Is there a class ability, spell or other, that lets you share spells with your familiar?

Scenario:

I have a Wizard/Warlock with pact of the chain feature, who I have themed off He-Man. I love the idea of using Tenser’s Transformation to buff both he and his familiar up for combat. However, it has a range of self, which seems to really limit my options.

Anyone have a work around? I am willing to change my class or multi class as needed. (We stick to using the hardcover books, and not UA or 3rd party stuff)

Why do we call the class “Barbarians” instead of “Berserks” or “Berserkers”?

This is a history-of-gaming question, and it has to do with the name choice between Barbarian and Berserkers. Due to the race-and-class mixing and matching of many different gaming systems, you can get combinations of barbarians with very non-barbaric races. Examples could include: “High Elf Barbarian” and “Gnome Barbarian.” On the surface, these combinations seem unusual but otherwise OK. It gets worse when you grab a dictionary.

According to Merriam-Webster:

Barbarian:

1: of or relating to a land, culture, or people alien and usually believed to be inferior to another land, culture, or people

2: lacking refinement, learning, or artistic or literary culture

Berserk:

1: an ancient Scandinavian warrior frenzied in battle and held to be invulnerable

2: one whose actions are recklessly defiant

If you look at the features of a “barbarian” class, in almost any system, you notice that they align better with the definition of a Berserk (or Berserker). This is reinforced when you read about berserkers in norse sagas. Furthermore, if you look at the linguistic roots of barbarians, it was used to refer to anyone who was not of a particular culture.

Why do we call these classes “Barbarians” instead of “Berserks” or “Berserkers”?

Is there a name for the class of distance functions that are compatible with k-d trees?

The typical nearest neighbor search implementation for k-d trees prunes branches when the distance between the target and the pivot along the current axis exceeds the smallest distance found so far. This is correct (doesn’t wrongly prune any points) for any Minkowski distance. Is there a broader class of well-known distance functions that are compatible? Formally, I think the necessary and sufficient condition is just

$ $ d(x,y) \ge |x_i – y_i| $ $

for $ x, y \in \mathbb{R}^n$ , $ 1 \le i \le n$ .

How do paladin and ranger class levels add up for multiclass spellcasting?

From page 164 of the PHB (here is the equivalent section of the Basic Rules):

Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

If I have a level 3 ranger and multiclass into paladin, how are my available spell slots calculated?

  • (ranger/2, rounded down) plus (paladin/2, rounded down)
  • (ranger + paladin)/2, rounded down

Which one is it?

Does casting a spell from an item allow you to apply class abilities that are used when casting a spell?

This question is updated to request additional answers and details in light of information now available in the Dungeon Master’s Guide.

In the released DM basic rules, Lost Mine of Phandelver, Hoard of the Dragon Queen, and the DMG teaser there are wands, staves, and rings that you can use to cast spells.

  1. Do abilities that trigger from casting a spell activate when casting a spell from an item?

  2. Can the character modify the spell using class abilities when casting a spell from an item?

Examples include:

  1. An abjurer Wizard’s arcane ward recovering hit points from a Dispel Magic cast from a Ring of Spell Storing

  2. A sorcerer using Twinned Spell on a ray of enfeeblement from a Staff of Power

  3. An evocation wizard using Sculpt Spell on a fireball from a Wand of Fireballs.

Now that the DMG is out we have some clearer rules on casting spells from items (DMG p. 141):

Some magic items allow you to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any spell slots, and requires no components, unless the item’s description says otherwise The spell uses its normal casting time, range and duration, and the user of the item must concentrate if the spell requires concentration.

A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item.

Does whether or not you can apply class abilities to the casting of the spell depend whether the item uses the user’s own spellcasting ability (such as the Staff of Fire) versus an item that comes with a fixed spellcasting ability built-in (such as the Wand of Fireballs)?

Does it matter if it’s something that triggers more or less automatically like Arcane Ward, versus something you have to control, like Careful Spell?

How to convert armour class from Pathfinder 1 to D&D 5?

My sandbox game uses some material from Pathfinder (and D&D 3 and 3.5). I run games there using D&D 5 (among other rules systems). How do I convert the armour class of a creature (especially one with strong natural armour), given that…

  1. I am not interested in maintaining challenge rating or game balance. (It is a sandbox setting anyways; there is no reason for me to care about how difficult something is.) A formula that makes no use of challenge ratings, or other non-diegetic information, is preferable.
  2. I do want to maintain the nature of the creature; if one is well-armoured according to one rules system, it should remain so in the other. Likewise for weak armour or excellent armour.
  3. It is fine if a converted monster has different statistics than the monster as originally designed for D&D 5. However, if the monsters are conceptually similar, than their armour class should be similar, as per point two.
  4. Pathfinder allows significant stacking of different types of armour. D&D 5 does not. This already solves the problem for some creatures that combine natural armour with a manufactured one; using the better is often a workable solution.
  5. A solution should cover the common cases of creatures endowed with natural armour. There are always edge cases like angels with charisma as a deflection bonus, but they can be handled on a case-by-case basis after getting a handle of the general principles.

