So I started playing like a month ago and the DM was nice enough to create a char for me and write me into the story. I’ve never played D&D before but told him I wanted to glass cannon blow things up. So he made me a divine soul sorcerer at level 13. My Metamagics are Twinned, Quickened, and Careful. I’ve been reading up on the rules and just found out before last session that I can quickened fireball and cast fire bolt as my action for extra damage at the expense of 2 sp. My DM gave me spiritual weapon and spirit guardians. So this brings me to my question.
Can I hypothetically on turn one cast fireball, and cast spiritual weapon as bonus action, then have weapon move to/hit bad guy. Then on next turn. Quickened fireball, cast fire bolt, and have the weapon move to/hit bad guy?
I honestly don’t see why not as spirit weapon doesn’t require concentration like something like animate objects. but in the player’s handbook it says:
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of one action.
The part where it says "provided that you haven’t already taken a bonus action this turn" would imply that I can’t. But the part "you can’t cast another spell during the same turn…" leads me to believe I might be able to. Because I am not casting another spell. I am also not concentrating on it. Like if I dominate person and tell the person to attack a bad guy, it’s attacks are not connected to what I do at all. In my opinion it’s a lot like casting conjure celestial and getting a couatl to cast/attack or dominating a monster.
While searching XGE for interesting passages, I took another look at the spell Infestation to better understand it:
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
Though I must admit that I see it gives a specific damage an effect, I was wondering what "and other parasites" could mean. Could someone summon a swarm of wasps (the parasitic beetle wasp to be exact) if they also wanted to use the buzzing for their wizard to hide the somatic components of a spell?
Could the swarm of parasites also have other abilities like a swarm (or individual) rot grub?
P. 208 of VGM:
The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.
And do they appear and disappear magically or naturally? In other words, is it like you point and suddenly a cloud of parasites gathers from somewhere beyond and then goes back to where they were, allowing someone to capture some of them for material components? or do they not really exist at all?
Does spending movement to stand up from prone trigger the secondary damage effect of the booming blade spell from the Sword Coast Adventurer’s Guide (p. 142)? The spell says:
If the target willingly moves before the duration expires, it immediately takes 1d8 thunder damage, and the spell ends.
The Telekinetic feat in the UA 2020 Psionic Options Revisited describes learning the Mage Hand cantrip, but without any components, and making it invisible. It says that if you already know the spell, that its range increases by 30ft. Is that on top of the no components and invisibility? Or does a spellcaster only gain the extra range?
The guidance cantrip is bothering me – not because it makes ability checks easier but because it does not have a relevant opportunity cost and because it disrupts the flow of the game. Any time a skill check is required that can be foreseen players can just use the cantrip. I find this very annoying, since it causes a lot of extra dice rolling and discussion without any meaningful decisions that would add anything to the game.
I do know that the spell requires concentration, that I can create opportunity costs through my content and that I could just ban the spell outright. This was extensively discussed in this question: Casting Guidance cantrip for every roll?
I could ban the spell but I would like to avoid that and creating additional complications specifically for this spell is a lot of work. Are there other, easier solutions?
One of my players is attempting to use https://aonprd.com/TraitDisplay.aspx?ItemName=Wayang%20Spellhunter https://www.aonprd.com/TraitDisplay.aspx?ItemName=Magical%20Lineage and https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blissful%20Spell His goal is to make Shocking Grasp a level 0 spell/cantrip Is this interaction legal RAW?
I’m currently building a monk sorcerer who uses melee spell attacks, notably the cantrip Shocking Grasp. Can I use the Quickened Spell Metamagic option to cast the spell as a bonus action and then use the Twinned Spell Metamagic option to attack an additional enemy, then use Shocking Grasp again as my action and use Twinned Spell again to attack both enemies a second time?
I’m thinking of a concept of a spellcaster that fight in melee from the moment I re-read the “blade” cantrips (green-flame blade and booming blade), and realized that they can deal a lot of damage. Long story short, I re-read the Assassin subclass, and was thinking about how they interact with critical hits.
If it is obvious that the secondary damage from booming blade doesn’t care about whether or not the initial attack was a critical hit, but how about green-flame blade (which basically gives you an automatic hit on another enemy)? How does green-flame blade‘s secondary damage interact with critical hits?
If I get a critical hit on the attack roll of green-flame blade, is the number of damage dice doubled for the damage to both targets? Or does it only double the damage dice for the first target?
I’m wondering about possible uses for the Thaumaturgy cantrip. Can it be cast on something that has a triggering action for it to go off? An example of what I am meaning is a shop owner casts it on the shop door. When the door opens a bell sounds. I’m thinking in this situation it would need to be recast each time the door opened. Another example would be if you are guarding a treasure and trying to catch a thief. Cast Thaumaturgy on the treasure and when the treasure is touched, and alarm goes off, or something. I haven’t found anything online about it. My DM says no, another DM I know says yes. I’m just looking for other thoughts or opinions.
Can I move the water and then freeze it or make it become a shape in one action?
For example, can I move the water above someone’s head and then freeze