The Five Worst Spells in Dungeons and Dragons 5e

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  • Опубликовано: 3 окт 2024

Комментарии • 2,4 тыс.

  • @DungeonDudes
    @DungeonDudes  5 лет назад +247

    A huge thank you to everyone who participated in our community discussion! Your comments, suggestions, and insights were invaluable in creating this video.
    If you feel that any of these spells are actually pretty good, tell us why! However, when sharing anecdotes describing how one of these spells performed admirably, please consider how another spell available to your character might have done a better job in the same situation!

    • @Je_suis_Jefe
      @Je_suis_Jefe 5 лет назад +10

      Dungeon Dudes Flame Strike is a very useless lvl5 spell. Same dmg and area of effect as fireball a lvl3 spell.

    • @RadioCharlotte
      @RadioCharlotte 5 лет назад +10

      The way that I've always used crown of Madness is on a caster to force them to melee attack and Ally humanoids maybe terrible at melee but they're pretty good at magic

    • @dm-entores3119
      @dm-entores3119 5 лет назад +4

      I understand all the other spells, but i dont see why flame blade reach the honorable mentions.

    • @jamesking4736
      @jamesking4736 5 лет назад +4

      You guys are super uncreative, crown of madness if awesome and funny if you just get a little creative! If you have a rogue or a bard that can use it, they can sit back and make the target burn spell slots and fight each other, got a warlock or someone who can hex/bestow curse, curse there wisdom saves! It's great for keeping your caster in the fight and out of harm's way! Or if your a DM you can have a ass hole NPC do it to a player and then drink a potion of invisibility, or have a friend turn them invisible! Then you get to watch your players fight and its suddenly unwanted PvP and drama! Also witchbolt is not the greatest but once again you guys are uncreative! Hey your group is a low level with no silver weapons? NO WORRYS! Someone hold it down while I show this guy the true power of the dark side! It's a good way to conserve spell slots and deal solid damage at low levels! Or if your a sorcerer you can twin it and deal 2d12 every turn!

    • @nolanpudoff7577
      @nolanpudoff7577 5 лет назад +9

      Thank you guys for your insight, I almost chose Witch Bolt but you guys saved me. Thanks again, happy dungeoning!

  • @ymmijx6061
    @ymmijx6061 5 лет назад +1796

    the most effective spell to find traps is cure wounds. thanks barbarian!

    • @researchinbreeder
      @researchinbreeder 5 лет назад +38

      @@SwedishNeo yeah but heres the thing. Detect Magic will find most of those, and good players find the rest if the GM isn't chaotic evil. And early game? Cure Wounds plus Tank will find more traps than Find Traps ever will.

    • @Kernelhazzard1
      @Kernelhazzard1 5 лет назад +22

      Don't get surprised, get angry!

    • @williamwontiam3166
      @williamwontiam3166 4 года назад +2

      @@researchinbreeder especially if they use the exact words and achohol.

    • @pattyofurniture694
      @pattyofurniture694 3 года назад +1

      Lolllllll

    • @timob1681
      @timob1681 3 года назад +16

      i was thinking find traps might be useful as a confirmation that "no, there aren't any traps here," but then i read that you have to have line of sight. imagine using this spell and being told "there are no traps," then getting dropped into a fire pit because "the trap was under the floor." fuck that

  • @bigburkhart2293
    @bigburkhart2293 5 лет назад +1166

    I will say that if I'm DMing and the first time a Warlock shouts "UNLIMITED POWER" as they're casting Witch Bolt, I'm giving them bonus damage. I will continue to do so until I stop finding it funny.

    • @Jelutro
      @Jelutro 5 лет назад +54

      im playing a wild magic sorcerer being enticed by his claim to power and just gave him witch bolt. I had the exact same plan in mind. I see him eventually betraying the party but trying to win over his one closest friend to help him claiming he can save his family that was killed hahaha.

    • @Silvershield88
      @Silvershield88 5 лет назад +46

      thats funny, my solution to witch bolt is to change the continuous damage to a bonus action instead of a full action like a weaker version of call lightning

    • @ferociousmaliciousghost
      @ferociousmaliciousghost 5 лет назад +31

      Warlock: I use my *UNLIMITED POWER TO STRIKE MY FOE!* This attack will cause even the heavens to weep! *_I CAST MY STRONGEST SPELL, WITCH BOLT!_*

    • @override367
      @override367 4 года назад +14

      weve been running witch bolt with doing the full damage but even the dumbest of creatures realizing instinctively that they can break it by moving away or charging the caster and trying to attack them - and its worked out very well. The worry about it being overpowered has proven unfounded, most of the time it just means the caster of it is zoning the creature out of an area, exposing it to attacks of opportunity, which makes it good value for spell slots

    • @williamwontiam3166
      @williamwontiam3166 4 года назад +3

      This is why I make it just concentration rather than an action.

  • @WolfHreda
    @WolfHreda 2 года назад +127

    I like to think that Find Trap was the only spell crafted by a Wizard forgotten to time. He cast it in a controlled environment, thought he had all the details nailed down, took it into a real dungeon, and immediately died due to how bad his spell actually was.
    Hang on, I'm going to write that down for a story beat for my players. 🤣

    • @aaronvoxous7806
      @aaronvoxous7806 Год назад +3

      And I’m going to steal it and use it for my players too. Thank you 😊

    • @jamesnewstead7099
      @jamesnewstead7099 Год назад

      That screams warhammer fantasy all over

  • @dadadajasper
    @dadadajasper 5 лет назад +716

    "I'm really worried there's traps in here."
    "There are."
    "Oh no..."
    Cracked me up xD

    • @stephenalley5177
      @stephenalley5177 3 года назад +33

      "Something bad might happen today!" -weapon of warning
      "Yeah, what?"
      "Mmm, who knows!"

    • @dadadajasper
      @dadadajasper 3 года назад +5

      @@jamesmayle4712 I believe in Tiamat. Is that ok?

  • @bassett_green
    @bassett_green 5 лет назад +371

    Lol my dumbass looked at the time stamps in the description and skipped ahead because I couldn’t remember a spell called “Honorable Mention” and was curious if it was home brew or something

    • @littleratfella6857
      @littleratfella6857 5 лет назад +30

      Bruh I can't believe Honorable Mention is a fucking FIFTH LEVEL spell like deadass only Warlocks can use them and it doesn't scale in higher slots. What the hell, Gygax?

    • @Spiceodog
      @Spiceodog 5 лет назад +16

      4th level spell, you can make an honorable mention of someone besides yourself and that character will have charisma advantage on anyone who heard your mention

    • @aguynamelex3146
      @aguynamelex3146 5 лет назад +2

      @@Spiceodog that does sound like a good spell

    • @davidstratton696
      @davidstratton696 5 лет назад +1

      A Guy name Lex But u can just cast enhance ability and get advantage on charisma that way, it’s also a 2nd Level spell, doesn’t just work on people who “heard your mention”, and u can use it on more then just charisma. I don’t even like Enhance ability at all lol

    • @encyclochemeleon276
      @encyclochemeleon276 5 лет назад +1

      Honorable Mention, 3rd level enchantment, Bards, Paladins, Clerics. the caster uses divine energies and speaks the names of up to 3 targets. for the next 2d4 days, those targets are immune to harmful enchantments if the caster is within 30 feet.

  • @gregoryfloriolli9031
    @gregoryfloriolli9031 5 лет назад +1641

    Tenser’s Transformation grants you heavy armor proficiency. The spell has a duration of 10 minutes. It takes 10 minutes to put on heavy armor. Not that a Wizard would ever want to put the heavy armor on anyway since if you failed your concentration you’d lose that armor proficiency and be stuck in armor and unable to cast spells. How did this get passed play testing?

    • @nyanbrox5418
      @nyanbrox5418 5 лет назад +120

      there needs to be a requip spell, that lets you switch out armor or stuff instantly and as a bonus action and ritual, that would be good

    • @Archimonde259
      @Archimonde259 5 лет назад +86

      That's kind of strange, but overall, Tenser's Transformation sounds like it might be pretty good for a gish build, especially if you play a Bladesinger wizard. The extra hitpoints are a nice boost, advantage on attacks and 2d12 bonus damage on every attack is quite a bit. Proficiency in Constitution saving throws is useful to avoid losing concentration, unless you took your first level in Fighter instead of Wizard. Admittedly, Extra Attack is lost because as a Bladesinger you already get one, and so is the weapons and armor proficiency because you already have proficiency in the stuff you need.
      It still sounds like a pretty good deal to me, though maybe they should have given it more features to boost gishes in particular rather than trying to make *any* wizard into a competent melee fighter (which most wizards will never be or want to be anyways).

    • @Naivedo
      @Naivedo 5 лет назад +16

      It would need to be in combo with Warcaster, or already being able to use heavy armor so you can still cast spells when it drops.

    • @dungeonmasteromega
      @dungeonmasteromega 5 лет назад +24

      Power Ranger Armor solves that problem. When in doubt, homebrew!

    • @cyrilmartin5613
      @cyrilmartin5613 5 лет назад +27

      Tenser's transformation is exactly what Ainz use in the anime Overlord to pass himself for a great warrior. As you can't use spell anymore, except for RP or if magic is impossible in a specific area, it's better playing an eldritch knight or a paladin

  • @jay2thedub
    @jay2thedub 5 лет назад +575

    I like "Crown of Madness" for making distractions. You get one guard to punch another guard and and just slip on by as all of the near by guards try to stop the fight.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +221

      This is a cool and clever use of the spell, actually.

    • @Leafy1-j1l
      @Leafy1-j1l 5 лет назад +121

      @@DungeonDudes *If* you're a sorcerer with the Subtle Spell metamagic. Otherwise, you just said magic words and made magic gestures before a magic crown manifested on a guard, who suddenly acted weird. The guards are going to put 2+2 together and get "stab the wizard!" They're not great at math, y'know?
      *Invisibility* is also 2nd level.

    • @4NSW3RM3
      @4NSW3RM3 5 лет назад +71

      @@Leafy1-j1lfrom 120 feet away, you can see them, but they may not see you.
      Invisibility is still better.

    • @HeavyTopspin
      @HeavyTopspin 5 лет назад +47

      Used by Fjord in this way in C2 E11 of Critical Role.

    • @XthegreatwhyX
      @XthegreatwhyX 5 лет назад +12

      Nothing that a simple Charm can't do better.

  • @TakunaNuva
    @TakunaNuva 3 года назад +168

    I can see the case to be made for Crown of Madness to be an awesome spell as a DM to throw at your PCs, especially if they're new and don't know what it is. Mind control spells are usually kind of a dick move as a DM, but this one's not *that* much of a threat, and still leaves some control to the player, and dealing with it is more like a puzzle/tactical element to the fight.

    • @TheGameVerse
      @TheGameVerse 2 года назад +21

      Mind control is a dick move? My players love it when they get controlled, I just tell them that the other PC's are their enemies and off they go LOL.
      I'm being sarcastic about love but it's still pretty fun for the player who got controlled lol. The others are usually the unhappy ones :P

    • @aegisScale
      @aegisScale 2 года назад +2

      While suboptimal the Crown proved an effective disruption technique when used by a player's sorcer-rouge, basically turning a slot into a nuisance to a group of enemies (by taking over a tactical NPC) while the rest of the party just kills things.

