Spell nerfs and random spell changes! - One D&D Cleric and Revised Species

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  • Опубликовано: 10 фев 2025
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Комментарии • 420

  • @PackTactics
    @PackTactics  2 года назад +8

    🤖 Install Mech Arena for FREE here on Mobile and PC ✅ clik.cc/RFvJ5 and get a special starter pack to help kickstart your game! ⭐

    • @LucanVaris
      @LucanVaris 2 года назад

      Newest OneD&D nerf: Pass Without Trace. You can no longer pass, nor can you trace.

    • @princequincy5421
      @princequincy5421 2 года назад

      How do you feel about the changes to spell preparation for bards, clerics and rangers, where they can only prepare an amount of spells of each level equal to the spell slots they have of that level?

    • @PackTactics
      @PackTactics  2 года назад

      @@princequincy5421 I talked about that in my bard coverage.

    • @minecrashinhard
      @minecrashinhard 2 года назад +2

      I thought this was one of the spam bots until I saw the pin

  • @isaacthek
    @isaacthek 2 года назад +232

    An instantaneous concentration spell is interesting. It's only effect is to interrupt concentration spells, which is a legitimate nerf.

    • @GamerKiwi
      @GamerKiwi 2 года назад +16

      They could make it so you cast the cantrip as a bonus action or something, and as you concentrate, you can do the 1d4 buff as a reaction.

    • @codymarshall587
      @codymarshall587 2 года назад +1

      @@GamerKiwi so an even further nerf?

  • @StarRightStarTight
    @StarRightStarTight 2 года назад +78

    This joke might go over everyone’s heads watching this video a decade from now - but the Lord Gator “we need to have a discussion about that later” was pretty good

    • @zachlewis9751
      @zachlewis9751 2 года назад +1

      All of the good jokes are topical and don’t make sense when the topic stops being discussed.

    • @janus2773
      @janus2773 2 года назад

      ŵould you mind explaiming it? thx

    • @StarRightStarTight
      @StarRightStarTight 2 года назад +8

      @@janus2773 lots of RUclipsrs were advertising Estsblished Titles. The pitch was that you could spend $50 and get 1x1 ft plot of land in Scotland and could say you were a “Lord” because of an old custom.
      Over the past few weeks Established Titles has been a topic of conversation because the pitch was making the “Lord” title seem more significant than it actually was.
      The joke is that Gator thought he was Lord Gator because of the Established Titles plot but in truth it is just a gag gift. So he is not actually a Lord at all

    • @Kenny.S
      @Kenny.S 2 года назад +2

      @@StarRightStarTight not only was the pitch making it seem significant, you actually can't call yourself a Lord at all, not more so than any other person. In the UK specifically it could even carry legal issues to do so. The referenced tradition does not apply to the ownership of land alone, and even if it did, the title doesn't even sell you the land because the country won't recognize the sale of a parcel that small. So in truth, the company sells you the promise that that won't develop the land they own, that's it. They also donate some amount (much smaller than the purchase total) towards reforestation.

  • @nonamegiven202
    @nonamegiven202 2 года назад +143

    I will defend this version of guidance as it's fixing the BIGGEST flaw with guidance, hearing your cleric go "I cast guidance" EVERY TIME a ability check happens.
    Now you're only going to hear it when someone fails a check and are within 4 of passing it.

    • @geisttraft7190
      @geisttraft7190 2 года назад +26

      You’re still going to be hearing it every single time if the DM hides the DC for the check. Also if multiple people have guidance, you’ll have to be rolling multiple d4s and hearing even more people pop in to say “I guidance that”.

    • @БОМБАСТИЧЕН
      @БОМБАСТИЧЕН 2 года назад +7

      @@geisttraft7190 I’m ruling it out. Only 1 guidance at a time

    • @johncostello4565
      @johncostello4565 2 года назад +20

      @@geisttraft7190 wouldn’t work at my table, imo you can only cast it if the DM confirms that you failed a check. For checks without objective failure (stealth, initiative, etc) you can’t use Guidance.

    • @remyb6854
      @remyb6854 2 года назад +25

      No. This version has new problems. Like the fact it receals to you if people within 10ft have failed a skill check or not.
      Need to be sure the enemy believes your bard's lie? Have the cleric stand next to him. If he succeeds the cleric won't feel anything. But if he fails his Insight check the cleric can Guidance him if they want.
      Thus. Clerics with this spell automatically know if people fail and therefore also when they succeed any skill check within 10ft.

    • @johncostello4565
      @johncostello4565 2 года назад +10

      @@remyb6854 my read was that the spell simply isn’t available if failure isn’t obvious (disarming a trap, lock picking a door). I suppose there are some DMs that would allow Guidance to be used as a “failure detector” - but everyone in my groups sees this as a spell that is simply unavailable in most check situations, and requires explicit confirmation of failure from the DM to be eligible to use.

  • @gammalolman580
    @gammalolman580 2 года назад +89

    It would honestly be very interesting seeing you cover more spells that seem strong but aren't strong. It would be interesting to see how different some viewpoints can be, and how they alter spells power.

    • @ValoriYT
      @ValoriYT 2 года назад +2

      Pack Tactics has many videos on spells like these! Check out his season playlists and look for videos on spells.

    • @gammalolman580
      @gammalolman580 2 года назад

      @@ValoriYT i saw some of them already, like the quick quiver and healing video. I do not remember if I watched others, but I probably will check them out anyways.

  • @entropy11
    @entropy11 2 года назад +9

    "It's Lord Gator now." "Yeah we've gotta talk about that later."
    LOL

  • @vinisart3647
    @vinisart3647 2 года назад +30

    maaaan, prayer of healing is SO strong if you have a fighter, a druid and a warlock in your party. You basically give their main features all back again in 10 minutes (its the casting time). This spell depending on the right party is REALLY strong

    • @lexas1234
      @lexas1234 2 года назад +1

      Surprise how few picked up on this!

    • @GG-ti5dd
      @GG-ti5dd 2 года назад

      Don't forget monk!
      And maybe not druid, if their wild shape goes the way of the cleric channel divinity

    • @ferencfeher2647
      @ferencfeher2647 2 года назад +12

      I mean, how often are you in situations where you can rest for 10 minutes but not rest for 1 hour? Honestly, thats kinda rare in my experience.

    • @lexas1234
      @lexas1234 2 года назад +1

      @@ferencfeher2647 might have a point there. But in still Nice to sneak in. How might be some abusive situations with 2h10m rest and warlock expending spell slots like crazy

    • @lordzaboem
      @lordzaboem 2 года назад +4

      If multiple Sorcerers are in a party, and they are converting their spell slots into Sorcery Points, they can load up in Sorc Pts with multiple castings in less than an hour. It's the new Coffeelock exploit. Although possibly fun, it's more numbers to keep track of. I suspect that the mechanics of the Sorc are going to change of Prayer of Healing remains the way we see it in the UA.

  • @Landuskir
    @Landuskir 2 года назад +37

    The thing that bugs me the most about putting 1/rest limitations on slotted spells is that spells, unlike class features, are already limited by rest. Short rest for warlocks, and long rest for everyone else. There's no reason to add these extra limitations to resources that are already consumable.

    • @androkguz
      @androkguz 2 года назад +1

      This are cantrips. They are not limited that way

    • @candiman4243
      @candiman4243 2 года назад +9

      and if they are going to limit cantrips to uses per day, they might as well make it an actual spell...

    • @androkguz
      @androkguz 2 года назад

      @@candiman4243 Sorry, I think I missed that part. Cantrips are not infinite anymore?

    • @alexanderticonuwu7591
      @alexanderticonuwu7591 2 года назад +6

      @@androkguz Prayer of Healing isn't a cantrip though? They already changed the Guidance limitation. Which if anything, means they're willing to put rest limits on some cantrips. Makes me wonder what else they're thinking of limiting like that.

    • @androkguz
      @androkguz 2 года назад

      @@alexanderticonuwu7591 oh yeah. Gotcha.
      I agree that the restriction on prayer is weird though I'm sure the abuse possible is worse

  • @RealNikoPlush
    @RealNikoPlush 2 года назад +12

    Lessoned learned: it is always optimal to organize your text properly

  • @RyanZibell
    @RyanZibell 2 года назад +43

    I agree with your characterization of guidance, now it feels like a paladin aura for skill checks. Just make it a static +2 so we don't have to find and roll a d4 every time, if that's the way you want it to function. Better still, leave it as touch range so it feels like it's own thing, and not an aura

    • @mr.cauliflower3536
      @mr.cauliflower3536 2 года назад +2

      Although, it costs a reaction which is superduper important on casters

    • @XanderHarris1023
      @XanderHarris1023 2 года назад +1

      10 ft. is already a pretty short range. Changing it touch would make it almost an exclusively self guidance.

