Can a warlock combine essence invocations into Hellfire Blast such as Frightful Blast? If so, how would that change effective caster level of the blast?
121186
I'm trying to properly understand the      Hellfire Blast (Sp): Whenever you use your eldritch blast ability, you can change your eldritch blast into a hellfire blast. A hellfire blast deals your normal eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the eldritch chain or eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire, as described in the sidebar on page 119.      Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.   1. Is all the damage from a hellfire blast considered hellfire or only the extra damage?      Eldritch Essence Invocations      Some of a warlock's invocations, such as frightful blast, modify the damage or other effects of the warlock's eldritch blast. These are called eldritch essence invocations. Unless noted otherwise, eldritch blasts modified by eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description.      A warlock can apply only one eldritch essence invocation to a single eldritch blast, choosing from any of the eldritch essence invocations that he knows. When a warlock applies an eldritch essence invocation to his eldritch blast, the spell level equivalent of the modified blast is equal to the spell-level of the eldritch blast or of the eldritch essence invocation, whichever is higher. If a warlock targets a creature with an eldritch essence blast that has immunity to the invocation's effect, it still takes the damage from the blast normally (provided it isn't also immune to the eldritch blast).      A warlock can apply an eldritch essence invocation and a blast shape invocation (see below) to the same blast. When a warlock uses both kinds of invocations to alter an eldritch blast, the spell level equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever is higher. (Complete Arcane, pp. 8-9)   -     Vitriolic Blast      This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack. (Complete Arcane, p. 136)   2. Can a hellfire blast also be a vitriolic blast? If it can, is it hellfire or acid? If it's hellfire does it still ignore spell resistance and do an extra 2d6 points of damage on following rounds"?  Here is an  It ends on post #36.
86841
Can my player’s multiclass Warlock 1/Sorcerer 8 cast the higher level sorcerer spells from with their warlock pact magic spell slots?  My player argued that he could now cast his 4th level sorcerer spells with his level 1 warlock  spells slots. I think he interpreted pact magic as "highest spell slot possible",  so he figures that since he has 4th level spell slots, he interprets that the warlock spell slots are 4th level slots now too.
105093
If I have priority and cast an  on a just summoned 2/3 creature, then, passing priority, my opponent casts a  on that creature, does my creature survive? The first spell that resolves is obviously the bolt, that deals 3 point of damage to the creature; but immediately after, will the  Unholy Strength resolve (giving +2/+1), allowing the creature to survive?
109571
This came up in game tonight.   is a spell with Range: Self (15-foot cube).  The description reads:     A wave of thunderous force sweeps out from you.  Each creature in a 15-foot cube originating from you...   Players Handbook, 282-283  Does the area of effect center on the caster (extending 7.5 feet in each direction), or does it begin from the caster, and extend in the direction desired (for a full 15 feet)?
27031
Recently played with a group, where 3 of their clerics would cast spirit guardians, claiming monsters in the area had to make 3 wisdom saves for 3d8 damage each, potentially adding up to 9d8 damage per round.  Is this any different then trying to have two casters cast insect plague or cloudkill on the same area, or bless on the same individual?
57048
Suppose I have a human character who invested 5 levels on Wizard, 2 on Ur-priest(by appropriate feat chain), and 8 levels of Mystic Theurge, net level of 15. This allows you to cast spells as stated in 10th level Ur-priest Spells per day table. Now, assume that I leveled up, and I choose Mystic Theurge as the next level class. This makes me to look up Ur-priest table for Level 11, which does not exist. In this case, what happens to my divine spells per day? Does it continue to progress "in the same pattern", as Hellfire Blast progresses with Hellfire Warlock-Legacy Champion build? Does it stop and I only get Wizard spells per day? Or, isn't it allowed to do so?  I am totally aware that although the answer is "yes", it does not mean it means spells over 9th level will be granted to my character unless I take Improved Spell Capacity, which requires me to be epic. What I am curious is the progression of spells per day of existing spells.  P. S. Don't ask me how to satisfy the requirements. This is possible by combining Apprentice (Criminal), Iron Will and Great Fortitude as level-up feat, and Spell Focus (evil) as a Wizard bonus feat (RAW, it is a "Spell Focus" feat, anyway.)
71519
The level requirements for Warlock invocations stated in the PHB are refering to which level, character or Warlock class?  Example: If I multiclassed into Warlock, Monk6/Warlock2, would I be able to pick up One With Shadows as an invocation which carries a 5th level requirement?
