The Biggest D&D Spell Change (That Nobody's Talking About!)

preview_player
Показать описание
Рекомендации по теме
Комментарии
Автор

WOTC feared Colby’s power, so they took away his favorite toys.
What they don’t know is that he’s just going to find new loopholes and continue making incredibly powerful characters.
You cannot stop the mighty Critlander.

alexpratt
Автор

*Spike Growth* still does this and is absolutely broken for dragging enemies through it

justadude
Автор

This is a good change, honestly. It always struck me that creatures taking damage from effects like Moonbeam twice immediately was weird, and was always confused as to whether moving an effect onto an enemy counted as them entering the area, where I figured the rule was entering the area with their own movement which also just felt weird. Really appreciate this clarification.

daracaex
Автор

RIP Cloud of Daggers. You were my shining star in my first ever campaign.

I still remember when I used you the first time: There were two goblins standing next to each other, and I casted you. The DM asked me to roll damage dice when the golbins started their turn. After telling my DM what I rolled, the DM describes that the right half of one goblin and the left half of the other gets turned into ground beef (ground goblin, technically?).

Now that the rules have changed, no such shenanigans are possible now. I do not frown that you are gone; rather, I smile because of our time together.

Rest well, sweet prince, and may a thousand Aarakocra carry thee to thy rest.

DiscoCokkroach
Автор

Still easy to abuse with something like spirit guardians. Walk up to your target, they take the damage, walk away so they are out of the spell. Your monk friend shoves them into the spell, they take damage again. Just requires a bit more coordination now.

Eidolon
Автор

Quick tip for War domain clerics then, cast spirit guardians, then since you can now use the bonus action war priest attack without having to use the attack action, use it, unarmed strike, grapple. Put a 15 in STR and take mage slayer +1 STR and mage slayer is just amazing now.

havocwrecker
Автор

"You done messed up A-Aron! Now take your ass down to O Shag Hennesy's office and tell him exactly what you did!"

matscherer
Автор

Create bonfire and flaming sphere were like this their entire existance in 5e. Finding ways to reduce a mob's mobility to zero after putting the effect on them will be the new cheese grating. More like cheese melting, but /shrug.

Elemenopi
Автор

Step one: Grapple build
Step two: Druid with spike growth
Step three: Fun

James-kvll
Автор

Interesting that they did that for damage spells, but then went the other way with Web.

charlessaintpe
Автор

No spell damages on both, but web sure as fluff does it's best by having an enemy make 2 saves against it, one when your ally knocks the enemy into the web, and another at the start of their turn if they succeeded the first save

Conditions don't stack, but damage stacks, so I am so glad they removed this for damaging spells

nyanbrox
Автор

Can still double up if you can move off your turn. Use movement on your turn, ready an action to move after your turn, boom that’s a double up. Abd you can potentially double uo again if you can somehow get them pinned or slowed down with other spells. Like maybe a plant growth? (Which synergizes well with the druids new conjure woodland beings)

Sens
Автор

@dnddeepdive there is still 1, Sickening Radiance. Now build you mad genius, build!

Jon-wqne
Автор

Conjure elemental is still at the start of their turn or when they enter, but you cannot move it and it doesn't apply when you would move it into an enemy.
(According to Treantmonk's retyping)
And it says only that they make the save not more than once per turn, not round. So if you have friends with forced movement or can move outside your turn then you can still double up on it.
Actually it is even easier, because of the addition of damage when the emmanation moves on them. Just be a small creature, like a halfling, crack open a can of spirit guardians and hop onto one of your buddies.

KommandoCraftLP
Автор

It makes sense that a spell would cause damage once per round for balancing reasons. It also makes sense that they would take damage when the spell is cast, then take damage when pushed back into the AoE, on account of the double exposure.

Nkrn
Автор

Now instead of grabbing the baddies and dragging them to the cleric with spirit guardians up, you grab the cleric (who chooses to fail their save against your grapple) to the baddies 😊

jeffreyrankine
Автор

Thanks for letting us know! Multiclassing to cleric is probably out now

RPGFan
Автор

That was a glitch they overlooked anyway, no games I played or dm'd in ever allowed that cheese

Beer_goggles
Автор

This is absolutely your fault. But as much as I love the cheese grater spike growth strategy, this is a good thing.

locusofintent
Автор

I'm mixed on the change. Yes, it removes high end blender builds from being gamebreaking, but it makes it even harder for players, especially newer ones to synergise. Gonna have to see it in play to make up my mind on it

gallaros
visit shbcf.ru