    • @RyanZibell
      @RyanZibell 2 года назад

      @@XanderHarris1023 it's already touch in 5e

    • @androkguz
      @androkguz 2 года назад +2

      @@mr.cauliflower3536 not for skill checks

    • @carsonrush3352
      @carsonrush3352 2 года назад

      Making it a paladin Ora for skill checks is definitely problematic. What if the spell could only be used a number of times equal to double your proficiency bonus per day? Or what if it could only be used on someone else, and not just yourself?

  • @estebanrodriguez5409
    @estebanrodriguez5409 2 года назад +44

    The argument Crawford made for Spiritual Weapon wasn't that the spell is particularly powerful, it was more in the realm of "it demands more time than what an instantaneous spell does". Also, it offers a little bit more consistency with the wizard spells that do something similar.

    • @gammalolman580
      @gammalolman580 2 года назад +20

      It was also mentioned it was strong actually, or more specifically an "auto pick".
      Either way, it being nerfed does not really help its case, as it is now even worse
      If you mention its upcasting, Spirit guardians.

    • @carsonrush3352
      @carsonrush3352 2 года назад +15

      @@gammalolman580, it was an auto pick because it could be cast at the same time as concentration spells like Spirit Guardians. Now it will go the same way as Flaming Sphere, which is almost never used. They took an unoptimized but convenient spell and then made it completely undesirable.

    • @yagamifire7861
      @yagamifire7861 2 года назад +1

      They seriously have no idea what they're doing. I'm honestly starting to wonder if WotC employees play D&D

    • @estebanrodriguez5409
      @estebanrodriguez5409 2 года назад

      @@yagamifire7861 It streamlines a bit how spells work in general. Clerics can change their prepared spells without much problems compared to other classes, so when you get a higher level spell that outclasses your lower level spells you don't lose that much.

  • @BashfulBishop
    @BashfulBishop 2 года назад +12

    I believe the change to banishment was made because players were upset when it was cast on them and they were out for the entire combat, but i personally don’t see the point since the spell is concentration so your team should clearly focus the caster if that happens

    • @christianlangdon3766
      @christianlangdon3766 2 года назад +3

      I mean banishment is also the case of a 4th level spell being dramiticly stronger than all 5th, and 6th level ones. 7th has simulacrum so it's as strong as most 9th level spells.
      I wouldn't have changed it but made it a much higher level. It's just to strong an effect for one failed save you yeet a kraken away for a minute he spawns back in and you have setup a bunch of traps, forcecages and such. And he dies or the encounter is over all cuss of a single 4th level spells. No spell does that within 4th level itself. Compare it to rytholums psychic lance, some damage sure but it only Stops a person for one round. There is little to compare which one is stronger.

    • @BashfulBishop
      @BashfulBishop 2 года назад +1

      @@christianlangdon3766 Good point I think moving it up in level or two would have definitely been better

    • @dooperdooper6679
      @dooperdooper6679 2 года назад +1

      @@christianlangdon3766 DM should’ve saved that legendary resistance

    • @christianlangdon3766
      @christianlangdon3766 2 года назад

      @@dooperdooper6679 I mean krakens don't have legendary res. Not all enemies have it. And when it's either you fail a save and the fight is over or you have such interactive mechanics to make it so it doesn't happen ehh.

    • @dooperdooper6679
      @dooperdooper6679 2 года назад +1

      @@christianlangdon3766 wait hold up the kraken doesn’t have legendary resistance!?!? That is a creature that absolutely needs legendary resistance. And yeah it can end a fight right away, but it’s a save or suck that only targets one creature. The creature can still be broken out if the caster loses concentration. It’s a spell that you have to be aware of as a DM. You’re gonna need some minions.

  • @harperna3938
    @harperna3938 2 года назад +9

    The Prayer of Healing change is so weird to me, especially if it isn't accompanied by a similar change to Catnap. Catnap is a *third* level spell that lets you put *up to three* willing creatures to sleep for 10 minutes. If they stay asleep for the duration, they gain the benefits of a short rest. A creature can only receive the benefits of the spell once per long rest. Prayer of Healing is a *second* level spell that targets *one to five* creatures (realistically 3+), gives them the benefits of a short rest if they stay in range for the duration (even while traveling or engaging in combat!), and lets them heal for an additional 2d8 or more on cast.

    • @fenec250
      @fenec250 2 года назад +3

      I have Catnap on my Sorcerer, it's not good. It's in a game where a Long Rest takes a week to complete and a Short Rest takes a night of resting. Even then I use Catnap as a "10 minutes night of sleep" to let us walk 16 hours in a day without rolling for exhaustion levels, not for the actual benefits of a short rest.
      Catnap is not good and that's the point of this playtest. This version of Prayer of Healing is a test to see how much the effect of taking a short rest is worth. How cheap and powerful can we make it so that the main drawback becomes the once per long rest?
      Also Catnap is from Xanathar's and not the Player's Handbook so we will not see changes to Catnap in these UAs.

    • @yuvalgabay1023
      @yuvalgabay1023 2 года назад

      Mybe they will nerf the arcane spells list

  • @SimplyThinking677
    @SimplyThinking677 2 года назад +31

    Hocus pocus you’ve lost your focus

    • @SilvrSavior
      @SilvrSavior 2 года назад +1

      Hocus pocus out of focus

  • @matthewlabodin3981
    @matthewlabodin3981 2 года назад +8

    Spiritual Weapon is my go-to "I have nothing better to do this turn" spell for my cleric because it's very low-risk, low reward. I basically only use it because it doesn't require concentration and I don't have any other bonus action stuff. Now, I imagine Spiritual Weapon will only see use from levels 3 to 4, since after that, you'd have access to Spirit Guardians.

    • @Nat-ri3ip
      @Nat-ri3ip 2 года назад +2

      That's assuming no changes to spirit guardians.

    • @olorin6494
      @olorin6494 2 года назад +1

      No not even then bless is stronger

    • @Nat-ri3ip
      @Nat-ri3ip 2 года назад

      ​@@olorin6494 If pure damage is your only concern, it's really not, especially now that -5/+10 feats are gone.

    • @Camambert13
      @Camambert13 2 года назад +2

      Yeah, now the Cleric might come closer to the limited choice that martials have with their actions.
      IMHO WotC should just bring martials to the same amount of activities a caster can do rather nerfing an OP caster, but at least the classes are closer a tad bit.

    • @NoBuddy89
      @NoBuddy89 2 года назад +1

      @@Camambert13 Well yeah this is why homebrew reigns supreme, my group fixed martials by giving them combat abilities instead of nerfing casters. Then we adjusted monsters HP etc as needed to keep up with the increase in damage/CC.
      Playing a TTRPG is supposed to be fun, not "I hit him three times"

  • @Battleguild
    @Battleguild 2 года назад +33

    I actually like the Guidance/Resistance changes and I hope they change True Strike to the same format. Especially since you won't hear Guidance being called out 500 times per session and the fact that players have been using it like pseudo reaction spell anyway (notably on Critical Role).
    Unsure if multiple Guidance on a single is an oversight or not.

    • @VOZmonsoon
      @VOZmonsoon 2 года назад +3

      Stacking Guidance isn't viable. Pack Tactics actually read out loud that it wouldn't work, but sorely misinterpreted it immediately after

    • @pandanielxd
      @pandanielxd 2 года назад +2

      @@VOZmonsoon nop, you are just completely wrong

    • @TheAusar
      @TheAusar 2 года назад

      @@VOZmonsoon It's probably not the intended use, but from the wording if you fail, someone casts guidance, you roll the d4 and the effect is over. If after that d4 you still fail, someone else can cast guidance to give you another d4. And you get both the d4s, because the spell durations do not overlap.

  • @ladaas9528
    @ladaas9528 2 года назад +2

    Without the 1/day limit on prayer of healing, anyone with a 2nd level warlock spell slot could chain it as many times as they wanted (since you can be one of the targets and there is no "while resting" limitation). It would also encourage people taking a bunch of short rests in a row which is a bad play pattern. I think that it is strong and fun exactly how it is.

