pathfinder 1e – If a magician and a sorcerer with arcane bloodline multiclass, can I choose a relative for both?

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pathfinder 1e – What level of spell does the arcane bloodline variant feature of the primal Draconic sorcerer refer to?

The arcanes of the sorcerer's variant bloodline for the bloodline of the primeval dragon says

Arcane bloodline variant: Every time you cast a spell with energy
descriptor that matches the type of energy of your draconian bloodline, you can
reroll an amount of damage dice equal to half the level of the spell.

Is that base spell level or spell level after applying metamagic feats?

dnd 5e – If an arcane rogue uses his magician's hand and makes it invisible, does that mean that something the hand picks up is also invisible?

From the PHB (my emphasis):

From the 3rd level, when you launch Mage Hand, you can do the
invisible spectral hand
, and can perform the following additional
homework with her:

• You can store an object that the hand holds in a
container used or carried by another creature.

• You can retrieve a
object in a container used or carried by another creature.

• You can
Use the tools of thieves to open locks and disarm remote traps.

You can perform one of these tasks without being noticed by a creature if
succeed in a Dexterity check (sleight of hand) challenged by the
Verification of the Wisdom of the creature (Perception). In addition, you can use the
additional action granted by your cunning action to control the hand.

And the invisibility spell (my emphasis):

A creature you touch becomes invisible until the spell ends. Anything
the target is wearing or wearing
is invisible while in the
objective person. The spell ends for a target that attacks or casts a
spell out.

I know the spell is slightly different, but it is the most comparable thing I could find.

For example:

  • I lift some keys from a guard's jail and then make my hand invisible.

  • I take 3 platinum coins from the mayor's desk when I think nobody is looking and close my hand around them so that they are totally inside the fist.

  • I hand a lock and choose a lock from a crowded room.

In which of these situations (if any) would the objects be visible?

Context of the question: I am the Rogue player, not the non DM. I see the magician's hand for the arcane cheater as a type of highly specialized relative because I can summon or discard a will, and I can "order" him to do some simple tasks. But I'm quite new and inexperienced, so I could be looking at it badly. My reason for posting the question was to see if I am missing something that should have been obvious, or if there was room to play with this class feature.

dnd 5e – Can an arcane cheat use a spell to move from the spell list of the wizard?

Basically, we have a hurry displacement, 2 witches, a druid, a cleric, and me, an arcane cheat.

To use the spell, it must be in your spell list. The arcane scammer gets his spells from the list of wizard spells. Nobody else has hurry in your spell list and I can not cast 3rd level spells … yet. Potentially, I can choose hurry as a spell at a higher level.

Does this count as part of my spell list for the purpose of trying to use the spell scroll? If so, will I cast it doing a skill check with my spell casting ability, according to the rules of casting a spell from a spell scroll that is in your spell list but is one level higher than you can cast ?

dnd 5e – Arcane Archer's penetrating arrow and +3 ammunition

An arrow +3 loses its magical property once it reaches a target, but Piercing Arrow's description says that the target takes damage. like He was hit by the arrow.

So, does that mean that if an arcane archer uses a penetrating Arrow with an arrow +3 and hits multiple targets with it, the arrow does not cease to be +3 after the first target?
And if not, is it the same with the arrows to kill?

dnd 5e – Arcane Trickster Multiclass – Spell preparation

Known and prepared spells. You determine which spells you know and can prepare for each class individually, as if you were a member of a single class of
that class. – PHBp164

An Arcane Trickster 3 / Conjurer 2 knows the following:

From Conjurer

  • Three cantrips from the Wizard list

  • Six first level wizard spells (won at level 1)

  • Two first level wizard spells (won at level 2)

  • All for what you have found parchments.

Keep in mind that since you consider classes individually when determining known spells, the character I could not select the second level spells in level 2, even if the character has the slots (as described below).

The character can prepare spells (Conjurer Level) + (Mod. INT) from the Wizard's list as a Conjurer.

From Arcane Trickster

  • Magician's hand plus two cantrips from the list of attendees.

  • Three first level Wizard spells, two of which must be enchantment or illusion.

All spells obtained from Arcane Trickster are considered prepared at all times.

Spell slots You determine your available spell slots by adding all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half of your levels (rounded down) in the paladin and ranger classes, and one third of your levels. fighter or rogue (rounded down) if you have the feature Eldritch Knight or Arcane Trickster. Use this total to determine your spell slots by consulting the Spellcaster Multiclass table. – ibid

The only part of the multiple classification in which the two classes have something to do with each other is in the determination of the spell slots, as mentioned above. In the case of an Arcane Trickster 3 / Conjurer 2, the character has the spell slots of a third level caster, because (3/3) + 2 = 3. This means that the character has four first level slots and two of the second level.