    • @ValekHalfHeart
      @ValekHalfHeart 2 года назад +4

      Yep, this is another one that has "DM spell" written all over it. Though I'm not sure if the designers intended it that way since it does appear in the added spell lists for some PC subclasses (not counting the Oathbreaker Paladin which is intended for NPC villains).

    • @cilbenpender1762
      @cilbenpender1762 2 года назад +2

      if my dm decides to mind control me to attack my party it would be devastating.
      i usually burst down the spellcasting backliner first.
      i feel like it would garner some respect from my party though.

    • @santosic
      @santosic Год назад

      don't tell this to my current DM. Guy has been trying to find ways to deal with our highly powered team. If he found a way to use this spell properly on the big hitter, that would cause issues. The good, fun kind, probably, but still

  • @DonYagamoth
    @DonYagamoth 3 года назад +28

    I was surprised to see "Find Traps" on the list. Then... It turns out my DM just naturally adjusted the "Find Traps" spell when it was last used by our Druid, and he specifically outlined the locations and mentioned the nature of the traps. So... It was actually useful at the time to simply circumvent it

    • @murphieslaw6932
      @murphieslaw6932 Год назад +4

      One more spell saved by home brew !
      ...or by accident as your DM might not have actually known what it does.
      My Paladin once cast Detect Good and Evil and I forgot what it ACTUALLY does - it does NOT allow to detect an alignment in any way, just find fiends, demons, angelic creatures, undead etc.
      I didn´t know either so... we just went with that +facepalm+
      At least now we know it doesn´t even do that at all, heh.
      But you guys should keep that house rule, save that spell !

  • @kylestillwell7031
    @kylestillwell7031 5 лет назад +116

    Oh gosh... Find Traps is only available to high wisdom characters anyway, so they also have the perception to find traps in their own.

  • @theredrighthandproductions
    @theredrighthandproductions 5 лет назад +665

    Witch Bolt would be so much better if it took a bonus action to maintain it instead of an action.

    • @MadSwedishGamer
      @MadSwedishGamer 5 лет назад +86

      Or if the continued damage scaled with spell levels. Dealing 3d12 every turn and still being able to cast as a bonus action is not too bad.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +71

      @@MadSwedishGamer I would love to see a beefed-up version of the spell that did some damage, and had a chance to incapacitate, force-lightning style.

    • @InquisitorThomas
      @InquisitorThomas 5 лет назад +20

      Or if they gave it a decent range so the enemy can't just run away or get into melee range in one turn.

    • @KevlarIlluminati
      @KevlarIlluminati 5 лет назад +26

      @@DungeonDudes Witch Bolt quickly becomes the best spell if your are a sorcerer with the spellsniper feat and use the ranged bump metamagic or twin spell metamagics. UNLIMITED POOOOWER!

    • @DungeonDudes
      @DungeonDudes  5 лет назад +16

      ​@@KevlarIlluminati Explain that one a little more for us? I feel like I must be missing something, Witch Bolt deals less damage than a Fireball until you start using 6th level spell slots (at which point a quickened Sunbeam is the way to go) I'm not sure I'd want to twin Witch Bolt over say, Haste, Polymorph, and a lot of other spells, but I'd love to see the breakdown.

  • @mikoditeyvette8929
    @mikoditeyvette8929 5 лет назад +141

    Witchbolt is only really useful in the early levels, as it does the equivalent of a greataxe in lightning damage and autohits in turns after the first one (its why anyone would even think about putting it in their spellbook). In later levels, it doesn't scale well at all. Witchbolt would be more useful if the autohit damage scaled, otherwise you have better options against the big bags of HP that witchbolt was designed for.
    I think this is why some classes allow you to switch out your spells at level up.

    • @BarokaiRein
      @BarokaiRein 5 лет назад +16

      It doesn't deal as much damage as a greataxe though since you can't add your modifier to the damage roll.

    • @halfjack2758
      @halfjack2758 5 лет назад +3

      @@BarokaiRein "Lamannian oak wand intensifies"

    • @FuelDropforthewin
      @FuelDropforthewin 4 года назад +12

      1d12 damage is not reliable. Can do 12, can do 1. or you just flat out miss your attack roll.
      You know what doesn't miss and reliably does damage?
      MAGIC MISSILE BITCHES!!! *fires off magic missiles into the air*

    • @sashasscribbles
      @sashasscribbles 3 года назад +3

      @@FuelDropforthewin Magic missle isn't a lightning bolt you can pretend to fire like a kamehameha tho 😔

    • @evilsquirrel0573
      @evilsquirrel0573 3 года назад

      @@sashasscribbles you can pretend like you’re firing off a bunch of little ki blasts like vegeta often does though

  • @Torthrodhel
    @Torthrodhel 5 лет назад +106

    This entire list is very useful for my INT 1 character to be able to effectively role-play being INT 1 as pertains to her choosing spells.

    • @joncliffmckinley5868
      @joncliffmckinley5868 2 года назад +2

      RAI, an entity with 1 intelligence probably wouldn't be able to cast spells. At 1 intelligence you have less reasoning capacity than a dog or fish

    • @Torthrodhel
      @Torthrodhel 2 года назад +6

      @@joncliffmckinley5868 that doesn't mean you can't be magical. It's not all wizardry. There's wild burst-from-within type sorcery as well, that's not supposed to have come from any book or knowledge. That's how I see it.

    • @joncliffmckinley5868
      @joncliffmckinley5868 2 года назад +7

      @@Torthrodhel good luck with verbal components

    • @joncliffmckinley5868
      @joncliffmckinley5868 2 года назад +5

      Lol, slobbermancy, let's go!

    • @Torthrodhel
      @Torthrodhel 2 года назад +1

      @@joncliffmckinley5868 there could sometimes be the occasional delay. Hehehe. But you don't play any really-low score without planning your character specifically around that. Not to mention gestures and objects could also be a challenge.
      I'm not in any game with this character btw, expecting it to take a long time to find the right fit, GM discretion permitting and all such. It's one of several (actually, over a hundred) planned characters. Yeah I'm one of those types. "Can you make up a character for this campaign?" "Yes, here are several mock-up pictures of a dozen-or-so I've been thinking of playing that might work here..."

  • @jonavoll4651
    @jonavoll4651 5 лет назад +46

    Btw, a bard that wants to have a flying sword can actually just use magical secrets to gain Access to spiritual weapon...

  • @withraas4264
    @withraas4264 5 лет назад +351

    Mordenkainen's sword is so bad that Bigby's hand can top it in every way possible

    • @williamwontiam3166
      @williamwontiam3166 3 года назад +14

      Well, except for being a sword.

    • @kaiyamazaki1684
      @kaiyamazaki1684 3 года назад +31

      Another funny part is that if you up cast Spiritual Weapon to 6th level, because of adition of your spellcasting modifier, it'll do around the same or more damage, meaning Mordenkainen's Sword is literally worse in every way to to a 2nd level spell XD

    • @jordantiburcio4541
      @jordantiburcio4541 3 года назад +1

      Bigbys takes your action, but yeah the effect is a pretty stark comparison

    • @ModernRebelFilms
      @ModernRebelFilms 3 года назад +19

      @@jordantiburcio4541 Bigby's takes an action to cast but only uses your bonus action on subsequent rounds to move and perform one of the effects plus it can move up to 60 feet as opposed to only 20 feet for the sword.

    • @ViccVegaa023
      @ViccVegaa023 3 года назад +11

      It's funny ,because the spell was severely nerfed from earlier editions where: it was equivalent to a +2 weapon to hit, it hit ethereal and out of phase creatures, was treated as a +3 magic weapon when considering what it could hit AND wasn't a concentration spell (in 3.5 only).
      Adding back any one of these features makes it at least worthwhile to take, and adding any two features justify it being a 7th level spell.

  • @leovaeg
    @leovaeg 5 лет назад +68

    also, you can cast Spiritual Weapon with a higher-level slot, so you can get 2d8 at 4th, 3d8 at 6th, etc, making it MUCH more flexible

    • @danboud8135
      @danboud8135 3 года назад +3

      And to add insult to injury, Mord's Sword requires a 250gp material component whereas Spiritual weapons requires nothing.

  • @kyubii972
    @kyubii972 5 лет назад +94

    Good video as always guys. You never feel like you are talking down to anyone and you are always well-spoken.

  • @assfuckingshit
    @assfuckingshit 5 лет назад +441

    Newb: "I cast Find Traps!"
    Me: "I cast Rogue!"

    • @GhimyDaCheese
      @GhimyDaCheese 3 года назад +19

      I cast investigation check!

    • @samsonallen5001
      @samsonallen5001 3 года назад +6

      Thanks assfuckingshit

    • @dahobdahob
      @dahobdahob 3 года назад +10

      The proper second level spell to cast to find traps is Enhance Ability on the Rogue

    • @sandropazdg8106
      @sandropazdg8106 3 года назад +5

      @@GhimyDaCheese I see you spelled Perception wrong

    • @lagg1e
      @lagg1e 3 года назад +2

      @@sandropazdg8106 In 5e the skill to check for traps is actually investigation, not perception.

  • @RubberKid100
    @RubberKid100 2 года назад +57

    I like Witch bolt's essence. At my table I rule it to deal the upcast damage each round after the first instead of just 1d12.

    • @Vidar93
      @Vidar93 2 года назад +12

      I have tried running it two different ways and both made it much more viable. The first was that you get to add your spellcasting stats mod to the inital and subsequent turns (just the stat bonus not prof). The second was leaving it essentially the way it is except it is just a bonus action to reactivate it on your turn. The later option was the one I ended up kind of liking more because it still provides that leashing damage that kind of requires you to stay close but allows you to attack or cast a spell or cantrip while maintaining it.

    • @cueball6969
      @cueball6969 2 года назад +2

      Yea, I really like Witch Bolt too
      If I had to rework it I'd give it 2d12 initial followed by 1d12 automatic damage, with the scaling of 1d12 per level for the initial damage and 1d12 automatic damage every other level
      Also, at the start of it's turn the target makes a strength check; if they fail they take a 20ft penalty to their movement, making the short range less of an issue

    • @SmolAnarchy
      @SmolAnarchy 2 года назад +3

      I thought of something myself. Each turn it amps its damage, 1d12 when cast, then 2d12, then 3d12, 4d12, 5d12, etc. This makes it so the enemy you cast this spell to have to focus on you, but your frontline is stopping them from getting to you.

    • @WolfHreda
      @WolfHreda 2 года назад +1

      The other thing you can do to greatly improve it is to double its range to 60 ft. It's so easy to end Witch Bolt simply by walking away.

    • @murphieslaw6932
      @murphieslaw6932 Год назад +1

      I´m with Jon Arnzen here, his solution seems to be the best house rule for saving this otherwise cool spell.
      Vote for changing it to a bonus action - all of a sudden it is viable without being overpowered.

  • @joshuasavan4386
    @joshuasavan4386 2 года назад +36

    One cool thing to do with crown of madness is if you know a big villain is a spellcaster and you keep your barbarian next to him, you can force the spellcaster to attack with melee, making them basically skip their turn as they get wailed on

    • @coombscharlie
      @coombscharlie Год назад +5

      Agreed! Also, you could force a martial who normally makes multiple melee attacks to make just one. 'The charmed target must use its action before moving on each of its turns to make a melee attack [singular!] against a creature other than itself that you mentally choose.' So instead of multiple melee attacks on your tank, it can only make one attack. That could reduce its damage by a lot.

