Even though the Player’s Handbook says a dragonborn only gets one breath weapon per short rest, is there any way outside of rule 0 for a dragonborn to gain multiple uses per short rest, like by using a spell or magic item?
Is there any character option to gain teleport (or any improved version) or greater plane shift, as an at will usage, other than racial ability?
I’m not really looking at items, except as a last resort. All official material suitable, but no extreme TO, please.
The goal is ideally to plane shift at will, accurately to the desired destination. Doing a two step plane shift and teleport is fine if the greater plane shift cannot be obtained.
I’m playing an Ifrit Bard and took the Flamesinger archetype in Pathfinder 1e for both flavor and fun, partially on my interpretation of the first “exchange” of the archetype which is the following
A flamesinger gains Fire Music as a bonus feat at 1st level (without needing the meet the normal prerequisites). At 4th level (when she gains access to 2nd-level spells), she adds summon monster I and summon monster II to her bard spells known; every 3 levels thereafter she gains the next level of summon monster, until she adds summon monster VI to her spells known at 16th level. The flamesinger must apply the Fire Music feat’s effect when casting these spells.
This ability replaces bardic knowledge and lore master.
My interpretation of this is that at level 4 (when you gain access to 2nd level spells), the bard gains Summon Monster I and II as free, bonus spells (that don’t take up known spell slots). This seemed to be the natural reading of the ability and a semi-fair balance for giving up bardic knowledge and lore master.
The issue arose when I leveled up to 4 using PcGen and it automatically gave me S.M I and II, but it assigned them to my level 1 spell pool and restricted my ability to learn new level 1 spells.
When I brought this up with my GM, we began to research to dig deeper into what exactly the ability “should” do, and we were unable to come to a good consensus or find any good rule backing for any of our interpretations.
How do y’all interpret this ability (with precedent/rule backings for more established archetypes, since Flamesinger is relatively new)?
The description of glyph of warding states that:
The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.
What happens if I know the spell from multiple traditions? Does the highest modifier set the maximum, or do they stack? Does it make a difference if I use the traditions with the same spellcasting ability?
- Wizard with Bard dedication and basic spellcasting. Int mod is +4, Cha mod is +3. Can he create 7 or 4 glyphs if he can cast it both as an arcane and an occult spell?
- Cleric with Druid dedication and basic spellcasting. Wis mod is +4. Can he set 8 or 4 glyphs if he can cast it both as a divine and a primal spell?
What is the earliest level that a player character (PC) can gain the ability to become invisible without the aid of external items/scrolls/etc.?
According to the spell casting variant suggested in the Monster Manual in the True Dragon section, dragons gain a number of spells based on their charisma and their maximum level is based off of 1/3rd of their Challenge Rating. Here is a table that sums it up.
Assuming a dragon reverse extrapolated and is aware of this variant for draconic spell casting, they would seek to gain greater CR in order to cast the better spells. Take an Ancient Greens with CR 22, she needs a few more CR ‘points’ so as to gain Clone or Mighty Fortress.
Note: ALL the questions below revolve around True Dragons gaining increased Challenge Rating. If i require a separate StackExchange question for each, please let me know!
Does a dragon existing-residing ‘in lair’ gain CR? Does their maximum spell level ‘drop’ the moment they leave?
Does a leading dragon gain CR based on the number and quality of her servants, minions, slaves, toadies, &/or henchpersons (or ‘livestock-property’ in the case of Green dragons)? Would this also increase based on magic items, traps or well-defended real estate (such as castles on mountains – they have a lot of hit points and good armour class, making a dragon MUCH tougher).
If any True dragon becomes a Shadow dragon, how much does it gain in Challenge Rating? Why?
Does a vast &/or terrifying amount of knowledge equate to CR? It would mean better tactics, strategy &/or knowing weaknesses of friends and foe alike. Does a vast amount of intelligence infrastructure (i.e. ‘a powerful spy network & strike force’) equate threat and danger and thus increase CR?
Would gaining the spell power of an arch-mage (CR 12) add to her high-ranking CR? If so, how much?
Most dragons would want at least CR 24 for 8th level spells at the very least. Getting CR 27 would allow for the real game-changer spells like True Polymorph and Wish.
Long story short: Assuming a dragon figured out that CR = Spell power, how would such a being best gain Challenge Rating?
It is unclear to me how to reconcile the UA enhanced class variant Ranger Companion Option with the Beast Master Ranger’s Companion feature rules in the PHB.
Specifically, in the case of a 5th level ranger who chooses a Beast of the Air, would the Ranger add her proficiency bonus (3) to the beasts AC, attack rolls, damage rolls, saves, skills?
If yes, then what would the resulting stat-block look like for a Beast of the Air companion for a 5th level Beast Master Ranger.
I am making an Inquisitor Rogue and since it depends a lot on the Wisdom Score for its main abilities, I was thinking of using the Wildhunt shifting ability to gain advantage on Wisdom checks would be very helpful. But I am not not choosing the Eberron race so I ask for your help to find if there is any other way to improve my Wisdom rolls by using spells, feats, items or some other method.
Shifting Feature. While shifted, you have advantage on Wisdom checks. […]
TL;DR: Is there a way to replicate the Wildhunt Shifter shifting ability from Eberron by using items or spells?
Chapter 3 of the Draconomicon details how, every couple years, a true dragon must take its next level in its dragon “class”. But what if the dragon just sits around, not gaining any XP, and therefore never actually gains a “next level”?
It’s said that many dragons let their natural abilities grow rather than adventuring to get experience. Do they somehow get dragon “class” levels for free via aging (like, they instantly get enough XP to advance a level but are required to put it towards being more dragony?), or will they eventually be an ancient dragon with all the statistics of a wyrmling?
This question already has an answer here:
- Can you use Magic Initiate to cast a spell you already know, and still learn another spell? 2 answers
If a class that already knows a level 1 spell takes the Magic Initiate feat and learns two cantrips and the same spell from a different class, does that give them a “free” 1/long rest cast of that spell in addition to the casts they could choose to use their spell slots on?
As an example, a level 4 paladin could take Magic Initiate instead of their ASI and choose Bard as the feat’s target. They learn Light (cantrip), Blade Ward (cantrip), and Cure Wounds (level 1 bard spell). They already know Cure Wounds from their own class. In theory, they should have three spell slots they can expend to cast Cure Wounds three times, and then one additional cast of Cure Wounds from the feat.
Is this correct?