  • @peterrasmussen4428
    @peterrasmussen4428 2 года назад +2

    Spiritual weapons power depends on the campaign. In some campaigns, you have to conserve your spell slots a lot, this could be dungeon crawls with 5+ encounters a day. Not that great there.
    In other campaigns, you just have to turn your spells into output as fast as possible, any spell not spend at the end of the day, is a wasted spell, this is games with 1-2 very big encounters in a day. The fact that spiritual weapon is non-concentration, and is a bonus action, makes it really good in those campaigns. (I know you can get similar or better numbers with telekinetic feat, but you might have other feats to take first)
    Anyway, the change to concentration, is mostly because it slows gameplay, and they are trying to go for spellcasters only having 1 continious spell that slows gameplay at a time.

  • @greaterdanemark2397
    @greaterdanemark2397 2 года назад +1

    I like that resistance and guidance are reaction spells, makes them a little more worthwhile to pick. Resistance moreso

  • @joshuatran1556
    @joshuatran1556 2 года назад

    The change to Aid makes it fit as a bridge between false life and mass cure wounds, whereas before it had the same functionality as mass cure wounds at a lower level

  • @miguelangelus959
    @miguelangelus959 2 года назад +5

    Neymar is so good he can casually pilot a mecha in death battles in between each world cup game

  • @SoyTwisto
    @SoyTwisto 2 года назад +7

    I love how you owned the fact that you were sponsored by "Pay me so you can say you're a Lord/Lady" scam at 6:12.
    We all did get scamed and it hurt because I was planing on give that certificate to my brother in law as a present on chrismass.

    • @AnaseSkyrider
      @AnaseSkyrider 2 года назад +1

      Yeah, I thought it was legit until I started asking in what way anything about it is 'official' if passports and dating profiles could have custom names anyway, although idk about passports since I don't have one. Then the website had a sale timer that started when you LOADED the page? Then every page on the website was just another form of either the home page or their product listings... except WHICH PAGE YOU WENT TO had DIFFERENT results, and it was confusing. And the coup de grace for me was that their black friday sale page... the fucking URL said valentine's day.
      Several red flags all at once.

    • @PackTactics
      @PackTactics  2 года назад +3

      Fuck dude. I'm super sorry. The thought that it was a scam didn't cross my mind at all but now I know that I should look out for stuff like this. I'm sorry.

    • @AnaseSkyrider
      @AnaseSkyrider 2 года назад

      @@PackTactics A bunch of D&D people got hit all at once. Even d4 network. Please just be careful in the future. 👍

  • @a_guy_in_orange7230
    @a_guy_in_orange7230 2 года назад +4

    Also something to consider with PoH is what else is at lvl 2 that you want to take, considering preparations are now level gated and Aid doesn't seem to hot, and if you weren't taking spiritual weapon before you surely ain't now, so you can grab Lesser Res, aaaaaaaaaand. . . .locate object? I guess Silence and Zone of Truth are contenders but not much else, so theres not much loss for taking it and then only using it once on the off chance you need a 10min conscious power not-nap

  • @RaethFennec
    @RaethFennec 2 года назад +37

    Guidance wasn't changed because it was powerful. It was changed because it was a huge pain in the butt for both players and DMs. As soon as someone has Guidance, they're incentivized to constantly cast it any time anyone is doing anything. "Can I Guidance that?" "I say a small prayer to my god for Guidance." ... "Has it been a minute since I cast Guidance?" It creates a lot of overhead and interruptions and/or breaks the immersion a bit by asking the DM to sign off on you auto-casting it all the time. It was already behaving like a reaction, so it should just be made one. It means you can't cast it on someone in advance of leaving your range, which is a small nerf but removing concentration is a huge buff and changing it to a reaction removes all of the bookkeeping and table awkwardness. Now you can always just do it if they're within 10' of you, nothing conditional, no need to ask. Absolutely 10/10 good change now that the limit on uses is removed. Does this make for powerful situations where a Paladin aura combines with a Cleric's use of their reaction? Yes. Is that a problem? No. It's thematic and appropriate. Now, is it TOO powerful if multiple people at the party use feats and races to get access? Maybe if those feats and races don't have other strong combat and utility options that are sacrificed to do so. As long as the player is pulling levers and the classes get a similar number of levers to pull, power is okay.
    As for Prayer of Healing, nerfing Lifeberries and the inevitable Aura of Vitality nerf, I suspect they're trying to curtail healing, encourage short rests and make hit dice and things like Channel Divinity, Second Wind and Quickened Healing much more impactful. I'm all for it if they can pull it off right, but we'll have to see.

    • @alexanderticonuwu7591
      @alexanderticonuwu7591 2 года назад +1

      @@mogalixir If you look at the replies at some of the other comments, it's already kinda happening

    • @KuaEtus
      @KuaEtus 2 года назад

      If they fail, but what if you can "fail" to have "great success" insted of "success"?, i like this cantrip but is too powerfull and i dont know if they can neft it whitout kiling it.

    • @asdfniofanuiafabuiohui3977
      @asdfniofanuiafabuiohui3977 2 года назад +4

      @@KuaEtus Its written for a type of playstyle that most people don't have- RAW degrees of success don't exist- its a binary pass or fail. Sometimes you have a "fail by x or more" but its still a binary pass or fail, but worse if you fail even more than the DC, its not counted as a "super fail" just a fail by x or more. In order to do it, you need a base pass/fail DC. If you succeed by 5 or more, you get some extra, but you can't guidance that because its still a success, and you're not rolling under the DC even if you roll under the DC + 5 since they're defined differently.
      These sorts of things can get really confusing and nonsensical because they're basically the same, but defined differently so strict rules adherence requires that they be treated differently.

    • @KuaEtus
      @KuaEtus 2 года назад

      @@asdfniofanuiafabuiohui3977 maybe they can make some examples or clarifications, not for this spell in specific, but for the effect of "faling a save/check/attack"

    • @TehTezMan
      @TehTezMan Год назад

      huh, every time I pick up guidance I try to use it sparingly

  • @LokiTheAnsuz
    @LokiTheAnsuz 2 года назад +1

    3.5E had a reputation for big numbers and big math. But in 5E (or 5.5 if you will) you can stack magical bonuses?? That's insane...

  • @grantbaugh2773
    @grantbaugh2773 2 года назад +12

    I'd love to see more of a dive into the current spiritual weapon because I guess I still don't understand why it's bad. Yes, it's not much damage for one round, but it lasts multiple rounds without taking up your concentration. But I normally play martials so I'm not super familiar with a lot of spells in general so I don't know exactly what I'm comparing it to.

    • @VOZmonsoon
      @VOZmonsoon 2 года назад +6

      A lot of tables actually say Spiritual Weapon is a great spell, since it doesn't take concentration and it gives a use for clerics' bonus actions (which only competes with Healing Word occasionally)

    • @pandanielxd
      @pandanielxd 2 года назад +5

      @@VOZmonsoon A lot of tables saying something doesn't make it true, that is the reason this channel exists.

    • @christianlangdon3766
      @christianlangdon3766 2 года назад +8

      @@pandanielxd I mean this channel is also of the opinion that cunjure animals isn't broken spells that cunjurea a headache for the dm in nearly all context except one but yeah ok.

    • @grantbaugh2773
      @grantbaugh2773 2 года назад +4

      @@christianlangdon3766 but in those videos he also specifically mentions talking to your DM about it and gives tips on how to make it not be a nightmare to run.

    • @christianlangdon3766
      @christianlangdon3766 2 года назад +2

      @@grantbaugh2773 lol and, that is the one solution get the entire table and the dm going over the moon all cuss you decided to get one spell.
      If a fighter had a feature that required the dms involvement and the players at the table. Otherwise it would eat minutes of time and be stupidly boring for everyone involved it wouldn't be a good feature. Just cuss there is a solution to using it doesn't mean it's a good solution. If I needed money I could steal but that doesn't mean it's a good one. Cunjure animals steals spotlight, time and fun from the table whenever cast with a handful of circumstances being the exception. (Exploring and dungeon delving is actually a really fun and good use for it but nobody cares about it)

  • @woomod2445
    @woomod2445 2 года назад +1

    Spiritual Weapon costing concentration is probably entirely to keep the main goal of concentration as a mechanic.
    One tracked effect per player.
    (It is really really bad though.)
    Banishment was generally viewed as one of the major combat ruiners, where the players would banish the GM's boss monster then crush it after dealing with the minions.

  • @legendarychomper
    @legendarychomper 2 года назад +20

    I'm confused on how Kobold sees Spiritual Weapon as a bad spell. I've seen it in play and from what I've experienced it's really effective. It's a bonus action so it leaves your main action open, before the playtest it's not even concentration so you can have it and a concentration spell up at the same time. The damage it deals isn't bad either since it deals 1d8 + your spellcasting modifier, which is as much as a rapier. You basically get a rapier as a non concentration bonus action attack every turn that can be pretty dang far away from you as well.
    Anyone wanna clarify why Kobold says it's a bad spell to me? Like maybe he only means it's a bad spell at higher levels which I can see. I'm not the most experienced in games higher than 5th level so there are probably better things to be using your bonus action on at higher levels.

