How does a Pseudodragon interact with Find Familiar?

The Find Familiar spells allows a magic user to summon a spirit which takes on an animal form to serve as a familiar. If it is defeated, it disappears, and can be resummoned by casting the spell again.

The Pseudodragon is said to be sought out by mages, for it serves as a superior familiar if it can be befriended.

Does this mean that a mage can befriend a Pseudodragon, gaining a familiar, without having the Find Familiar spell?

Does the Pseudodragon have the same abilities (delivering touch spells, pocket dimension storage) as the familiar from Find Familiar?

If a Pseudodragon is killed, can it be brought back with Find Familiar, or is that exclusive to the ‘spirit’ familiar from the spell?

An acceptable answer would highlight what is specifically unique to the Pseudodragon familiar, if anything.

How does Feather Fall and cascading waterfalls interact?

“Feather Fall” (PH, p. 239) says:

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. lf the creature lands before the spell ends, it takes no falling damage and can land on its feel, and the spell ends for that creature.

Facing a 500′ series of continuous underground waterfalls (but not a straight vertical drop), my players cast Feather Fall and leaped in. This raised a number of related questions:

  1. Does the water push them down faster than Feather Fall allows? (60’/rnd)
  2. Do they take damage from bouncing off of rocks, or do we assume that moving at just 60’/rnd, the damage is mostly avoided?
  3. Do they tumble around in the air due to the water pushing them? ie. it would be difficult to shoot range weapons or cast spells?
  4. Are there any other relevant factors to this scenario that I’m not thinking of?

My first thought at an answer is that the water and player are both falling (vs. the water pushing them), so they “float”, and when the player hits a rocky outcropping, it is considered “landing” (no damage) at which point they aren’t falling anymore and the water immediately pushes them off, at which point they are falling once more. I’m not sure about tumbling around.

How does the damage from Aura of the Guardian and The Berserker Axe interact?

Redemption Paladins get an “Aura of the Guardian” :

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

The Berserker Axe comes with a curse :

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk.

Now, say that Robert the Redemption Paladin is close to Fred the Fighter, who receives an arrow from Gabby the Hostile Goblin. Robert decides to use his reaction to absorb the damage that Fred would take. But! Robert is attuned to a berserker axe. Must Robert make the berserk saving throw ?

In more general terms : Does absorbing damage from an ally hurt by a hostile creature counts as being (indirectly) hurt by the hostile creature ?

How does Collector’s Vessel from Unearthed Arcana interact with Ranged: Self spells?

Collector’s Vessel, the Noble Genie Warlock Patron’s first level ability from Unearthed Arcana, can let a warlock link themselves with another creature, enabling them to cast spells from the bound creature’s space.

Does this allow them to cast, say, armor of agathys on their ally? Or can they only cast spells that do not have a range of Self through this link?

How does Polearm Master interact with Quarterstaff and Whip?

The Polearm Master feat reads:

While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Let’s say my character is wielding a quarterstaff in one hand and a whip in the other hand, and I have the Polearm Master feat. When a character enters a square within 10 feet of me (which is within my reach with the whip), can I use the whip to make an opportunity attack?

How does a Gloom Stalker’s Dread Ambusher interact with Extra Attack?

The Gloom Stalker Ranger from Xanathar’s Guide to Everything gets the Dread Ambusher feature at level 3, which says (pg. 42):

At the start of your first turn of each combat, you walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of that weapon’s damage type.

Rangers also get Extra Attack at level 5 (PHB, pg. 92):

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

So, for a 5th-level Gloom Stalker Ranger, since both class features involve taking the Attack action, do I have to pick whether to make my extra attack with the Dread Ambusher feature or the Extra Attack feature (similar to how a monster with Multiattack has to choose “Multiattack” instead of the standard “Attack” action) or do I effectively get 3 attacks, like a level 11 Fighter (but only on my first turn, obviously)?

How do Magus class features interact with Shadow Conjuration/Evocation?

Several of the magus class features involve casting spells from the magus spell list. They do not specify that the spell must be prepared, or cast with magus spell slots.

Spell Combat:

As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

Spellstrike:

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack.

Magus Arcana and Knowledge Pool use similar language.

Now suppose a magus can cast Shadow conjuration using non-magus features (such as by multiclassing or as a spell-like ability).

Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Or alternatively, they cast Shadow evocation:

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower.

Shadow conjuration/evocation are not on the magus spell list. However, there are multiple conjuration and evocation spells shared between the wizard and magus spell lists, which could mean simulating conjuration or evocation spells from the magus spell list.

Could a magus use Shadow conjuration/evocation with Spell Combat (or other magus features) by simulating a spell from the magus spell list?

How do melee spell attacks interact with the Mobile feat? [duplicate]

The Mobile feat states that:

When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Does that include melee spell attacks like green-flame blade or even steel wind strike?

So let’s say you are surrounded by enemies and you cast steel wind strike and attack everyone around you. can you then safely walk out without provoking opportunity attacks?