Is the star chart a material component for the Guidance and Guiding Bolt spells from the Circle of Stars druid’s Star Map feature?

The Circle of Stars druid’s Star Map feature grants the following benefits (TCoE, p. 38):

You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Neither guiding bolt nor guidance have a material component. It would seem from the language that RAW one must hold the chart in one hand and cast these spells with the other, unless one has the War Caster feat.

Is my interpretation of the rules correct? And what is actually intended?

Is the star chart a material component for guidance and guiding bolt?

Get Feature Image Url

I am doing wordpress plugin development for firebase notification and i fork a repo from github, link here :

Now i want add here also some thing like Features image. so whenever new post added it automatically send title, postid and url of features images.

Please tell me how i fetch feature image url

Does the bard’s Jack of All Trades feature make them proficient with thieves’ tools?

PHB describes the Jack of All Trades feature as

you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus

It also says that

trying to open a lock requires proficiency with thieves’ tools

Assuming that Jack of All Trades does not give you proficiency in any skill that you are not proficient in, does it mean a bard actually can NOT pick a lock?

Does this magic item require that you already have the ability to use the feature that it modifies?

Last night the party was adventuring in Curse of Strahd.
In the previous session they had acquired the module-specific magic item

This item can be attuned to by a good creature. In last night’s session an NPC was able to attune to the item, unlocking its powers (emphasis mine):

Augury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can’t be used again until the next dawn.

Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.

Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can’t be used again until the next dawn.

If I am reading this item correctly, anyone that can take an action can use Augury or Cure Wounds feature. The power is written in the format, ‘if you have an action, you use the action and the item grants you this ability’, even if you could not previously cast an augury or cure wounds, or even if you did not have Spellcasting ability.

However, it appears to me that what is granted by the Bane of the Undead feature is not the ability to Turn Undead, but rather a modification of that ability (+2 DC, use this as a holy symbol), to creatures that already have that feature. That is, in this sense "can use" and "can take" are granting you the ability, but "while using" requires that you already have the ability to do so. (This was important since the NPC in question did not inherently have the Turn Undead feature).

Am I interpreting this language correctly?

A good answer will show a similar example in a less ambiguous case. While this question is specifically about the 5e Curse of Strahd, I am open to an answer showing how that particular item ‘is supposed to work’ in a previous version of the module.

Is Additional Fighting Style underpowered as the only class feature at a given level?

This question is inspired by considering minor homebrew improvements to the Champion subclass, which is frequently but not universally considered a weak subclass.

Looking at the class features, the following occurred to me about Additional Fighting Style (level 10):

  1. Most fighting styles don’t synergize. The main exception is taking both a defensive and offensive fighting style, leading to common recommendations of Defense as the go-to choice for level 10 Champions.
  2. Every class that gets a first fighting style gets additional features at that level (e.g. Spellcasting for level 2 Paladins and Rangers).

So Additional Fighting Style by itself seems pretty weak compared to the level 10 features of other fighter subclasses. Hence the question.

Can a sorcerer learn a 5th-level spell early by creating spell slots using the Font of Magic feature?

Per the Font of Magic feature, sorcerer can use Flexible Casting to create 5th-level spell slots at level 7, even though they are not typically available until level 9.

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of [5th level is 7]

If such a sorcerer levels up while still having this 5th-level spell slot, can they choose a 5th-level spell as the spell they gain upon levelling up?

The Spellcasting feature states:

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Can one class’ feature help another class qualify for a feature?

It’s best to just give an example for this:

Let’s say I have levels in a rogue archetype that gives up Evasion, but I take a two level dip into monk to get Evasion. Would I qualify for the Improved Evasion advanced talent upon reaching rogue level 10? (yes, I know RAW Improved Evasion has no Evasion prerequisite but I doubt most GMs would let you get away with taking it without Evasion)

Or if I had levels in an alchemist archetype that gave up Mutagen, but took a dip in Mutagenic Mauler or Mutation Warrior, could I take alchemist discoveries that affect mutagens, as an alchemist, and apply them to the dip class’ Mutagen?

Does Unarmored Defense stack with a staff of power and the Bladesong class feature?

I’m playing a level 10 blade singer wizard with one level into barbarian for unarmored defense. I have a +5 Dex modifier, a +5 Int modifier, and a +4 Con modifier. I also have a staff of power that gives +2 to AC.

My total AC would be 4+5+10=19 from Unarmored Defense, +2 from the staff of power, and +5 from the Blade Singer arcane tradition, for a total of 19+2+5= 26 AC. Is my math correct?

Does the paladin’s Divine Health feature protect against both common and magical diseases?

By 3rd level, a Paladin gains the following ability (PHB, pg. 85):

Divine Health: The divine magic flowing through you makes you immune to disease.

Does this protect against both common AND magical disease?

There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”

When I cast Simulacrum to make a copy of a creature with a feature like Rangers Companion, do I get a free animal companion to go with it?

The Simulacrum spell contains an interesting clause.

It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any Equipment. Otherwise, the Illusion uses all the Statistics of the creature it duplicates.

Since the Companion feature is part of a creatures statistics, this means that it should get duplicated, I think. So if I were to duplicate a creature that has a feature like Rangers Companion (or something similar), does the animal companion automatically come with it?

Related questions that would have an answer based on the answer to the primary question:

  • If we don’t get a free companion, can the simulacra bond with a new one?

  • If we do get one, would it also be an illusion, or is it a real flesh-and-blood creature?

  • If the Simulacra dies, does the companion instantly die as well?

  • If the companion dies, can the Simulacra bond with a new companion?