Are these homebrew magic items balanced at low levels?

I was thinking about throwing in two “home made” magic/special items for when my players go up to level two this weekend, but I’m not sure if it would be at risk of being unbalanced because I was hoping to create two common permanents (just two players; a Fighter and a Sorcerer).

  • A sword with a couple of features that makes it seem like more than it is but it only gives a +2 to initiative as well as be able to harm creatures that need a magic item to harm.

  • A coat made of winter wolf pelt that will give a resistance to cold.

Would either of these be too much too soon? I’m planning on holding back a bit on the real deal magical items as to not flood it but I want to give my players a couple of “oooh shiny…” items that will give a small boost and also compliment their characters.

How can I bring a creature back to life 5 times per long rest with the least investment of levels?

Very related: How can I bring a lowly terrestrial invertebrate back to life 5 times per long rest with the least investment of levels?


A character wants to proactively use the Chronicle of the Raven Queen eldritch invocation (from UA: Warlock & Wizard) but must respect the Law of Death — that creatures should be dead when it is ‘their time’ and not otherwise. To satisfy this, the character must ensure that the creatures they ‘question’ are dead for not very much longer than is strictly necessary for the invocation to work. Specifically, the character must end each day with no creature they killed merely for questioning still dead as a result of said killing.

Nevertheless, the character is committed to using the invocation proactively on creatures that they would not otherwise have killed, 5 times per long rest.

What is the least number of levels for such a character to be possible? Assume magic items are gained with levels at the normal rate, and that those items are whatever is most helpful to the build. If you need any mundane items, monies, or things purchasable with money, you should assume the character has an average amount of money from hoards for their level as well as close to the median amount of individual monster treasure. Remember that the character has to have at least three levels in Warlock (the invocation requires the Pact of the Tome), so you can’t e.g. be an 18th-level Rogue (not that that would necessarily solve the problem, just as an example).

Multiclassing and UA are okay, as well as any other first-party sources.

How can I bring an insect back to life 5 times per long rest with the least investment of levels?

I wanna use the Chronicle of the Raven Queen invocation but I don’t wanna leave all the cockroaches, silverfish, and hydrazoa I interrogate dead afterwards (I realize I could take Beast Speach instead, but I don’t wanna). What do I need to multiclass and for how many levels to be able to bring the insects I question back to life after I kill them? They don’t need to be dead for more than a single round.

I want to do this ASAP in terms of levels. 4 levels of Warlock with the Pact of the Tome, the Raven Queen patron, and the Chronicle of the Raven Queen invocation are non-negotiable. Everything else (including race and background, if needed) is available. Magic Items are fine, but be aware of the levels required before I can likely get the party to track one down: Uncommon or Common magic items will be trivial to track down, but a rare item will take me about 5 levels, a very rare 11, and a legendary 14. Consumables are also okay, but I’m only getting like 1 per level on average and getting a legendary consumable isn’t very likely to ever happen before I’m already 20th level.

Arcane Trickster(9)/Wizard(2) Multiclass Unlocked Spell Levels

This is something that came up at my last game, hoping someone can set the record straight. I’m a Lvl 9 AT Rogue who has just dipped 2 lvls in Wizard.

According to the Multiclassing spell slot rules, I am now basically a Lvl 5 caster (9/3) = 3 + 2 = 5 which gives me access to Level 3 spell slots.

It was brought up in my game this week, that this does not mean I can learn level 3 spells as neither of my classes has gotten to the correct level. Now I agree with them from a Wizard perspective as in the PHB it says:

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.

So on the Wizard table, sure I don’t have enough spell slots for level 3 spells.

However, in the Arcane Trickster chapter of the PHB:

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Might seem similarly worded, but it’s just that part where it says must be of a level for which you have spell slots…

Well I do have level 3 spell slots, so the question is, at this level can I learn level 3 spells?

Are there any tools or tricks to quickly level characters multiple levels at once?

I’m in the process of writing a short sci-fi campaign which is based on D&D 5e, in which the player classes, weapons, and skills are effectively just sci-fi reskins of their magical counterparts. I’m avoiding guns through lore, and players will instead have body modifications that constitute skills and weapons. In order to keep things simple, the players will select from a small pool of pre-made characters and apply some personal flair.

The campaign will be fairly short, so something I’d like to do is give the players the full range of experiences in terms of being squishy, then gearing up, then jumping into some serious (CR20+) world-ending battles. The campaign will be played by some seasoned players, so I’m not really too worried about character complexity spikes, but I also don’t want to get to one of my “level up” points and have the players doing 8 levels worth of decisions in one go. Instead, what I’d like to do is have the character stats and skills roughly figured out ahead of time, so they can reach the level-up point and carry on without too much of a stall in gameplay. The problem is that I’m not really sure what the best way to go about this is.

Are there any tools out there that can help me figure out the correct stat ranges and skills progressions for various classes? Are there any tricks to doing this kind of pre-levelled setup in a game?

Can a wizard with cleric levels scribe wizard spells he had prepared from the cleric class in his spellbook?

There’s been a debate on a D&D discord server that’s caused me a lot of trouble. Here is the question: if a wizard 2/cleric 2 has a wizard spell prepared from being a cleric, rather than from being a wizard, then should the wizard-cleric not be able to then scribe that spell into their spellbook the same as if they had it prepared from anywhere else?

Edit: This is different to the bard/wizard question due to bards having spells known, and clerics preparing spells just as wizards do.

Would all melee PC attacks doing alignment damage be unbalanced at low levels?

For a campaign, I am currently discussing giving the PCs the ability to convert all melee and unarmed damage into alignment damage instead of normal physical, slashing, etc. damage.

One of the players suddenly realized that that makes the attacks extremely powerful and unbalanced at first level and lower levels.

Now I am wondering: is there anything I have overlooked that means having this ability starting at lower levels or level 1 could unbalance things in a normal Golarion campaign?

Hide Edit Links in Navigation for users with Contribute permission levels

I have users with contribute access level and read access level in my sharepoint 2013 publishing site, users with Read access don’t see Edit Links in top Navigation but users with Contribute access see Edit Links. How can I hide Edit links for users with contribute access?

Manage website is already unchecked for contribute access level users. Is there anything else that i am missing in site permissions?

enter image description here

Thanks,