I play a 6 bard/ 4 warlock multiclass. My character recently obtained a rhythm makers drum +3, giving a +3 bonus to my bard spells’ DC and rolls.
I am curious if I were to cast a spell I had taken on my warlock list (hold person) with a bard spell slot, would the bonus increase the DC? DnDB added the bonus to all my characters spells (I know that isn’t right) but thought it may be applicable if a spell is on both lists.
Thank you in advance.
I am playing a level 13 sorcerer and take 1 level in artificer, how does that affect my spells known and spell slots of each class?
I play a Kalashtar War Domain Cleric and am interested in expanding on the Kalashtar’s connection to the Quori more.
Not looking for any particular solution, more of an interesting way to incorporate the DreamScape and Kalashtar lore with the Quori into the play and story of the campaign more.
Open to any wild ideas
Please help me with Arcane Trickster Wizard multiclass spell options?
I have a Rogue-Arcane Trickster Lvl 10, Wizard-Bladesinger Lvl 6. I understand they use the other spell slot chart in the multiclassing section of the PHB. Now I know Arcane Trickster can only select Enchantment and Illusion spells. I also know you can add all spell schools in a Wizard’s Spell book.
Are Arcane Arcane Tricksters still limited to Enchantment/Illusion spell schools when multiclassing with a Wizard as they gain more levels in Arcane Trickster?
I have a druid with the ability to cast level 5 spells. If I multi-class this druid to be a level 1 cleric, In theory, I should be able to read and use any cleric scrolls.
But in the PHB, it says
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Now here is the conundrum, If I were to use a level 5 cleric scroll (like Hallow) Since I can normally cast level 5 spells, (even some cleric spells because of my druid circle) Would I have to make this check because I am a level 1 cleric, or do the rules mean what they literally say here, that as long as the spell is not above a level which I can normally cast, I do not have to make the check. Is there a further clarifying rule about this I am missing or is this just something inherently vague that the DM would have to decide?
In a party with a level 3 Warlock Tiefling – The Fiend (Pact of the Tome) with the cantrips: Eldritch Blast, Vicious Mockery, Minor Illusion, Chill Touch, Spare the Dying and Thaumaturgy. Hex as 1st level and at 2nd level Darkness and Hellish Rebuke. (Other members are: 1 Ranger, 1 Barbarian, 1 Paladin, so pretty much focused on close combat and the Warlock with the Ranger from a distance) We are noticing that the party members benefit more from bonus actions than the Warlock. Since that member is the only caster barely using weapons and solely their spells we are discussing the options to multiclass with a Bard next level and at 4th level get the Telekinetic feat (from Tasha’s Cauldron of Everything) to move creatures 5ft. Being able to use bardic inspiration would seem the quickest and most useful mechanically-wise using all elements of the turn (action, bonus action, move, etc.). Online it mentions multiclassing with a sorcerer as well to use metamagic, which happens at level 3 taking more time than multiclassing with a bard, but that could be the next step.
So, question 1: What options does a Warlock have for bonus actions apart from Hex or other spells?
Question 2: What are the experiences of multiclassing with a Bard level 1 or till another level, despite main focus on Warlock until level 5-7.
Question 3: What are the online experiences with Warlock, but also a 1st level Bard and 3 levels of Sorcerer?
Assume I want to have characters defined by classes, archetypes, whatever. And there’s no advancement, or at least sufficiently little advancement that the choices made at chargen always define the character.
But I want to have multiclassing. Or, more exactly, I want to have characters with differing numbers of archetypes without imbalancing them.
So a class/archetype can’t be a package of mostly or entirely good abilities, because adding another class makes a character better. Thus, the first idea I had was to have chargen start with an “average” set of traits, and each class adds a package of advantages and disadvantages. Works numerically, but I know that “disadvantages cost negative points” systems are easily exploitable. That is, players will try to put PCs in situations that take advantage of their strong points. Only if players and their characters had no control over the situation would “disadvantages cost negative points” be balanced. Thus, having more advantages and disadvantages is generally a good thing. I presume it’s for this reason that the Fate versions I’ve seen don’t just give you a pool of points but specify how many skills of what value you must buy in chargen.
So what other options are there?
I recognize that this post is about something very similar, but there’s no answer satisfying my requirements.
From the description, Apocalypse World and its derivatives allow for cross-class abilities, but only through experience rather than at chargen. Other suggestions lean toward full point-buy, but that’s not what I’m talking about. I don’t want complex character generation. And again, I don’t want to add abilities from other classes in play, but to have class combination in chargen.
this is not a question about game mechanics or so, just asking for some advice. I’m currently playing a 3rd lvl tiefling swashbuckler rogue with 15 dex and 16 cha (we’re not really min maxing). I’m rp’ing him as a dual-wielding pirate. Since the only thing I can currently do in combat is stab a guy I want some more options. Probably take a few levels in another class, but I’m not sure which one. These are the 3 I’m not sure about:
-Fighter: With battlemaster I get some cool maneuvers during combat and I can use them to spice up my normal attacks. Probably take 3 lvls.
-Sorcerer or warlock: These are a lot alike. I already have thaumaturgy, hellish rebuke and darkness once a day from tiefling so some more spells with a fire or darkness theme would be cool. Also fear-type efects, like fear itself or dissonant whispers (from great old one). This is where I’m stuck. Both of these (al well as fighter) have great options for both combat and rp. Fire bolt (since EB doesn’t really fit the character), mage hand, booming blade,…
Apart from what class I’m going into, I also don’t know how far I should go. They all have a lot of good stuff at lvl 5 extra attack, fireball, fear, hunger of hadar, maybe thirsting blade, gift of the depths invocation for pirate rp,…), but that might be a bit too far so I might really fall behind? What do you think?
One of my players is considering multiclassing warlock/cleric. I have not played warlocks or had other players use them so I am looking into the casting mechanics. After looking at other threads I think I have the idea down. Something like a warlock 1/cleric 5 would have the cantrips and 1 warlock slot that can cast at first level and the cleric would provide up to 3rd level spell slots. my confusion comes from
Pact Magic: If you have both the spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the spellcasting class feature, and you can use the spell slots you gain from the spellcasting class feature to cast warlock spells you know.
so they would be able to cast warlock spells up to 3rd level with the cleric 3rd level slot, as evident from answers to this question, but would they also be able to cast fireball (in the case of a light domain cleric) using their warlock slot but doing so at 1st level? If so how would this translate to an end game build? would the cleric then have the equivalent to 2 9th level slots?
I am assuming this does not work this way and the initial build listed essentially just has a slightly expanded spell list and an extra 1st level slot that comes back on a short rest, but I just want to make sure I am not missing something so I can explain this fully in the future.
So,I am playing a multiclass character with level 14 in fighter and level 1 in Warlock. Now Hexblade’s curse damage depends on player’s proficiency bonus.My level 15 character’s proficiency bonus is +5 but a level1 warlock’s proficiency bonus is +2. So, which proficiency bonus should I add as hexblade’s curse damage?