Can I cast Magic Initiate spells from another class using the Pact Magic feature?

If I have a Warlock who takes magic initiate in cleric and chooses cure wounds as the first level spell, could I use my Warlock spell slots to cast that spell as well as the 1/day casting of cure wounds?

I know that Pact Magic can be used to cast spells using the Spellcasting class feature (PHB 164), so shouldn’t you be able to use your Warlock slots to cast the magic initiate spell?

OOP: Instantiate plugin, passing parameters and accessing super class properties from sub class object

I would like to know the "best" – OOP-way – and WP-compatible – format for instantiating an object, while passing arguments ( which are defined as properties in the parent class ) – which are then cleanly and correctly available to all sub classes, which extend the parent.

I would like to know how to make $ this->slug ( the parent prop ) available cleanly within the sub class, without having to pass the arguments to this class constructor.

The example code concept below works, but something smells wrong:

<?php  // plugin.php  namespace Q\Plugin;  // If this file is called directly, Bulk! if ( ! defined( 'ABSPATH' ) ) {     return; }  // autoloader ## require_once __DIR__ . '/autoload.php';  // Define Class ## class Plugin {      // class properties ##     protected $  slug     = false;      // construct ##     public function __construct( Array $  args = [] ) {          // set class props, if defined - check using null coalescing operator ##         $  this->slug     = $  args['slug'] ?? false ;      }      // public init callback ##     public function init() {          // setup CPT ##         $  cpt = new \Q\Plugin\CPT([             'slug'      => $  this->slug,         ]);         $  cpt->init();      }  }  // instantiate the plugin class and make the returned object available as a (optional) global variable  ## global $  q_plugin; $  q_plugin = new Plugin([     'slug'      => 'q_cpt', // cpt slug -- singular ## ]); $  q_plugin->init();  // NAMESPACE/cpt.php  namespace Q\Plugin\CPT;  class CPT extends \Q\Plugin {      // construct ##     public function __construct( Array $  args = [] ) {          // store passed args ##         $  this->args = $  args;      }      // public init callback ##     public function init() {          // sanity ##         if(              ! isset( $  this->args['slug'] )          ){              error_log( 'Error in params passed to '.__CLASS__ );              return false;          }          // $  this->args['slug'] is now available to use in register_post_type function         // BUT, I would like to know how to make $  this->slug ( the parent prop ) available cleanly, without having to pass the arguments to this class constructor      }  } 

Thanks!

Is my Urban Ranger Class Archetype / Variant balanced?

(Homebrewery Link)

Design Considerations

I used various Reddit comments, the Pathfinder 1e Ranger Archetype, and the 3.5 UA Archetype as my guides for this class variant. The idea is to use the Alternate Class Features UA (maybe also in Tasha’s?) to flavor the Ranger without creating a class from scratch.

The Class Archetype / Features

Alternate Skills

Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Persuasion, Stealth, and Survival (removed Nature from the stock list)

Alternate Spell List

The urban ranger’s spell list is different from the standard ranger list. The following spells are eliminated from the urban ranger’s spell list:

1st Level

Animal Friendship, Speak with Animals

2nd Level

Animal Messenger, Barkskin, Locate Animals or Plants, Spike Growth

3rd Level

Conjure Animals, Plant Growth, Speak with Plants, Water Walk

4th Level

Conjure Woodland Beings

5th Level

Commune with Nature, Tree Stride

In exchange, the urban ranger adds the following spells to their class list:

1st Level

Comprehend Languages, Message

2nd Level

Detect Thoughts, Hold Person, Knock, Invisibility

3rd Level

Dispel Magic, Glyph of Warding,Speak with Dead, Tongues

4th Level

Greater Invisibility

5th Level

Hold Monster, Mislead

Recommended Alternate Class Features

Because of the multiple sources, I ended up with two options to replace Land’s Stride. It’s entirely possible that mixing them would be enough, but I didn’t want it to end up OP so I opted to give the player a choice.