    • @murphieslaw6932
      @murphieslaw6932 Год назад +7

      Yeah, good idea.
      Just screwing over casters and ranged attackers in general and/or using it as a MMO-style Taunt might make it quite worthwhile.

    • @Beanz-on-Toast
      @Beanz-on-Toast Год назад +1

      Came to say exactly this, its what came to my mind when they were describing it

    • @rayquaza5059
      @rayquaza5059 Год назад +1

      That’s actually a great idea

  • @corinbryant
    @corinbryant 5 лет назад +253

    One of the Dislikes was Mordenkainen himself

    • @SpectralKnight
      @SpectralKnight 5 лет назад +5

      Well he should have reworked the spell till it was better then instead of being an lazy Archmage ;)

    • @milkoflegends
      @milkoflegends 5 лет назад

      And his 250 children XD

    • @nat1baby
      @nat1baby 3 года назад

      Or anyone creative that sees this video for the waste of space it is...?
      They basically just read out the book... then nit pick over things which page 1 says “everything is adaptable”... these guys either don’t understand how to make tutorial/discussion videos or don’t understand what creativity is...

    • @VinceValentine
      @VinceValentine 3 года назад +2

      @@nat1baby They criticize the rules as written. Of course the DM can change anything they like, but that's not the point here. There are spells which are well written and others which are really bad in RAW.

  • @classkid321
    @classkid321 5 лет назад +72

    Magic aura is totally a player spell. It has made my character a very rich conman.

  • @gayrights8315
    @gayrights8315 5 лет назад +433

    I recently killed my party's Warlock using True Strike
    the reason is bcause I'm a wild magic sorcerer, and thanks to my wild magic surge we had an area where all spells (and cantrips) rolled another random spell out of every spell that exists. The warlock rolled disintegrate, and obliterated a wooden crate, then I casted True Strike, and got fireball. the Fireball killed the warlock outright, and was 2 damage away from killing me outright as well. It was fun, and the only time True Strike will ever kill anyone, when True Stike is Fireball

    • @kyowey4847
      @kyowey4847 5 лет назад +15

      There's no way for True Strike to activate Wild Magic Surge. It can only be activated when you roll a 1 on a d20 roll prompted by the DM, or, when you have used Tides of Chaos, and cast a 1st level or higher spell. It says nothing about cantrips. The roll that the DM can prompt is also only after you cast a 1st level or higher spell. Assuming of course you're using the standard PHB rules.

    • @gayrights8315
      @gayrights8315 5 лет назад +29

      @@kyowey4847 True Strike didn't cause the wild magic surge, Burning Hands did earlier in the encounter. True Strike only activated an effect of a previous wild magic surge, which specifically mentioned "Any spell or cantrip used in [radius I don't remember off the top of my head] for the next 30 minutes activates a random, different spell or cantrip". Sorry for the lack of clarity!
      We also don't use the standard wild magic table, instead we use a d10000 table with fewer instant death effects, because we decided it would be more fun if it activated after every spell (but still not cantrips, like you said). This change has had two affects: The game has definitely been more fun for everyone (which is the objective on D&D imo, to have fun) and Tides of Chaos has been stupid useful since it comes back after any spell I cast (though I've forgotten to use it or not had a chance to a fair number of times)
      my favourite example of my wild magic surge causing something that made an encounter more fun for everyone was the very first enounter after that character joined (since my first character was a bard who died on her very last saving throw before everyone would be able to get to me with a nat 1

    • @tharrock337
      @tharrock337 5 лет назад +9

      @@gayrights8315 fewer instant death effects than 5e WM? is that even possible?
      We got Fireball with a 2% chance that can certainly kill a low lvl PC outright,
      ther are a bunch of summons that, depending on the DM and alignment of you PC may just kill you although I wouldn't call that instand seeing how there have to be additional actions taken and other that that there isn't anything that I could possibly see as dealing any form of direct dmg to you. Certainly being polymorphed into a sheep or a potted plant can turn the tide of battle as well as voulnrability to all types of demage but none of these can reasonably be called "insta death" right? Soooo is 2% a lot? I don't think so, certainly not compared to earlier editions of D&D.

    • @Leafy1-j1l
      @Leafy1-j1l 5 лет назад +13

      @@tharrock337 Quite. The problem with 5e Wild Magic isn't that it kills you, the problem is that it mostly doesn't do jack. Even if you convince your GM to roll for a surge every time you cast a spell (which they don't have to, at all) it's still only a 5% chance of anything happening, which means you can easily blow every spell slot you have and still not see it.
      When it does come up, there's about a 16% chance it still does nothing of consequence.. I'm being generous and counting all the summons as potentially interesting, and "you can see invisible creatures" as a useful effect.
      I was promised some wildly unpredictable magical chaos, where's my chaos?!

    • @tharrock337
      @tharrock337 5 лет назад +9

      @@Leafy1-j1l
      agreed. I share that frustration. Played with a wildmagic sorcerer for 5 levels. the chart triggered once and he grew a feathary beared that exploded in a sneeze 5 seconds later. I won't deny that it was quite funny but... where's the wild? I made a custom setting where sorcerers are outlawed because in the history of my setting there was a great battle in wich they turned three days journeys worth of land into barren wasteland and a nearby forests trees into poisonous mushrooms.
      If I don't create a new version of the wild magic table, meeting the sorcerers in their secret hideout in the desert will be quite the disappointment.

  •  3 года назад +41

    As a Sorcerer I thought Witch bolt was OK in my early levels with Twinned Spell, since I could never afford to buy a 50 GP diamond and use Chromatic Orb instead.

    • @petrus9067
      @petrus9067 2 года назад +3

      Chromatic Orb doesn't consume the diamond so you can use a arcane focus (staff, wand, orb etc) instead of the component. Also you can say you just have a pouch with components and when you get one diamond it lasts forever :)

    • @extralongbaguette8880
      @extralongbaguette8880 2 года назад +13

      @@petrus9067 If it has a specified cost, it is required. Arcane focuses don’t work.

    • @petrus9067
      @petrus9067 2 года назад +2

      @@extralongbaguette8880 still doesnt consume the diamond at least. Also components imo are just one of those things unnecessarily complicated you can easily try houserule options. Something so simple and not special like chromatic orb i see no reason to not let an arcane focus work

    • @hellterminator
      @hellterminator 2 года назад +1

      @@petrus9067 Chromatic Orb is by far the most powerful and versatile 1st level single target damage spell. If there's no obstacle to taking it, no one will take anything else.

    • @brianj.841
      @brianj.841 2 года назад

      Question regarding Witch-bolt: Low-level spell-casters have a very limited number of spell-slots; this does damage over several turns. Is it a viable choice?

  • @envoy2500
    @envoy2500 3 года назад +22

    "Just send the barbarian." There's more than one kind of trap finder lol

  • @Bossaru9000
    @Bossaru9000 5 лет назад +235

    i once had a DM who changed true strike to make it more appealing to players. He made it where in addition to getting advantage on your first attack of your next turn against the target, you learn any of its resistances, vulnerabilities, and immunities. Since then my friends have decided to assimilate that, now in almost every campaign people are using true strike since that change makes it actually worth a damn.

    • @ThieftheFlygon
      @ThieftheFlygon 5 лет назад +31

      The issue with giving True Strike the ability to learn a creatures resistances, vulnerabilities, and immunities is that you undermine class features like the Monster Slayer Ranger's Hunter's Sense ability (though, I don't know if there are other class features that do this).

    • @Bossaru9000
      @Bossaru9000 5 лет назад +27

      @@ThieftheFlygon this was before xanathar's came out, and you are right it does undermine that ability. (also that ranger ability is the only way in the entire game to learn a creatures resistance, immunity, and vulnerability. Nothing else can do it.) Most of the time no one in my group even touches the ranger class anyways, and we didn't even know about that rangers ability until about three days ago when i was actually reading through the ranger in xanathar's.

    • @BarokaiRein
      @BarokaiRein 5 лет назад +4

      Ok. So your DM simply homebrewed an useless spell into useful one. That's cool and all but you can just do that to any spell at all. Doesn't mean true strike isn't useless outside of your table

    • @chesskinge4648
      @chesskinge4648 5 лет назад +1

      I could see maybe a rogue assassin with haste cast on him and having the magic initiate feat to get first strike using it effectively but this is a lot of hoops to go through just to get advantage on your next strike.

    • @Sentinel851
      @Sentinel851 5 лет назад +3

      I've seen someone just change it into a bonus action spell, and that's the only change.
      still the next turn's attack, so you need to anticipate who you're striking, but the bonus action and concentration are much less used in the lower levels, and if you don't have a concentration spell up, a bonus cantrip is just free advantage, and has the capability to scale into later game, because for most people, a bonus action for advantage on the next turn is probably worth it.
      rogues with magic initiate or arcane trickster in particular like that one, because it gives them another way to use their bonus action, but this one for advantage, and paladins and other melee casters like it too, because sometimes flanking for advantage just isn't possible, particularly for smaller groups, with 3 or 4 PC's

  • @TwistedTentacleInn
    @TwistedTentacleInn 5 лет назад +20

    This was very well done. I really like that you guys provided an alternative to the chosen bad spell. Great work, guys!
    -Innkeeper Vase Odin

  • @joekj4726
    @joekj4726 3 года назад +6

    If you wanted a very specific scenario in which crown of madness is amazing, have the sorcerer cast it with subtle spell on the king's right hand man immediately after informing the king of an assassination plot against him

    • @rogerexcell249
      @rogerexcell249 2 года назад +3

      The jagged crown of iron on his head kind of gives you away though...

  • @Kolonite_
    @Kolonite_ 3 года назад +17

    Sorcerer : "You guys are getting more than a dozen spells?"

  • @darkjurai2
    @darkjurai2 5 лет назад +154

    Interesting. I have to strongly disagree on Blight. It's a druid nuke spell at a 4th level spell slot that doesn't cost concentration. The second part is key. Having played my fair share of druids, there are SO MANY valuable concentration spells to maintain, so it's a given that you'll be maintaining concentration on something. A spell like Blight is a nice tool to have in the box while you're concentrating on an important spell and something needs to die faster. As a druid, you already know it. There's no spell choice opportunity cost. You just pick it at the start of the day when you know you're gonna have a big fight.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +24

      I suppose for a Druid that isn’t using a wild shape form, needs to contribute some damage, and doesn’t mind using a 4th level slot to do it, blight fills a decent role. However, single target nuke spells are a very inefficient use of spell slots, so it’s important to use the spell wisely when you NEED to deal the damage to finish a fight.

    • @ColinKillick
      @ColinKillick 5 лет назад +23

      @@DungeonDudes And while this is niche, the final battle of the first "season" of my campaign turned on its ability to do maximum damage to magical plants. It let us instantly destroy the villain's mind-controlling tree in the middle of a firefight, releasing the dragon who ultimately killed him.

    • @liammitchell2225
      @liammitchell2225 5 лет назад +11

      I still say if you have a war campaign you nuke the crops, and use the old starvation tactics. It has it's place, and it's definitely not the worst, just a little niche.

