dnd 5e – How do my spells work when multi-classing Ranger and Druid?

I’ve been reading through posts online and the multi-classing rules over the last couple of hours. And good lord, either I’m an idiot (highly likely) or this stuff is tough. Anyway:

In a campaign I’m playing with some friends, I am multi-classing UA Ranger and PHB Druid. I’m having a few problems with this since there are conflicting sources, I’m also having a hard time understanding that Druids prepare spells yet Rangers in 5e do not. More on that later.

Both of these classes can only learn Druid spells, and Rangers only gain spell slots at level 2. I’m having a hard time figuring out how all these rules fit together with these two specific classes.

For this example, a level 7 Ranger and a level 6 Druid with a Wisdom modifier of +2. Their base spell slots would be:

begin{array}{lccc}
& 1st & 2nd & 3rd \
Ranger & 4 & 3 & – \
Druid & 4 & 3 & 3
end{array}

Which normally would total:

begin{array}{lccc}
& 1st & 2nd & 3rd \
Sum & 8 & 6 & 3 \
end{array}

… but calculating where the character would be on the multi class table would be: (Druid level) + ((Ranger level)/2) which would be 9.5 rounded down to 9. So on the multi-class table the character would have:

begin{array}{lccccc}
& 1st & 2nd & 3rd & 4th & 5th\
Multiclass & 4 & 3 & 3 & 3 & 1 \
end{array}

However neither of my classes at their level can learn 4th or 5th level spells.

Am I correct in saying that I can’t learn 4th and 5th level spells but I could cast a spell such as Cure Wounds in that 5th level slot?

The other problem I run into is that Druids prepare spells (their Druid level + wisdom modifier), which in the case of level 6 could prepare 8. Yet my Ranger does not have to prepare spells how: does that work? Since BOTH classes can only learn Druid spells anyway, can I just stick to “you don’t need to prepare Ranger spells”.

I’m sorry this post is so long but I feel like either I’m doing something HORRIBLY wrong or I’ve just chosen the two most hardest to integrate classes.

dnd 5e – Can a multiclassed character have spell slots that they cannot prepare spells for? (5e)

dnd 5e – Can a multiclassed character have spell slots that they cannot prepare spells for? (5e) – Role-playing Games Stack Exchange

pathfinder 1e – Can you write spells prepared with “knowledge pool” in your spellbook?

A magus who prepares a spell using the class feature knowledge pool can copy that prepared spell into a spellbook—probably

That is, general consensus seems to be a tentative Yes in this 2011 Paizo messageboard thread. Developer Jason Bulmahn solicited opinions during the magus playtest as to whether this should be considered a bug or feature in this 2010 Paizo messageboard thread.

There is some discussion whether the magus technically understands the spell—a necessity when copying a spell from another caster’s spellbook or from a scroll—but there’s no allowance made for not understanding a spell that’s already prepared, the assumption likely being if it’s in your head, you understand it.

No one points to anything horribly unbalanced about this quirk, but several do voice that allowing the magus to do this makes them vaguely uncomfortable, but only insofar as such a process goes unmentioned in the magus’s description.

dnd 5e – Can I keep a hollyphant in a gem necklace with the Imprisonment spell and use its Aura of Invulnerability trait to be immune to lower-level spells?

The aura will not be projected out of the gem, because Imprisonment spell text quite explicitly says

nothing else can pass through

This is a rule specific to being imprisoned in this particular way, so it takes precedence over hollyphant generally projecting its aura while alive. Here is a rules link and here is a QA about this rule.

This QA discusses if auras should penetrate total cover in general, but again the spells explicit feature will override any more general rule, or lack of a rule, about this.


Also, if a DM wishes to rule otherwise, they should consider this: If it could, there are a bunch of other auras, not to mention gaze effects and other similar things, which would “leak” too. That would quickly make things rather silly.

dnd 5e – How should I go about nerfing the comprehend language and tongues spells?

In my game (I’m the DM) I want to involve secret texts, in fact all texts that are in languages the players don’t know would be treated as secret.

I downloaded 50 fonts that are unreadable (symbols) and want to use them as script for handouts and all other written things that the players don’t understand.

The nice thing about it is writing everything normally and very easily converting it so I can reveal just small parts if I want to make it a challenge and the players roll mediocre. The symbols are very pretty and I cover all languages plus have many more ready.

Now those 2 spells can ruin all this fun. I like them for use in cases where no RP could be done for the different languages, but I think they could prevent a lot of fun when players cast a spell instead of finding NPC’s to translate for them.

If I make my players go through the trouble of finding a translator they might need to find someone trustworthy enough, or the NPC could lie etc. I find it a lot better to drive plot as a DM.