  • City Explorer
  • Favored Enemy, Revised
  • Urban Awareness
  • Greater Favored Enemy, Revised
  • Favored Community
  • Push Through or Fleet of Foot
  • Blend In

Alternate Class Features

City Explorer

1st-level ranger feature (Replaces Natural Explorer)

You are a master of navigating the winding streets and alleyways of cities and towns, and you react with swift and decisive action when attacked. This grants you the following benefits when inside a town or city:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled in urban navigation. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you scrounge, forage, or dumpster-dive, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Favored Enemy, Revised (Urban)

1st-level ranger feature (Replaces Favored Enemy)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in cities and towns.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

Another alternative, with the DM’s approval, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves’ guild, merchant house, or even the city guard. The favored enemy bonuses would apply to all members of the chosen organization, regardless of their creature type or subtype.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Intelligence (Inivestigation) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Also, if the Alternate Ability Skills variant rule is being used, you have advantage on Charisma (Investigation) to gather information about your chosen enemy.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Urban Awareness

3rd-level ranger feature (Replaces Primeval Awareness)

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the city around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you, or within city limits, whichever is smaller. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Greater Favored Enemy, Revised (Urban)

6th-level ranger feature (Replaces Favored Enemy improvement)

At 6th level, you are ready to hunt even deadlier game. Choose a second type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two more races of humanoid (such as gnolls and orcs) as favored enemies, or an organization with the DM’S approval. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Favored Community

6th-level ranger reature (Replaces Natural Explorer improvement)

At 6th level, the urban ranger forms a bond with a community. This grants you the following benefits when inside this favored community:

  • You gain a +2 on initiative rolls
  • You have advantage on Perception, Stealth, and Survival skill checks.

An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.

This feature may be taken again at 10th level, replacing the Natural Explorer improvement, to select another favored community.

Fleet of Foot

8th-level ranger feature (Replaces Land’s Stride)

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Push Through

8th-level ranger feature (Replaces Land’s Stride)

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. In addition, you can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming you. Areas that are enchanted or magically manipulated to impede motion, however, still affect you.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Blend In

10th-level ranger feature (Replaces Natural Explorer improvement)

At 10th level, you can cast Disguise Self as a bonus action, when inside your favored community. In addition to this, when a creature uses its action to discern that you are disguised, it must succeed on an Intelligence (Investigation) against your Dexterity (Stealth) roll instead of your spell save DC.

This does not expend a spell slot, but you cannot use this feature again until you finish a short or long rest.

Class ability can be used “When you make your first attack”; is it before or after rolling the dice? [closed]

Barbarian Reckless Attack is one of them:

When you make your first attack on your turn, you can decide to attack recklessly…

When exactly “you make your first attack”??

  1. When you declare the attack / target.
  2. Before Rolling the Dice.
  3. After rolling the dice, but before knowing hit / miss.
  4. After deciding hit / miss, before rolling for damage.
  5. After damage is dealt.

P.S.: This is about the wording, not about the barbarian ability. It is included only as an example of the wording appearing in official text.

Are the “Touched” feats’ spells ever subject to a spellcaster’s class rules (such as regarding preparation, components, and focuses)?

The Fey Touched and Shadow Touched feats published in Tasha’s Cauldron of Everything each grant the use of two spells. Among other things, they say:

  1. You learn the [spells].
  2. You can cast each of these spells without expending a spell slot [once per long rest].
  3. You can also cast these spells using spell slots you have of the appropriate level.

The spellcasting ability for these spells is specific to the feat, so it may or may not be the same as the ability of the class that granted the spell slots.


My question applies to both feats and all spellcasting classes, but for the sake of clarity consider an artificer who has taken Fey Touched, which grants Misty Step. Artificers must add the M component to all spells they cast using the artificers’ spellcasting feature, but #2 above has nothing to do with their feature so shouldn’t require that. That’s good, because the reason the artificer can teleport is their prior exposure to the Fey, not some magical widget.

However, things get more complicated when they’re casting Misty Step as described in #3, because the artificer’s spell slots do come from their spellcasting feature. In that case, does the artificer simply use the spell slot as “fuel” and otherwise cast the spell exactly as it had been cast for #2? Or is this inherently different, for which we must assume the artificer studied the Misty Step effect and replicated it with a widget?

