You missed a trick with sun beam. As a sorcerer you can cast it with quicken metamagic as a bonus action, the fire it again as an action in the same turn. Every turn after that you can fire it as an action and then use quicken to cast a full spell as a bonus action.
@@khilorn you are right, if you cast a spell as a bonus action you cannot cast another leveled spell that uses an action. This combo however is just activating the effect not casting again. Similar to have clerics can control their spiritual weapon and cast a spell in the same turn
@@khilorn You very much can cast more than 1 leveled spell per turn, just not when one of them is bonus action spell. Fireball -> Action Surge -> Fireball, or a Firebal -> Counterspell to stop enemy's Counterspell on yourself - all valid.
I mean you can't cast 2 leveled spells in the same turn but, you can quiken cast sunbeam then in same turn as an action use it again since you are already concentrating on it.
If I'm ever getting myself a homunculus, I'll probably put it in some library and use it to look up information and relay it to me whilst I myself am on adventurers
Pro tip for DMs, if you really need a villain to survive an encounter with the party and you don't care if your players hate you, at low hp have Contingency trigger the Mislead spell.
The wizard I dm’d for always used contingency with dimension door when he dropped under 30 hp. I was honestly a great way for him to be able to get out of bad situations even when it wasn’t his turn.
My Hexblade used Otherworldly Guise during a fight on the elemental plane of fire. Suuuuuper handy being able to fly over the lava, be immune to fire damage and get a bonus to AC. Obviously as a Hexblade the other benefits don't really take affect but it's a badass aesthetic and that's why it gets used!!
I really like Disintegrate. Not so much for using on enemies (because of the chance of it failing and that precious loot) but rather for intimidating and for using it on objects. That section of a wall giving you problems? Well a 10 foot cube of it is now gone. The king giving you lip? His throne is now ash.
I’ve gotten a ton of great use out of Scatter with my warlock who’s developed into the party’s tactician. Being able to teleport everyone into optimal position for a surprise round, getting people out of danger, or even trying to teleport enemies into other party members’ spell effects has been very fun.
@@Spiceodog I haven’t been able to do that since the last sentence of the spell says the space has to be on the ground or a floor, but that would be super fun haha.
Finally. Every time you do these lists, I feel like the Druid (my favorite and current class) gets shafted. I am also, coincidentally in my level six spells with him. I definitely already have Transport via Plants and Sunbeam prepared. Will definitely plan to keep both prepared at all times.
there are many good combat things a homunculus can do. this is one of the spells I like to take first because you can use the homunculus to feed your party healing potions. another thing it can do is use magic items such magic wands.
Always enjoyed the Abjuration wizard who used Contingency to Dispel Magic on themselves if they would be subject to a dominate/charm effect. Saved them in a beholder fight.
My alchemist has a homunculus (5e) and he's been used, fairly well actually. Keeping an eye on opponents with a creature that's a sneaky little construct from *incredibly* far distances is a massive advantage. It's even going to be used in the future of our games as a way for this character to stay in touch with the party while they go off on an adventure he doesn't want to take part in
Some of the best ways to use contingency is twin spell or stack spell. Web followed by burning hands or sleet storm or otherwise combine cloud kill followed by hold person. Cloud of blades is suddenly super useful when attached to hold monster.
I 100% agree with picking Create Homunculus. Its a detriment to your character in terms of HP, but its just so neat. Go look at the 5e homunculus. Look at that neat lil guy. So cool. Im actually a huge sucker for Transmutation magic.
Best use of contingency for me is to cast resilient sphere if an amount of damage would drop you to 0. That way you only have to worry about a desintegration spell or power word kill
Tasha's Otherworldly Guise is actually very different from Tenzer's Transformation. No, they are similar in nature, but they are used in totally different ways. Tenzer's Transformation is, first of all, a damage-focused spell. 2d12 force damage and advantage on each attack are *huge,* and if your wizard was previously built with melee in mind, it turns you into a monster. Yes, you also get 50 temp hp, but it's more of a compensation for the fact that you have to go into melee than the actual benefit of the spell. Otherworldly Guise, however, is a purely defensive spell. Damage immunities help a lot against specific enemies, AC is always useful, and even flight speed is most useful in combat to keep you away from an enemy. If you wanted it for utility, you would pick Fly spell. Yes, the spell also gives you some weapon benefits, but those are totally useless. Either you already have a character built for melee, and then you don't need neither Extra Attack nor Spell Mod for attacks, or don't, and then this spell's benefits aren't nearly enough to make it worth it.
