Does the War Caster feat grant ranged spell attacks in melee range without disadvantage?

An opportunity attack is described this way (PHB, p. 195):

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature.

The last benefit of the War Caster feat says (PHB, p. 170):

  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Without the Crossbow Expert feat, all ranged attacks (including ranged spell attacks) made when an enemy is adjacent suffer this penalty (PHB, p. 195):

You have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

As an opportunity attack normally grants a melee attack, does it seem reasonable to assume that the target remains at melee range for the spell attack granted by War Caster? If so, does this require ranged spell attack rolls to be made with disadvantage?

The trigger for an OA is a creature moving “out of your reach”. This suggests to me that the creature is out of the 5′ disadvantage zone, but it seems like that would preclude making a melee spell attack.

Do characters with the War Caster feat get the best of both worlds: being allowed to make either a melee spell attack or a non-disadvantaged ranged spell attack?

Which spell save DC do you use when casting with warlock slots?

So I have found a few questions that are closely related, but I can’t find exactly the answer I am looking for. Say you are multiclassed warlock and wizard. You can cast either class’s spells through any of the spell slots. But which stat is used for the spell DCs? If you cast a warlock spell with a wizard spell slot, should the DC be calculated with Int or Cha? (or vice versa, if you cast a wizard spell with a warlock spell slot)

Essentially, is the ability used to calculate DC based on the class that the spell is originally from, or the slot it is being cast with?

How do I roleplay animals that are able to communicate thanks to the Speak with Animals spell?

Unfortunately as the DM, I’m not the creative type, so I’m having trouble with responding as the animal when the ranger uses Speak with Animals. It seems that their only motivations, from insects up to larger mammals, are eating, avoiding injury, and mating.

For example, what kind of a response would the ranger get when he asks a sparrow if the sparrow knows where the local dungeon is? Or a spider?

As far as Spell Components are concerned, what do “retrieve”, “manipulate” and “stow” mean?

From Core Rulebook (p. 303):

Focus: A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

And from Compoment Substitution section, on the same page:

If you’re a cleric Casting a Spell from the divine tradition while holding a divine focus (such as a religious symbol or text), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

I am having trouble understanding why the “retrieve”, “manipulate” and “stow” verbs are mentioned separately and what do they mean in this specific context. Also, why is it explicitly mentioned that you can’t do those things (“retrieve” and “stow”) if you are a cleric and you use your holy symbol as substitution? Does this somehow affect you, your religious symbol, your spell or anything else?

Could anyone provide some clarification or point me to a related page from the rulebook?

What counts as a “fixed range” spell for Persistent Spell?

The Persistent Spell feat in Player’s Guide to Faerûn allows a spell to last for 24 hours. The spell to be persisted must have a personal range or fixed range.

I’m having trouble finding a definition of ‘fixed range’ for a spell. One example given, detect magic, has a range of 60 ft. Are only spells with a non-variable range considered fixed?

Is a spell with range touch considered fixed? While the 3.0 Faerûn campaign setting errata specifically excludes touch spells, 3.5 makes no mention of this.

Spell casting and using non spell type bonus actions

In 5e, what are the rules for casting spells when using a bonus action? For example, if I using a cunning action to disengage can I cast a non cantrip spell? Also if I concentrating on a spell that allows to interact with it as a bonus action in turns after casting said spell (moving a flaming sphere etc). In these cases you are not ‘casting’ a spell but still using a bonus action. The rules I’ve seen seem to specify what happens if a bonus action is used to cast a spell but not for using a bonus action for non spell casting use of the bonus action.

Do you still roll saves against effects suppressed by the Calm Emotions spell?

The Calm Emotions spell says:

…suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

On first read, it seems that the expiring duration would suggest waiting out a fixed time frame. However, a lot of fear effects permit saves throughout the duration to end them.

So two questions:

  1. While a fear effect is suppressed are saves still made to end it?
  2. If so, does a creature need to comply with special requirements to attempt the save while the effect is suppressed by Calm Emotions?

To clarify, this is the text for a Red Dragon’s Frightful Presence and the Fear spell, respectively:

Frightful Presence

Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Fear

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Alternatives to rest for restoration of spell slots

Is there a mechanism (established in the rules) for restoring the spell slots of an arcane caster (particularly interested in Wizard) that does not involve rest?

The method must be external to the caster (e.g. a potion or an artifact), and cannot require the caster to have chosen specific skills or class abilities.

As a footnote, I am willing to consider divine intervention, but that is akin to me just making up a DM ruling to get the job done. I need this effect for a story element at the end of a campaign, and would like to keep it legitimate in the context of what is going on.

Can my familiar use the additional action from the Haste spell to attack?

The haste spell (p. 250 of the Player’s Handbook) grants an extra action that can only be used to take one of a limited set of action. One of those options is the Attack action.

If I cast the haste spell on my familiar, which normally can’t use its action to attack, can it use this special action from haste to attack?