    • @Orcawsom
      @Orcawsom 2 года назад +19

      he likes to take telekinetic feat and use his bonus action to drag people inside Spirit Guardians using his bonus action to make them take the damage twice a turn
      it's a great feat but not everyone is going to have it so i genuinely don't know what else he has against SW.

    • @gammalolman580
      @gammalolman580 2 года назад +3

      You are adding damage equal to the damage of a martial with an extremely low speed. Its damage is low for a resource cost of 2nd level (as he said, he prevents damage on par with an upcasted healing word, which isn't good), and its long lasting damage does not make up for any other good 2nd level slot usage. Shatter has better damage until 8 turns of it btw. You will take a ton of damage in 8 turns.

    • @Humble197
      @Humble197 2 года назад +6

      I have gotten use out of that spell for 15 levels. You guys are theory crafting and its just wrong.

    • @frking100
      @frking100 2 года назад +5

      @Orcawsom Not to mention telekinetic is an awful feat for cleric. Cleric is already feat starved since they need warcaster, +2 wisdom and resilient con to be effective. Telekinetic is a +1 to wisdom and a bonus action pull/shove of 5 feet (this already makes it very situational) that requires a strength save, the most resisted save in the game.
      As for why SW is "bad" is due to its incredible bad scaling, yes, a 1d8+wis is good as a bonus action, but in later levels it is not worth to upcast and its damage is mediocre. The op said it's like a rapier, but they forget that by level 6 or 7, most pc upgrade the rapier to a +1 and at 10 to a +2 which gives higher damage and higher hitchance. You also have to factor in that aside from spirit guardians, cleric has terrible damage spells, so it's not like you are using your action to deal damage. SW only seemed "good" when you compared it to clerics terrible damage output with other spells and sub 7th level encounters.

    • @legendarychomper
      @legendarychomper 2 года назад +4

      @@gammalolman580 I feel like Shatter probably isn't a good comparison. Shatter is instantaneous and ends the same turn it was cast whereas spiritual weapon sticks around. Shatter also is area of effect whereas Spiritual weapon is single target. Also I don't think shatter is on a Cleric's spell list usually so it's not really an option for the Cleric at least most of the time.
      Yes the damage isn't the greatest in the world, but it is a bonus action and non concentration. If you don't have anything better to be using your bonus action for which at lower levels most characters don't, I don't see why you wouldn't cast this spell.

  • @danieldonnert3747
    @danieldonnert3747 2 года назад +6

    You know, I wouldn't mind if banishment were changed to work like death saving throws. 3 failures or 3 successes. Although, I don't see why they felt the need to nerf it.

    • @pyrosianheir
      @pyrosianheir 2 года назад

      The big reason I've heard is that it just removes a big enemy from combat entirely, so long as you maintain concentration, particularly if it's something from another plane. And like... I can kinda see what they're getting at, since Cha isn't usually a good save for monsters, but also it's not that hard to work around. Idk.

    • @dooperdooper6679
      @dooperdooper6679 2 года назад

      @@pyrosianheir yeah as a DM with a player that uses banishment I make an intelligent enemy target him to try to break his concentration. It’s a good spell, but definitely not game breaking.

    • @darlhiatt8136
      @darlhiatt8136 2 года назад +1

      It's probably because it doesn't otherwise allow counterplay from the target. Even if they had a plane shift to get back immediately, they can't because they're incapacitated.

  • @MARRRRC0P0L0
    @MARRRRC0P0L0 2 года назад +2

    Yes, please cover Spiritual Weapon. We need your insight.

  • @kevingriffith6011
    @kevingriffith6011 2 года назад +36

    Honestly, seeing the changes they've made to Spiritual Weapon I just *know* they're going to give an undeserved nerf to Haste in the Arcane beta, since they're nerfing spells that "feel" strong rather than the ones that actually *are* strong.

    • @y2kafka472
      @y2kafka472 2 года назад +19

      Time to buff hypnotic pattern because it doesn't do damage. 10 minutes! No concentration! Enemies obey your commands!
      Balanced.

    • @fenec250
      @fenec250 2 года назад

      I agree with the change to Spiritual weapon. Spells that have an interactive effect like that usually take Concentration, it's just weird for Spiritual Weapon not to. I can't say if it makes the spell unuseable but it certainly makes sense for the system.
      I don't think Haste will get changed. It is fun and it's effects are clear. At most I would expect it to gain an upcasting scaling, replace the movement doubling by a flat speed bonus and change the drawback when the spell ends to the new Dazed condition.
      I expect the same for Hypnotic Pattern. It is clear what it does but it lacks an upcasting parameter. The only thing they can easily touch is the area of the spell. I think making an interresting change would be to make it a smaller 20 ft cube and to make every slot level above the 3rd let you affect an additional 10ft cube that is within 40 ft of the point of origin. That would let you upcast the spell to affect more targets while avoiding friendly fire, but that might bee to complex.
      I'd expect Slow to be changed much more than Haste or Hypnotic Pattern. Slow has tons of weird unusual effects like rolling a dice to see if the spell you try to cast takes effect, limiting the number of attacks you can make to 1 regardless of features, or applying a flat -2 penalty to Dexterity saving throws. I fully expect it to apply the Dazed and Slowed conditions, maybe with some additional limitations.

  • @michaeli5018
    @michaeli5018 2 года назад +10

    another thing that's changed which has actually come up in one of my campaigns is how barkskin works. in 5e it makes it so that the targets AC cannot be below 16. while in one dnd it just gives temp HP. granted it's a 1 minute concentration spell. but when you've got an ally with absolutely awful AC and there's a level to go before they can change that it's helpful.
    Edit: I'd like to clarify that my memory is a bit fuzzy. but I got the info from my DM who is a very reliable person when it comes to these things.

    • @acquiescinit
      @acquiescinit 2 года назад +3

      The Barkskin change was actually from the previous UA (or possibly even the one before). And my problem with it from the beginning has been that it's just a worse version of Heroism. Sure it gives more temp HP, but it's a second level spell, so it doesn't actually because Heroism can target two people at second level and it give immunity to fear. Seems like they couldn't figure out a way to make it work so they just made it Heroism but for Druids.

    • @matthewmoran1866
      @matthewmoran1866 2 года назад +1

      @@acquiescinit barkskin also lasts for an hour, which makes it a useful tool for dungeons or other situations where you'll have multiple fights in a shorter period of time.

    • @harperna3938
      @harperna3938 2 года назад +2

      Barkskin was always a notoriously confusing spell not because of how it was worded but because of how poorly flavored it was. Rather than, say, fix the flavor to match the mechanics (maybe just call it "Adaptive Armor" and/or flavor it to bolster weaker armors but encumber especially dexterous or heavily armored players), they just made what was an interesting spell with a lot of potentially very powerful niche uses into another boring +THP spell.

  • @fadeleaf845
    @fadeleaf845 2 года назад +1

    Banishment is even worse than you think in that regard because removing the creature from the field will prevent you from using things like Silvery Barbs to try and make the banishing more consistent.
    Either way, the spell is now about as strong as Hideous Laughter.

  • @IronicCliche
    @IronicCliche 2 года назад +3

    I've changed the name of this edition to 1d6 in my head. So now I'm picturing kobold rolling 5d6

  • @wizzzard999
    @wizzzard999 2 года назад

    Banishment also had a more situational nerf, where now a creature cant just be native to another plane, but has to be a specific type. It makes the spell much weaker in high magic high power campaigns, where, for instance, Genasi from the elemental planes are a bus ride away from the material plane, but cannot be banished there since they're not elementals themselves

  • @Keovar
    @Keovar 2 года назад

    Concentration up to 1 round would still stop double Guidance and keep the cost of dropping concentration on other stuff, but should add a limit to self-Guidance, since you’re casting, not taking another action. Guidance would become like an extra Help action.

  • @zraal3759
    @zraal3759 2 года назад +2

    The spells/effects that have a saving through each turn in many cases should get harder and harder as the affect target fails and/or have demenishing effectiveness as the target makes saves or by degree of off success. This would allow for dynamics and upscaling of the spells would have something else to interact with.