If the character has a spell that can be cast in a higher level slot for an additional effect, the character can do it. Even spells without an additional benefit can be cast from a higher level slot, they just do not do more than they would with the slot they normally use. Either way, the character he does not know any spell of second level Despite having slots for them.

Does Arcane Shot overcome resistance or immunity to damage from non-magical attacks?

Would it be the Arcane Shot of the Arcane Archer (The Xanathar guide for everything chap. one; the link requires access to XGtE in D & D beyond), performed with a non-magical bow and a non-magical arrow, is it counted as a magical attack in order to overcome a monster's resistance or immunity to damage from non-magical attacks ?

dnd 5e – Advantages and disadvantages of the knight of aldritch or arcane trickster for the battle of launch of blacksmith weapons multiclass


EK is more flexible and has more runs to play than AT. AT deals more constant damage without spending a lot of resources. Both spell lists (AT and EK) have nice advantages and can be used anyway. EK are more tanky and AT are more mobile. AT has more uses outside the battle than EK, but if it is built for it, EK is a close option, particularly with the Human variant. The synergies with Artificer are not so good for both, there is a certain redundancy in both classes.

(AT = Arcane Trickster, Ek = Eldritch Knight)

Let's start with something simple: unless you are making the most of DEX or experience, Mage Hand Legerdemain may not be as useful as it should be, so the only characteristic of AT (apart from magic schools) is not so useful in battle (unless the campaign reaches level 17 for Versatile Trickster). Outside the battle is another story.

Arma Bond: although a bit redundant, it is not completely useless. The weapon that returns only returns the weapon after it is used. Weapon Bond can return the weapon even if it is not used in battle (and is not sent to another plane). So, if you are captured, you may still have your weapon back. Disarmed? No problem. Stolen? The same (maybe). A joke from a teammate? … there are no comments, there is a waiting bag, so …

War Magic: Ohh, War Magic, this could be very, very controversial. On the one hand, this could make an EK a big tank by throwing Blade Ward (but you're throwing things, so it's less useful, unless your group needs an extra tank for a match). It could increase the damage of the EK by launching cantrips, but I think it could lose the "throwing weapons" issue for which it is being built. On the other hand, there are extremely situational and controversial combos that can be made with it. For example, An Elf can use the accuracy of Elven and True Strike to have a pseudo super advantage (dice of 3d20), while being useful against very tall AC creatures (or when you have to hit that attack), it could be slightly worse They attack twice in the long term. However, War Magic is a great advantage over the Wizard Hand Legerd in the battle.


As far as I read, I did not find strong synergies between classes that could tip the balance too much. Both have some layoffs. For example, malicious cunning action and sinuous route routes are a somewhat redundant bonus action (script / disconnection versus restricted 15-foot teleport). The same with the weapons link and the repetitive shot. Another compliment is very good, either because they are useful or are simply defense, since both classes have their uses. With respect to the spell, the spell list of the craftsman is well balanced and can be modified as necessary for any class without too much difference.

IN the school of enchantment and illusion vs school of abjuration and evocation EK

This is quite complex to address and I think it can be very subjective. A well placed illusion can destroy an encounter so easily. But EK (and AT) can choose a spell from another school at level 8, narrowing the gap between them a little. However, Evocation can be useful for the damage it can do … and most evocation spells can be used with higher spell slots. This is kind of an advantage because you're going to have 3rd level spell slots (if I'm not mistaken) that can not be used to cast spells appropriate for the level.

The same can be said incantation against abjuration (or any combination). There will be situations that can benefit one over the other inside and outside the battle. Only some schools have more spells at the first and second level than other schools, with Evocation and hope at the top.

The only spell that could be of interest (thematically speaking) is Shadow Blade and it is from the school of illusion. Giving a small margin to AT because AT can easily access it, while EK has to use his choice of 8th level spell. But, again, it's situational and there are other spells that could be better than this.

Since the initial level is 12, we can build a character that might not be fun to play at lower levels but can be effective at 12. Also, I reduced the complexity by considering three options: Fighter 8 vs Rogue 8 vs Rogue 7.

A note about Sharpshooter: two of the three effects are very useful for compilations: not to have disadvantages in the long range attack with remote attacks (perfect for the thrown weapons and their short distance) and reduce the coverage penalty. The other effect (+10 damage, -5 attack), unfortunately, can not be used with thrown weapons.

Rogue 7

Let's start with the simplest: Rogue 7 / Artificer 5. This version has the least racing flexibility to play. Since Rogue 7 only provides two ASIs, and if your DM takes coverage very seriously (even from allies), you really want the Sharpshooter Feat and the maximum INT. Therefore, this led to the Human variant as the only race to choose that I know, simple because of the extra feat.