@@larstollefsen1236 i was comparing how the spell was to how it is now. I loved it in pathfinder/3rd e because there wasn't a costly component. If you sparingly cast it, sure 1k is very minor. However, i would say the majority of the time, most players don't know when they'll be poisoned or be effected by the frightened condition.
One question that popped up in my head as you were explaining "Transport via plants" was: does the druid need to have touched that plant _before_ they had access to this spell?
I always wanted "Wind Walk", 8 hour duration, no concentration, you and 10 other creatures become clouds with flying speed of 300', resistance to non-magical weapons, can only dash or revert to normal as actions, reverting to normal or back to gas form takes 1 minute. Druid only spell. Dash action would give speed of 600', that's 6000'/minute, 68 miles/hour. and 544 miles for the 8 hour duration! Pretty cool.
Technically you can give the homunculus levels in rogue, boost a stat, give it ritual casting, make it an arcane trickster with ritualcasting and halve a half caster minion of yours that can make spell scrolls for you.
I’m currently looking into making a sorcerer build with otherworldly guise in mind, I’m glad it made top spell on your list! I’m also interested to hear if anyone has any ideas on a good lead up build for when it becomes available at level 11?
Definitely Haste at lvl 5 Other spells I recommend are Mirror Image and at later levels Crown of Stars (to weaponise your bonus actions without concentration) Perhaps consider multiclassing by starting with 2 levels of Warlock for Armour of Agathys, Eldritch Blast (because it's just Good), and some Eldritch Invocations. Take Time Stop as one of your 9th level spells so you can apply all of your buffs immediately at the start of combat
My question with the Shared Mind feature is, "Does the homunculus have the same proficiencies as the you the Wizard?" If that is the case and you have proficiency with the Herbalism Kit can they stay at home while you adventure and brew up potions?
I really dislike the requirement for Contingency that the spell must be able to target you and can only target you when it activates. Personally I ignore this because a good use for this spell would be a spell like wall of stone or wall of force
Great video Ted. Though I actually had a question for you. Would a homunculus be able to benefit from sidekick levels? As a follow up, would familiars be able to gain sidekick levels? Or Pact of the Chain/ Battlesmith/ Beast Master/ Wildfire Druid/ whatever other classes offer familiars/ companions? A few friends of mine were having a discussion about this because it would add some flavor plus make a familiar/ companion more useful. I figured that some of the familiars/ companions wouldn't be able to attack due to the familiars not being able to attack. I would really like to see your interpretation and opinion on the matter.
I'm not impressed by eyebite as a player spell. It has some niche uses like trying to sleep a powerful guardian for a minute but otherwise your usually better casting other spells to affect more creatures off the bat. It is good as a DM spell to throw at the party especially if the caster is behind a wall of force or otherwise hard to reach.
Where is mental prison? It's one of the stupidest damaging spells in the game. You take 5d10 even if you're immune to charm or succeed on the spell save. Then, if they fail, you can physically move them out of the illusion and force them to take 10d10. That's just for straight damage, nobody in their right mind is going to want to reach or walk through whatever area of horrors you've made them think they're surrounded by, and they're completely isolated and restrained while affected. Even of they have truesight, because it's in their head they can't see though it (the spell doesn't say creatures with truesight can see through it, and while it mentions the prison being "illusory" and it being an illusion spell, it's clearly in their heads.) which would probably convince a creature with truesight even more. Also it targets Intelligence, which is just always so good. Finally, it's one of the best leveled damaging spells warlocks get access to, a class that can easily move the creature out of the cell with pushing EB's, giving a grand total of 18d10+15 damage that most things don't resist
Magic jar needs more representation. Permeant gigantic buff to a wizard, I got an assassin stat block so I’m basically a level 7 rogue on top of level 11 wizard when the rest of my party is just level 11. You can get great melee, con saves, high hit points, high Ac, STRONG abilities (just used assassinate + steel wind strike to deal 250 damage last night before the combat started) we agreed to nerf this part but raw you should get extra spells as well which is broken. Magic jar is the best 6th level spell by a significant margin imo, and you only need to cast it once so you can get a scroll a lot earlier on
To clarify, your content is amazing, though it doesn't demand 100% attention. I enjoy listening to you as I drive, do things around the house, etc, but having to go back to my phone every other minute to skip ads makes me reconsider watching some of these videos.