  • @RayneGrimm1
    @RayneGrimm1 2 года назад +3

    I feel that aid as it's new iteration will fight for the temp hp provided by other abilities while the prior aid felt like it was worth the cast and it's 8 hour duration.
    Guidance is better off as a reaction ability though it doesn't allow for failure states that the players wouldn't be aware of Such as a perception or insight check. You now have to ask the dm if it was a failure which will give players meta knowledge that there was something there to miss as well as what if there are degrees of success to a check such as study for pieces of lore or arcana/nature for a creature and its abilities?
    As for spiritual weapon the changes to spell lists mean that from as much as we can suppose that paladins will also gain access to it so it has to be kept in frame of references as well as the prior form being a win more spell that you would just add on to other spells such as spirit guardians since you did not have to concentrate on it.
    Adjusting spells is important in this edition to give those that have been underutilized time in the sun while also working to adjust those that have created a meta in the game.

  • @МаратГабдуллин-б5ф
    @МаратГабдуллин-б5ф 2 года назад

    8:22 THIS!
    Banisment is now have same effect as 1st level Tasha's Hideous Laughter but requares 4th level spell. From specific unique spell to uselsess spell in 1 change.
    Same with Aid. All arcane cleric have Armor of Agathys now and billion other sources of temporary hp. If they wanna fix it- make it a 1 minutr casting spell.
    Spiritual weapon is a noob bait now, as it destract you from concentrating on Bless with illusion that you are dealing some damage. (You are not).
    And on top of that you can pick only 3 second level spells. So say hellow to same builds with mandatory picks.

  • @mikecarson7769
    @mikecarson7769 2 года назад +1

    loved the "Lord Gator" bit

  • @CivilWarMan
    @CivilWarMan 2 года назад

    I've gotten decent mileage out of Spiritual Weapon as a Conquest Paladin. It's not a spell for every combat, but for combats that lasted 3+ rounds in fairly close quarters it did more damage than if I spent that spell slot on a non-critical Divine Smite. In practice, it effectively allowed me to make 3 attacks per turn, at the cost of a bonus action that was usually spent doing nothing outside of the occasional Smite spell in the situations where they were useful.
    EDIT: That said, when I hit level 9 I started using it less because I got even more mileage out of Spirit Shroud for both the extra damage and the extra debuffs, and so fights had to last even longer for it to be worth the extra setup time of casting both Spirit Shroud and Spiritual Weapon over the first two turns.

  • @scottfitchett5672
    @scottfitchett5672 2 года назад

    I’ve only once seen a player fail every save for spell with a duration where every turn they can repeat. It was kind of great watching the rogue continue running away for 10 turns til they were on the other side of the dungeon because they couldn’t succeed there save on fear

  • @grandpretredesalpagas4665
    @grandpretredesalpagas4665 2 года назад

    i don't know if kobold is just reading a text or what but I love how oblivious he sounds to the idea of the world cup

  • @timeforsuchaword
    @timeforsuchaword 2 года назад

    This version of prayer of healing would be nice to have as a scroll for that rare situation when you can spare 10 minutes but not 1 hour, but it's a waste of a spell preparation. I'm not sure how I feel about a spell like that.

  • @slaplapdog
    @slaplapdog 2 года назад

    Spiritual Weapon is like an extra attack that have limited uses, not unlike a War Clerics special ability, except better, because you chose it temporarily.

  • @Setiweb
    @Setiweb 2 года назад +2

    I'm wondering how many years into the future will pass before we are introduced to Two D&D, Three D&D, Three and a Half D&D, Four D&D and Five D&D. After that I suppose they will convert to roman numerals.

    • @fadeleaf845
      @fadeleaf845 2 года назад +2

      I anticipated a version just called "D&D" without anything extra

    • @Setiweb
      @Setiweb 2 года назад

      @@fadeleaf845 It originally was D&D then TSR added (Advanced) AD&D which later became 1e after 2e was released.

  • @karlstoker04
    @karlstoker04 2 года назад +9

    I actually like the new version of guidance compared to 5e,
    Since it only applies to failed checks,
    Meaning skills with multiple DC level associated with them can't be overly helped,
    E.g. a investigation check could have multiple DCs for different degrees of success, so if DC 12 was a pass then DC 16 could give you a bonus but guidance can only be used if you roll a 11 or lower - so the best case after getting a 11 is a pass not a greater pass.
    Previously guidance would just be spammed out of combat and always used to get a better result, so if you roll a 14 on a DC 12 check, you could still use it and get to a higher DC threshold.

    • @codebracker
      @codebracker 2 года назад

      It prevents guidance + jump combos

    • @karlstoker04
      @karlstoker04 2 года назад

      @@mogalixir The threshold for failure is decided by the DM, whilt in may be in character to be pessimistic at the end of the day the DM decides how events unfold.

    • @johncostello4565
      @johncostello4565 2 года назад

      @@mogalixir you can only cast guidance if the DM confirms you failed the check. You can’t use it on checks with ambiguous results, or no actual failure element (like stealth or initiative).

    • @codebracker
      @codebracker 2 года назад

      @@mogalixir the jump action has a failstate tho

    • @karlstoker04
      @karlstoker04 2 года назад

      @@MerlinPrismriver-SoTrue I wouldn't say the spell would be useless even with a strict DM, since the majority are skills havens a very binary system for success - like picking a lock.
      Also if you want to define a system of minimum success just base it off the DC scaling
      E.g. Finding a clue could be separated into DC 12 is a pass, DC 15 gives more information, DC 18 for solving.
      This gives the minimum to pass as 12 making it binary.
      The point of having a DM decide is more related is more for the argument of a pessimistic character or some one who has high standers.

  • @eduardopereiradossantosmel7403
    @eduardopereiradossantosmel7403 2 года назад

    Spiritual Weapon was good without Concentration because you could combine with Spirit Guardians, Dodge Action and be a reliable and cheap tank/zoner on the battlefield. Putting a concentration requirement on it makes it almost certain no one will ever pick this spell over any other good concentration effects.

  • @Synamint87
    @Synamint87 2 года назад +1

    I agree the spell changes are so weird. Aid seems okay thou affecting 6 targets vs 3.

  • @bastianwaubke2126
    @bastianwaubke2126 2 года назад +1

    Now, I actually believe the changes done to guidance are a massive nerf over it's 5e counterpart. Yes, it no longer requires your concentration, and you no longer have to think about it beforehand, but the huge deal is, that you CAN'T think about it beforehand. You will have to cast the spell as the check is made, and it has both a verbal and somatic component. I know a lot of tables allow spell casting to be hidden, completely disrespecting the sorcerers subtle spell metamagic, but RAW that is not a thing. If someone in your party fails a stealth check, and you make him succeed with guidance, you're going to be noticed anyway. If you want to use it on a persuasion check, the other party is going to notice the involvement of magic. This new version of guidance is basically only applicable, when no other creatures are involved, like when trying to disarm a trap and those checks are typically done on purpose and a 5e cleric is going to think about guidance beforehand. Just of the top of my head, I can only think about situations in which this is performing equal or worse than it's 5e counterpart.

    • @sharmakefarah2064
      @sharmakefarah2064 8 месяцев назад

      The big buffs are that it automatically activates on a failure, which means that you automatically know if a check failed or not based on whether Guidance activates if you're within 10 feet, and it's also stackable if multiple party members cast Guidance, since their durations are instantaneous, and thus the spell can stack with itself.
      These are quite huge buffs to give to this spell.

  • @DemonOfMyMind
    @DemonOfMyMind 2 года назад +9

    My thoughts on these are pretty similar. Although I like prayer of healing a bit more than you do. I think players are adverse to regaining full hit points "For free" between fights, for some reason. Its why healing spirit got nerfed into the ground. I think its silly since that shouldn't matter so much. Last time I played a druid for example I would spend all of my remaining spell slots at the end of the day for casts of good berry. Our party was always able to fully heal between combats... And that's without life berries. Honestly, this isn't really a real issue.
    Looking forward to your video on cleric. Maybe you'll have the same thoughts I do or maybe you'll have a different take. Either way I know it'll be thoughtfully put together.

    • @CompassRoseGaming
      @CompassRoseGaming 2 года назад +2

      Healing Spirit also got nerfed to the ground because it allowed healing to outpace damage in combat, actually making it so that players could brute force through harder encounters.

  • @Golden-ek2ku
    @Golden-ek2ku 2 года назад +1

    I would honestly prefer them to buff underperforming spells rather than nerf overpowered spells, pretty much every caster has about 3 or 4 good spells in every level and the rest you never even blink twice at. All I really want from one dnd is for them to make martials more able to stand on even ground with casters late game outside of just damage which requires an optimized build to keep up in. I think optimizing your build is important as a martial, more important than I would appreciate.