    • @vampuricknight1
      @vampuricknight1 5 лет назад +2

      @@liammitchell2225 starvation & disease are extremely powerful tools release a bunch of mice, locusts, pests, vermin, or goblins/kobolds to eat and crap in the towns/cities grain silo can be accomplished even at a relatively low level (with a mix of diplomacy and subterfuge) and absolutely crush said town/city in a few weeks.
      If your war campaign is running with a morale system just wait the few weeks and start a shock, awe, and terror campaign in the general area to topple all but the most stubborn of species from the inside out.

    • @Ceadus34
      @Ceadus34 5 лет назад +2

      Think about using Blight as a blood mage sorcerer while Twinning the spell to hit 2 targets for the price of 4 sorc points only and adding on the Fel Spirit to gain necrotic damage dealt as temp hit points at a small sacrifice of your own hit points.... and doing that like 4 times in one combat. Insane... kinda OP. No, VERY OP. If the DM doesn't nerf you your sorc would be sitting at over 150 temp hp easy by the end of most any battle. This was play-tested by me at lvl 8. Before lvl 6 blood mage is weak sauce and will die pretty easily.

  • @HarkerFerry
    @HarkerFerry 5 лет назад +72

    My general solution is to review and houserule or tweak the spells for my tables.
    True Strike: Grants advantage on all attack rolls made _by_ target humanoid while you maintain concentration, up to one minute. Instead of targeting an opponent, you target an ally (or yourself). As a bonus action, you may change the recipient of this spell.
    Witch Bolt: Continuous damage is done as a bonus action, and increases by 1d6 for each level of spell slot used above 1st.
    Find Traps: You become aware of the presence of traps and hazards within 120 feet. You can identify the approximate nature of each trap -- damage, effect, or environment -- by spending one minute concentrating on the spell. Moving during the duration of this spell will not change the area in which you are aware of traps (the spell isn't anchored to you, but to where you cast it from), but will allow you to more precisely identify the location of triggers (setting the trap/hazard off) or release elements (where the threats of the trap come from) for each trap.
    Crown of Madness: If no target is specified, the subject will instead attack the nearest target, whether they would normally consider them a friend or foe.
    Mordenkainen's Sword: Haven't run a campaign that reached it yet, but I'd probably rule it down to a 5th level spell with 2d10 damage, +1d10 for each spell slot level above 5th, and the Sword may make one attack on your action, and it can either make one more attack as a bonus action, or defend you as a bonus action granting 25% concealment.
    These are all just attempts to make the spells fit a bit better into the player's arsenal without breaking them, or the game, completely

    • @DungeonDudes
      @DungeonDudes  5 лет назад +30

      These all seem like decent fixes, although the True Strike change might merit making it a levelled spell instead of a cantrip.

    • @HarkerFerry
      @HarkerFerry 5 лет назад +5

      @@DungeonDudes Possibly so. I wouldn't draw a line at that, if it needs to be a leveled spell to be useful, then maybe it should be?

    • @magiv4205
      @magiv4205 5 лет назад +8

      @@DungeonDudes I agree, that change is definitely cool but makes it more than OP for a cantrip in my opinion. Cast this version of TS on any advantage-built character like a rogue or on anyone pulling a maneuver making advantage important, and you get a one-minute nuke. Just imagine casting it on a barbarian using Great Weapon Master or a sniper using Sharpshooter, just as an example, and abilities like Reckless Attack become essentially useless, especially since RA makes you vulnerable to damage during the next round as a way to balance it out. Getting rid of that advantage against a party member and still ensuring a much higher damage output is pretty fucking powerful if you ask me.

    • @SpiderCMB
      @SpiderCMB 5 лет назад +3

      I make True Strike require a bonus action and only last your round. It burns up bonus actions and it's not a big deal, since there are a lot of other ways to get advantage.

    • @kevinbarnard355
      @kevinbarnard355 5 лет назад +2

      True Strike has never been able to benefit anyone except the caster(familiar) in any edition it's appeared in. I'd be reluctant to change that. It was way too good in previous editions, so there may have been an overreaction in 5ed design. Even changing it to a bonus action as some have suggested is likely too good. You would end up with Advantage on one attack each round after the first, which is too much for a cantrip.
      It probably could interact with cover instead of or in addition to advantage. Allow the caster to ignore up to 3/4 cover. You attack into an arrow slit, and the spell guides your blade/arrow around the bend. Advantage by itself is less useful against the normally 16-20 AC foe if they also have +5 AC/Dex saves from cover.

  • @lilfox378
    @lilfox378 5 лет назад +96

    I take this video as a challenge to use the spells in the most effective manner as possible building entire characters around a spell.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +19

      Let us know how it goes... we think these spells might be beyond redemption, though. I'm really not sure how to make Witch Bolt worth casting at all.

    • @kyubii972
      @kyubii972 5 лет назад +1

      Lol that is funny that's the first spell I thought I would try to get working.

    • @complectogram
      @complectogram 5 лет назад +11

      Dungeon Dudes Our DM says if our sorcerer uses it while cackling like Darth Sidious, she will make it a stun wisdom saving throw with a DC that levels with the player.
      Our sorcerer has been practicing a lot.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +7

      @@complectogram Yeah, if Witch Bolt had some sort of stun or incapacitation effect, it would be MUCH better (and probably need to be much higher level, too)

    • @complectogram
      @complectogram 5 лет назад

      Dungeon Dudes DM says it has to be a really good Star Wars impression, but that’s just table rules and a fairly low DC.

  • @dubuissonldv9610
    @dubuissonldv9610 2 года назад +8

    I really wanted shield as a non illusion / enchantment spell for my arcane trickster, so I picked true strike as a cantrip. The combination of the two with cunning action often proved a good way to land sneak attacks and interacted well with the magic item my DM gave me...

  • @alkemyst337
    @alkemyst337 5 лет назад +25

    Here's a thing I made. Feel free to use it! I think it really makes Mordenkainen's Sword into the epic 7th level spell it was always meant to be ♥
    Mordenkainen’s Sword
    Evocation School
    Level: Bard/Wizard 7
    Components: V,S,M (A miniature platinum sword with a grip and pommel of copper and zinc worth 250 gp)
    Casting Time: 1 action
    Range: 60 feet
    Duration: 1 minute
    You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. The summoned sword ruthlessly pursues the original target until the spell ends, moving up to 20 feet at the beginning of each of your turn to stay within range of the target, and making another attack against the designated target after its movement is complete. As a bonus action, you can designate a new target for the summoned sword to attack. If the target of the sword is killed or destroyed, the sword hover motionless until a new target is designated as bonus action. Multiple swords summoned in this way require multiple bonus actions to designate new targets.
    (Note: My reason for going this route is that the spell isn't terrible in raw numbers. In fact, an "upcasted" Spiritual Weapon (lv 6 spell slot) deals comparable max damage, which tells me that the damage is around what it's supposed to be - though I have some quibbles about the possible minimum damage, which actually brings the average damage of a 6th level Spiritual Weapon up past Mordy's Sword. So, instead of messing with the direct damage of the spell, I removed the Concentration tag (which alone makes it so much better), giving a strong caster the ability to summon more of the babies. AND to sweeten the deal, it acts semi-autonomously, making it just a freaking tempting option for any caster wanting to turn that baddie into a force-damaged shish kebab!)

    • @crimfan
      @crimfan 3 года назад +3

      That's really nicely done. It would be very thematic for a Swords bard or a Bladesinger wizard, too.

    • @marpheus1
      @marpheus1 2 года назад

      Alternatively, keeping everything the same but taking out the concentration and lowering to level 4 or 5 would do nicely too.

  • @basiccatastrophe2863
    @basiccatastrophe2863 5 лет назад +12

    Crown of madness works really well if you are an enchantment wizard at 10th level, splitting the enchantment between two enemies that are next to each other and forcing them to fight to the death, only issue is, by the time you are tenth level you probably have more devastating spells, plus the instinctive charm reaction works so much better. So I defo agree with the choice of putting that spell here

    • @Stuugie.
      @Stuugie. 5 лет назад +1

      Couldn't you do it as a sorcerer with twinned cast?

  • @abadidea5984
    @abadidea5984 5 лет назад +54

    I'm surprised Poison Spray didn't even make the Honorable Mentions. Sure its 1d12 base damage might seem attractive since it's the highest damage dice out of all damaging cantrips, but it has a dangerous casting range of only 10 feet, hits only ONE enemy, targets Constitution (which the majority of monsters will have high bonuses for) and deals Poison damage, the most resisted damage type in the game. I would argue that Poison Spray is at least worse than Phantasmal Killer.

    • @WillemUtUje
      @WillemUtUje 5 лет назад +7

      I actually think it's one the better cantrips. Sure, they get a save, but you don't have to roll to hit, making it good vs opponents with high AC. Also, that 10ft range means you can walk up to it, cast Poison Spray and than walk away without an AoO.

    • @abadidea5984
      @abadidea5984 5 лет назад +2

      @@WillemUtUje True, but at a range of 10 ft., someone surviving a Poison Spray is likely easily within range to retaliate with a much more devastating melee attack (or worse, they have Reach). Constitution is often the highest save for most monsters in the game, and most monsters are either resistant or downright immune to Poison damage. Even when using against humanoid characters, classes with High AC typically also have high Con Saves. Adversaries with Low Con Saves are typically other casters, who are likely 60+ feet away from you anyway, or Dex-based melee, in which case if a Rogue is within 10 feet of you, you've already been stabbed.
      Compare Poison Spray to Toll the Dead. TTD has a 60 ft. range and targets Wisdom Saves. It deals 1d8 necrotic initially, but deals 1d12 instead of the target is already hurt, which is a very easy threshold to pass. One could theoretically kite for 1d12 at a time FAR better with TTD than with Poison Spray.
      A friend playing an Eldritch Knight in our last game was attempting to make a build based around the use of Poison Spray to synergize with the EK's War Magic and Eldritch Strike abilities, but found that it never worked because literally everything resists or saves against Poison Spray.

    • @WillemUtUje
      @WillemUtUje 5 лет назад

      Well, if the opponent can just walk up to you, your frontline fighters aren't doing their job ;-). I would agree that Toll the Dead is better than Poison Spray (specially in combination with Death Domain), but my point was that Poison Spray is nevertheless still a good spell. Even with the high CON saves of many monsters and poison resistance/immunity being as abundant as it is. But obviously, I would build my character around it. @@abadidea5984

    • @Quandry1
      @Quandry1 5 лет назад

      Wish saves are actually fairly common. Specially at higher levels. Poison spray combines with certain powers like the invokers to ensure half damage taken even if they succeed. Making it one of a handful that can end up being guaranteed damage cantrips on a fair number of foes instead of all or nothing.

    • @colinsmith1495
      @colinsmith1495 5 лет назад

      Poison Spray definitely isn't much for your typical wizard or sorcerer, but I agree that it really has it's uses. While Con saves are typically pretty good for monsters, there are a decent number of enemies that aren't especially strong there. Early levels you have things like goblins and kobolds, common fodder enemies, and later on you get the nasty spellcasters, that usually don't have great Con modifiers or proficiency in them (though also likely have ways to avoid this).
      That being said, as a cantrip, the damage goes up as your level does, so an Eldritch Knight could use it to effectively get reach and a d12 damage, while still using a shield or the like, or a melee warlock can use it to deal really nice damage without a roll on your part.
      Basically, it's all about knowing your enemies and what to use when. I do think it would be better if it actually did something poison-y, but that seems pretty rare in 5E all around. Something like, they're also under the poisoned condition until the start of your next turn if they fail the save.

