I was wondering if “Hidden Network” located in available networks when you click on WiFi in the system tray is just a set up wizard or an actual network not displaying its SSID?
For instance if there are multiple hidden networks in your area will there only be one hidden network listed under available networks or multiple under available networks?
Is there a security vulnerability when using the option Hidden Network to find your home network if it is hidden? There might be several hidden networks in your area and the hidden network wizard under available networks could just put the SSID and Password until it finds the correct hidden network, is that how it works?
Would it be safer to just use the manual connection set up under the sharing and network center in windows 10?
This is the website I was looking at: https://www.google.com/amp/s/www.digitalcitizen.life/how-connect-hidden-wireless-networks-windows-10
Say 4 goblins ambush a level 2 party, everyone is surprised but the Wizard decides to use his Portent feature to influence the initiative roll of the enemy. One of his portents is a natural 1, and he uses that die to replace the initiative roll.
Do all 4 of the goblins’ initiative change to 1 or does just one goblin change?
Here’s what I got from a reading of the PHB:
… When combat starts, every participant makes a Dexterity Check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time…
Emphasis mine. Reading the bolded text, it seems that in cases of identical creatures, Portent can effectively cripple the entire initiative of the opposing team.
However, when you read the first sentence, it seems that the entire group shouldn’t be crippled by a single portent roll as each creature should be rolling separately and the bolded text really just says, “hey, don’t waste your time on rolling for each goblin. Just roll once and they all go together.”
A big factor of my hesitance to rule on the side of the first interpretation, is that it seems too overpowered for a 2nd-level feature.
So which is which? Am I missing something?
I can’t find anything in the D&D 5e books about learning spells as an arcane spellcaster.
I have a question:
- As, say, a Wizard levels up and gets new spell slots, does he need to go to a library and find the spell somewhere? Could he learn a spell he saw someone else cast?
I’m about to start the first session of a big campaign tomorrow night. I have three experienced players and one newbie and I’ve got a big opener planned. The way things will most likely go in the first session will involve a lot of small fights without a short or long rest between them. The party is starting off at level 3. I am going to be forcing them into one CR 2.5 encounter at the start of the campaign which they should win fairly easily but be worn down a bit afterward.
This level 5 wizard is planned to be a sort of “mini-boss” encounter to slow them down in a chase (that is, if they even chose to participate in the chase at all). So he’s not meant to be a huge challenge, but I don’t want them to blow through him either. My questions are as follows.
*What CR is this wizard? *Should I make him stronger or weaker?
The Wizard: Race: Breton (homebrew race for the campaign. Stats very similar to full-blood elf in the base game) Level: 5 Ability Scores: STR: 9 DEX: 13 CON: 14 INT: 18 WIS: 12 CHA: 10 Saving throws: STR: -1 DEX: 1 CON: 2 INT: 7 WIS: 4 CHA: 0
Health: 30 (8+(4d6+8)) (He will buff himself with false life) AC: 11 (no armor) 14 (with mage armor)
Spells: Cantrips: Fire Bolt, acid splash Level 1: Mage armor, False life, Ray of Sickness, Magic Missile Level 2: Magic weapon, shatter Level 3: Counterspell, Lightning Bolt
Attack: Melee: 4 to hit. 1d4+1 (dagger) Spell attack: +7 to hit. 15 save DC
Feats: Natural Ward: Damage taken from magic spells is reduced by 1d6 with a minimum of 1. Grim Harvest
Added explanation: The reason I’m finding this hard to figure out instead of just using the calculation formula in the book is because of two things.
1, his damage output will change drastically based on what point of the battle it is and how many spellslots he has.
2 his Natural Ward feat potentially makes him far tankier than his stats imply because half the party relies on magic damage.
Upon hitting level 4, Wizards go from possessing 1 cantrip to 4. Additionally, “Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free.” (from the PHB)
Does the cantrip gained at level 4 take one of these two “learned a new spell” slots? I know cantrips are treated differently for loads of cases, and I’m not sure if this is one of them. Not a big deal either way I just would like to make sure I’m doing this correctly.
Option A (Possibly illegal): Upon hitting level four, the wizard learned Tensor’s Floating Disk, Unseen Servant, and Prestidigitation.
Option B (Definitely Legal, but may not be the correct move): Upon hitting level four, the wizard picked up grab Tensor’s Floating Disk and Prestidigitation.
Since I have levels in Bard, can I copy (for example) mass cure wounds (a level 5 bard spell that isn’t also a wizard spell) from a bard scroll into my spell book?
Could I do this idea with 3 levels in Cleric instead of in Bard?
So I know that you can’t copy non-wizard spells into your spellbook. But I have a dip in Bard and what if I copied one of the first level spells I have access to as a Bard that is also within the wizard spells. Can I make a scroll out of it and then have that same character copy it into his spellbook since it is still a spell that a wizard could learn from his level up? I’ve seen other questions like this but never for a spell that was both within another class’ spell list as well as a wizards. Thanks in advance for your help.
Suppose that I want to have a first-level wizard school ability, and that I took an arcane bond with a weapon. Say that for whatever reasons, I take the rest of my levels in a different casting class. Can I still magically enhance my Arcane Bond weapon without taking the Craft Magic Arms and Armor feat? Arcane Bond says:
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat).
Now, usually a wizard would do this by reaching CL5 as a wizard, but the Craft Magic Arms and Armor feat only specifies you have to be CL5 to use it. Certainly you can always magically enhance a weapon with the feat, then re-bond to it, but that’s not the question. If I am a wizard 1 / witch 5 (for example), am I able to magically enhance my arcane bonded weapon, e.g. to be a +1 weapon without having the Craft Magic Arms and Armor feat? If not, why not?
Note: This is not specific to the wizard/witch combo, I’m asking about all caster combos with wizard in general.
I have a Pact of the Chain Warlock/Evocation Wizard character. All of my current Warlock spells are also on the Wizard spell list, except Eldritch Blast of course.
I’ve found a related question about a Cleric/Wizard, but that post is several years old and has some pretty conflicting answers. Not to mention it’s not about Warlock and Wizard spells.
Am I able to transcribe my Warlock spells into my Wizard spellbook?
Blink is a non-concentration spell, so you can easily have both up. Does anything prevent you from using blink, then Polymorph and continue to blink?
The blink effect isn’t a class feature like rage, so it shouldn’t be cancelled when you polymorph yourself.
I see no issue doing this myself as it takes two turns to setup.