Can a Wizard select an alternative capstone?

More specifically, I’m building a Wizard and I’d like him to have the Perfect Body, Flawless Mind capstone (+8 Int).

I’m planning for him to be a diviner, specialized: Foresight, with the Pact Wizard (HH) archetype (that, as far I can tell, does not replace a wizard’s capstone, since a wizard does not have one to begin with), and wonder if it’d still be legal to get the alternative capstone.

Does the natural 20 from Forewarned (Divination school) count as a capstone?

At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

If so, am I able to select the alternative capstone in its place (since it’s not an archetype)?

If not, could I do it as an universalist?

Relevant reference:

Alternative Capstone Ability

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Is there a way (other than using a wish spell) for a Wizard to cast Ranger spells?

Using a wish spell you can duplicate any other spell of 8th level or lower.


That’s a pretty high lv spell for gaining the use of a 1-5 level Ranger spell. I couldn’t find a version of limited wish. And the feat Magic Initiate doesn’t seem to apply to Ranger’s spells.

Is there another way to cast 1 or 2 Ranger spells without dipping into the Ranger class? Specifically I am looking at Conjure Barrage and Swift Quiver. Mostly because I think it would be cool to launch a ton of darts like a Naruto style Ninja…and it would be unexpected from my wizard.

Worth noting we only use the hardcover books. No UA or 3rd party stuff please.

Can a Transmutation Wizard cast ritual transmutation spells to change the active effect of their Stone?

The text for a School of Transmutation wizard’s transmuter’s stone is as follows (PHB p.119):

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

Does this mean that if a ritual spell such as skywrite (XGE p.165) was cast, the wizard would be able to change what effect their Stone has active?

3rd-level homebrew wizard spell

I am creating a new arcane tradition for the wizard in dnd 5e. This arcane tradition is focused on spells that summons Hands, like Mage Hand and Bigby’s Hand. Since there are not many "hand" spells, I am designing new ones.

This is a 3rd level spell that I designed.

Cloud of Mage Hands

3rd-level abjuration

  • Casting Time: 1 action
  • Range: 60 feet (30-foot radius)
  • Components: V, S
  • Duration: 1 minute

Choose a nonhostile creature that you can see within range. A cloud of mage hands appears around the target. The hands try to block attacks aimed at your allies. Each non-hostile creature in a range of 30 feet from your target (target included) gains +2 AC for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the cloud increases by 10 feet for each slot level above 3rd.

I would like to know if the level of the spell is correct. I took as a comparison the spell Haste, which also gives +2 AC and a lot of other bonuses. Compared to Haste, this spell does not require concentration and follows the target giving protection to more allies. However, this effect is also similar to aura spells of the paladin, which require concentration. I would like for this spell to be without concentration since most of the other spells I am designing require it. I could, for example, reduce the area of the spell, lowering the bonus to +1 AC or making it level 4th. What are your suggestions?

Need help balancing an homebrew 9th level wizard spell

I am creating a new school for the wizard in dnd 5e. The school is focused on spells that summons Hands, like Mage Hand and Bigby’s Hand.

I have trouble balancing a new spell for the 9th level. My idea is to make a much stronger version of Bigby’s Hand. Moreover, I’d like the spell to have a high casting time. It is 1 minute in the actual version.

This is the spell:

Glorious Colossal Hand

9th-level evocation

  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a Gargantuan (40 by 40 feet surface and 20 feet height) hand of shimmering, glowing, yellow force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 25 and 300 hit points. If it drops to 0 hit points, the spell ends. It has a Strength of 30 (+10) and a Dexterity of 20 (+5). The hand doesn’t fill its space. The hand sheds sunlight out to a range of 100 feet and dim light for an additional 100 feet.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 300 feet and then cause one of the following effects with it.

Glorious punch. The hand rapidly strikes in a straight line of up to 300 feet. Each creature in the line must make a Dexterity saving throw. A creature takes 12d10 force damage on a failed save, or half as much damage on a successful one. Buildings and objects in the line take this damage times the impact surface (in 5 by 5 feet unit) and do not stop the movement of the hand if they are destroyed as a result of the damage they take from the hand. When performing this action, consider the dimensions of the hand to be those of a cube with a 20 feet edge.

Meteor Punch. The hand goes up in the air and then strikes a vertical punch to the ground. Creatures in a square 20 by 20 feet must make a Dexterity saving throw. A creature takes 12d10 force damage on a failed save and is stunned until the end of its next turn, or half as much damage on a successful one. When performing this action, consider the dimensions of the hand to be those of a cube with a 20 feet edge.

