The WotC article Unearthed Arcana: Modifying Classes creates the "Favored Soul" sorcerous origin, which grants the the sorcerer the Extra Attack feature at level 6.
Say I made Favored Soul sorcerer go up to level 6, and then multiclassed into Ranger to get its Extra Attack at level 5. Would the two Extra Attack features stack so that I could get 3 or 4 attacks in a turn?
I’m playing an eldritch knight, and I’m looking to optimize the damage of green flame blade. The feature “flames of the nine hells” states that “You deal 1d4 fire damage when hit by a melee attack and shed 30 feet of bright light after casting a fire spell, you can reroll 1s on spell fire damage rolls” would both the 1d4 fire damage and the re-roll 1’s on fire damage trigger when using green flame blade? Or is this meant for spells of level 1 and higher?
Consider the following scenario:
A level 10 Fighter with the Eldritch Knight (EK) archetype (PHB, p. 74-75) is facing a single opponent, and has hold person as a spell available.
- EK attacks with both attacks available. If both miss, they try again next turn. If either hits, Eldritch Strike (the level 10 archetype feature) triggers against the target, and EK will proceed to the next step.
- (a turn passes)
- On EK’s next turn, they cast hold person on the person targeted previously. The target has disadvantage on the save due to Eldritch Strike. If they still pass, EK goes back to square one. Otherwise, EK does the following:
- EK Action Surges (Fighter level 2 ability). They use the Attack action to get two attacks with advantage against the target. If either hits, it does critical damage (thanks to the paralyzed rider on hold person), and Eldritch Strike triggers.
The wording in Eldritch Strike is as follows:
When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Does the target have disadvantage on the save against hold person it makes at the end of its next turn, even though hold person was cast before the triggering of the Eldritch Strike event that would impose disadvantage?
Shadow Sorcerer’s Hound of Ill Omen feature’s text reads:
…Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
I’m curious if against any spell you cast refers to the action of casting the spell, or the condition of having been a spell that you cast in any tense.
The difference being that a spell like Hold Person would only get disadvantage on the first saving throw with the first interpretation, but on all following saving throws with the second interpretation.
The only comparable feature that I know of is Heightened Spell, a Sorcerer metamagic, that reads:
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
This feature is clear in its intent, that only the initial saving throw against any spell is affected and given disadvantage.
The lack of clarification on Hound of Ill Omen makes me wary of which way to rule.
I am looking for a feat that in some way resembles Step Up from Pathfinder:
Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
My goal is to prevent a caster to take a 5-foot step away from me while we are engaged in melee, in this way he/she is forced to cast defensively.
I understand that a weapon with reach could easily do the trick, but I can not consider this options.
So, is there any Feat or Class Feature that could help?
The divination wizard’s Portent ability states (emphasis mine)
You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
The PHB (pag 7, "The D20", 3rd paragraph) describes saving throws, attack rolls and ability checks as
[…] the three main kinds of d20 rolls, forming the core of the rules of the game.
All three of them consists of a d20 roll and then modifiers are applied to this die roll. The description of Portent is quite foggy: the first sentence suggests that it allows to replace the final result (d20+mods), while the second part of the description mentions the roll, without specifying if it just refers to the d20 roll or to d20+mods.
Is Portent allowing the wizard to replace the final result or just the d20 roll?
This topic is covered in several answers and questions related to Portent working with other rules/aspects of the game: these report some tweets by Jeremy Crawford. On one hand, the Sage Advice Compendium ("Official Ruling" section) states they are not considered official anymore, on the other hand in the very same section is stated that they could be a preview of rulings that will appear here [i.e. in Sage Advice]. Jeremy’s tweet about this issue have not been still included in any version of Sage Advice Compendium, at the best of my knowledge.
A paladin’s divine smite says (PHB. 85), “…when you hit a creature with a melee weapon attack…”, which I’m seeing two ways to interpret.
“A melee attack with a weapon”, so as long as it’s a melee attack and you’re using a weapon smite away.
“An attack with a melee weapon”, is where things get odd. Under (PHB. 149), “Simple Melee Weapons”, includes spears which have the Thrown property. Thrown states (PHB. 147), “…you can throw the weapon to make a ranged attack. If the weapon is a melee weapon…”, so even while being thrown it is still a, “melee weapon”
Since it would be easy to house rule this (Rule of Cool: Smiting with a spear sounds neat) I’d like an answer that either references word of god or provides a convincing argument that this type of reading applied to other parts of the rules results in absurdities.
Can the School of Conjuration wizard’s Minor Conjuration feature (PHB, p. 116) be used to summon rare, expensive, and/or consumable spell components?
It seems to fit within the scope of the feature in a rules-as-written manner, and I am inclined to allow it – but not having fully experienced the dynamics of higher level play where it might come more strongly into play, I have some uncertainty.
Thief rogues get the Use Magic Device feature at 13th level, which lets them ignore all class, race, and level requirements on the use of magic items.
Spell scrolls are an unintelligible cipher if the spell isn’t on your class’s spell list. If using a spell scroll to cast a spell higher than you’re normally capable of, you need to make an ability check using your spellcasting ability against a DC equal to 10 + spell level.
Since the Thief rogue ignores all class and level requirements on the use of magic items, does this mean they may use spell scrolls without an ability check regardless of their level (essentially allowing them to be able to fake being a high-level caster for any class as the situation warrants)?
Or does the ability just let them attempt to use the scroll, but because the spell’s not on their spell list (because they don’t have a spell list), they need to make the ability check? If so, what ability would they use to make the spellcasting ability check?
A particular School of Divination wizard is native to the Ethereal Plane (he was created by a wish spell replicating simulacrum cast on that plane).
While this wizard is in the Border Ethereal, can he use his Portent feature to affect the rolls of creatures on the Material Plane?