  • @anonymchen1598
    @anonymchen1598 5 лет назад +33

    wow. Our group always misread Witchbolt... we always made that at higher level the ongoing damage also increases... :O

    • @kyubii972
      @kyubii972 5 лет назад +18

      Same for our group, that's also how I'm gonna keep it... yay being the dm :P

    • @Ahrenji
      @Ahrenji 5 лет назад +11

      @@kyubii972 Seems fair considering the concentration and range. Most DMs would just be like "the enemy moves away" the turn after you cast it..

    • @Bozemoto
      @Bozemoto 5 лет назад +1

      Think adding an extra target with each spell level is more interesting, plus you can get spell sniper to double the range. Then double it again with the sorcerer metamagic.

    • @Jebu911
      @Jebu911 5 лет назад +2

      @@Ahrenji What a dick GM. Those enemies should just power thru it while you make your best emperor Palpatine impression

    • @noahcaelum6796
      @noahcaelum6796 5 лет назад

      @@Ahrenji I have the creature or whatever my PC is fighting roll a intelligence check against the casters spell DC to see if it would know to move away,

  • @markgrant4954
    @markgrant4954 5 лет назад +9

    Crown of Madness is definitely not worth it for players, but I love using it as a DM spell, especially if the players don't instantly clue in to what's going on. Narrating a spooky crown, flavour-appropriate for the villain using it, appearing and the victim having to lash out at her party is a great way to up the stakes of an encounter. Also, it creates an interesting way to break up clumped parties, by encouraging them to spread out and use more of the terrain to avoid their afflicted ally.

  • @mortalLP
    @mortalLP 5 лет назад +4

    You had me at Theoretically Allude to Traps

  • @andrearosina6375
    @andrearosina6375 5 лет назад +16

    If you'll ever consider to make an underrated spells video, I feel like Dream is one of them. For example, it's a great way to communicate over long distances. I mean, Sending is great, and at a lower level, but the 25 words limitations is no joke. What if you want to have a conversation with a high mage or a gold dragon you encountered before about the lore you just discovered? What if you want to make plans for an attack?
    And you can also trick someone into seeing a profetic dream!
    The other effect can be also useful against a humanoid recurring villain, maybe a drow or something like that!

    • @DungeonDudes
      @DungeonDudes  5 лет назад +6

      The villain in my campaign actively used Dream on a daily basis to weaken the party by denying specific characters a long rest.

    • @andrearosina6375
      @andrearosina6375 5 лет назад +3

      @@DungeonDudes so meeean 😈

    • @browncoatkevin
      @browncoatkevin 5 лет назад +1

      Sounds like the perfect basis for a series of creative spell uses videos.

    • @andrearosina6375
      @andrearosina6375 5 лет назад

      @@browncoatkevin Yes! Would be very useful and fun for everyone!

    • @magiv4205
      @magiv4205 5 лет назад

      @@DungeonDudes that's an amazing idea, don't mind if I steal it :D

  • @MadSwedishGamer
    @MadSwedishGamer 5 лет назад +184

    I'm just going to make a guess before watching: Witch Bolt, Crown of Madness, Find Traps, Mordenkainen's Sword, Power Word Kill.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +43

      Nice guesses!

    • @MadSwedishGamer
      @MadSwedishGamer 5 лет назад +27

      Well, I was almost right. I didn't really consider cantrips, though I think I would still prefer True Strike over PWK.

    • @nyanbrox5418
      @nyanbrox5418 5 лет назад +7

      @@MadSwedishGamer instant death is a really cool mechanic but i see what you mean, i would have it auto kill anything without legendary resistance, and even then it would apply like 100 points of damage,
      but i may give a player a penalty for using this extension power

    • @MadSwedishGamer
      @MadSwedishGamer 5 лет назад +11

      I mean yeah. Everything you'd actually want to kill that badly is going to have more than 100 HP, and at that point you might as well use something else like Disintegrate or Meteor Swarm since you're never going to know exactly how much health an enemy has.

    • @marks2807
      @marks2807 5 лет назад +9

      I think the problem with PWK is that it is a 9th level spell slot. By that point things that have 100 hp are minor annoyances at most. If there is a way to gauge a enemies health this is a much more powerful spell.

  • @richardfarrer5616
    @richardfarrer5616 5 лет назад +6

    Witchbolt - sounds like a great spell to recharge a phone, or power a torch. Just need a surge protector.

  • @GodlikePoet
    @GodlikePoet 5 лет назад

    So glad you guys mentioned find familiar as a GREAT SPELL. As an Arcane Trickster I am LOVING that spell for the "Help" action and for scouting with our Ranger.
    There's one thing I can't quite clear up with my DM though about how the "Help" action works.
    It says in the description "An ally." Now this could be taken to be any ally or a specific one. My DM is insisting that it's the next attack against the target which unless my familiar's Initiative is directly before mine gives an advantage to the party but not specifically to me (not that I'm necrssarily complaining.)
    I might argue that it could be interpreted either way, but that you would have to declare that upon using the action - "Is it either to give specifically you advantage or the next attack by any member of the party advantage?"

  • @MrSteveK1138
    @MrSteveK1138 5 лет назад +1

    I'm glad Phantasm Killer and Weird got mentioned. Looking to improve upon them as there are a limited number of illusion spells.

  • @rolhnschmidt8780
    @rolhnschmidt8780 5 лет назад +45

    I am just saying that Blight does not deserve to be in the honorable mentions because it is an actually useful spell. 8d8 points of damage on a failed save and 4d8 on a successful, both is still plenty of damage.

    • @giordihero
      @giordihero 5 лет назад +3

      @@TheRodentMastermind besides it's usually taken by necromancers which have other ways of dealing with undeads. The spell is just so cool in my opinion.

    • @Quandry1
      @Quandry1 5 лет назад +4

      I can only imagine somebody either misunderstood it or doesnt like it. There are plenty of reasons its a go to spell for druids to some extent.

    • @jt_manic
      @jt_manic 5 лет назад +5

      I've always found Blight to be a good dmging spell. Idk why its on there either.

    • @caleb7006
      @caleb7006 5 лет назад +2

      It really doesn't stand up to spells like fireball well for being a higher level and single target and I used to think it was bad until we fought some ents.
      I no longer think it is bad.

    • @Quandry1
      @Quandry1 5 лет назад +7

      @@caleb7006 fireball is specifically being over powered for it's level. Blight however is in line with other single targets in that range with added kick under the right conditions. The only thing against it is it's single target nature because that is where the ale spells start to really appear so they have that fancy new coolness factor. Fireball in particular, that is of course forgetting that fire resistance is the most common. While necrotic is common it's still much more rare.

  • @toccataandfugue
    @toccataandfugue 5 лет назад +20

    Mordenkainen's Sword deals damage equivalent to the standard for its spell level a round faster than Spiritual Weapon does, then on round 3 and after it's basically a free 1st level Chromatic Orb (with slightly better damage) every round as a bonus action.
    In terms of damage per spell level it's strictly better than baseline Spiritual Weapon, and negates a lot of the disadvantage of concentration by double-stacking the damage on the first turn.
    Even casting Spiritual Weapon up to 7th level, where it does slightly more damage per turn (4d8 is 1.5 more than 3d10 on average), due to the double instance of damage in the first round, Spiritual Weapon wouldn't catch up on average damage output until after the duration runs out.
    If you compare ideal scenarios for the Sword and Finger of Death (at least 4 successful strikes with the sword out of up to eleven attacks, and a failed save for the finger), the Sword does more damage than most comparable spell on the Wizard list (both single-target damage dealers).

    • @toccataandfugue
      @toccataandfugue 5 лет назад +10

      Now, Bigby's Hand does dramatically more damage at 7th level than any of those, or even delayed blast fireball, making it a better choice for "hit every turn" spells.
      But that's more because Bigby's Hand is overpowered rather than the other spells being weak.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +8

      Great comments, and I think this is a well balanced look at the numbers. Ultimately, our main gripe with the Sword isn't that the damage isn't respectable -- it's that it isn't enough to justify the concentration and the 7th level spell slot. A character only gets 1 seventh level slot per day until 20th level, so we expect a 7th level spell to be a gamechanger. Mordenkainen's Sword isn't (and neither is Finger of Death). this is unfortunate, since both are conceptually awesome spells.

    • @InquisitorThomas
      @InquisitorThomas 5 лет назад +6

      Dungeon Dudes Hey a creature killed by a finger of death becomes a zombie that's permanently under your command, so if you're a necromancer and consistently killing humanoids then you can have a pretty decent mob of meat shields to clog up any enemies.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +8

      @@InquisitorThomas Yeah, it seems like a nice way to build up a large army over time, since they do stick around and there's no limit. Just a slow one... after three years of daily murder a necromancer will have have quite the horde of zombies!

    • @toccataandfugue
      @toccataandfugue 5 лет назад +4

      I wonder how many days you'd have to pick off solitary enemies for the mob of zombies to be better than the four ghouls Create Undead at 7th level would get you... Let's find out!
      Consulting Kobold Fight Club--and assuming the adjusted XP equivalency for larger numbers of enemies, against 6 enemies--it looks like if you've got 11 castings to spare before throwing them into action the zombies are better.
      This feels like a basis for a good downtime activity for a villainous campaign, actually...
      Though as a GM, I'm not sure I'd be a huge fan of a player fielding a dozen extra characters, but then again at the levels where the spell comes into play it would really just be temporary area denial that forces the enemy caster to spend a spell clearing the field.
      So I think I'd allow it to get out of hand once or twice just to see if it's more fun than slog. (Also I've got a ton of zombie minis already so that's no issue)

  • @taragwendolyn
    @taragwendolyn 5 лет назад +19

    lol... all set to say "but but I've used all of these!". #1. Yup. That's useless. Total waste of action economy.

    • @shyra10000
      @shyra10000 5 лет назад

      Depends on situation. For example, Arcane Trickster fighting an enemy who would best be fought defensively. Cast True Strike, Bonus Dodge action. Enemy has disadvantage on their attack on you. Your next turn Strike with advantage to get that sweet back stab bonus, another bonus dodge action. Rinse and repeat. The enemy has a tough time hitting you and every time you hit you make it truly count.

    • @taragwendolyn
      @taragwendolyn 5 лет назад +1

      @@shyra10000 The thing is, there's a whole lot of other ways to get that advantage without sacrificing your action economy, and those ways would give you advantage on all of your attacks without limiting you to one every other round. Several of those ways would also impose disadvantage on your attacker, too. It's not that there isn't a situation where the spell could be useful, it's that there's only the one. That same arcane trickster as a tiefling (darkness spell) with a 2-level dip in warlock for devil's sight could be doing significantly more damage using green flame blade or booming blade, while still imposing disadvantage on every incoming attack, and still have his cunning action free in the action economy, for example.

    • @gregus9535
      @gregus9535 5 лет назад

      @@shyra10000 i don't think they were really talking about sub class situations seeing as how niche that is.

    • @jhinpotion9230
      @jhinpotion9230 5 лет назад +1

      @@shyra10000 Rogues don't get to Dodge as a bonus action. Only monks do, and it's by spending a ki point.

