I’m doing a melee sorcerer, but I’m afraid of losing my concentration in combat because in the higher levels the damage is too big and the concentration check is too difficult.
My campaign dosen’t allow feats and multiclassing, only ASI.
Is the haste spell worth it at higher levels?
not worth it to cast only to lose it in one round because I was hit and lost concentration – that’s what I mean by "Is it worth it?"
dex- (+2) str- (+2) / int – (0) / wis- (-1) / const (+5)
I am in a campaign where I am a level 2 sorcerer and level 1 wizard and I have a paladin, a cleric, and a druid in my party. I was wondering if I am a divine sorcerer and have access to the cleric spell list, can the cleric or the paladin write cleric spells in my spellbook?
Or if I find or buy cleric spell scrolls can I add them to my spellbook?
Why? or Why not?
I am currently working on a new character concept for an upcoming game and was unsure about what damages the Echo Knight’s echo would actually be able to do.
For this scenario, the build will be a Minotaur Zealot Barbarian 5 / Echo Knight Fighter 3 with the Great Weapon Fighting fighting style and Great Weapon Master feat.
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
So, there’s a few parts to this question
- If my character is currently raging when he manifests his echo would attacks made through the echo be able to apply rage and divine fury damage?
- When making the attack via the echo would the attack penalty and damage increase from Great Weapon Master be applicable?
- When rolling the damage for the attack would Great Weapon Fighting rerolls be applicable?
- Would the Minotaurs Hammering Horns ability to push the target?
As an Oath of Conquest Paladin I gain the Armor of Agathys as a Paladin spell. IF I am multi classed as a warlock,can I use a Warlock spell slot to cast it? Or are known spells and spell slots completely separate? Would I need to learn Armor of Agythys as one of my Warlock known spells to use as Warlock slot?
I need some support with optimising this multi-class build.
I’m playing in a D&D 5e party where we receive high incoming damage.Our GM is allowing us to multi-class and use feats and spells from the core books as well as Unearthed Arcana (UA), e.g. Feat/Spells from 2020 UA relases. The storyline in our campaign is likely to come to an end when we reach L12; so, I have another 4 levels probably.
My PC is a Satyr and my stats are:
Str (8), Dex (16), Con (16), Int (9), Wis (16), Cha (16)
The build I have chosen so far is:
- L3 Rogue (The Revived) UA
- L2 Warlock (Hexblade) XGtE
- L3 Druid (Circle of Spores) UA
I have chosen my classes and sub-classes but:
Where do I go from here – what is the best order to level my next 4 levels?
Criteria are: single-target damage / survivability / action economy
I want my main role to be damage support on single targets
I also want to be able to survive/escape with ease
I have a 9th level bard. Hypothetically, if when I reached 10th level I took a level in cleric and chose the life domain, so I would be bard 9/cleric 1.
The multi-classing rules state "When you gain a new level in a class, you get its features for that level" and then lists a bunch of exceptions, none of which apply to this situation.
In the cleric class, at level 1 you take a domain. The life domain has an ability called disciple of life which reads
Also starting at first level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level."
Note that it says healing spells, not specifically cleric ones.
It would seem the RAW here is that this would apply to my bard spells as well. So my mass cure wounds (which is 5th level and I would not be able to know as a cleric spell but which I do know as a bard spell), would heal everything an additional 7 points.
Is this how multiclassing works? It seems like my best multi-class option if it does (although I’d probably wait until 11th level since level 10 bards get awesome stuff). Am I missing something?
Reserve Maneuver (PHB2, p191):
Benefit: Choose an encounter attack power from your class. The power must be your level or lower and one that you don’t already have. When you regain the use of your powers at the end of any rest, you can gain the use of the chosen power instead of regaining the use of an encounter attack power of the same level or higher.
Does the highlighted "from your class" include the class I multiclassed into?
Follow up to this question.
So, as stated in that question, I feel that it is quite weird that a 3rd level paladin + 2nd level Ranger is not equivalent to a 5th level Half-caster (such as a 5th level Paladin), but weaker (being equivalent to a 4th level Paladin).
With that in mind, I intend to use the following multiclassing house-rule for determining the spell slots:
- Sum the levels of the half-casters first. So, in the example, 3 + 2 = 5.
- Divide by two. (Divide by three for Arcane Fighter/Rogue – both after summing them together as well).
- Round it to closest integers, rounding .5 up.
Obviously, this only applies to classes that actually have the spellcasting feature, i.e., the Paladin and Ranger should be at least 2nd level, and the Fighter or Rogue should be at least 3rd level.
Such an idea is not novel and already appears in the Artificer, which is explicitly described as having its half-caster levels being rounded up.
From my understanding, this house-rule will mirror the behavior of single class spellcasting of half-casters and third-casters more closely (not entirely – rounding up would mirror it perfectly). Is there any weird edge case that I am missing that would make this house-rule imbalanced in any way?
The only reason I round to nearest integer rather than directly rounding up is that a 4th level Arcane Fighter would contribute as much to the spellcasting as a 4th level half-caster. Although this is what happens in single class, my gut feeling was that this would make dipping 4 levels in a Fighter, for example, be considerably stronger than before, since specifically 4th level also includes an ASI.
From page 164 of the PHB (here is the equivalent section of the Basic Rules):
Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If I have a level 3 ranger and multiclass into paladin, how are my available spell slots calculated?
- (ranger/2, rounded down) plus (paladin/2, rounded down)
- (ranger + paladin)/2, rounded down
Which one is it?
EDIT: In case this wasn’t obvious, this is D&D 5th Edition I’m talking about. 🙂
So, I have a character who’s just gained their 3rd level in Druid who I intend to multi-class into Cleric. I’ve been looking at the multiclassing rules in the PHB and I’m clear enough on the fact ath by 20th level I will have the full number of spell slots for a 20th level spellcaster.
What I am not clear on, is what my preparation restrictions are. Let’s assume that I’ve gone Druid 3/Cleric 17, which gives me spell slots all the way up to 9th level, ans let’s assume I have Wisdom 20. Now, if I look at the text for Druid’s Spellcasting it says the following under ‘Preparing and Casting Spells’:
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
My reading of this says that I would be able to prepare Druid spells of ANY level (because I have spell slots up to 9th level, even though most of them come from Cleric), but I would only be able to prepare 8 Druid Spells to my 20 Cleric spells.
Is that accurate? Even though I’m only a 3rd level Druid, can I prepare and cast 3rd-9th level druid spells as long as I prepare only 8 spells from the Druid list?