Does Lore Mastery’s Master of Magic feature create a prepared spell?

According to the wording of the UA Lore Mastery wizard’s capstone, it says:

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’ spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.

For the purposes of a spell like glyph of warding‘s Spell Glyph option, which states that

You can store a prepared spell of 3rd level or lower in the glyph…

would Master of Magic create a “prepared” spell that can be used in this way, or does it create one that’s outside the wizard’s prepared spell list and unable for glyph of warding use?

Would it work in the same way/idea explained here? Can you store a Spell Glyph with a spell scroll of a prepared spell?

Is this proposed change to the Transmutation Wizard’s Master Transmuter class feature balanced for a setting without resurrection? [Version 2]

In my previous iteration of this question, I proposed a replacement for the Master Transmuter option Restore Life. the feedback I received identified that it was too powerful, so I have a new, much simpler proposal. The brief description below outlines the problem; see my other question for a more detailed explanation.


The School of Transmutation wizard archetype has a feature at level 14 called Master Transmuter. It can allow such a wizard to, once per long rest, destroy their transmuter’s stone and do one of a handful of options, one of which is:

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Unfortunately, in my homebrew universe, there is no resurrection magic, so I’m looking into replacing this option with something homebrew that is not related to resurrection, but still at least broadly fits the theme of “Restore Life“.


Still considering greater restoration, I wonder if it would be balanced to simply allow Restore Life to cast it instead of raise dead, a direct trade with no other additions (i.e. not a “super charged” version like I proposed before)?

Restore Life. You cast the greater restoration spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

My reasoning behind believing that this might be balanced, in light of the feedback, is a) it’s a 5th level cleric spell like raise dead, and b) it is not usually available to wizards, same as raise dead.

One the other hand, I’m concerned that this might be a bit weaker than the RAW raise dead version of Restore Life (after all, once you’re dead, greater restoration can’t help at all), so if that is true, I’m also considering waiving the costly material component of the greater restoration spell if cast in this way, since it seems you do need it for the raise dead version. If this is not weaker (or waiving the material component would make this vastly more powerful), then I won’t do that.


So my question is, in a setting where there is no resurrection magic, does my new proposed replacement of the Restore Life option of the Master Transmuter class feature seem balanced?
Ideally contrasting with and without my “waive the material costs” suggestion.

Interpretability of feature weights from Gaussian process classifier

Suppose I trained a Gaussian process classifier with a linear kernel (using GPML toolbox) and got some feature weights for each input feature.

My question is then:

Does it/When does it make sense to interpret the weights to indicate the real-life importance of each feature or interpret at group level the average over the weights of a group of features?

D&D 5e Artificer Artillerist Fortified Position Feature

The text states “You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot)” How would this same action creation work, could you say for example, create one cannon then use your action to cast Misty step to a different location and then place the second cannon, with both summonings being considered 1 action?

Is my homebrew elf subrace feature balanced?

For my 5e homebrew setting, I’m making an elf subrace that’s supposed to be able to turn into a tiny animal (like a squirrel, raccoon, wildcat etc) once per long rest, for a number of hours equal to half of the character’s level, so 1st level character would be able to change shape for 30 minutes, 2nd level for 1 hour, and so forth.

Do you think this trait is balanced? If not, what do you think I should change?

For clarity, here’s the full subrace trait list:

  • Wisdom +1
  • Fey shapechange (working title): once per long rest polymorph into any animal of tiny size for a number of hours equal to half of your character level.

Is this proposed tweak to the Transmutation Wizard’s Master Transmuter class feature balanced for a setting without resurrection?

The School of Transmutation wizard archetype has a feature at level 14 called Master Transmuter. It can allow such a wizard to, once per long rest, destroy their transmuter’s stone and do the following:

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Unfortunately, in my homebrew universe, there is no resurrection magic, so I’m looking into replacing this option with something homebrew that is not related to resurrection, but still at least broadly fits the theme of “Restore Life“.