Top 10 D&D 5e 6th Level Spells
10. Create Homunculus 01:39
9. Heroes' Feast 05:41
8. Transport Via Plants 07:33
7. Sunbeam 09:50
6. Contingency 11:40
5. True Seeing 14:58
4. Eyebite 16:28
3. Mass Suggestion 18:52
2. Chain Lightning 20:23
1. Tasha's Otherworldly Guise 21:36
I've never seen it being casted but I love the scatter spell. You just change the positioning of your entire party just sounds awesome to me
You missed a trick with sun beam. As a sorcerer you can cast it with quicken metamagic as a bonus action, the fire it again as an action in the same turn. Every turn after that you can fire it as an action and then use quicken to cast a full spell as a bonus action.
I was really surprised that he didn't mention that.
Isn't there a rule saying you can't cast more than 1 leveled spell per turn.
@@khilorn you are right, if you cast a spell as a bonus action you cannot cast another leveled spell that uses an action. This combo however is just activating the effect not casting again. Similar to have clerics can control their spiritual weapon and cast a spell in the same turn
@@khilorn You very much can cast more than 1 leveled spell per turn, just not when one of them is bonus action spell. Fireball -> Action Surge -> Fireball, or a Firebal -> Counterspell to stop enemy's Counterspell on yourself - all valid.
I mean you can't cast 2 leveled spells in the same turn but, you can quiken cast sunbeam then in same turn as an action use it again since you are already concentrating on it.
If I'm ever getting myself a homunculus, I'll probably put it in some library and use it to look up information and relay it to me whilst I myself am on adventurers
If I am ever getting an homunculus, I'll be a necromancer and have a 50HP sack of meat before me.
Pro tip for DMs, if you really need a villain to survive an encounter with the party and you don't care if your players hate you, at low hp have Contingency trigger the Mislead spell.
The wizard I dm’d for always used contingency with dimension door when he dropped under 30 hp. I was honestly a great way for him to be able to get out of bad situations even when it wasn’t his turn.
Sunbeam can also can cast by cleric's if you allow the optional spells list from Tasha's.
@DaBomb8493 Cleric sub-class spells only give bonus spells up to lv5 and these are all lv6 spells
My Hexblade used Otherworldly Guise during a fight on the elemental plane of fire.
Suuuuuper handy being able to fly over the lava, be immune to fire damage and get a bonus to AC.
Obviously as a Hexblade the other benefits don't really take affect but it's a badass aesthetic and that's why it gets used!!
I really like Disintegrate. Not so much for using on enemies (because of the chance of it failing and that precious loot) but rather for intimidating and for using it on objects. That section of a wall giving you problems? Well a 10 foot cube of it is now gone. The king giving you lip? His throne is now ash.
I’ve gotten a ton of great use out of Scatter with my warlock who’s developed into the party’s tactician. Being able to teleport everyone into optimal position for a surprise round, getting people out of danger, or even trying to teleport enemies into other party members’ spell effects has been very fun.
Also teleporting them out windows is great
@@Spiceodog I haven’t been able to do that since the last sentence of the spell says the space has to be on the ground or a floor, but that would be super fun haha.
Finally. Every time you do these lists, I feel like the Druid (my favorite and current class) gets shafted.
I am also, coincidentally in my level six spells with him. I definitely already have Transport via Plants and Sunbeam prepared. Will definitely plan to keep both prepared at all times.
there are many good combat things a homunculus can do. this is one of the spells I like to take first because you can use the homunculus to feed your party healing potions. another thing it can do is use magic items such magic wands.
