An interesting question came up last night.   Player X is 4th lvl cleric and 1st lvl monk.   Produce flame can be thrown for d8 of damage. Its damage increases to 2d8 at 5th lvl.   Does this mean at 5th lvl overall or at 5th lvl of the specific class.   We ruled that the damage won't increase until he is a 5th lvl cleric since its a cleric spell.  If there's an official ruling for this its eluding me and I apologize!  ;-)
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?
80719
I'm playing in the Paizo Pathfinder Jade Regent adventure path and we're having a good time so far (). However, as my character has gone up in power I'm now confronting a problem with him being just too effective.  As background, I'm not a big character optimizer, in fact I find the process a little distasteful.  I'm playing a samurai and deliberately built him as a switch hitter, both melee and archery, specifically to avoid min-max syndrome.  However, a combination of just being a strong class and good treasure has made him seem almost too good especially in the arena of dealing damage.  Why do I feel that way?  Well, as an example, last session, we knew some master ninja guy was hunting us. And sure enough, he was posing as some normal guy and got in a death attack on me.  He did a crapload of damage but I made the death save and he leapt away to disappear into the crowd.  I quickdrew my bow and put something on the order of 100 points of damage into him and down he went, encounter over. Which sucked from a dramatic point of view, this was supposed to be a really complex capstone encounter. The rest of the players groused a bit, though several did the calculation and realized that in optimal conditions they could deal out a hellacious amount of damage in a round too, so I wasn't an order of magnitude out of line (after review the other PCs are probably able to deal 30% less damage per round than I am under similar conditions), but still, I don't want to overshadow other PCs (or, frankly, our opposition!).   . I was a bow/sword switch hitter but then we got  - which turned a full bow attack with multishot, deadly aim, rapid shot, point blank shot, and the most common round 1 buffs from my party (haste and bard song) into +20(x2)/+20/+20/+15/+10 for 1d8+29 points of damage per arrow.  I think it's worthwhile talking about this problem from a system-neutral perspective; Pathfinder specific thoughts are fine but I can toss the bow, take crap feats next level, etc. without your help.  I've asked a separate question about the system issue,  The real question here is if I have a character that does or seems to outstrip the other characters in terms of effectiveness, how can I adjust to at least mitigate the resulting problems (over and done encounters, PC envy)?  For an example of an adjustment I already made, back when I only got challenge with my katana, I RPed not wanting to use the katana/challenge on "unworthy" opponents so I could shoot mooks and then just use the big damage on main bosses... But now we've grown past where that helps.
85522
This question is in respect to the Champion's increased critical hit range.  On a roll of 18 or 19 (when this class feature becomes available), is the attack automatically a hit as it would be with a 20?
99304
I need to build a tank for a party limited to the classic four: cleric, fighter, rogue, wizard. He should have following abilities:   Prevent other party members from harm in direct martial confrontation Thriftily spend HP while drawing the focus of foes, to ease the party healer's job Kill or lock down at least one enemy per encounter   All three goals are contradictory to each other. I put them in order of priority. I would be pleased to trade off points in a lower priority in favor of improving a higher one.  The second and the third tasks have pretty obvious ways to be achieved. But I could not find useful traits or skills that would help to hold off foes from weak party members. Enemies can always ignore moderate damage from me (I'm not a damage dealer) and pass by me to attack other party members.  The Fighter has a great access to feats, I can take several chains of them. They would be of use to my personal offensive and defensive abilities but not for protecting others.  Most source books are allowed.  Party is moderate about power playing. In fact I'm the only one who is concerned.  Yes, it has to be a fighter. The classes are set by game master. He have a nice background story for them and create module for them specially. 9-12 levels. Just normal party, rogue, wizard, cleric and fighter.
29188
I play a D&amp;D 5e campaign. My Tempest Cleric is about to take his first multi-class dip into Wizard.   Am I able to use my Cleric class and domain features on my Wizard spells, and vice-versa? Both at the same time?  Examples:   When I cast Shocking Grasp (Wizard spell), can I use my Channel Divinity: Destructive Wrath to maximize the lightning damage and then use Thunderbolt Strike (another domain feature) to cause the target to be pushed back 10 feet? When I roll damage on the weapon attack made for Booming Blade (Wizard spell), can I also add the 1d8 or 2d8 Thunder damage from my domain’s Divine Strike feature to the total? If I study the School of Abjuration, is my Arcane Ward replenished if I cast Freedom of Movement (Cleric abjuration spell, not on Wizard spell list)? If I study the School of Evocation, can I cast Shatter (Cleric domain spell) and apply both Sculp Spell (Wizard School of Evocation feature) to avoid hitting my allies in the blast radius and ALSO use Channel Divinity: Destructive Wrath to maximize the thunder damage?
58514
So I'm a new DM and one of my PC's who's a 1st-level warlock wants to multi-class into cleric. So he would essentially be a warlock 1/cleric 1.  Since the Warlock only has one 1st-level spell slot at 1st level while clerics have two at 1st level, do they stack, or do you just have two 1st-level spell slots? How exactly does this work?  Also, how would the number of cantrips change?