If the former, we can assume the spell never needs to be prepared; if the latter, it almost certainly does need to be prepared like all artificer spells.

Also, Misty Step is not on the Artificer Spell List, but the Invisibility spell granted by Shadow Touched is. Would that alter the answer in any way?


Potentially Related:

Does Magic Initiate allow the chosen spell to effectively be “always prepared” if the spell is on their spell list?

What makes a spell being cast considered to be a {class} spell?

If a spellcaster’s racial trait grants a spell that requires material components, can they use their class’ focus to cast that spell?

What are the consequences of giving an ASI or feat every 4 character levels instead of every 4 class levels?

I’m trying to figure out why Dungeons & Dragons 5th edition designers decided that ASI or feats would be given every 4 class levels and not every 4 character levels.

If I allowed my players to get an ASI or feat at character levels 4, 8, 12, 16 and 19, how would the game balance be concretely impacted? How could the players abuse this?

The peculiarities of some classes such as the fighter and the rogue would be kept: a rogue would still gain an ASI at rogue level 10 and a fighter at fighter levels 6 and 14.

Can wizards learn spells that are not on their class list from scrolls?

Aside from multi-classing and taking the Magic Initiate feat I know you are generally limited to the class list. But what about scrolls? It says in the PHB that you can learn spells that are found during your adventures if you spend the time and components (50 gp per level of spell) to learn the spell and copy it into your spellbook. In LMOP you can find a scroll of revivify. If the spell can be written down on a scroll, why wouldn’t a wizard be able to copy that into his spellbook?

Evangelist Prestige class and save progression

The Evangelist Prestige class level 2 feature, Aligned Class (Ex) states as follows:

Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. (emphasis mine)

I cannot understand one part. Suppose I am a 5th level Bloodrager, and from 6th level onwards I take levels in the Evangelist Prestige class.

Once I get to level 15 (bloodrager 5/evangelist 10) I’d go back to being a Bloodrager for the last 5 character levels.

My problem is, for the first 15 levels I add the save progression of bloodrager (class and character levels 1 through 5) to the one of Evangelist (class levels 1 to 10, character levels 6 to 15). When I level up to 16th level, which level of the bloodrager saves do I add? Do I start counting up from Bloodrager 14 (on account of Aligned Class) or from bloodrager 6 (since I’m not actually gaining bloodrager levels, just the relevant class features)?

Is there a way to cause an arbitrary magical beast to gain character levels in a chosen class?

I was looking at this answer from our fine cheese collection, and it occurred to me that it would be quite a lot more practical if we could arrange for the assistance of a gorilla and war mammoth with barbarian levels (especially as that would allow the gorilla to take levels in Ride). Awakening them is easily enough done, at which point they’re in the same intelligence range as anyone else (and if they’re too dumb, you can awaken another one) but I’ve not found a way to actually apply class levels to them once that was done. The Leadership feat offers a mechanic for hanging on to them, but doesn’t seem to do anything for their further development. The Monstrous Companion feat actually does offer a way to inject class levels into an existing magical beast, but only of a specific list of magical beasts on offer.

So… is there something that I’m missing? Is there a way to turn a War Mammoth (awakened or otherwise) into a barbarian? I suppose I’d also accept a method for indefinitely turning a barbarian into a war mammoth, as long as the barbarian continued to enjoy the benefits of his class features. That one seems somewhat less likely, however.

The objective here is that the stack could be fielded by an appropriately designed party of characters, after enough levels had passed to gain appropriate resources, without having to pause to transform before battle every time. Whether the mammoth starts out as a PC or not is considered unimportant for the purposes of the question. likewise, if you can manage to cause a war mammoth (and gorilla) with appropriate class levels to come into being, it is assumed that you can come up with a way to convince them to hang around and rage-stack with you.

If you choose to roll for starting gold for your class, do you get starting equipment from your background as well?

Say you choose to roll for starting gold for your class (and then buy equipment).

Do you still get the starting equipment from your background (but not from your class)?
Or do you not get any starting equipment at all, from either your class or your background?

Is it just up to the DM?