I'm surprised you didn't mention Soul Cage in that group. That spell is amazing!
You cannot use Contingency on spells that take a reaction or bonus action, it only works on spells that take an action.
right so fly not feather fall
That's omega dumb, what's the harm from allowing it to use bonus and reaction spells?
Always enjoyed the Abjuration wizard who used Contingency to Dispel Magic on themselves if they would be subject to a dominate/charm effect. Saved them in a beholder fight.
My alchemist has a homunculus (5e) and he's been used, fairly well actually. Keeping an eye on opponents with a creature that's a sneaky little construct from *incredibly* far distances is a massive advantage. It's even going to be used in the future of our games as a way for this character to stay in touch with the party while they go off on an adventure he doesn't want to take part in
14:20 Contingency allows you to use spells that only have a casting time of one action, so no shield or feather fall :(
Using contingency on a reaction spell is a waste anyway, the reaction casting time make them a contingency in and of themselves
Some of the best ways to use contingency is twin spell or stack spell. Web followed by burning hands or sleet storm or otherwise combine cloud kill followed by hold person. Cloud of blades is suddenly super useful when attached to hold monster.
I 100% agree with picking Create Homunculus. Its a detriment to your character in terms of HP, but its just so neat. Go look at the 5e homunculus. Look at that neat lil guy. So cool. Im actually a huge sucker for Transmutation magic.
Best use of contingency for me is to cast resilient sphere if an amount of damage would drop you to 0. That way you only have to worry about a desintegration spell or power word kill
Tasha's Otherworldly Guise is actually very different from Tenzer's Transformation. No, they are similar in nature, but they are used in totally different ways.
Tenzer's Transformation is, first of all, a damage-focused spell. 2d12 force damage and advantage on each attack are *huge,* and if your wizard was previously built with melee in mind, it turns you into a monster. Yes, you also get 50 temp hp, but it's more of a compensation for the fact that you have to go into melee than the actual benefit of the spell.
Otherworldly Guise, however, is a purely defensive spell. Damage immunities help a lot against specific enemies, AC is always useful, and even flight speed is most useful in combat to keep you away from an enemy. If you wanted it for utility, you would pick Fly spell. Yes, the spell also gives you some weapon benefits, but those are totally useless. Either you already have a character built for melee, and then you don't need neither Extra Attack nor Spell Mod for attacks, or don't, and then this spell's benefits aren't nearly enough to make it worth it.
I know...
tasha's otherworldly guise makes a great 6th level mystic arcanum for a warlock. My Warladin saved the party's butts with it more than once.
My favorite contingency is when my death ward gets used put me in the magic hamster ball spell which buys time to heal/escape/etc
I used to love Heroes Feast back in pathfinder/3e. The consumed 1000gp bowl makes the spell pretty hard to use now
Unless you’re a creation Bard 🥂
The material component is trivial, your level 11. You should have more money than you know what to do with in T3.
@@larstollefsen1236 so your players spend 30k gold a month on the spell? They living the baller life i guess
@@jcmadcat82 Why would you use it every day? Its for going into big events, weekly maybe but not daily.
@@larstollefsen1236 i was comparing how the spell was to how it is now. I loved it in pathfinder/3rd e because there wasn't a costly component. If you sparingly cast it, sure 1k is very minor. However, i would say the majority of the time, most players don't know when they'll be poisoned or be effected by the frightened condition.
One question that popped up in my head as you were explaining "Transport via plants" was: does the druid need to have touched that plant _before_ they had access to this spell?
No, why would they?
I always wanted "Wind Walk", 8 hour duration, no concentration, you and 10 other creatures become clouds with flying speed of 300', resistance to non-magical weapons, can only dash or revert to normal as actions, reverting to normal or back to gas form takes 1 minute. Druid only spell.
Dash action would give speed of 600', that's 6000'/minute, 68 miles/hour. and 544 miles for the 8 hour duration! Pretty cool.
Technically you can give the homunculus levels in rogue, boost a stat, give it ritual casting, make it an arcane trickster with ritualcasting and halve a half caster minion of yours that can make spell scrolls for you.