  • @paulcoy9060
    @paulcoy9060 2 года назад +2

    Yeah, we gotta talk about that, Gator. I'm sorry, "Lord Gator".

  • @adenkhan5071
    @adenkhan5071 2 года назад +2

    I spam-cast Guidance to improve Kobold's RUclips Engagement rolls

  • @WalkOnNick
    @WalkOnNick 2 года назад +1

    Damn it, he's right. When you do the math - Spritual Weapon actually isn't that great. I still think concentration is the right move, they just need to buff the damage a bit. Maybe bump it to a d10 and increase the speed to 30?

  • @beesus1412
    @beesus1412 2 года назад +8

    at least with old spiritual weapon you could use it while also keeping up bless or spirit guardians or whatever your support concentration spell of choice is so you could maybe keep it up and contribute a few free bonus actions to dealing a bit of damage over a fight, it wasn't much but at most it cost a spell slot and some cleric bonus actions that may not be used otherwise... the new one is just a trap and turns something that was mostly non committal into something actively detrimental for your party

    • @The_Murder_Party
      @The_Murder_Party 2 года назад +1

      The fact the entire martial mechanic (getting extra attacks) is only gained at 5th (and sometimes later) level, but it’s a trap to get it as 2nd level spell is really telling

    • @beesus1412
      @beesus1412 2 года назад

      @@The_Murder_Party not really equivalent or the point but okay???

    • @The_Murder_Party
      @The_Murder_Party 2 года назад

      @@beesus1412 the connection is that if you're concentrating on your spiritual weapon, you're not doing other proper caster things, making you as useful martial, which is to say, very little. I'm mostly just salty, sorry XD

  • @99sonder
    @99sonder 2 года назад +1

    I think they're mainly looking at the general power level of Cleric and thinking it's good enough. Most of the changes seem to be made more for making the features intuitive and easy to understand for newcomers. Like why would Spiritual Weapon not be concentration when other continuous battlefield effects that you can move and deal damage with like Moonbeam, Flaming Sphere, Mordenkainen's sword and Blades of disaster are. And since they're nerfing it on one aspect by making it concentration, that also allows them to buff the upcasting, which also streamlines it further in the process.
    I don't agree with all the changes, like Guidance and Prayer of Healing still need some tweaking. And the Banishment change doesn't make sense, I don't think there was really anything wrong with the old version of it. High risk of wasting your action and your spell slot, high reward of shutting down 1 creature (or more if you upcast it) for as long as you have concentration. Only issue I can see with the old version was that it allowed for a trick where it can be used to get the caster home if it's trapped on a different plane of existence, which could potentially ruin some sort of "trapped in another world" story if you just get the party back to their home plane one at a time at lvl 7.
    I like the direction of the spells in this UA. It just still needs some work

  • @KryonosSolvanius
    @KryonosSolvanius 2 года назад

    Honestly, I think the nerf to Banishment may be to have Players get a chance to save out of it if they are targeted by the spell. I had the party try to attack an evil wizard at the top of a tower, but they had to climb a flight of stairs. The wizard cast Banishment on the monk, and the player literally sat for an hour IRL doing nothing as the rest of the party slowly climbed the trapped staircase. Wizard knew the monk could climb walls and removed them as a threat...

  • @minecrashinhard
    @minecrashinhard 2 года назад +1

    You've never covered spiritual weapon? I always take it for action economy

  • @SuperParkourio
    @SuperParkourio 2 года назад

    Why would instantaneous spell durations not be able to overlap? If two castings of Resistance are used for the same saving throw, then surely they are overlapping.

  • @johncostello4565
    @johncostello4565 2 года назад +1

    Guidance has a bit of a shadow nerf because you need to get confirmation that you failed a check before you can use it.

    • @MethosJK9
      @MethosJK9 2 года назад +1

      @@mogalixir except when a DM calls for a Perception check to detect stealthy foes or any check with degrees of success.

    • @sharmakefarah2064
      @sharmakefarah2064 8 месяцев назад

      I'd argue this is a buff, rather than a nerf, because it lets you make a failure detector if you're within 10 feet. And while yes, succeeding but not critically succeeding is a use case that Guidance no longer has, I'd argue this is in general extremely rare, so not much is lost.

  • @buttponcho101
    @buttponcho101 2 года назад +3

    One thing I disagree about in your critique is the prayer of healing change.
    The spell itself was never super strong for healing in the first place since it required 10 minutes to cast. Giving it a short rest component is a nice buff for its overall usefulness and it gives the spell a "niche" that it didn't really have before, but making that buff unlimited? Nah-ah. It just calls for atmospherically incoherent short rest feature abuse.
    It's too early to talk about how strong a short rest providing effect would become until we've seen the new versions of Monk, Warlock and Fighter. Those three would be the lynchpins of setting the mark for how strong a short rest in onednd will really be. But if we use the 5e counterparts - warlocks regaining their spell slots in 10 minutes time without any restraint would clash with my perceived fabric of fantasy reality, aka it will ruin my immersion to a certain degree. Subjectively, ofc.

  • @isthisajojoreference
    @isthisajojoreference 2 года назад +8

    I don’t like Aid and Barkskin becoming temporary hp. We’re getting to the point in 5e where there’s too many effects that use the same mechanic and the mechanic can’t stack or work together. If you have aid cast on you and you want to cast something like armor of Agathys, then you have to either wait until you take damage and lose the aid temp hp, or cast it right away and waste the temp hp because they don’t stack.

    • @johncostello4565
      @johncostello4565 2 года назад +4

      AID moving to thp is a nerf for sure

    • @asdfniofanuiafabuiohui3977
      @asdfniofanuiafabuiohui3977 2 года назад

      They just need to formalise certain spell effects such as slow or aid so its less confusing. "increases your max hp by 5" sounds like the same thing as temporary hit points to the average player, but its not- and because its the only thing that really does that its easy to see why so many get it wrong. Just add a new mechanic- soak. "soak: your hit points and maximumn hit points are increased by this value for the duration. This is not temporary hit points. At the end of the soak duration, your hit points are reduced to the value without the soak hit points, so if you have 5 soak hit points and your current hp is 30 out of 30, you will go down to 25 out of 25, however if it is 20 out of 30, it will go down to 20 out of 25, and if it is 27 out of 30, it will go down to 25 out of 25. Soak can stack with itself, when a soak duration expires, count your hit points including all other soak buffs as your base hp for the purposes of calculating how many hit points you will have remaining" or something

  • @delroland
    @delroland 2 года назад

    fix to banishment: only allow the save each round to non-fey/fiends/etc

  • @kerwinbrown4180
    @kerwinbrown4180 2 года назад

    So the one causing ability checks will strive to target creatures more than 10 feet from the castor. Cool!

  • @mikevreeland8889
    @mikevreeland8889 2 года назад +1

    So now 4th level Banishment is basically 1st level Tasha's Hideous Laughter. It's like they don't know their own game.

    • @duckshallrule6937
      @duckshallrule6937 2 года назад +1

      Unless you upcast the banish, its actually worse than hideous laughter. With laughter it incapacitates the enemy and gives you advantage against them, making it easier to hurt them. With banish it makes the enemy impossible to hurt.

  • @Taygon45
    @Taygon45 2 года назад +1

    Can True Strike be the same as Guidance and Resistance?

  • @ryangentry2003
    @ryangentry2003 2 года назад

    That nod at the established titles drama was perfect for this channel. No need to address it, just an acknowledgment that it’s a thing.

  • @a_guy_in_orange7230
    @a_guy_in_orange7230 2 года назад +1

    Next UA: Telekinetic feat is now concentration

  • @ConnorSinclairCavin
    @ConnorSinclairCavin 2 года назад

    If anything all healing effects really need a strong buff to make undoing attacks that were already done worth it compared to taking an enemy out or making various future attacks not work or what have you. I have been trying to run an actually efficient healer, and even using out of combat options and the like its just really never worth it…

  • @fenec250
    @fenec250 2 года назад

    My idea for Banishment would be to let the caster use an Action to deny the saving throw at the end of the turn. If you Banish an elemental and it doesn't escape before you deal with the other threats you can make sure the spell lasts its full duration. If you Banish a target from a safe environment they get a saving throw against the spell and another one at the end of their first turn, then you can prevent the next 9. My idea would keep the new Banishment weaker than its current version while returning some of its banishment capabilities.

  • @texteel
    @texteel 2 года назад

    my problem with the reaction guidence is that they are pushing against degrees of success

  • @lancearmada
    @lancearmada 2 года назад +2

    I wonder… would healing be bad if magical healing only stabilized an unconscious player rather than bringing them back up? In this case them going down is a threat so you do want to heal them in order to keep them from going down in a fight, assuming the healing spells can provide enough healing, and if not then at that point the solution is just buffing the healing magic.

