If my character chooses Ritual Caster for his 1st-level Variant Human feat and gains find familiar, can he cast cure wounds via the familiar due to it being a touch spell?
Also, can he move the familiar to an ally and cast cure wounds in the same turn?
If I have a familiar, I can cast Inflict Wounds through it, as per the description of Find Familiar:
Your familiar can deliver the spell as if it had cast the spell.
Inflict Wounds includes a melee spell attack. The rules for spell attacks state (PHB p. 206) that:
Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
The Elven Accuracy feat (XGtE, p. 74) states that
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
The second person pronoun is used in both of these last two wordings. So if the caster’s, rather than the familiar’s, spellcasting ability modifier and proficiency bonus are used for this melee spell attack, it seems to follow that, given advantage on the attack, a reroll would be available via Elven Accuracy (if the caster has that feat). Is this the case?
If a bard selects contingency as a magical secrets pick, and casts a 5th level cure wounds with the trigger “when I drop to 1 hitpoint”, how does the incoming damage work?
Say he is at 5 hit points. Then he gets hit with 30 damage. Does the extra 25 damage take away from the 5th level cure wounds that gets triggered?
When I heard about Eberron and its living spells, I almost immediately thought about a living Cure Wounds spell (or any “friendly” spell) that may become the pet of one of my players’ characters. I never had the possibility to put them in a situation where they may encounter such spell… Until now.
But I have a problem: in both D&D 3.5e and 5e, I haven’t found anyone use this kind of living spell, and I want to know if it is because I missed something in the creation rules of those monsters that say it is impossible, or if it’s because I’m the only mad DM that have thought about that. Does such a living spell exist in RAW in either edition?
I’m brand new to 5e and want to play a cleric. When I last played over 30 years ago, cure wounds could heal a PC or damage undead. Is that still the case?
Vampiric Touch says,
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
Round 1 you cast vampiric touch and make a melee spell attack for 3d6 necrotic damage.
Round 2 while still concentrating on vampiric touch you cast Inflict Wounds as a 3rd level spell for 5d10 necrotic damage.
Being that Vampiric Touch is still functioning, you are making a melee spell attack, and it is dealing necrotic damage… Does the necrotic damage from Inflict Wounds siphon health?
(Obviously the 3d6 and 5d10 wouldn’t stack because of action economy, etc.)
I am sure that a player could find a better use of two 3rd level spell slots, but I have taken up a kind of awkward place as an arcane healer/tank for the group and every bit of preservation helps.
If I am a Celestial Warlock and I take the Magic Initiate – Cleric (Cure Wounds), does that now count as a Warlock spell for me?
Since under The Celestial it says: “The following spells are added to the warlock spell list for you.” and Cure Wounds is on the list.
This last part in the SAC would lead me to believe yes: “In short, you must follow your character’s normal spellcasting rules, which determine whether you can expend spell slots on the 1st-level spell you learn from Magic Initiate.”
Bonus question, option 2: If i took the feat after having one level in Celestial Warlock, could I take Cure Wounds using Magic Initiate – Warlock.
From the PHB:
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.
Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum. you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises.
My interpretation is that the first few hits don’t cause wounds or bleeding, and saying things like “your blade pierces his ribs” is inaccurate, however I struggle to actually describe blows in combat without saying things like “The blow strikes the armour” for a miss, and “Your blade slices through his leg” for a hit.
I am looking for a alternate method which doesn’t reference wounds, bleeding etc but still has narrative value and the players will be able to tell the difference between a miss and a hit (Or a crit).
What methods have people used to describe damage which meet the criteria above, and how did this impact the experience for the players and DM? Please back up answers will experience using good subjective / bad subjective.
I have tagged this as D&D 5e because I don’t know if the hit point rules are the same in the older versions or other games, but any experience from systems will similar rules will qualify as a good answer.
Every party in Pathfinder and every character in Pathfinder Society needs some healing source, and the two most common are a Wand of Infernal Healing and a Wand of Cure Light Wounds. It is often advised that everyone acquires one of the two wands as soon as possible.
Given that one of the two wands is used as a primary healing source, what are the advantages and disadvantages of both?
This question is about both PFS and normal Pathfinder games.
Suppose, a Rogue with Use Magic Device wants to attack an Undead, perhaps an Incorporeal one. They can use a Wand of Cure Light Wounds for that since it does require an attack roll. The Rogue somehow gets their Sneak Attack: the Undead is flat-footed, flanked, or something like that.
Now, the said Undead successfully makes their Will save and only takes (1d8)/2 damage, instead of just 1d8.
Is the Sneak Attack damage also halved?
Will an Incorporeal Undead halve the damage one more time because the Rogue is not incorporeal?