32349
Several wands and other magic items in the DMG cite &quot;spellcaster&quot; as an attunement requirement, specifically &quot;requires attunement by a spellcaster&quot; while others list multiple spellcasting classes (e.g., a Staff of Fire &quot;requires attunement by a druid, sorcerer, warlock, or wizard&quot; p. 201). However, all the DMG states in this regard is:  Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item.¹ (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class's spell list. [emphasis and footnote added] (p. 136)  The language of the Mage Slayer feat describes a spellcaster as a creature casting or concentrating on a spell.  You have practiced techniques useful in melee combat against spellcasters [...] When a creature within 5 feet of you casts a spell ... [and] When you damage a creature that is concentrating on a spell ... (PHB, p. 168)  From the above, it does not appear that &quot;spellcaster&quot; would necessarily be considered a class or group of classes, so Are characters that can cast spells, regardless of their class(es), considered spellcasters? Or, put another way, Does &quot;spellcaster&quot; (as an attunement prerequisite) mean any creature who can cast a spell or does it mean all classes with the Spellcasting feature? I can think of five particular cases—innate abilities, two subclasses and two feats: High Elves know one wizard cantrip (0-level spell) of their choice. Drow can cast the dancing lights cantrip, 1st-level spell faerie fire and 2nd-level spell darkness. Forest Gnomes know the minor illusion cantrip, and Tieflings can cast the thaumaturgy cantrip and 2nd-level spells hellish rebuke and darkness. Also, many monsters have innate spellcasting abilities, which would trigger the Mage Slayer feat. Starting at 3rd level, both the Eldritch Knight (Fighter Martial Archetype) and Arcane Trickster (Roguish Archetype) gain the ability to cast wizard spells and gain wizard spell slots (potentially) up to 4th-level spells. PHB, pp. 75 &amp; 98. The latter's 17th-level Spell Thief feature also states &quot;you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster,&quot; (Ibid.) which strongly implies that (at least) the Arcane Trickster is a spellcaster, although neither subclass is specifically listed as a prerequisite for any magic item in the DMG. Eldritch Knight and Arcane Trickster are also found under Multiclassing, Spell Slots in the PHB:  You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. (p. 164)  With the Ritual Caster feat, a character chooses a spellcasting class (except paladin or ranger) and gains the ability to cast spells of that class with the ritual tag as rituals. The character immediately gets two 1st-level ritual spells of that class and has the potential to (eventually) learn all of the ritual spells of the chosen class. PHB, p. 169. With the Magic Initiate feat, a character chooses a particular spellcasting class (except paladin or ranger) and immediately learns two cantrips and one 1st-level spell from the class with no further advancement. PHB, p. 168. By definition, it seems all of the above would qualify as spellcasters, but I feel spellcaster typically (or maybe traditionally) refers to bard, cleric, druid, paladin, ranger, sorcerer, warlock and wizard.   I believe an exception would be a 13th level or higher Thief (Roguish Archetype) due to the Use Magic Device feature. PHB, p. 97.
90100
Now just recently I have had a group of friends get into D&amp;D 5e and I ran into an issue with the Warlock class Spell Slots.  Cantrips: a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. Pretty obvious. You know as many as your class level tells you you can know.  Spells Known: How many spells your character can know excluding cantrips. My only question for this is if old known spells can be switched out for new higher level ones?  Spell Slots: the slot leveling I understand, but the whole basis behind it is what confuses me. Are spell slots their own separate choice of spell similar to how cantrips are separate from your spells known? Do you choose spells to know and out of the known spells you prepare ones to slots and they are cast at the slot level, not the normal level? When consumed for casting a spell, are they consumed on known spells and slot spells or just slot spells?  I just need some explanation. I'm a bit more of a visual learner so instead of someone just explaining what a spell slot is, please add a couple examples. (Ex. Warlock at 1st-9th level and a small scenario or two in which they would use a spell they know and a spell slot.) I want to know their spellcasting and how they progress level wise as much as I can.
45822
This question is updated to request additional answers and details in light of information now available in the Dungeon Master's Guide. In the released DM basic rules, Lost Mine of Phandelver, Hoard of the Dragon Queen, and the DMG teaser there are wands, staves, and rings that you can use to cast spells.  Do abilities that trigger from casting a spell activate when casting a spell from an item?  Can the character modify the spell using class abilities when casting a spell from an item?   Examples include:  An abjurer Wizard's arcane ward recovering hit points from a Dispel Magic cast from a Ring of Spell Storing  A sorcerer using Twinned Spell on a ray of enfeeblement from a Staff of Power  An evocation wizard using Sculpt Spell on a fireball from a Wand of Fireballs.   Now that the DMG is out we have some clearer rules on casting spells from items (DMG p. 141):  Some magic items allow you to cast a spell from the item.  The spell is cast at the lowest possible spell level, doesn't expend any spell slots, and requires no components, unless the item's description says otherwise  The spell uses its normal casting time, range and duration, and the user of the item must concentrate if the spell requires concentration. A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item.  Does whether or not you can apply class abilities to the casting of the spell depend whether the item uses the user's own spellcasting ability (such as the Staff of Fire) versus an item that comes with a fixed spellcasting ability built-in (such as the Wand of Fireballs)? Does it matter if it's something that triggers more or less automatically like Arcane Ward, versus something you have to control, like Careful Spell?