Laser Beam. The hand goes up in the air and shoots a laser beam to a single target. Make a ranged spell attack against the target. On a hit, the target takes 15d10 radiant damage and is blinded until the start of its next turn.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is smaller than the hand, you have advantage on the check. If you succeed, the hand pushes the target up to 20 feet plus a number of feet equal to twenty times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is smaller than the hand, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes 4d8 radiant damage, 4d8 force damage, and 4d8+ your spellcasting ability modifier bludgeoning damage.

Interposing Hand. The hand interposes itself between creatures of your choice and other creatures of your choice choose until you give the hand a different command. For the first group of creatures, the hand becomes opaque, providing cover depending on the line of sight rules. In particular, consider the hand to be like a wall for a 20 by 20 feet square (at the center of the hand) and providing half cover for the rest of its surface. The hand moves to stay between the first and the second group of creatures. Creatures of the first group can’t move through the hand’s space if their Strength score is less than or equal to the hand’s Strength score. If their Strength score is higher than the hand’s Strength score, they can move toward you through the hand’s space, but that space is difficult terrain for them.

Are the limitations imposed on a pathfinder 2e wizard’s spellcasting strictly a ‘downgrade’ over a 5e wizard?

I’m a DM for a fifth edition D&D campaign. After discovering Pathfinder 2e earlier this year, I’ve been eager to give it a try with my regular group of players. I like the action economy and critical success/failure mechanics baked into the system. We started on 4e several years ago, and when 5e came out I was the one who proposed migrating.

I’ll be running a dungeon crawl, with a few social elements to give everyone a feel for how different aspects of the game work. I’ve used the pre-gen characters from Paizo’s official 2e demo adventure as a base for the party. However, I’ve levelled everyone up to 5 (the party is lvl 4 in 5e), to give them all a little more versatility and options.

One of the players will be playing the pre-gen universalist wizard, Ezren. This player is usually the most outspoken of the party when it comes to 5e game mechanics, having done a fair amount of DMing himself. “I don’t think this makes sense, we should try…” sort of stuff. I’ve been open to a lot of it.

When I explained how the wizard works, using Vancian magic and spells at specfic levels prepared into specific slots, his response was to the effect of “that sounds stupid and restrictive.”

Are there any counters to this argument of restrictiveness I can give him to alleviate the negative bias that I’m sure he now has towards this upcoming playtest? So far I’ve told him that cantrips seem more potent than in 5e, as they’re auto-heightened to be the same level as your highest level spell slot. I’ve also said that wizards in 2e get more spell slots in 5e, and I’ve given him the spell substitution thesis (which I had done before this interaction) for extra versatility.

But I can’t shake the feeling that he’s right. Sorcerers in 2e get more spell slots of each level, can choose what they cast using what slots (unless I misunderstand their mechanics), automatically regain focus points without actively doing anything… 5e wizards could choose to cast the Fireball they’d prepared at level 5 instead of level 3, to give it a bit more oomph. His argument here was, in a clutch moment in a combat encounter, the wizard can’t ‘save the day’ by doing so, if he hasn’t prepared that spell in that slot. Wizards also don’t get an equivalent to 5e’s Arcane Recovery, to give them more slots than the 5e sorcerer.

What arguments can I provide to counter his complaints about this restrictiveness?

Can a wizard use the Sleep spell to hunt for food?

In the description of the Sleep spell (PHB p276):

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points

Is there any reason not to allow a wizard to find food by launching this spell in a rather luxuriant environment with supposedly a lot of game (i.e. jungle), or on a river?

Can a wizard under the effects of Feign Death issue telepathic commands to their familiar?

A wizard has a summoned familiar within 100 feet that is currently idle and has Feign Death cast on them by another PC. Would the wizard still be able to issue telepathic commands to their familiar?

Specifically, while Feign Death states that they appear dead and are incapacitated and blind, they aren’t listed as being unconscious.

Find Familiar doesn’t state that issuing telepathic commands requires an action (which you can’t do while incapacitated), whereas it does state that seeing through your familiar’s eyes requires an action as does dismissing it.

I was DMing a game where this occurred and I hastily ruled that the wizard was unable to issue commands, but I am second guessing myself after the fact. And knowing my PCs this situation is likely to happen again.