Unlike in my similar question about replacing resurrection related class features, I do actually have a player who has a transmutation wizard (they are currently “retired”, but the player is strongly considering “unretiring” them in the near future, so this character will almost definitely come back at some point and isn’t far off level 14); this player is also strongly in the camp of “resurrection magic cheapens death”, so they are definitely up for replacing this option of the class feature.


Given that it is called “Restore Life“, I considered replacing it with some kind of healing (say, the heal spell), but then noticed another option that the Master Transmuter feature offers:

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

So healing would look a bit redundant and underwhelming compared to that option.


Finally, I looked towards greater restoration, since a) it’s a 5th level cleric spell like raise dead, and b) Panacea is kind of like a super charged lesser restoration, plus healing. So I have come up with the following (a “super charged greater restoration“):

Restore Life. You end all reductions to all of the target’s ability scores and hit point maximum, and end one effect that imposes the petrified condition on the target.

I’ve not included the greater restoration spell’s removing curses (since I didn’t want overlap with Panacea) or ending charmed effects (because it doesn’t really fit the theme of restoring life). I also haven’t included regaining any hit points because I thought that might be too powerful compared with Panacea if it also healed the target (although I could have it at least restore hit points equal to the reduction of their hit point maximum, if it was reduced at all).


So my question is, in a setting where there is no resurrection magic, does my proposed replacement of the Restore Life option of the Master Transmuter class feature seem balanced, primarily comparing it to the raise dead spell and the Panacea option?

RAW is it against the rules to take another class’s class feature as a feat?

For example, I want to play a Firbolg life cleric (because our party desperately needs more healing) but for roleplay purposes I don’t want him to wear armor so I was thinking that I could take the Unarmored Defense Feat and use my Wisdom like a monk. So imagine my surprise when I found out that it wasn’t a feat and just a class feature of some classes. Thus my question.

My DM is pretty is pretty lenient so as long as the rules don’t specifically say “This is forbidden” she’ll probably let me do it. Now I know that this could be easily solved by just taking 1 level in monk so that’s an option but not my first.

There is an extremely related question, Gaining Other Class Feats, but that doesn’t answer my “Is it explicitly forbidden?” question.

Other related questions (both from 3.5):

Is choosing a different class feature too good as a (house rule) replacement for a redundant feat? Answer seems to be “No, that is a fine rule.”

What can I do with an existing feat that I later get free as a class feature? Answer is “Retrain the feat for a new one.”

For the Artificer’s Flash of Genius feature, do you activate the ability before or after the results of the roll?

The Artificer from Eberron: Rising from the Last War gets the Flash of Genius feature at 7th level:

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Would you activate this ability after the creature has made the ability check or saving throw but before the results are known, or would you be able to activate it after the result has been decided?

Many other features such as the Lore bard’s Cutting Words, the Battle Master fighter’s Precision Attack maneuver, the Wild Magic sorcerer’s Bend Luck, and the Divine Soul sorcerer’s Favored by the Gods specify when their modifier can be applied, but the artificer’s Flash of Genius does not.

Can a multiclassed Sorcerer/Tempest Cleric use Charisma instead of Wisdom to determine save DC for the Wrath of the Storm feature?

I have a question related to this one:
What is the DC of the Tempest Cleric's Wrath of the Storm feature?

Since the rules don’t specify how you calculate your DC for this ability, could a multiclass Sorcerer/Cleric use their Charisma instead of their Wisdom modifier?

Does a Paladin with the Divine Health feature destroy a Green Slime?

The Green Slime (DMG, p105) is a dungeon hazard, and

any effect that cures disease […] destroys a patch of green slime.

A Paladin, from level 3, is immune to disease thanks to the Divine Health feature. Does that mean that, if a Green Slime drops on one, it is destroyed? Or would the slime only be destroyed by some restoration spell that said it cured a disease?