    • @shyra10000
      @shyra10000 5 лет назад

      @@jhinpotion9230 I apologize. I have not played D&D in a while I appear to have confused those two abilities. However having just done a quick search to clarify my confusion you could still cast True Strike and then disengage. I cannot currently think of a benefit to this but if given time I might be able to find one.
      However I did find that Eldritch Knight can cast True Strike and then attack as a bonus action and while the first attack does not gain advantage each subsequent attack after the first will if you keep casting it.

  • @WoollyLuke
    @WoollyLuke 2 года назад +1

    Better True Strike
    Pick a target. On your next attack against the target, substitute their AC with their CR. If the target does not have a CR, use their Level instead.
    (No concentration required)

  • @sevrono
    @sevrono 3 года назад

    one point in witch bolt's defense, as a sorcerer, if you have quickened spell, since which bolt is already cast, on subsiquent turns, you can bonus action a non cantrip, so its kind of like a free extra spell

  • @ilovethelegend
    @ilovethelegend 5 лет назад +11

    1: Hm. I've never seen True Strike on a list like this before, but now that you mention it, the only class that would have access to this that would really want it would be rogue, to make sure they can get that sweet sneak attack bonus (Which would be more damage than poking it twice with your rapier), but even that's a super hard edge case.
    2: I feel like people underestimate Witch Bolt because its damage is underwhelming, which is true, but think of it this way; You hit a monster with Witch Bolt, and now it MUST do something about it. Its choices are either move out of position to break range or LOS (Thus either sucking ops from your front line or burning their action to disengage), or move out of position to come up and try to hit you (Which also makes it work as a soft-taunt if you're tanky spellcaster, in addition to the conditions previously stated), or sit there and suck a d12 every round. So sure, it's damage is underwhelming, but it gives you battlefield control options.
    3: I feel like Find Traps is a "YMMV" type spell depending on your DM. Like... I feel the cleric announcing "There is a poison dart trap in this room" Ought to give the rogue advantage to find it, or if the player is clever, let him puzzle it out himself and have him just auto-detect the trap if he guesses right. I feel like the Cleric announcing "There is a swinging axe trap in this room" would also give characters advantage on saves against the trap. Also, if I was DMing, I would rule any panels meant to obfuscate trap components, or trapped doors that the traps are technically on the other side of would count as part of the trap, and would thus ping the spell. It could also be helpful if you find something and you're not certain if it's meant to be a trap or not.
    4: Again, you guys are underestimating the control that this spell gives you. First of all, the target is charmed by you; this means that they cannot attack you, and cannot include you in the AOEs of any harmful effects, no matter what. Secondly, if they move away from their allies so they don't hit them, that means either the rest of your team can gank them, or they're functionally removed from combat. Thirdly, if they're put in a situation where they *can't* move away from their allies (For example, if immobilized by an ally's spell, or caught in a choke point, although again, YMMV depending on DM), the spell shines. Finally, if the creature has 2, 3, or more attacks, the spell makes it so they burn their action to make *one attack*. In that case, even IF the only target available is an ally, you can still mitigate the damage by choosing them as a target.
    5: *Squints*... Yeah, this is just spiritual weapon except worse in every way. That said, though, you guys are seeing it as "Just 3d10 every turn", but I'm seeing it as "An extra 3d10 every turn", since it doesn't eat your action to swing with it after turn 1, and it's not like you have a ton of BA options anyway. You can still cast Finger or Disintegrate, and then tag the thing with MK's Sword if it's still standing for some reason; Or bomb an area with fireball, and mop up any survivors with the sword. Sure, it might not be as good as spiritual weapon, but wizards also have fewer things they can do with their bonus actions that don't end with "And then I cast Firebolt".

    • @DungeonDudes
      @DungeonDudes  5 лет назад +4

      Thanks for the thoughtful comment!
      Worth noting on Crown of Madness, the "control" the spell offers is strictly worse than the control you have with Hold Person, which is straight up paralyzing them.

    • @janingvetjaland3451
      @janingvetjaland3451 3 года назад

      Would also add, with CoM you can force a LR from a archmage or force him to hit with a 1d8 staff instead of alot more dmg with spells

  • @Leafy1-j1l
    @Leafy1-j1l 5 лет назад +12

    What, no Barkskin? Barkskin looks decent until you actually try to use it. The problem is that it's Concentration. and 16 AC isn't all that great anyway. If you're a druid, all of your best spells are Concentration. If you're a ranger, both Hunter's Mark and Swift Quiver are Concentration. The druid can get 16 AC or better with studded leather, a shield, and a +2 dex mod. The ranger gets there with a breastplate and a similar Dex, or studded leather and the Dex they should have by 4th level anyway.
    You *might* cast Barkskin and turn into a bear, if you're a Moon Druid, aren't using all your spell slots to heal, and had good reason to cast it before battle (to its credit, it lasts an hour) but once it's down you can't bring it back up, and you (a bear covered in tree bark chewing on the enemy's front line) are making quite a few Concentration checks.

    • @CuiBap2
      @CuiBap2 5 лет назад

      Tell that to the spore druid

    • @Nedoiko
      @Nedoiko 5 лет назад +1

      I tend to think the same about this spell, but it comes for free with Awaken when you find a Staff of the Woodlands, so my logical assumption was to animate a tree, and then cast it on said tree while it rampaged through a hag coven, I know Hags mostly use save magic, but the place was also filled with trolls, and the original plan was to constantly pump HP into the tree xD

    • @Leafy1-j1l
      @Leafy1-j1l 5 лет назад +2

      @@Nedoiko So you gave a tree skin as tough as tree bark, and that improved its AC? Interesting.

    • @Nedoiko
      @Nedoiko 5 лет назад +1

      @@Leafy1-j1l I know its weird but for some reason awakened trees AC is 13, so Barkskin put it on a leveled field with the treants that appeared xD

    • @Leafy1-j1l
      @Leafy1-j1l 5 лет назад

      @@Nedoiko I'm going with "barkskin is magic" I mean, tree bark isn't that tough - you can just stab a tree with a reasonably sharp knife (if you hate knives even more than trees) and it'll sink in nicely. AC 16 is up there with steel armor, so we're looking at some seriously hardcore bark.
      You just used your leafy magic to temporarily enchant your new friend, bringing up to par with proper treants.

  • @2GOD1
    @2GOD1 4 года назад +8

    I could see crown of madness being useful to keep having an enemy attack the team tank which should have high AC and high HP. The enemy might not even realize they are being manipulated.

    • @ThunderhunterFTW
      @ThunderhunterFTW 2 года назад +1

      but it still takes *your* action. you might as well just let the enemy decide to attack them anyways, and regardless, they could still just move towards you if they were going to change targets before you cast it. It’d be better to just do damage or give your tank haste or some other buff instead.

    • @the_last_ballad
      @the_last_ballad 10 месяцев назад

      ​@@ThunderhunterFTW it doesn't matter if they move towards you, they are charmed.
      "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
      The charmer has advantage on any ability check to interact socially with the creature."
      And considering that "a madness glows in the creatures eyes", it seems metagamey to have the creature move away from targets it can attack...

    • @davyt0247
      @davyt0247 4 месяца назад

      A enemy sorcerer or warlock has to attack with melee, and a single attack, which can reduce their damage by a lot.

  • @XalenPrime
    @XalenPrime 3 года назад

    Our warlock won an archery competition because it wasn't turn based combat and he had time to use true strike before every shot. But he's never used the spell since

  • @zhangjoey9224
    @zhangjoey9224 3 года назад

    I can think of some homebrew solutions to these spells that could potentially make them a bit better:
    1. True Strike: You could make the targeted creature's attacks have disadvantage against you or let it bypass the creatures resistances/immunities, I think this was mentioned in another video somewhere, although it could be a tad bit OP
    2. Witch Bolt: remove the range limitation and concentration, or have subsequent damage be dealt with a bonus action or any combination of these buffs
    3. Just make find traps actually find traps...
    4. Crown of Madness: make the target able to be moved by you, so he can get within range of his/her/its allies and out of range of your teammates, and maybe allow it to be cast on any creature, although this also could make it a little OP

  • @RegalRegex
    @RegalRegex 5 лет назад +11

    Oh man these were very good. Crown of Madness is the only one I really have in-game experience with and....I mean just judging by how long we had to re-read the spell desc. over and over, I knew it had to be bad. Glad others agree! Ah well. So many other good options.
    Witch bolt is super disappointing though b/c I'm remembering your other video about spell damage types and witch bolt is one of the very very few lightning-damage type spells...so why does it have to suck? laaaame. Great video guys!

    • @kyubii972
      @kyubii972 5 лет назад +4

      Wow yeah. I never even thought about how few lightning spells there are and how cool I used to think which bolt is the illusion has been shattered my mind will never be the same.....
      Wait a second I'm the DM most of the time.... *Waves hand*. Tis fixed.

    • @JC34258
      @JC34258 5 лет назад +2

      Lightning Lure is a pretty damned nice cantrip that does lightning damage and yanks a target 10' closer if they fail a strength save.

    • @liamgray3335
      @liamgray3335 5 лет назад

      Yeh they have to be careful with lightning spells because of storm clerics channel devinity

    • @JC34258
      @JC34258 5 лет назад

      @@liamgray3335 Which is just bad design really. "Oh, lets give this class an ability that looks amazing so new players take it, then we just won't make any good spells that can use it."

    • @jackobanter4031
      @jackobanter4031 5 лет назад

      @@JC34258 You know, unless your smart and take one level of sorcerer and take Chromatic orb, then you just deal some damage. As a Tempest Cleric/ Sea Sorcerer I put my official seal of approval on that ability that "looks amazing", because if you use it right it is amazing.

  • @TwinFlower90
    @TwinFlower90 5 лет назад +4

    I just had a dim lightbulb about crown of thrones. You can use it to have the skinny enrmy wizard swing his staff at your fighter.
    Since it has to be melee attacks no scary spells.

  • @Jophfr
    @Jophfr 5 лет назад +11

    I do use crown of madness as a DM, I love placing enchanted trap chests, and crown of madness making my players turn on eachother works way more often than it should because it's a ranged trap set off by proximity motion.

  • @nritsch
    @nritsch 5 лет назад +1

    The one decent use of which bolt is if you can get as a tempest cleric, since you can set the damage to max to any spell dealing lightning damage. Upcasting repeatable single target damage that you can max is really good.

  • @Eric-rr3zd
    @Eric-rr3zd 3 года назад

    Crown of madness can be fun in evil campaigns. Cast on shopkeeper, make him kill his assistant. Follow up with modify memory so he doesn't remember you but instead remembers murdering his assistant. Turn him in for the crime, and take over his shop.

  • @batangbatugan
    @batangbatugan 5 лет назад +7

    If you're a sorcerer, a good alternative to Witch Bolt is Chaos Bolt (XGE) I feel like its a much improved version, with added random damage type and a chance to hit a second target. Plus with Empowered Spell metamagic you can increase the chances of hitting that 2nd target.

    • @halfjack2758
      @halfjack2758 5 лет назад

      Over channel goes insane with over channel.

  • @GamerMastodon
    @GamerMastodon 5 лет назад +4

    Monty turns into a pirate @15:13

  • @Nicrobius
    @Nicrobius 5 лет назад +4

    I took true strike as a rog/fig with a RP role of duelist. Having advantage on my first attack saved me combat dice and still let me lay down my sneak attack damage.
    Being based in one on one combat made it useful for me.