102142
If you're a high-elf fighter who has the Extra Attack feature, when you cast  or , do you get to make your additional attacks?  If so, can you cast the spell again on those additional attacks?
2501
Cantrips seem to be the only type of spell that cares only about your class level. However, in the multiclassing section they are not mentioned, does this mean that cantrips use your character level, instead of your class level?  Does this mean a Warlock 2 / Fighter 15 can cast an Eldritch Blast with 4 beams just like a level 17 Warlock?
55709
The  () added the &quot;Combining Game Effects&quot; section which states (emphasis mine):  Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. [...]  The Essentials Kit has a further clarification on these rules in its &quot;Effects with the Same Name Don't Stack&quot; section (page 3, emphasis mine):  [...] But when two or more effects have the same proper name, only one of them applies while the durations of the effects overlap (a duration is a time span of 1 round or more). [...]  I'm unsure whether the further clarification will change my following examples but we do know for sure that with overlapping identical effects, one instance will be what I'd call &quot;active&quot; (will have effects) and the other will be what I'd call &quot;inactive&quot; (won't have effects). That all squared away, I think my question will make more sense with examples:  The  Fire Form trait:  [...] The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.  If a creature is under the effects of multiple instances of Fire Form, and somebody uses their action to douse the fire, are both instances removed or only one?  The  spell:  [...] If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. [...]  If a creature is under the effects of multiple instances of booming blade, and they move, are both instances removed or only one?  The  spell:  [...] At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. [...]  If a creature is under the effects of multiple instances of hold monster, and they succeed on a save, are both instances removed or only one?   Can an &quot;inactive&quot; effect end when its end-condition is met (letting them end simultaneously), or do these sorts of things always end one at a time? Or perhaps the answer is something in-between?  There is also the following related question:    Both answers there supports that if you are grappled by multiple creatures and you make a check to remove a grapple, you only remove one of the grapples. It's not perfectly analogous situation but it is somewhat similar.
24097
With the wording of , it seems like you take the cast the spell action to make the flame appear.  You can then attack with it later - it does use the wording "ranged spell attack."  It never addresses what you can do with it otherwise, even though you are still holding a handful of flame.     What if a tavern brawler or a Monk punches with the hand holding the flame, or uses that hand to make a special melee attack (grapple or push?)      Would that be considered a spell attack, or an unarmed strike because the hand is passively holding the flame?  Could you use the flame as an improvised weapon?    Or would it be something else?  Note: I am making a character for a silly one shot. I am not planning on trying to pull this off for a serious campaign, but it is worth trying as a goofy concept. This side note probably won't affect any answers but I wanted to include it anyway.
105055
Does a grease spell affect where the caster is standing, or the caster in general when cast on itself? I've read of some rules about AOE spells not affecting the point of origin or something... but would like to know RAW
11500
The  spell states:  You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:  One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/4 or lower.   It seems like the only two things a player can select are the maximum CR of the elemental conjured, and, arguably, the location its summoned in. I am confused as to why you would want to use this spell given that its results are so unpredictable. Why would a wizard cast a spell that's essentially an open invitation to whatever elemental from a list decides to show up? You can't strategize around the spell very much because, as written, you don't choose what gets summoned, and you can easily end up with something you weren't counting on. It won't be useless, but why would you cast a spell that has such an unpredictable result? It's like the difference between the chromatic orb and chaotic bolt - if the chaotic bolt didnt have the chance to bounce. You'd never pick a random damage type over a damage type of choice. Why would you choose a spell that might do something you want over something that does exactly what you intend it to do? What are the situations in which you would use this spell that wouldn't be better solved by a spell of equal or lower level that has more predictable results?
88516
So I'm fairly new and ended up being the Cleric in my also fairly new group. I haven't played a caster before and the book says that at level 1 I have Bless and Cure Wounds. Do I need to assign these to a spell slot or do I have them inherently (not to be confused with a cantrip; I know I'd have to use a slot to cast them)?