Is this 3rd level rogue feature a balanced replacement for the Inquisitive rogue’s Insightful Fighting feature?

The Inquisitive rogue’s 3rd-level Insightful Fighting feature (XGtE, p. 46) originally states:

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

This is the homebrew feature I’m interested in having replace Insightful Fighting:

At 3rd level, you gain the ability to analyze incoming attacks and develop a counter to them. Whenever you take the Dodge action, you gain a bonus to your next attack roll equal to your Intelligence modifier. If this attack hits, you can use your Sneak Attack on it even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This effect lasts until the end of your next turn.

This applies whether the Dodge action is taken using an action or bonus action (if a feature allows Dodge using bonus action).

This supposed to feel like parrying and counterattacking an enemy. I’m playing a more cunning rogue, rather than dexterous one, and find that I’m lagging behind with my attack modifier.

Although I’m planning to homebrew most of the subclass features, for this question I’m asking: How does this replacement feature compare to the original Insightful Fighting? Is it a balanced replacement

I’m not too worried about Eye for Weakness combo (I don’t think I’m gonna reach that high), so I guess it works the same.

Notable concern:

  1. Feature that grant Dodge as bonus action, so you can Dodge, then solo Attack with Sneak.
  2. Same with 1, but instead of Attack, cast True Strike for ‘guaranteed hit’.

How can I be effective as a low level human magic-user in a boss battle against a more powerful magic-user?

First of all I’m a human magic-user level 2:

Except for the spell sleep and charm person and some other spells that were useful for X situation out of combat, (Enlarge person, Mount etc.)

I could not do much things, there’s no shops around for now because we’re out of town.

The only thing I have is a dagger and a sling (-5 to hit)

We are against flying birds humanoids and I killed 2 of them via the sleep spell (I used enlarge on our fighter earlier) because they were flying and they fell to their death, an NPC had a flying magic wings item and I took it to do so, luckily I was not as high in the air as the other enemies because my DM made the enemy magic-user (that we weren’t aware of) sleep on me and I lost 8 hit points (thanks to my cat familiar and constitution (and luck on HP roll) I have 15 HP), the enemy turned invisible and did some other tricks before turning invisible again, I (and my cat) could pinpoint where he is via superhearing, but I feel powerless since he went back in his tower and our party nearly died and we’re escorting lots of NPC and the enemy has 2 children that he kidnapped in his tower, most of the party is Chaotic Neutral but I’m Neutral good and our NPC healer is Loyal-Good, I think I have no choice but to abandon the poor children to their death (we’re not even sure that they are still alive).

There was still one bird left (15 to hit is required) so with my Sling 19-20 in my case (16 Dex)

The magic-user enemy is at least level 5…

Sleep is very powerful and as a human I guess the only thing that can protect me is my party and some future magic items/spells… unless I could learn some useful spells I’m not aware of…

Can level 3 Faerie Fire be seen in Magical Darkness?

Darkness reads:

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration… nonmagical light can’t illuminate it… If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Faerie Fire read:

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Given this, casting Faerie Fire using a spell slot greater than 3 inside magical darkness should work. What exactly would the effects be on a creature inside the darkness and Faerie Fire who failed their saving roll?

Specifically who would get advantage, disadvantage, or be rolling normal (due to cancelation of advantage and disadvantage), in the case of an attacker in the darkness, another outside, and the original creature?

If I cast Darkness at 4th level and someone else casts Daylight at 4th level, how do the two spells interact?

If I cast Darkness at 4th level and someone else casts Daylight at 4th level, how do the two spells interact?

I found this Twitter post by Jeremy Crawford back in October 2014 that says the spell does not get stronger when upcast, but as is written in the Player’s Handbook (p. 201):

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting.

Therefore, if we both cast Darkness and Daylight at 4th level, they do not dispel each other – but how would they interact when they meet each other?

Help choosing a feat for level 4 Swashbuckler

Ok so it seems like a simple question but I’m very new to dnd.

I’m playing as a High Elf Swashbuckler and his stats are:

Str: 4 (-3) Dex: 20 (+5) Con: 10 (0) Int: 13 (+1) Wis: 15 (+2) Char: 16 (+3)

Since my character already has 20 dex, should I choose a feat instead of adding to my stats? I’m thinking of the dual wielding feat but many seem to think its useless?