  • @taborh2011
    @taborh2011 5 лет назад

    I'm glad I watched this video. My druid just learned Confusion and I was thinking of some crazy fun ways to use it but now I'm starting to rethink its use.

  • @Godzillawolf1
    @Godzillawolf1 2 года назад

    I could see maybe Crown of Madness working if you have an ally with an effect like Armor of Agathys and you want to FORCE the enemy to attack them and take damage from it, but that's a very specific strat.
    Honestly, Confusion has a few things going for it that I think makes it worth using:
    It's got no Humanoid requirement and isn't a Charmed condition. Nothing, unless it has an insanely high wisdom saving throw or is just immune to magic in general, is immune to Confusion. Yes, there's a two in ten chance they can act normally, but there's an 8 in 10 chance they lose their turn and they always lose their reaction if it hits.
    Also, as the creature must use THEIR movement, they provoke oppertunity attacks if they're forced to move in a random direction.
    I think Confusion is one of those spells that actually has use, because the higher you go, the more things are immune to charmed, but nothing is immune to Confusion.

  • @randiona
    @randiona 5 лет назад +4

    Dear Dungeon Dudes: Would you kindly consider making a video focused on illusion spells and the wizard illusionist subclass? Thank you!, Yours, a fledgeling Illusionist Wizard

  • @trevorplaysdnd
    @trevorplaysdnd Год назад +4

    One spell that I think kinda slips under the radar for this kind of thing is daylight, it’s basically a glorified light spell that uses a third level slot and doesn’t even create sunlight. The only benefit is getting rid of magical darkness

    • @twicedeadmage
      @twicedeadmage Год назад

      Once I made our Cleric take it out of necesity, I was sending level 3 Warlocks with Devil sight and Darkness after the party as they explored a cult temple. It was the only time I've seen it used.

  • @FrostyTheSnowPickle
    @FrostyTheSnowPickle 3 года назад +4

    Witch Bolt is actually really good in smaller areas, especially since it’s a guaranteed hit on later turns. I was able to annihilate a basilisk with it, since it wasn’t really able to move around the cave and I got automatic hits every turn.
    I quite like the spell. You can’t convince me otherwise.

  • @maladictbilbiomort2778
    @maladictbilbiomort2778 Год назад

    Funny way to make crown of madness useful is to ask the DM if they want to fall into space at high speed and die. If they don't, the ground is their ally. Use it on an enemy on shaky ground. Or their weapons. If they don''t specify ally means it has to be a sentient being... Or themselves. That last caveat could make it highly amusing as the enemy now has to choose between themselves and their allies and decide who they like more and could create some awesome if grim character driven story moments. Maybe decide two goblins love each other and the goblins surrender rather than watch one of their own commit sepuku. Or one of them gets some enraged boost after watching the other walk away from them. Maybe it creates infighting in their ranks when hey realize one of their party has decided to become a hazard rather than hurt itself.

  • @armorfrogentertainment
    @armorfrogentertainment 3 года назад

    Delayed Blast Fireball. It's entirely possible for an enemy to pick up the bead and throw it at you.

  • @hieronymusnervig8712
    @hieronymusnervig8712 5 лет назад +4

    I just thoughtcrafted with Crown of Madness some more and I think it could actually be a really great spell for enemies.
    As I said it is basically weaker than Hold Person and then Fire Bolt each turn but the enemies don't necessarily know that, they might only learn this fact from years of combat experience.
    It's awesome visual effect lets the players know immediately what happened and they can also play around this, which can be a ton of fun.
    Getting Hold Person cast on you is the most boring thing that can happen "oh, I guess I'm not gonna do anything again this turn..."
    "Noo, don't come close to me! Get away! Nooo, you fool!!" *Bonk*

  • @ImANerdyMommy
    @ImANerdyMommy 5 лет назад +4

    I like True strike for the pure fact that it lets you have a brief insight on the monster's weaknesses. Which my DM and I agree that means I get to know if it has resistances or weaknesses to better prepare my party for what we're facing. And the advantage on my next turn is a bonus. Then I use my bonus action to give bardic inspiration. I may only use the spell once per encounter but I think it helps, especially when I'm one of the first people in initiative order.

  • @rodneyg9746
    @rodneyg9746 5 лет назад +4

    I had a super-niche use for Witch Bolt with my tempest cleric/ storm sorcerer. I had wis 18 cha 18, had this spell , and cast it 9th level with my channel divinity. Max damage instead of rolling and I didn't bother concentrating on it, but I dealt out 108 dmg on one turn to finish off our big bad. If I has missed, I still could have gotten off with using my second use of CD and an 8th level slot for 96, but it was awesome.

    • @funkydpalomares2238
      @funkydpalomares2238 2 года назад

      I also had a great experience with that spell. I was a 13th level wizard and usually combined it with crown of stars against the biggest enemies. So I had two opportunities to hit the 6th level witchbolt and as soon as I succeeded I could then just roll up to 10d12 damage each turn (assuming that my star also hit)

  • @sircatfaceesq578
    @sircatfaceesq578 5 лет назад

    My friend and I have found that at low level, Witch Bolt is kinda good if you have a large party or someone to keep the Big Bad Dragon w/ high AC occupied so they don’t move much. My buddy was a Eldritch Knight Tortle with 23 AC and just stood in front of an enemy and kept the Witch Bolt up. Basically nobody could hit him because of his AC and just racked up the damage.

  • @boiledelephant
    @boiledelephant 5 месяцев назад

    I got lucky with Crowd of Madness. Chose it, ran into a troll and a bunch of goblins. The troll smushed three goblins as they ran past him. That's literally the only situation in which it pays off, but it was a great moment. You might as well forge a pact with your DM: I'm taking Crown of Madness, you will put big stupid humanoid enemies in small spaces with lots of smaller allies next to them, because it's great fun for all.

  • @XanKreigor
    @XanKreigor 5 лет назад +5

    True Strike used to be a 1st level spell in 3.5. It didn't need a concentration check and gave +20 insight bonus which meant you were pretty much guaranteed to hit almost anything as long as you don't roll a 1 on the dice. And it had this nifty addition "Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. "
    It wasn't super amazing, but when you REALLY needed to hit your target on the next turn
    Find Traps was also a better spell in older editions, giving a +10 perception check to finding traps and lets you detect traps as if you are a Rogue.
    Confuse, Lesser > Crown of Madness
    Works on any "living creature" as long as it isn't specifically said to be immune to confuse or mind-affecting abilities.
    " This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject. "
    Roll d100 for confuse effect before taking an action:
    01-10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
    11-20 Act normally.
    21-50 Do nothing but babble incoherently.
    51-70 Flee away from caster at top possible speed.
    71-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
    Basically these 3 "bad spells" are poorly copied over from 3.5 and aren't balanced properly in 5th edition.

    • @JSHADOWM
      @JSHADOWM 5 лет назад

      What do you mean "as long s you dont roll 1 on the dice" theres very little in LVL 1 that has an AC of 22...

    • @XanKreigor
      @XanKreigor 5 лет назад

      @@JSHADOWM rolling a 1 on the dice for an Attack Roll is an instant miss regardless of +bonuses you have. Same as a 20 is a sure hit even if the enemy has 80 AC.

    • @JSHADOWM
      @JSHADOWM 5 лет назад

      @@XanKreigor You are correct on the 20, or crit, bit DnD doesnt have a critical miss mechanic. if it does now, show me where in the PHB/DMG it says that.

    • @XanKreigor
      @XanKreigor 5 лет назад +2

      @@JSHADOWM from the 3.5 PHB, page 134 (on PDF format)
      "Automatic Misses and Hits:
      A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat-a possible critical hit (see the Critical Hits sidebar, page 140). "
      Same rule is on 5th edition too.
      Even if you use True Strike, rolling 1 on the d20 will still be a miss. As long as you roll a 2 or higher, you get +20 to your attack roll.
      Maybe you were thinking of Skill Checks? " Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is
      not an automatic failure. "

  • @Joshtube911
    @Joshtube911 5 лет назад +3

    Phantasmal Killer is one of my go to's for my illusion wizard :(

  • @rabidseabee7229
    @rabidseabee7229 5 лет назад +30

    Minotaur Bard with two levels in cleric: _Casts Spiritual Weapon in the shape of a giant cow bell._

  • @seymourfields3613
    @seymourfields3613 Год назад

    "theoretically allude to traps" I lost it lmao

  • @kenscott1082
    @kenscott1082 2 года назад

    After watching this a second time I don’t think confusion deserves your honourable mention either. I remember running against the giants from the yawning portal and the bard casted that on a giant. It really turned the tide. Attacks went against the giants and some other times they did just nothing.

  • @ericpeterson8732
    @ericpeterson8732 5 лет назад +14

    Better for find traps, enhance ability to give you advantage on perception checks.

  • @glumshanks5252
    @glumshanks5252 5 лет назад +7

    Thx this really helps with me being a DM

  • @viklasthemad
    @viklasthemad 5 лет назад +5

    Though I can certainly see where you guys are coming from on this list, I do have some things to add. Some of the following may be "niche" uses of the spell, but they certainly give an opportunity for the spells to shine rather than fizzle:
    True Strike: I would definitely want this on, say, an arcane trickster. Since the AT starts with three level-1 spells, this might just be the one I take that isn't enchantment or illusion (since you are allowed exactly one). RAW states that initiative should be rolled when the first hostile intent is shown, but as TS has no detrimental effect to the target (they shouldn't even be aware of being targeted with the spell), it's not inherently hostile, and therefore could be cast before combat begins. This sets up a good shot for a devastating opening round for the AT and their allies. And with it only having somatic components, it's silent as the proverbial mouse fart.
    Witch Bolt: This could be handy if your party actually works together in a coordinated fashion. Say you're an Eldritch Knight, and an ally casts Haste. Now you can WB something, attack it as your second action with Haste, and every round subsequent to that, WB and attack. With some of the other benefits of EK, this concert of effort could have some dire implications for the other side in the fight.
    Find Traps: ... Yeah, I got nothing here. Move on...
    Crown of Madness: Ok, hear me out on this one... Say you're fighting an evil spellcaster, and they have no melee weapon. Cast CoM on them, and put an ally with high AC or HP (preferably both) in melee with them. As long as they don't make their wisdom save (so skip this against evil clerics and the like), and you don't lose the spell, they just keep ineffectually slapping at your tank-y ally instead of raining magic death on your party. Again, teamwork is key.
    Mordenkainen's Sword: So... yeah... this spell is pretty lack-luster. It really should have more functionality at it's level. I really can't help it much. Only thing I can come up with is this: The very begining of the description states "When the sword appears, you make a melee spell
    attack against a target of your choice within 5 feet of the sword". Later, it states "Until the spell ends, you can use a bonus action on each
    of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one". This wording indicates that you get two attacks with the sword on the turn that you cast it, as the first is part of the initial resolution of the spell, and the second would be the granted bonus action. Hell, let's go back to Witch Bolt for a second on this. I'll cast MS first, get my attacks, and the next round drop WB as a higher-level spell, and keep getting my bonus attacks from MS. This seems like a decent combo for DOTs, and really, what DPS (which a Wizard is by default) doesn't like to stack DOTs?
    So, as you can see, there are some uses to some of these spells, but you have to dig deeper than the individual spells themselves and see how they work in conjunction with your allies or the rest of your spell list.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +1

      This is a great comment, but a few things for your consideration:
      True Strike is a cantrip, and Arcane Tricksters only get three. Minor Illusion and Mage Hand are givens -- so does True Strike get that last slot over something like say, Booming Blade? In most ambush situations, an arcane trickster ought to be able to engineer advantage by remaining unseen. There's niche exceptions -- but I think I'd rather solve those problems with creativity so I can take a better cantrip that has more general use.
      I don't think the math adds up in your Eldritch Knight example. This seems like it deals far less damage than just making regular melee attacks.
      Crown of Madness -- a TON of people have suggested what you wrote here -- but the problem is that Hold Person does this job far better. A spellcaster affected by Crown of Madness is might decide to eat the opportunity attack and walk away in the hopes that they can get control of themselves next round. If they are affected by Hold Person, this option is completely off the table, and now the fighter is getting automatic critical hits against them.
      The crux of the issue with Mordenkainen's Sword is that it wouldn't be a bad spell... if it cost a 3rd level spell slot, or cost a 5th level slot and didn't require concentration. As written, it's totally outclassed by Animate Objects and Bigby's Hand, both of which can deal more damage and don't ask for a 7th level spell slot in return. A 7th level spell slot is really just too valuable to throw away on something as insignificant as dealing damage.