    • @AnaseSkyrider
      @AnaseSkyrider 2 года назад

      If 5e tracked negative hit points, and probably buffed healing too, you would see a cantrip like Spare The Dying or the main purpose of a healer's kit actually get used. Healing would actually become more important, since if you have to do all that healing anyway, do it while they're still UP instead of struggling to get them up all together and be at a disadvantage.

  • @wamytime429
    @wamytime429 2 года назад +1

    Honestly if I was the dm I would say that since Resistance is a reaction spell the durations would overlap. If two people tried to cast it on the same person for the same effect then the duration would still overlap even if the duration is instant, since the spells are both cast theoretically at the same instant.

    • @wamytime429
      @wamytime429 2 года назад

      this also would apply for guidance

    • @pandanielxd
      @pandanielxd 2 года назад

      it being a reaction has nothing to do with the duration

  • @KuaEtus
    @KuaEtus 2 года назад

    I like this guidance 🐊 but now it can be cast consecutively while casting other spells with casting times of more than 1 action, since it is a reaction without concentration.
    Some examples 🐇: (stealth) pass whiteout trace, (perception) see invincibility or detect magic, (persuasion) enhance ability, etc.

    • @entropy11
      @entropy11 2 года назад +3

      Might have trouble using it in stealth and social situations, since it's VS it can't be cast quietly unless thrown with Subtle Spell

  • @fenec250
    @fenec250 2 года назад

    As I understand it the effect of multiple casts of Guidance would not combine because their effect overlap, even though their duration is instantaneous. Both instances happen at the same point in time, when the target fails their skill check.
    If that's the case the other part of the RAW might allow us to roll both Guidance dice and pick the highest result.
    Anyways, as others pointed out the main point of this change is to make Guidance simpler to use: a skill check is failed, a reaction is used, move on.

  • @Adalhaid_
    @Adalhaid_ 2 года назад

    I also personally don’t like the changes to Aid, since my party likes to combo it with other things that currently in 5e give temporary hit points. Since we’re a party of 3, the increased # of targets does nothing for us. I get where they’re going with it though and it’s probably still the right call.

  • @patrickhobing8785
    @patrickhobing8785 2 года назад

    Guidance and Resistance should both be cast in reaction to a creature within 10ft *making a check*. Before the d20 roll. If the party gets hit by Hypnotic Pattern, getting to wait to pick the ally who failed by 4 or less is too powerful. If it works like the protection fighting style where you don't know if it will change the result that is better for a cantrip

  • @backonlazer791
    @backonlazer791 2 года назад

    3:40 Wouldn't they, though? Even if the duration is instantaneous, you are stacking the same effect twice in that instant. How I read it is that two people can cast it at the same time, but you don't add 2d4 to the result, just the higher result of the two; "the most potent effect".

    • @genocidegames8423
      @genocidegames8423 2 года назад

      Ya, i'll assume if all the guidances are proc'd in the same instance it counts as overlapping durations.

  • @yuvalgabay1023
    @yuvalgabay1023 2 года назад +1

    People we need to remember that arcane spell list isn't out yet. From what we see for now its seems 5.5 is reducing power from PC mainly because the power creep in 5e was that too much and spells where too powerful. Let's whait to see the arcan list. Mybe it's also weaker. Remember spell's just where batter then weapons and trivialize the other pillars.

  • @jacquesshaw9952
    @jacquesshaw9952 2 года назад

    that banishment change breaks my little horizon walker heart.

  • @Spiceodog
    @Spiceodog 2 года назад +2

    Kobold! Can you tell us how you will be voting in the feedback quiz?

    • @PackTactics
      @PackTactics  2 года назад +1

      I'm already doing that in this video.

  • @HelicopterShark
    @HelicopterShark 2 года назад

    So Kobolt at 3:40 you say that the duration is instantaneous and thus they have no duration, but in fact they do. They're total duration is the point of trigger of the failed save. As reactions are taken without initiative in mind they would would all be happening at the same time. Now that doesn't mean that 2 people couldn't cast this reaction at the same time just that while they would both burn their reaction only the highest of the d4's would be added to the original roll. I think it's actually better explained if you think of how a counterspell battle takes place where spell level can even get into it. As follows.
    Assume all participants have +2 to their respective spell casting ability modifier for simplicity sake
    Level 9 Red war wizard casts FIREBALL (unknown to the others at level 6)
    In reaction to the fireball the following characters declare their reactions (spell levels unknown to red wizard).
    Level 5 Bard casts counterspell at level 3.
    Level 6 blue war mage wizard casts counterspell at level 3
    Level 7 green war mage wizard casts counterspell at level 4
    Level 10 abjuration wizard casts counterspell at level 4.
    Level 10 yellow war mage wizard casts counter spell at level 5
    Level 17 arcane trickster uses their spell thief ability.
    Level 20 sorcerer casts counterspell at level 9
    As the triggering event for each reaction is the same the Red war wizard sees all these reactions start to take place all at the same time and
    Level 9 Red war wizard casts counter spell at level 5 on the sorcerer.
    Reactions then resolve by a latest Trigger time first so.
    red war wizard's counter spell requires a check rolls a 17 on the die +2 int to equal (19) meeting the 19 DC
    SORCS COUNTERSPELL HAS BEEN COUNTERED BY RED WAR WIZARD
    Red war wizard gians a power surge
    Now the reactions to red war wizards fire ball all resolve if they were to succeed or not at the same time.
    Bard's level 3 counterspell requires a check rolls an 18 +2cha +1JoAT to equal 21 meeting the DC 17 PASS
    Blue war mage Wizard's level 3 counterspell requires a check rolls an 18 +2int to equal 20 meeting the DC 17 PASS
    Green war mage wizard's level 4 counterspell requires a check rolls an 17 +2int to equal 19 meeting the DC 17 PASS
    Abjuration wizard's level 4 counterspell requires a check rolls an 11 +2int +4Prof to equal 17 meeting the DC 17 PASS
    Yellow war mage wizard's level 5 counterspell requires a check rolls an 8 +2int to equal 10 not meeting the DC 17 FAIL
    Red war mage must make an Int save vs Arcane trickster's Spell save DC rolls a 6 +2int +4Prof to equal 12 not meeting the DC of 16 FAIL (note: Red war mage can't use arcane deflection to succeed after adding +4 as their reaction has been used)
    Sorcerer's level 9 Counterspell has been countered FIZZLE.
    END result is as follows
    All participants have spent appropriate spell slots and abilities,
    Sorcerer's counterspell was successfully counted by Red war mage,
    Red war mage gains a power surge,
    Red war mage's fireball was successfully counted by Green war mage.
    Green war mage gains a power charge,
    Red war mage's fireball has been negated by the arcane trickster's spell thief granting the trickster access to the spell and costing the red war mage access for 8 hours.
    THINGS TO NOTE
    Only one counterspell actually countered the fireball even with multiple casts and it wasn't the first successful one listed but rather is determined by how you would determine the STRONGEST successful counterspell first by the highest level of cast that was successful and within that the highest result on the check. Any tie breaking beyond that (and really at this point, would be down to the table's go to methods)
    WHY I SEE A NEED FOR THIS EXAMPLE SCENARIO
    It's good to have a fair way to resulve what would be possible in a zero meta (Act as the character not as the player) situation like this. Useful at tables that want to avoid first speak up first served leading to possible conflicts. Or games that have delayed responses like chat based games.
    A good way to see layering reactions is a stack based system. Like MtG Different triggers stack but different reactions to the same trigger resolve at the same time much like how overlapping spells are discribed.
    I also believe that if you still believe that instantaneous spells don't have overlapping durations in this context that you can not have a counterspell chain (as in you can't counter a counter or any other reaction based ability or spell with an instantaneous effect)
    For the sake of reaction resistance or guidance. I'd allow multiple people to stockpile but I hope you would see why only the highest rolled d4 would apply to the original d20 roll. They would only add together if even though they are worded to provide the same result the are NAMED different effect (this being why you can't stack a speed potion and the haste spell or enlarge/reduce with a growth potion)
    May have OVER EXPLAINED myself here. Not rant just hope to clarify a take on this.

    • @HelicopterShark
      @HelicopterShark 2 года назад

      Tldr instant time is still an overlapping duration when dealing with the same trigger

  • @catgath9718
    @catgath9718 2 года назад

    Tried to build a 3.5/pathfinder character for spiritual wepon spells. They are so weak. In character had to give up the build.