Would love to hear some thoughts!

Is this grappling/wrestler build viable in mid-high level combat?

Preface

I’m relatively new to dnd and this is my second character build so I’m still trying to understand the mechanics for different classes and how to efficiently stack them.

Character Inspiration

My build is heavily inspired by los luchadores from the movie Mutafukaz. In MFKZ, the luchadores grew up in a long lineage of hero luchadores who protect the world from evil by wrestling (Barbarian) them. But these particular luchadores have doubts because their generation hasn’t ever seen any meaningful combat. So they just practice their skills and make money wrestling on TV (Bard) until their patron sends them a sign. When they finally found a sign, they had to sneak (Rogue) into a high security alien military compound to rescue a kidnapped scientist. Since my character is inspired by that movie, that led me to the following 3 classes…


Stats

At level 9 I’d have: Human Bard1/Bear Totem3/Assassin Rogue5

18STR, 15 DEX, 13CON, 9INT, 11WIS, 14CHA, 57HP, 13AC

Vicious mockery, Cure Wounds, Thunderwave (not sure I care about the other cantrips/spells)

Expertise in Athletics gets me +12 for Grapples and shoves. Stealth will probably be the other expertise.

Bardic Inspiration, +3d6 for sneak attacks, advantage during rage and assassinate, +2dmg during rage, and my meat shield combo Danger sense, Bear Totem & Uncanny Dodge.


Considerations

I should note that Im definitely not opposed to using weapons. But I’d prefer if they were either unique or smaller. For example, a whip, daggers, a net, or improvised weapons.

At level 10 Ive considered taking: Bear Totem4 for +1CON+1DEX, or buffing my attacks with Tavern Brawler or Fighter1 for the Unarmed Fighting variant.

Thoughts? Is this build a viable option in mid-high level combat? If not, is it possible do to improve my survivability without just starting from scratch?

At what level is the Pact of the Chain spell, Find Familiar, cast by a Warlock?

In a detail that came up as I asked this question I’d like to know how find familiar works for a Warlock who casts spells at levels above first level.

Pact of the Chain

You learn the find familiar spell {a first level spell} and can cast it as a ritual. The spell doesn’t count against your number of spells known.

A Warlock at level 4 knows 5 spells, has two spell slots and all spell slots are at level 2. (PHB table “The Warlock”). The Pact of the Chain find familiar does not count against spells known.

  1. The Warlock gets this spell at third level after choosing Pact of the Chain. Is it a second level spell(per the table) or — since it doesn’t count against spells known and is cast as a ritual — does it remain a first level spell?

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. {snip} … 5th level, you have two 3rd‑level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd‑level spell.

Is this Pact Boon outside of the limitations of the spells on the table?

Rules for spell casting, Rituals, includes this text:

The ritual version of a spell takes 10 minutes longer to cast than normal. *It also doesn’t expend a spell slot, which means *the ritual version of a spell can’t be cast at a higher level**.

This makes great sense for spells that have “at higher level.” Find familiar doesn’t have that feature, so I am not sure if this applies.

Since it doesn’t cost a spell slot, and is a ritual (not eligible to be cast at a higher level) would that Pact of the Chain boon remain a first level spell (regardless Warlock’s level who casts it), or does the Warlock table drive the spell level up?

The answer helps a question about how to fill up all of the spell slots in a Ring of Spell Storing. (If it stays at first level, this represents an exception to the general requirement that Warlock spell are always cast at the same level).

Pathfinder 1e, 1st level druid, how many spell slots do I have?

As stated in Table 1–3: Ability Modifiers and Bonus Spells on page 17 of the PF Core it states that if your spell casting attribute is at 16 (which mine is – WIS, Druid) you get 1 extra spell slot of level 1, 2 and 3.

Does that mean I can use spell leveled 2, and 3 once a day, even though I didn’t get any spell slots of that level naturally from leveling up my class?

From my understanding I have: 3 level 0 slots 2 level 1 slots 1 level 2 slot 1 level 3 slot Per day

And every morning I need to decide which spells I prepare, which means I have access to every Druid spell., as long as I prepared it in the morning.

Is that correct?