  • 4d6 sneak attack
  • Arcane armament
  • 2nd level spells (Artificer)
  • Spells of 2nd level (AT)
  • More utility out of the battle than Fighter (Experience, more skills, etc.)
  • Better mobility than fighter.
  • Spells prepared from 5th level (Artificer)


  • 5 known spells (AT)
  • 2 ASI (less flexibility in the races)

Rogue 8

This is a bit of a contrast from Rogue 7. Rogue 8 is less effective in group combat, as it does not have Arcane Armament or Extra Attack. The advantage over Rogue 7 is the flexibility it has when considering races. It has 3 ASI, therefore, it can easily reach the maximum INT and Sharpshooter. Races like High Elf for +1 in INT, +2 DEX and an additional cantrip can be valuable. Or you can take the Human variant and use the extra Feat for things like Proficiency in DEX saved by the Resilient feat (has evasion, so it could be a good addition) or Lucky ((try to) land) Attack when it counts.


  • 4d6 sneak attack
  • 3 ASI
  • Spells of 2nd level (AT)
  • 6 known spells (AT)
  • 1 spell of any school (AT)
  • More utility out of the battle than Fighter (Experience, more skills, etc.)
  • Better mobility than fighter.


  • 1 Attack per turn
  • 1st level spells (Artificer)

Wrestler 8

Fighter 8 is the most flexible of all these versions. It has 4 ASI, which gives you the most flexibility when choosing a career. As a career that does not have a stat bonus in INT? No problem, 14 INT + ASI (or 15 INT + feat with INT increase as Resilient, Elven Accuracy or Observant) and there are enough ASI to max INT and get Sharpshooter. On the other hand, Extra Attack seems to work with Return of weapons without inconveniences like the Arcane Armament. The disadvantage is that the +2 damage in the Dueling style is not close to the Pizarro's 4d6 furtive attack (14 damage on average if my calculations are correct). However, since INT is (could be) your main stat, you are quite capable of dealing damage with the few spells and cantrips the class has.


  • 4 ASI
  • 2nd level spells (EK)
  • 6 known spells (EK)
  • 1 spell from any school (Ek)
  • The best career flexibility


  • Lower DPT (Damage per turn) than Rogue
  • 1st level spells (Artificer)
  • Less use outside the battle than Rogue (no experience, less skills, etc.)
  • Worse mobility than Rogue

Possible career combos

Rogue is the least flexible of the two, and Rogue 7 is the least flexible in general (humans only). Rogue 8 can have a maximum of INT and have Sharpshooter with any race that improves INT like High Elfs, Half Elfs and Humans. Obviously, Rogue 8 and the Human variant are quite flexible and can have 1 feat as Lucky or another thematically more interesting.

Fighter 8 is the most flexible, almost all races can be used and have a maximum of INT. Races that have a high natural INT can give more flexibility as an extra feat, but a flying Aarakocra that throws axes from the sky can be quite fun. Note that the Human variant can have 4 ASI and one feat (2 ASI and 3 dowries, for example), therefore, combinations such as Magic Initiation (blessing or silent image, for example) and Spell Sniper can provide 3 cantrips, 1 1st level spell and other treats (improves the utility inside and outside the battle according to the cantrips and the chosen first level spell). Or even be a monkey pseudo skill with Prodigy and Skilled.

From my point of view:

AT vs. EK in terms of archetype characteristics, the winner is undoubtedly the EK for battle purposes. AT for the outside of the battles is more useful in general if you use experience or have a good DEX.

AT vs. EK in terms of Races, the winner is EK in general, but Rogue 8 is a close one.

AT vs EK in terms of spells. I give you a draw here simply because the battles are not just pure and pure damage. Creativity can change the course of a battle. Both classes have a good selection of spells. However, only the Rogue 7 have two sets of spells of second level (one of AT of another form Artificer). That gives Rogue 7 an advantage.

AT vs EK in terms of damage. AT has an advantage in this category. The stealth attack of 4d6 is not a joke, and the Rogue 7 has the damage output most consistent with the Arcane Armament. In addition, the sneak attack AT does not use resources, while the EK spells do it (the cantrips aside). However, EK with War Caster could have something to say about it. A level 11 cantrip can have between 3d6 and 3d12 damage output. For example, a firearm can have a 3d10 with an average of 16.5 damage, therefore, a combat attack with a magic spear +1 (1d6) and war magic can do: 3d10 + 1d6 + 1 + 5 (INT) + 2 (Duel style)) = 27.5 damage. A Rogue 7 can do with a dagger +1: 2d4 + 4d6 + 10 (INTx2) + 2 (+ 1×2) = 31. Quite close, BUT, that is, if we use a fire bait (fire being a common resistance not It's so good) ). The frost beam makes 3d8, therefore, the total would be 24.5 damage. One thing to consider with the war launcher, apart from the damage, breaks the launching feeling of the construction a bit. A fighter without a war launcher would: 2d6 + 2 + 10 (2xINT) + 4 (2xDueling) = 23 on average. Therefore, Rogue 7 has the advantage here.

