## dnd 5e – Is my Paladin stacking Smite spells correctly?

I am the DM for a level 2 Paladin. Today, he managed to pull off what the table found to be a very powerful, yet simple, combo. The two of us read over the rules and we both think it was by the book, but I’d like to be sure.

The paladin first cast Thunderous Smite as a bonus action on his longsword, then attacked an owlbear as his action. He hit, so he added 2d6 damage to his regular 1d8+STR and incurred a STR save (the results of which are tangential to this question). He then spent his second (and final) spell slot on Divine Smite to add 2d8 radiant damage. The final damage total was 3d8 + 2d6 + STR.

In a later battle, after resting up, he tried this maneuver again and rolled a natural 20 on the attack. Since crits double damage dice, his final total was 6d8 + 4d6 + STR damage.

Is this interpretation of how the Divine Smite class feature interacts with the Smite spells correct? Nobody at my table has a problem with the balance, however it was so comically strong of a single attack that we had doubts of its legitimacy.

Are we missing something here, or is this the correct amount of damage to deal for the presented situations?

## dnd 5e – If you change your Wizard subclass from Chronurgy Magic to something else, do you retain the subclass specific Dunamancy Spells?

### You do not have to be a Chronurgist or Graviturgist to learn Dunamancy spells. Having the spell written down is sufficient.

The assertion you make in the question is incorrect, the rest of the paragraph that you quoted explains this quite plainly:

However, the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the campaign to learn a handful of dunamancy-themed spells as rewards. Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls, or a traveling acolyte takes some downtime with a friendly cleric character and opens their mind to some of the stranger secrets of the universe, unlocking a spell or two. There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party.

Only Chronurgy and Graviturgy wizards can learn these spells when leveling up, but wizards of any class can learn Dunamancy spells using the “found spell” method. Once the spells are written in your spellbook you have access to them. One of the suggested methods for a DM to provide these spells is through found spell scrolls:

Perhaps the characters uncover a cache of magical contraband, among which is a couple of spell scrolls

Thus, a wizard that finds a Dunamancy spell is free to write it down in their spellbook as usual. But a wizard changing from Chronurgy or Graviturgy to another wizard subclass already has the spells written down. So they retain access.

That said, use and continued use of these spells is always subject to the DM’s permission.

## 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

## spells – How does a level 6 ranger communicate with a seagull?

Yes, the spell speak with animals does allow you to speak with animals, including a seagull. It doesn’t have any specific interaction with wild empathy or Handle Animal, but each of those can be used to make the seagull more friendly towards you and more inclined to help you.

Exactly what it takes to get a seagull’s attention and willingness to honestly answer questions is up to the DM. Your Handle Animal modifier is very high, but Handle Animal is for trained, domesticated animals—or for taming and training a wild animal. The latter, though, has to be something you’ve done with that animal since its birth; for a wild seagull you find in, ya know, the wilds, it doesn’t really apply. Wild empathy would be more appropriate in this situation, and that’s the check I would ask you to make as GM, personally.

On the other hand, my experience with seagulls is that they are curious, and more than a bit brazen—not exactly skittish animals. That may be specific to the seagulls found in areas frequented by humans, in the modern world where humans rarely—if ever—attack them, and often provide food. In the world of D&D, seagulls might be more skittish. But I suspect they would still be curious—and very, very interested in any bribes (food) you have to offer. Ultimately, I wouldn’t make it a very difficult wild empathy check to talk to a seagull, particularly if you were offering food.

## 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 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 – 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

## 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. And even with magic, attempting to pass as a specific person may require an opposed Disguise skill check versus an observerer’s Perception check.

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.