122567
A slightly humorous thought occurred to me (a recovering rules lawyer) after reading .     "None of the answers actually specify that 0 is the minimum damage."   Logically it wouldn't make sense for an attack to apply negative damage or healing, except in specific cases like hitting a flame elemental with a fire attack. Ruling that you could do negative damage would lead to an exploit to avoid costs of healing. As such I highly doubt any DM would make such a ruling. I definitely wouldn't except for the most absurd and humorous of games were failure is the expected result not success.  Another possibility (as suggested by Secespitus) is that negative damage would reflect back on the attacker. This could be seen as punching a strongman so hard (or in just the wrong way) as to injure your own hand.  This would also play well in a failure is the only option game, and if there is a rule suggesting that it would be an appropriate answer to this question as well.  Take the case of a person with less than 8 Strength, no levels in monk, and does not have a tavern brawler.  Would they do -1(1 - 2) damage on unarmed strikes? If so what would the result of the negative damage be?   "Healing" the target because such a puny hit actually raises their fighting spirits and makes them more capable of fighting Reflective Damage, the attacker actually takes 1 point of damage, representing injury to his hand or other damage   I am curious to know if there is an official rule stating that the minimum damage an attack can do is 0 or is there something in the damage calculation that I am missing that would otherwise prevent negative damage?
87472
This has been a point of some controversy within our local AL community, with different DMs giving different rulings. From what I could see, this site has only touched on the Maneuver/Smite issue, with, according to some of my DMs, an out of date answer.  This also leaves the problem of extra dice on magical weapons such as an Ild rune or Hazirawn, maneuver damage dice given by another player through Commander's Strike, damage dice given by a College of Valor bard, Sneak Attack dice, and likely others which currently escape my mind.  Which damage dice exactly does the Great Weapon Fighting fighting style allow you to reroll?
6463
I'm sure your first thought is, that's perfectly clear.  Unfortunately my group who aren't normally rules lawyers disagree.  Party encounters a  (MM p.211).  It has:     Damage Immunities: bludgeoning, piercing, and slashing from nonmagical   attacks not made with silvered weapons.   My reading of that is if the weapon has to be magical and silvered to hurt it.  So a +1 silver dagger will hurt it, but a +1 regular dagger or a +0 silver dagger won't.  The group's interpretation was that all three of those weapons would hurt and only a +0 regular dagger would be ineffective.    I would also note my interpretation would mean something like blade barrier would also not harm it since you could argue they're magical blades but nothing indicates that they're silvered.    This also appears to be the same wording for some undead so I'm not looking for a lycanthrope specific interpretation but something general for every time that wording is used.    Thanks in advance.
86099
I'm playing in a D&amp;D 5e campaign with a bard and a wizard.  Our most recent session ended while we were in the middle of exploring a dungeon. The DM informed us that we leveled up from 4 to 5.  The wizard and bard were excited to get level 3 spell slots for the first time. They began discussing the level 3 spells they were looking forward to casting at the beginning of the next session. I asked, "Don't you guys need to have a long rest before you can cast new spells, though?"  The bard argued that he doesn't need a long rest, because he learns spells immediately upon leveling up and doesn't need to prepare them.  The wizard argued his "number of spells available" count increased immediately upon leveling up, and it wouldn't make much sense if his actual number of prepared spells stayed the same.  Ultimately, the DM decided that it would be more fun if everyone got access to their new toys at the same time. He permitted the wizard to add a level 3 spell to his prepared spell list.  Who is right? Do bards (and other casters that do not prepare spells) get access to new spells more immediately than wizards (and other casters that prepare spells)?  I looked at , but "Can a mage use his newly gained 2nd-level spell slot?" seems like a separate matter from "Can a mage use a newly gained spell?".
5194
My friends and I are very new to D&amp;D, played like 3 times. In a monster's stats next to weapon damage it says stuff like "+11 to hit" and "Hit: 5 (1d8+1)". For the premade characters it just says things like "+4, 2d6 + 2 slashing", though. Why are there two "hit" numbers for monsters? Which do I use for the d20 roll to hit against a target's AC?  I mean for example like in the Ogre entry in the "" article on monsters.
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?
7732
I'm building my character, a Half-Elf Ranger, and I'm a little confused about how to work out the attack bonus and the damage bonus.  So, please tell me if I've got this right:   I'm proficient with a longbow. That means my attack roll is 1d20 + prof bonus + Dex modifier. The damage roll however is 1d8 + Dex modifier.   I'm just a little confused about working out the numbers (without even going into spells and when to roll for attack, etc.)
64869
I had the idea of throwing oil flasks on enemies at level 1, then hitting them with a torch to deal a bunch of bonus fire damage.  PHB 152:     If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.   PHB 152:     If you make a melee attack with a burning torch and hit, it deals 1 fire damage.   A flat 6 fire damage is pretty potent at level 1, but does the oil remain or does it burn out in a flash when hit (since it has no damage over time) when hit?  If not there is potential for a dual torch wielding PC to throw down 12 fire damage per round, or for multiple PCs to deal 6 damage per torch per PC per round.
72789
I've had DMs rule both ways on this..I haven't seen any official RAWs on this so I was hoping someone here could point me in the right direction?  If a Wizard specializes (giving him 1-2 prohibited schools) and later multiclasses can his cross class use the prohibited class?    ie, an "illusionist" gives up Evocation &amp; Conjuration and later crosses into Cleric, would he be prohibited from casting healing (conjuration) spells or would it be ok now that it is divine magic and not arcane?  Or does the arcane vs divine source even matter?  So the same Wizard instead crosses into Sorcerer, can he now cast Sorcerer spells from the prohibited schools?
111055
Are there any drawbacks to using a wish spell to increase ability scores? If not then what would stop players from just using wish repeatedly and raising their ability scores to 30?  I'm just getting back into RPGs with D&amp;D 5e after not playing for years, and I seem to remember this being covered in the editions we played back then.
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.)