Specifically, would a soul know that the body they’re being invited into was created via Reincarnate? After all, for some souls, changing species might be a big deal, possibly of the ‘rather stay dead’ kind.
If you cast a spell with a bonus action, you can’t cast a spell with a casting time of one action (PHB, p. 202):
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action
Does this apply to ongoing spells that provide an action after being cast?
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically
Am I wrong an interpreting this as allowing to cast a spell as a bonus action on the same turn as the actions provided by these spells?
- Turn 1: I cast sunbeam
- Turn 2: I cast hunter’s mark, then use the action provided by sunbeam to create a new beam.
Assume target A casts fireball.
Assume target B casts counterspell on A’s fireball using his reaction.
Now target A can use his reaction and also cast counterspell on target B’s counterspell.
Does this mean that A can finally cast fireball and B can do nothing about it?
Or does this mean that B can cast another counterspell to counter A’s counterspell attempt?
This gets out of hand so I described it as simple as I could. I hope I get an answer because I was on a dispute with one of my PCs for this mechanic.
This spell is intended for a sort of a anti-caster. It’s part of a pair of spells I’m writing designed to use Concentration Saves. I want to know whether this spell is inline with the others spells in the PHB. I’m not attached to the level of the spell. I’m ok with tweaking the level to balance the spell. If the spell isn’t balanced, I want to know how to balance it.
I’m thinking about making this a bard, sorcerer, or warlock spell. The classes it’s for are not set in stone.
Harry’s Horrendous Headache
S,M ( A tiny jar with a mouse’s brain suspended in liquid)
Range 60 ft
Duration 1 minute, C
Choose one target within range. You rack their mind with a headache rivaling the Nine Hells. If target is immune to psychic damage, the spell has no effect.
For the duration of spell or until your concentration is broken, whenever the target attempts to cast a spell, it must a make a Constitution saving throw(concentration) equal to your spell save. On a successful, the target casts the spell without complication. On a failure, the target fails to cast the spell, the spell slot remaining unused.
This spell is loosely inspired from suggestion to make players make concentration checks to cast spells under extreme wind.
From the feat description:
You learn the misty step spell and can cast it once without expending a spell slot. […] Intelligence is your spellcasting ability for this spell.
As far as I’ve been able to determine, spellcasting ability is only relevant when there’s an attack roll involved, there’s a saving throw, or the ability modifier augments damage. In the case of Misty Step, none of the three apply. There are similar cases with other magic racial feats (“Charisma is your spellcasting ability for all three spells,” where one of the spells is Detect Magic).
So what’s the significance of naming a spellcasting ability?
I found a few, But all is bad, like true polimorph to improve ability( but i lose class from game statistics,), someone know any way, to improve without lose class from game statistics, and without use books and tomes only spells and class shenanigans?
I think wish spell it’s a bad way way, but it’s a way.
The healing spirit spell states:
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
I’m wondering what the optimal way to maneuver into and out of the spell for maximized healing is. Note that the following questions already exists:
- How does the spell Healing Spirit work?
Established there are some facts of how this sort of spell works:
- Creating the spell on top of a creature does not restore any hit points to them
- Moving the spell onto a creature with your bonus action does not restore any hit points to them
- You don’t need to end your turn in the healing spirit’s space, you only have to move through it.
For the purposes of this question I am not interested in class features that modify healing like the Life Domain Cleric’s Discipline of Life and Supreme Healing features or the Warlock’s Gift of the Ever-Living Ones Eldritch Invocation. I am only interested in ways to maneuver into and out of the space most effectively.
Another way to think of this is the following: What is the maximum number of times a creature can be healed by this spell per round?
From the section on “Moving Around Other Creatures”:
You can move through a nonhostile creature’s space. […] Remember that another creature’s space is difficult terrain for you.
Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
This is a party of four, and they do not have any mounts available unless they summon them.
You only “move into the spirit’s space” when you use your own movement to enter said space; being grappled and dragged into the space, being hurled into it by thunderwave, and being carried into it on a mount do not count.
What are the most effective use of L1-L3 spell slots for healing multiple party members for a Cleric/Druid multi-class build?
I’m looking for some guidance on the most “cost” effective use of my L1 to L3 spell slots for a multiclass Cleric (Life Domain) / Druid (Circle of the Shepherd). I want to work out how to get the most overall healing, while trying to maximise the synergy of my domain/circle features.
The party consists of 6 players normally.
The maximum spell-slots available for L1-L3 spells are:
- 4 x 1st-level spells
- 3 x 2nd-level spells
- 3 x 3rd-level spells
Level 5 Cleric (Life Domain) (PHB p.60)
- Disciple of Life: +2 + spell level (target of the spell)
Level 5 Druid (Circle of the Shepherd) (XGE p.24)
- Spirit Totem, Unicorn Spirit: + druid level (all players)
I’m trying to think of how to best use my spell slots in combination with my Spirit Totem (Unicorn) and my Disciple of Life feature.
I think I’ve worked out a good single or combination for L1 slots…
For Level 1 slots I thought the best one is Cure Wounds:
- one character gets: 1d8 + spellcasting mod (+5 max); +3; +5
- all party members get: +5 (x6)
- Average: (4.5+5+3+5) + (5×6) = 47.5
In a pickle, use bonus action to cast Healing Word as well:
- one character gets: 1d4 + spellcasting mod (+5 max); +3; +5
- all party members get: +5 (x6)
- Average: (2.5+5+3+5) + (5×6) = 45.5
Average of both cast in the same round: 93
I’m not sure for L2 slots, and L3 slots I think Mass Healing Word would be the obvious choice?
A Wild Magic Surge may happen when a Wild Magic sorcerer (PHB, p. 103-104) casts a sorcerer spell of 1st level or higher:
Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.
Some magic items let you cast spells that are on the sorcerer spell list. For example, the Staff of the Magi lets you cast enlarge/reduce, which is a sorcerer spell.
Would casting a spell on the sorcerer spell list from a magic item have the potential of causing a Wild Magic Surge (for a Wild Magic sorcerer) ?
Web says :
If the webs aren’t anchored between two solid masses (such as walls or trees) OR layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
I’m having difficulty imagining webs not attached to something. Are they stacked up like pancakes? Does this mean I can just throw webs on the ground and not worry about attaching them to something? What are the disadvantages/advantages of anchoring/not anchoring? Or should the “or” in web be an and?
This is similar How exactly does the Web spell work? but I’m asking about 5th ed not pathfinder. The wording is very different.