But taking away much of the spell could feel unfair for players, and mine are not fond of mechanical disadvantages for story.

  1. Is it just me or am I making sense here? I’d like to hear other DMs tell me their opinion.
  2. How would I go about languages and handouts and all that without changing the spells? Is there something I didn’t think of?
  3. I know as DM I can change whatever I want but I wouldn’t want to be a tyrant. Players, tell me how would you feel about such change

dnd 5e – How to cast wizard spells with verbal components in a vacuum?

I assume that due to the description of verbal components:

Most spells require the chanting of mystic words. The
words themselves aren’t the source o f the spell’s power;
rather, the particular combination of sounds, with
specific pitch and resonance, sets the threads of magic
in motion. Thus, a character w ho is gagged or in an area
of silence, such as one created by the silence spell, can’t
cast a spell with a verbal component.

That we will need some way to make sound. This in turn requires an atmosphere/medium through which the sound can travel as it strums the weave.

Mirage Arcane

Mirage Arcane could potentially give the effect of an atmosphere and states:

You make terrain in an area up to 1 mile square
look, sound, smell, and even feel like some other sort
of terrain.

i.e. make space look, sound, smell, and even feel like air

also:

The illusion includes audible, visual, tactile, and
olfactory elements, so it can turn clear ground into
difficult terrain (or vice versa) or otherwise impede
movement through the area.

meaning that the stuff the illusion is made out of is at least partially there?

while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion

therefor even if a creature knows that the illusion is present they can still breath in the knowledge that the air isn’t real.

I assume the illusion is in some way connected to the ship and moves with it even after the ship had left orbit since otherwise there would be issues of magical space relativity and would get complicated fast. Therefore if the spell were cast while standing on the ship before the ship leaves orbit then the mirage arcane would follow it out of orbit using the deck of the ship as the ground.

I posted this question about casting a spell twice and find that if the second and future castings were cast before the end of the previous castings 10 day duration then the duration would be reset to 10 days.

SpellJammmer

Another option is to use the physics from SpellJammer (from D&D 2e) whereby as a SpellJammer left orbit it just took a certain amount of air with it and that air would run out eventually. An alright port to 5E was made here but please note it does come with its own system for moving ships and powering ships etc

dnd 5e – Nerfing the comprehend language and tongues spells

In my game (I’m the DM) I want to involve secret texts, in fact all texts that are in languages the players don’t know would be treated as secret.

I downloaded 50 fonts that are unreadable (symbols) and want to use them as script for handouts and all other written things that the players don’t understand.

The nice thing about it is writing everything normally and very easily converting it so I can reveal just small parts if I want to make it a challenge and the players roll mediocre. The symbols are very pretty and I cover all languages plus have many more ready.

Now those 2 spells can ruin all this fun. I like them for use in cases where no RP could be done for the different languages, but I think they could prevent a lot of fun when players cast a spell instead of finding NPC’s to translate for them.

If I make my players go through the trouble of finding a translator they might need to find someone trustworthy enough, or the NPC could lie etc. I find it a lot better to drive plot as a DM.

But taking away much of the spell could feel unfair for players, and mine are not fond of mechanical disadvantages for story.

  1. Is it just me or am I making sense here? I’d like to hear other DMs tell me their opinion.
  2. How would I go about languages and handouts and all that without changing the spells? Is there something I didn’t think of?
  3. I know as DM I can change whatever I want but I wouldn’t want to be a tyrant. Players, tell me how would you feel about such change

spells – Is allowing to Polymorph Any Object into a specific person balanced?

By default, polymorph spells cannot be used to mimic the appearance of a specific creature, as per the rules for transmutation (polymorph) spells:

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature’s type.

The spell polymorph any object can act as greater polymorph, which in turn can act as alter self. These are all transmutation (polymorph) spells. None of them specify that the target can be made to look like a specific creature, so by RAW, it is not allowed.

Magically impersonating a specific creature would typically require (1) a transmutation that specifically mentions looking like a specific individual, or (2) an illusion like disguise self. Allowing any polymorph spell to achieve this may be unbalanced, because it is situationally very powerful, and would be providing another spell’s benefit for free.

dnd 5e – Does “resistance to damage from spells” reduce damage caused by summoning spells?

A few creatures, such as the Archmage, have resistance to damage from spells.

If I cast a summoning spell such as Conjure Animals, do the summoned creatures do half damage against an enemy that has resistance to damage from spells?

It’s not clear to me if a summoned creature’s damage is considered to originate from the summoning spell, or from the creature itself, which is not a spell.

Can an Astral Self monk suppress the verbal components of any spells they can cast?

Can an Astral Self monk using their Word of the Spirit ability cause the Verbal component of any spells they may be able to cast to be audible only to themselves?

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