turns to setup.

How can I become guaranteed to move first in an encounter?

3.5e is a very exploitable game and I am vaguely aware of a number of ways to make it highly probable that my character will be the first to move in any given combat encounter. To name just a few examples: Pun-Pun has an arbitrarily high bonus to initiative, Supreme Initiative appears to do what it says on the tin, and Celerity seems to stack in interesting ways. However, given that multiple tricks for moving first exist, it is clear that not every trick for moving first can guarantee that you always move first.

In the interest of greater cheese, I want to know if there is any way to guarantee moving first. I do not require the user to always have this guarantee. For example, I am happy if it’s only a once per day trick. However, when whatever cheese is used in order to get this guarantee, I want it to work regardless of both the opponent and the level of cheese used by said opponent. If the opponent can use some sort of Contingent Celerity abuse to move before I can, then my trick isn’t good enough.

Does any such trick for guaranteed first moves exist?

Note: Given that I’ve already referenced Pun-Pun and Salient Divine Abilities, you may safely assume that any level of cheese is on the table. Furthermore, please do not forget that there exists methods to be immune to surprise rounds. For example, the Divine Oracle has the extraordinary ability Immune to Surprise.

How does this potentially ally in Curse of Strahd become the party’s ally?

In the Curse of Strahd adventure, you learn from the tarokka card reading of an ally who is destined to help you against Strahd. These possible allies are enumerated on pages 15-17 under the Strahd’s Enemy section.

This ally often doesn’t know this and must be convinced or at least told about the tarokka card reading before they are willing to join you. This is mentioned either as part of their description on pages 15-17, or as part of their description in the area in which you first meet them. As a few examples, the book describes:

An so on.

However, there is one ally in particular for whom there doesn’t seem to be any description of exactly how this character becomes your ally (there might be other allies who aren’t given descriptions of how they become your ally, I didn’t exhaustively search for a description of every single possible ally; I know there are some who will obviously help you, such as Ezmerelda, and therefore do not need a specific description about what it takes to convince them, but the ally I’m asking this question about isn’t as obvious):

This card refers to Vasilka the flesh golem (see chapter 8, area S13).

— p. 17, Strahd’s Enemy

Area S13 is on pp. 150-151, and the entirety of her description (ignoring the “boxed text”) is this:

Unless I’m overlooking something, there doesn’t appear to be any guidance offered to the DM regarding how such a character would become the party’s ally against Strahd. Sure, as a DM, I could come with something, but I’d prefer to know about any possible guidance from the adventure, because currently I’m at a loss with how I would be able to narratively make sense of this.

Is there any guidance that I’ve overlooked with regards to how this character becomes the party’s ally against Strahd?

Scrying on a Paladin that has become a Death Knight?

So, the players that I DM for have been amassing allies for a final large battle. One of these allies is an Oath of Conquest Paladin that has transformed into a Death Knight since they last saw him. Upon learning that the Paladin is unavailable to help they might try to scry on him to find out what’s going on (they have been scrying a lot lately).

From the Monster Manual Death Knights entry:

When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets.

The Scrying spell states:

You can see and hear a particular creature you choose that is on the same plane of existence as you.

The computer I am currently on has sage advice blocked, but I remember seeing something about the spell showing the caster the corpse of the creature if it has died.

If the caster chooses the Paladin, does the Scrying spell work and show them the Death Knight?

Can a PC become a Devil?

Can a player character ascend (or descend depending on how you look at it) to become a demon or Devil, somehow?

My PC is a Warlock under the Archfiend Patron. While I understand I could potentially work out a means for my character to become a devil with my DM, I was wondering if there is an actual RAW, or other complex means of doing so through RAW mechanics or spells?

Specifically, I’m looking for a means of obtaining a demon-like status, not transforming into a fiend species. I’d like to retain my current race and personality, but perhaps jump into the hierarchy of fiends, demons, and devils. I’m thinking this is mainly a house ruled affair, but I’m curious to see if anyone may have info from actual officially released mechanics or rules, or a way to use said mechanics to acquire the result I’m looking for.

Hag alignment change: what happens should they become forcibly ‘good’?

Imagine a night hag grows tired of her untrustworthy coven’s backstabbing and betrayal – she decides enough is enough. Over many weeks of trial and error she eventually takes these lesser hags, ties them up, stuffs them in her Bag of Holding and uses her Plane Shift (self only) to Bytopia. She dumps them there in prisons until their alignment changes. When they are eventually / inevitably / completely good (in some neutrally or lawfully way), she brings her companions back somewhere in the Prime Material realms.

How would the newly minted ‘extremely good’ hags function? I have virtually dozens of far reaching campaign ideas on this, all of which i am afraid to use: a DM’s job is to create credible, believable and somewhat RAW plot-consistent stories. This whole thing may simply be an unworkable mess, so i have come to the good folks of Stack Exchange for help.

Long story short: what happens to this coven? Could this work as a long-term Big Bad Evil-Good Group (BBEGG?) – or would they simply go thermal nuclear upon re-entry to the Prime Material?

How can wizards/other arcane casters become able to use restoration spells?

Other than (limited) wish, are there any feats/prestige classes/etc. that could (directly or indirectly) give a wizard access to things like cure X wounds, remove disease, raise dead, greater restoration, or regeneration (especially since those last two can’t be wished)?

The main goal is a character who can heal without divine magic, so something like a bard (who uses arcane magic but still gets to cure wounds) would also work.

What are all the ways that a PC can become immune to the frightened condition?

I’m interested in becoming immune to the frightened condition. I hope this is considered a bounded list question and therefore on-topic.

I’ve so far only considered race- or class-features, feats, or magic items; if there’s something else I’ve overlooked, ask me in the comments. I’m not interested in spells that are temporary or anything that involves polymorphing into something else. UA is acceptable, but homebrew is not.

These are the ways that I’m already aware of after looking into it myself:

  • Aura of Courage (level 10 Paladin, any archetype);
  • Mindless Rage (level 6 Barbarian, Berserker archetype, while raging only);
  • Raven’s Shield (level 10 Warlock, Raven Queen archetype from this UA);
  • Touch of Sess’inek (Lizardfolk-specific feat from XGtE Expanded Feats);
  • These magic items (at time of writing, this D&DBeyond search lists 4 items);

Are there any I’ve missed?