Contingency the RAW way for us DM’s to explain away our shenanigans
I’m currently looking into making a sorcerer build with otherworldly guise in mind, I’m glad it made top spell on your list! I’m also interested to hear if anyone has any ideas on a good lead up build for when it becomes available at level 11?
Definitely Haste at lvl 5
Other spells I recommend are Mirror Image and at later levels Crown of Stars (to weaponise your bonus actions without concentration) Perhaps consider multiclassing by starting with 2 levels of Warlock for Armour of Agathys, Eldritch Blast (because it's just Good), and some Eldritch Invocations.
Take Time Stop as one of your 9th level spells so you can apply all of your buffs immediately at the start of combat
My question with the Shared Mind feature is, "Does the homunculus have the same proficiencies as the you the Wizard?" If that is the case and you have proficiency with the Herbalism Kit can they stay at home while you adventure and brew up potions?
I really dislike the requirement for Contingency that the spell must be able to target you and can only target you when it activates. Personally I ignore this because a good use for this spell would be a spell like wall of stone or wall of force
I was surprised to see no disintegrate.
Have you read heal? It’s stupid OP
Great video Ted. Though I actually had a question for you. Would a homunculus be able to benefit from sidekick levels? As a follow up, would familiars be able to gain sidekick levels? Or Pact of the Chain/ Battlesmith/ Beast Master/ Wildfire Druid/ whatever other classes offer familiars/ companions?
A few friends of mine were having a discussion about this because it would add some flavor plus make a familiar/ companion more useful. I figured that some of the familiars/ companions wouldn't be able to attack due to the familiars not being able to attack.
I would really like to see your interpretation and opinion on the matter.
I'm not impressed by eyebite as a player spell. It has some niche uses like trying to sleep a powerful guardian for a minute but otherwise your usually better casting other spells to affect more creatures off the bat. It is good as a DM spell to throw at the party especially if the caster is behind a wall of force or otherwise hard to reach.
Contingency + heal
Where is mental prison? It's one of the stupidest damaging spells in the game. You take 5d10 even if you're immune to charm or succeed on the spell save. Then, if they fail, you can physically move them out of the illusion and force them to take 10d10. That's just for straight damage, nobody in their right mind is going to want to reach or walk through whatever area of horrors you've made them think they're surrounded by, and they're completely isolated and restrained while affected. Even of they have truesight, because it's in their head they can't see though it (the spell doesn't say creatures with truesight can see through it, and while it mentions the prison being "illusory" and it being an illusion spell, it's clearly in their heads.) which would probably convince a creature with truesight even more. Also it targets Intelligence, which is just always so good. Finally, it's one of the best leveled damaging spells warlocks get access to, a class that can easily move the creature out of the cell with pushing EB's, giving a grand total of 18d10+15 damage that most things don't resist
Magic jar needs more representation. Permeant gigantic buff to a wizard, I got an assassin stat block so I’m basically a level 7 rogue on top of level 11 wizard when the rest of my party is just level 11. You can get great melee, con saves, high hit points, high Ac, STRONG abilities (just used assassinate + steel wind strike to deal 250 damage last night before the combat started) we agreed to nerf this part but raw you should get extra spells as well which is broken. Magic jar is the best 6th level spell by a significant margin imo, and you only need to cast it once so you can get a scroll a lot earlier on
Fought a Cleric Wizard villain contingency revivify if died
never heard of some
The fact that Disintegrate isn't anywhere on this list is pretty ridiculous. Imo.
You must mean 48 hour head start.
You wouldn’t say walk that way for 24 hours and then stand still?
Top 10 spells above level 9???
Epic!
I use contingency to cast stone skin when I fall below 50% hp
I pre-disagree with your list
Having seven ads in one video is going to be a pretty big hindrance to get you to 100k subscribers, Ted. 😐
To clarify, your content is amazing, though it doesn't demand 100% attention. I enjoy listening to you as I drive, do things around the house, etc, but having to go back to my phone every other minute to skip ads makes me reconsider watching some of these videos.
@@zacharylona ...wow
@@zacharylona you...you do know that RUclips decided the amount of ads, right?
So... You don't have Vanced? That's a you problem not Ted's. Besides he doesn't pick how many ads Google puts on his content.