  • @isaackarr6576
    @isaackarr6576 2 года назад

    5:29 Are you really surprised the same group constant effect Shalily to the warlock nerfed the cleric?

  • @Xiuhtec
    @Xiuhtec 2 года назад +5

    I didn't think the current version of spiritual weapon was too bad, it was a terrible upcast but not requiring concentration made it, I thought, a decent spell to use alongside spirit guardians to do continual turn over turn damage and give a use to your bonus action, which at least I find no use for otherwise as a cleric if no one is unconscious. 2nd level spell slots are relatively plentiful, especially with the harness divine power extra two slots per long rest. Requiring concentration though completely kills the spell, as does concentration basically remove any spell besides spirit guardians, because spirit guardians..

    • @VOZmonsoon
      @VOZmonsoon 2 года назад +1

      Agreed, SW has a number of upsides going for it in 5e

  • @EnjeoLineMedia
    @EnjeoLineMedia 2 года назад +2

    aid feels like it should heal 5 and give 5 temp hp

  • @jorenthar9186
    @jorenthar9186 2 года назад +1

    Do you think Gator would allow me to book his snoot?

  • @karifox4980
    @karifox4980 2 года назад

    A big problem with catnap and new prayer of healing is how they interact with alternate rest rules. The group I play with generally uses heroic rests, so you take 10 minutes and expend a spell slot to do... nothing! Complete rules fail. It'd be like including an optional rule that let everyone ignore the invisible condition but leaving see invisibility in the game. Oh.... wait... no that would still be a buff.

    • @AnaseSkyrider
      @AnaseSkyrider 2 года назад

      A DM using optional rules should be willing to change these spells as well. Changing Catnap and such to 1 minute would be the obvious fix.

  • @Etropalker
    @Etropalker 2 года назад +1

    Sure SW isnt the best bang for your buck, but it lets you deal dmg with your ba, which i dont think clerics have many other options for, so if you have the slots you can always drop one to maximise damage if needed. Now its kinda useless, unless a whole bunch of other spells get nerfed. And the banishment nerf is so dumb, now it basically cant banish stuff.

  • @z.m.6053
    @z.m.6053 2 года назад

    The problem with the banishment change, in my opinion, is that now it’s basically impossible to use for its actual purpose. For keeping a native creature incapacitated in a demiplane? Sure, they can reroll. Banishment isn’t meant to be an all purpose control spell. But for extra planar creatures? One save, that’s it. If you hold the spell for its duration, they’re banished! That’s how it should work. It should be reliably effective in doing what is was purposely designed to do, and less effective when haphazardly applied to do other things.

  • @insertname5371
    @insertname5371 2 года назад +2

    Yeah im still not convinced that saying these really good options are slightly better than spiritual weapon makes spiritual weapon bad.
    Telekinetic is a bit of an overcentralizing feat
    And bless is dependant on party but very good but previously we would get both bless and sp-weapon

    • @pandanielxd
      @pandanielxd 2 года назад +1

      healing word at second level is not really good! did you watch the video?

    • @insertname5371
      @insertname5371 2 года назад

      @@pandanielxd never said anything about healing word assuming ur talking about spiritual weapon then yes and i think he's just wrong. He's made claims that its below baseline and that just doesn't compute with what i have in any calcs and what his baseline is based of what he says. Basically he has said that telekinetic and bless are better options and that the loss of concentration makes it even less viable that it already was. But i think its wrong to say its bad because there are better options.

  • @steeplewiththesnakes
    @steeplewiththesnakes 2 года назад +1

    Yeah spiritual weapon damage isn't great but it's a reliable use of a bonus action and a second level spell slot isn't a huge deal. I think it's fine as is in 5e.

    • @pandanielxd
      @pandanielxd 2 года назад +1

      its worse than a second level healing word, how is that fine

    • @AnaseSkyrider
      @AnaseSkyrider 2 года назад

      @@pandanielxd What about every turn AFTER you cast it?

    • @pandanielxd
      @pandanielxd 2 года назад

      @@AnaseSkyrider the video assumes an entire cast of spiritual weapon, so also subsequent rounds

    • @AnaseSkyrider
      @AnaseSkyrider 2 года назад

      @@pandanielxd how does multiple rounds of spiritual weapon equate to a healing word, when healing word is using spell slots for each cast while spiritual weapon isn't.

  • @malrok5452
    @malrok5452 2 года назад

    Another, hidden nerf of Banishment: with previous version permabanish was simpler (if you target something that's not from the plane you are on right now, it's banished to its homeplane).
    Well, first of all, no chance in Hell that a devil you target with this will fail his saving throw 10 times in a row. So it's a dead feature.
    Second, in 5e you can use that effect as a improvised Planeshift whenever you need to go back to your home plane. It's a lifeline against being send against your will to other planes. Not anymore.
    Overall, this nerf makes that spell practically useless.

    • @sharmakefarah2064
      @sharmakefarah2064 8 месяцев назад

      Yeah, while 5e's Banishment was too powerful for the spell slot, the new spell needs to go down a couple levels to 1st level to make it useful.
      I'd personally keep 5e's wording but make it a 6th-level spell or 7th-level spell, rather than a 4th level spell.

  • @KatanaKamisama
    @KatanaKamisama 2 года назад +2

    The reason 5e Spiritual Weapon is balanced, even without concentration, is that it has a mobility limitation of 20 ft. IT IS TERRIBLY SLOW. In most use cases, you will only benefit from the bonus action attack against 1-2 enemies at most before the duration expires. Making it additionally take concentration (even with the increased scaling) makes this spell a complete noob trap.

    • @tortoisesoup16
      @tortoisesoup16 2 года назад

      Spiritual weapon wasn't "balanced", it was weak. Now they made it even weaker...

  • @vinspad3
    @vinspad3 2 года назад +1

    If they didn't want Aid to be used in combat, they should have just given it a longer casting time. I'm not happy with this iteration of Aid. It's simply not unique and unnecessary.
    Between False Life, Heroism, and Armor of Agathys, why waste a 2nd level spell on TEMP HP when I can upcast one of these and leave a different 2nd pevel spell available to prepare or learn?

    • @vinspad3
      @vinspad3 2 года назад

      Also, if Prayer of Healing goes in like this, they should (will likely) get rid of Catnap.
      And I LIKE the Spiritual Weapon change.
      And Banishment is awful for a save or suck spell now. Save every turn is dumb. A 4th level spell slot for someone to basically be incapacitated for a turn? It's not much better than Tasha's Hideous Laughter - a 1st level spell.

    • @vinspad3
      @vinspad3 2 года назад

      I'm cool with nerfs. Just nerf in a way that makes sense. The Aid change makes the spell irrelevant and unnecessary.

  • @danluna8840
    @danluna8840 2 года назад +1

    For dnd ONE spiritual weapon as currently written is not a viable option. Too many concentration spells. Rather support if that’s the case.

  • @Mr_Maiq_The_Liar
    @Mr_Maiq_The_Liar 2 года назад +1

    They actually have to fail 11 saving growth the initial and 10 repeats. That's 1:275

  • @NexusCrux
    @NexusCrux 2 года назад +1

    I honestly don’t get the comparison of Spiritual Weapon and Healing Word. Sure they have similar numbers but Spiritual Weapon lasts multiple turns while Healing Word requires a spell slot every use.
    Also by Kobolds logic, Healing Word should be saved for the moments when a PC goes down, meaning that Spiritual Weapon has way more instances where it would be useful in comparison.

    • @PackTactics
      @PackTactics  2 года назад +1

      Getting a PC up from unconscious is more of value than spiritual weapon. Yes. If you get a wizard up for example and he casts fireball right after that, then that's more damage then that spiritual weapon will ever do through out its whole duration. You saved someone's turn. The more you cast spiritual weapon and see it in practice, the more you'll start to notice how bad the spell actually is especially when you have to move the spiritual weapon far.

    • @NexusCrux
      @NexusCrux 2 года назад +1

      @@PackTactics I have seen that weakness of the spell because I have played/DM'ed 5e games for about 7 years. Most of my groups tend to have a Cleric with either or both of these spells prepared. However, the only time I've encountered the speed of SW being a problem is when the enemy had a movement option the group wasn't expecting, like teleportation. Otherwise, it's basically giving the Cleric a bonus action when they would usually not have one. To specify, my player's Clerics are almost exclusively on the frontline in combat, alongside the other melee-focused character.

  • @Sovann_the_Mighty
    @Sovann_the_Mighty 2 года назад +1

    Wow, gator got a texture update