    • @NinjaBusCow
      @NinjaBusCow 5 лет назад

      I played a Bard and cast Faerie fire on an Ogre, my Wizard friend cast Witch Bolt and Crit for a huge amount of damage.
      I thought it was an okay spell before I saw that, my friend didn't want to take the other roll to hit because he already got a 19, but his advantage role was a natural 20.
      Sometimes you have to go for a combo. *edit, this killed the Ogre

    • @viklasthemad
      @viklasthemad 5 лет назад

      @@DungeonDudes I totally get what you're saying with Arcane Trickster, but I do take into consideration thematic differences. So, whereas an AT that wants to stay hidden at all times would go for something else, a more "up in their grill" type might want a different approach to getting those advantage shots in.
      As for EK, unless the EK is swinging a greataxe or a similar two-hander, I think the damage economy might still be worth it.
      And while I agree that Hold Person will do the same job as CoM, and indeed better, there may be circumstances where it isn't applicable, such as a target immune to paralysis (due to magic or other effects) or if you just plain don't have Hold Person available (it could happen).
      As for Mordenkainen's Sword... well, honestly I was just throwing out a possible scenario. In all reality, the spell does ask too much for too little in return.
      You guys are pretty spot-on with your analysis, and I'm not going to even remotely say this list was wrong or anything like that, but I personally don't believe in the concept of a "useless" or "truly bad" spell.. except for MS... that spell sucks...

    • @johncox7169
      @johncox7169 3 года назад

      I know this is a REALLY old post, but on your Eldritch Knight example, the Haste action can't be used to trigger Witch Bolt. Haste specifically says "That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action."

    • @viklasthemad
      @viklasthemad 3 года назад

      @@johncox7169 Yes, that's true. So, that's why you would use your first action (the one you normally get) to trigger Witch Bolt, then your "Haste" action to attack. I thought I made that order clear. Sorry for the confusion.

  • @MrWerewolflover
    @MrWerewolflover 5 лет назад +1

    If you were a Arcane Trickster Rouge could you use True Strike to essentially spam sneak attack or not. Because I'm pretty sure one of the only prerequisites for sneak attack is having Advantage. Or am I entirely wrong?

  • @eliparker4114
    @eliparker4114 5 лет назад

    My party’s sorcerer used crown of madness on a guy who was about to use the Macguffin to free the BBEG from his prison. He made the saving throw on his second turn. The sorcerer asked me (the paladin/bard) to not kill him so he would kill his allies instead. This was a mistake. I could have shut him down much more effectively by just grappling him, making use of my expertise in athletics and using enhance ability to get advantage on those rolls. The BBEG escaped, and was about to kill us. We were saved by, believe it or not, the Deck of Many Things: the sorcerer drew a card because not much else could go wrong at this point. The card she drew was moon, granting three uses of the wish spell, the first of which was used to destroy the BBEG.

  • @kyubii972
    @kyubii972 5 лет назад +5

    Why is flame blade considered bad?
    I'm going to reread it while I wait for discussion.

    • @DungeonDudes
      @DungeonDudes  5 лет назад +7

      Requires concentration, and rather than buffing your existing attacks (which would make it amazing for a Moon Druid), it forces you to make a SINGLE special attack which deals 3d6 fire damage.

    • @100sparky001
      @100sparky001 5 лет назад +3

      Flame blade seems reasonable to me. It’s a druids shadow blade. It hits a little harder and it’s does sort of boost your accuracy as you don’t need to split your main attack stat to use it. It’s a little unfortunate that you can’t use green flame blade or booming blade with it.
      I have been more frustrated by lightning arrow. Also requires concentration but unlike smite spells it doesn’t trigger on a hit it only affects the next attack. Really seems like they limited the options there. Wouldn’t want the ranger to have a great spell.

    • @TheDarkDragonStudios
      @TheDarkDragonStudios 5 лет назад +2

      @@DungeonDudes I'm pretty sure flame blade is meant for when you either are out of wildshapes or can't wildshape in that particular circumstance. Additionally, Druids don't get extra attack, so it's still the better alternative to your normal melee attack if you're a front/midline druid. At least, that's my take on it.

    • @DougAdams
      @DougAdams 5 лет назад +1

      @@TheDarkDragonStudios Yeah, Flame Blade is my go to damage dealer when I am out of Wild Shape. I was surprised to see it on this list. I also like how I can dismiss it and recall it at will. It makes me think I'm wielding a a light saber. I'm gonna take another look at it now, though.

    • @4NSW3RM3
      @4NSW3RM3 5 лет назад

      @@DungeonDudes It's a must for my druids. Helps me conserve a wildshape, and with the right amount of teamwork, the concentration requirement means nothing. Best use I ever got out of it was alongside a wolf totem barbarian.

  • @geirpg
    @geirpg 5 лет назад +4

    Stoneskin. 1h/concentration. 4th level, only against non-magic attacks. Compared to barbarian rage ability - so weak. Better if no concentration, or lower level.

    • @villainvoice5143
      @villainvoice5143 5 лет назад +1

      As someone who loves transmutation and buffing his allies, 5e has been fairly depressing since the best you can do is twin spell compared to previous editions where I could layer on buff after buff after buff and make my allies metahumans

    • @JSHADOWM
      @JSHADOWM 5 лет назад

      You, the transmuter, should toss stonesking on your raging barb.
      then watch in glee as he wades through 1000 arrows like its marshmallows.

    • @villainvoice5143
      @villainvoice5143 5 лет назад +1

      @@JSHADOWM ...Yeah, I did in 2e and 3x. In 5e it doesn't work, because rage and stoneskin provide the same effect, Resistance against bludgeoning, slashing, and piercing damage. Resistance, in this sense, is not an adjective meaning that each one makes you more resistant to those types of damage. Resistance is a proper noun. It's a specific mechanical condition similar to status effects in videogames like Poisoned or Paralyzed. In this context, resistance means "Takes half damage from the associated sources" and it doesn't stack with itself unless your DM houserules it.

  • @jordantiburcio4541
    @jordantiburcio4541 3 года назад +3

    I think confusion is good. AOE crowd control for 4th level can swing a fight easily

  • @colegodofcows3765
    @colegodofcows3765 2 года назад

    that trap detector thing would make a great cantrip but a weak first level spell however the DM normally changes the trap spell so you understand the nature of the trap

  • @codygunsalus919
    @codygunsalus919 5 лет назад

    I got a lot of use of grasping vine with my first character, basically got to play baseball with the Paladin and Barbarian in the party as a bonus action pulling enemies past the two of them causing attacks of opportunity.

  • @HundredYearsBoar
    @HundredYearsBoar 5 лет назад +4

    Thank you very much for posting this! At my family’s thanksgiving party and needed something to watch!!!

  • @halfjack2758
    @halfjack2758 5 лет назад +4

    Conjure celestial: 9th level spell slot to summon a unicorn.

    • @pedrodarosamello64
      @pedrodarosamello64 5 лет назад +2

      Lol, never noticed that, clerics have to spend a 7º level slot to summon a cr 4 creature and 9 for a level 5, while the druid can summon a cr 9 frost salamander with the same 9º level slot or a cr 7 elemental warrior with a 7º slot.
      Hell, with that 7º level slot a druid can even summon that super powerfull winter hag or a korred, wich can summn a earth elemental himself.

    • @QeepingItReal
      @QeepingItReal 3 года назад +1

      worth it for a cleric in courtship. take damsels out on equestrian ventures to know if they are pure.

  • @deaconwilliams118
    @deaconwilliams118 5 лет назад +4

    Keep on making these videos guys! I'm lovin it

  • @imKazahkstan
    @imKazahkstan 10 месяцев назад

    In my naivety, I took Gaze of Two Minds as one of my first invocations on my first Warlock, thinking it would have some useful utility applications. After reaching level 4 and having never used it, I realized the limitations inherent in the spell, viz., that the creature must be "willing," I was grateful that you can swap out invocations when you level up, because I got rid of it for agonizing blast and never looked back.

  • @JayKayPc
    @JayKayPc 5 лет назад

    Crown of madness can be interesting to use but I see it being useful in specific situations. I like to imagine you have to assassinate a king and the king is having a parade where he will be marching through the city. Imagine now having multiple spell casters take control of the kings personal guard and attack the king. And with crowds it would take a little bit to figure out what is happening.

  • @Thessik73
    @Thessik73 5 лет назад +6

    My very first 5e character was a Warlock with three of these spells.

  • @Khether0001
    @Khether0001 4 года назад +5

    Crown of madness is probably meant to be used by higher level NPCs because of the humanoids and level restriction.

  • @KubinWielki
    @KubinWielki 5 лет назад +5

    One tip regarding Find Familiar and its Help action that far too many people misunderstand: Your familiar does NOT have to stay next to the target it's distracting with the Help action. If you have an Owl that has a "flyby" feature that allows it not to provoke attacks of opportunity with its movement is an excellent choice for that.
    You absolutely, positively CAN make your owl approach the enemy, use its Help action and fly away to safety, all while you still retain the benefit of the Help.
    Gotta remember that all turns in a round happen stimultaneously, and that initiative order and turns themselves are only there because you couldn't realistically and logically make everything stimultaneous in a tabletop (Greyhawk Initiative comes close, but it's still not "there").

    • @JSHADOWM
      @JSHADOWM 5 лет назад +3

      at that point its up to the enemies to determine if they should eat up an action and Hedwig the fuck out of your owl.

  • @Rodshark75
    @Rodshark75 3 года назад

    Find traps cheap = Unseen servant dragging a 50lb bag of sand/dirt

  • @OMEGA-362
    @OMEGA-362 5 лет назад +1

    so before 5th level witch bolt isn't a bad spell, it's concentration effect does more damage then any cantrip on average, except a warlock eldritch blast, so for a wizard assuming an average ac of 15 and an intellegence of 20 will have an average damage 3.3 per turn, whereas the guaranteed hit of witch bolt does an average of 6.5 per turn, so for a lower level wizard it's a fine thing to cast, past level five you can't make the same argument, but it has it's place as a very consistent effective spell for lower levels