Here is what is easy to do:

  • If a creature is mostly protected by armour, use the typical D&D 5 rules for that armour.
  • If a creature does not have armour but relies on speed, use its dexterity to determine armour class.
  • If a creature’s level of protection corresponds with that of an existing creature in D&D 5, one can simple use the same armour class. This requires the correspondence and a good working knowledge of the published monsters in D&D 5, and furthermore assumes consistency from those monsters. A method that also works for more exotic creature and does not require encyclopediac knowledge of D&D 5 bestiaries would be preferable.

In Pathfinder many monsters have quite significant natural armour bonuses. Using these as is is not reasonable; natural armour bonuses of +10 are common in Pathfinder and so are even higher bonuses, whereas armour class of 20 is quite good in D&D 5 and higher numbers are quite rare.

The main issue seems to be some kind of conversion formula that relates high natural armour in Pathfinder to armour class in D&D 5.

What Class or Class combination will raise the largest controlled undead (skeletal) army in 48 hours?

I am planning on making a Necromancer type with the largest undead army available in 5e D&D. He has 48 hours to build it. I have an existing strategy but would like to hear your ideas.

Rules:

  • Hardcover books only, no 3rd party or UA.

  • You cannot polymorph into a Beholder… (It breaks the story) You have to be a standard race caster.

  • No outside help. You are solo.

  • No prep beyond the 48 hours you have to create the army.

  • Assume you are at a graveyard with access to enough bodies.

  • Lv 20 character, no epic boons unless you have a way to get them through a feat.

  • Prefer no magic items, however if you have one that really makes a huge difference let us know.

  • We are looking to specifically raise Skeletons. No generals required unless it increases the overall army size.

  • All spell slots are available to go towards the army.

  • Buffing the army is not necessary, but if you have a way to do it without diminishing its size, I’d love to hear it.

What Class or Class combination will raise the largest controlled undead (skeletal) army? [duplicate]

I am planning on making a Necromancer type with the largest undead army available in 5e D&D. I have an existing strategy but would like to hear your ideas.

Rules:

-Hardcover books only, no 3rd party or UA.

-Lv 20 character, no epic boons unless you have a way to get them through a feat.

-Prefer no magic items, however if you have one that really makes a huge difference let us know.

-We are looking to specifically raise Skeletons. No generals required unless it increases the overall army size.

-All spell slots are available to go towards the army.

-Buffing the army is not necessary, but if you have a way to do it without diminishing its size, I’d love to hear it.

PyCrypto based encrypted Property class for Google App Engine standard – is this AES implementation secure

I have a need to encrypt OAuth access and refresh tokens stored in the Google Cloud Datastore.

The goal here is to ensure that if the Datastore entities are accessed independently of the code, the OAuth tokens will be encrypted and thus unusable.

This is not intended to protect against situations where both the code and Datastore are exposed together.

To securely store the data, I have leveraged PyCrypto’s AES implementation, and created a custom property type that automatically encrypts/decrypts the properties when accessing them.

The logic is as follows:

  • To store – I generate a random initialization vector, encrypt the data, then I base64 encode both the initialization vector and the encrypted data, and store them together in a text property.

  • To retrieve – I fetch the text data, slice off the base64 encoded initialization vector, and proceed to decode then decrypt the remaining data.

In addition to securing my own application, I am considering publishing the details and distributing the relevant code for others, so I want to ensure I have a secure or "correct" implementation of this functionality

(Note I have stripped out App Engine specific code and just included relevant encryption code here, for simplicity. The actual implementation allows it to be dropped into existing Datastore models in a backwards-compatible fashion).

 from Crypto.Cipher import AES   from Crypto import Random  from base64 import b64encode,b64decode  from meta_secure import aes_key #aes_key is a 32 digit alphanumeric string (GUID)    #encryption scheme  def encrypt_value(value):     rand = Random.new()     init_vector = rand.read(16)     aes = AES.new(aes_key,AES.MODE_CFB,init_vector)     encrypted = b64encode(aes.encrypt(value))     return '%s%s'%(b64encode(init_vector),encrypted)    def decrypt_value(value):     init_vector = b64decode(value[:24])     aes = AES.new(aes_key,AES.MODE_CFB,init_vector)     decrypted = aes.decrypt(b64decode(value[24:]))     return decrypted     

Have I used PyCrypto and AES correctly for the goal as stated above?