AT vs. EK in terms of construction flexibility: certainly, EK. Rogue 8 as a second good option.

AT vs. EK in terms of utility outside the battle: hard to say. Rogue is the most consistent without investing in feats for it. EK can be quite effective if it is built (although not as much as the rogue)

AT vs. EK in terms of general class characteristics. I will not touch it because the analysis is quite extensive as it is. The rogues are more mobile and skilled, the fighters are more tanky and with Action Surge can offer a nova attack for a turn. The fighters have more ASI at level 8 than the Rogues, but at 10 they have the same numbers. Rogues have Evasion, etc.

Therefore, for simple damage and utility outside the battle, Rogue 7 is a great option, but the Human variant is almost a necessity. Fighter 8 is quite flexible and can open many opportunities for RP with many races, or be a powerful source of feats with the Human variant. Rogue 8 is a good middle ground between them. In terms of magic, both have their uses. AT can be very unpleasant with its tricks, while EK can have great potential for damage with the right spells at the right time. The war magic of EK can also add a department in combat depending on the construction. Most cantrips have side effects that can be more beneficial than simple old damage.

Side notes

Although it seems that EK has the advantage here, there are things that I did not consider. The reason is because the spells of the Artificer are quite versatile and can work very well with any construction. Who does not like extra healing wounds that can be thrown with a third level sloth without fear of losing that space for a relevant level spell? Or drop the pen, blur, etc? They are utility spells that are useful for both versions. However, only Rogue 7 can use second level Artifice spells. Also, at level 13 (if the adventure reaches it), Rogue 7 and Rogue 8 are quite identical (both can be Rogue 8 / Artificer 5). There are many considerations to have but, from my point of view, they are not as important as the one I played in the main body.

dnd 5e – Arcane Tradition and Cost Efficiency: Learn spells when leveling up or learning from the scrolls / spellbooks?

You are right, there is a slight disincentive to learn spells from the wizard's own school.

He has come across an interesting conundrum, which by making it cheaper to copy spells from a specific school, is theoretically more economical to learn spells from schools other than the one he chose for his Arcane Tradition when he raises levels and then, hopefully he can learn the spells in their own school, copying them at half price. Essentially, every time you choose a spell in your own school instead of another school, you're failing, because copying that spell would have cost you less than another spell, so getting it for free has less value. If your only goal is to learn all the available spells as cheaply as possible, you should always choose spells from other schools in the upper level.

However, this is assuming that you can find scrolls or other copies of all the spells you want to copy them into your spellbook, which is far from guaranteed.. Unless your DM is very generous with giving you rolls as booty, the only way to guarantee that a spell is in your spell book is to raise it in level. Therefore, in practice, the best thing to do is to choose the spells according to how useful they are to you in your adventure and not in its theoretical value. After all, if you cared more about gold than magic, you would not have become a magician, right?

Finally, I will point out that you do not necessarily need a much of spells from your own school to get value from the characteristics of your spell school. For example, an Abjuration assistant can always activate his Arcane Save by simply launching Magician's Armor At the start of your day of adventures, and you do not need any other abjuration spell prepared. Obviously, they would get a little more value if they occasionally recharged their shield by throwing other abjurations throughout the day, but still get value by casting only one abjuration per day.

dnd 5e: What counts with a magic propulsion attack for the Arcane Armament function of the Artificer of the UA 2019?

Starting at the 5th level, you can attack twice, instead of once, each time you take the Attack action on your turn, but one of the attacks must be done with a magic weapon, whose magic you use to drive the attack.

First, let's start with the definition of boost:

drive, push or make it move in a particular direction, usually forward

Nothing about this word has implications for the way the attack works mechanically. You can push a sword forward with the muscles in your arms, or you can propel an ax thrown in the same way. Chain propels an arrow attack. Or, magic can be used to help propel them, as is the case here. All this text was (from what I can say) that was put there to draw a kind of reason why a magic weapon could result in an additional attack.

The conclusion is that the "propulsion" line has no mechanical impact.

If they wanted to restrict attacks to certain types of weapons, forever Explicitly call that. They have never left us to decipher what kind of weapons restrictions a skill has in any other skill and this is not the case here either.

The only restriction here is that the weapon is magical. If it's magic and a weapon, you're ready.