Me, Kyle Ivyleaf, Acid and Poison themed War Wizard. I have to re-skin web and grease into green acids and green webbing. No players caught on yet, even with me using poison spray and acid splash exclusively. We need more acid poison spells.
@@Sasqmo I noticed that one too. When the survey comes out, I will point out that problem. Plus, Shepherd Druid is pretty much the only summoning focused subclass. Even Conjuration Wizard does not focus as hard on summoning. I wish Shepherd could give bonuses to elementals too, since they have a few elemental summoning spells.
@@nikkmaster99 Celestial warlocks dont get every single cleric spell, only a few based on its expanded spell list. You might be confusing that with Divine Soul Sorcerer
As a fan I've always thought it be cool to make those keys into magic items and now with all these new spells, I guess I'll finally have to make it happen. 😄
@@felixrivera895 I do like how the summons scale as you grow stronger. So for example, you could make the spells a lower level for earlier but weaker summons with really no work for the DM. Maybe even throw a summoner related feat in that represents having a stronger connection with them. 🤔
I just got done reading this. I'm liking Summon Shadow Spirit. I especially think Arcane Tricksters are gonna get some mileage out of them for getting flanking partners. Also good in that it won't turn against your allies like Summon Greater Demon would.
I'm super hyped for the Summoning Undead Spirits Necromancy spell, i do wonder if it works with the School of Necromancy Wizard's Undead Thralls feature "Whenever you create an undead using a necromancy spell, it has additional benefits: • The creature's hit point maximum is increased by an amount equal to your wizard level. • The creature adds your proficiency bonus to its weapon damage rolls. "
Most likely not since most summoning spells don’t technically create the summoned creatires, they summon. That is the first thing I thought reading through that spell though lol. I think it opens up similar separate undead stat blocks like this that can retroactively be used with Animate Dead/Create Undead. They probably need to have a clause to have limited control over a number of such creatures if they are meant to scale up like these summoning spells. It would give a choice between building an army or focusing on a few big bois, which is what I’ve always wanted for necromancy. Fingers crossed!
It works, you're taking latent energies and creating an undead. This isn't something like infernal calling where you summon an actually devil or summon demon and get an actually demon. These spells are like find familiar where you take energies and create the familiar you want. The summoning part is the energies and spirit you use to shape. In the case of the undead your taking a restless spirit and creating a corporal form for it.
Juodas Varnas I mean, I’d allow it! It just doesn’t sound like it would work RAW. Buuut, a bunch did point out it’s the only non-conjuration summoning spell of the bunch. It’s specifically a necromancy spell so it may very well be meant to work with Undead Thralls!
Not to be a thread necromancer, but having used eldritch maul on Cassian, my Eldritch Knight 7/War Wizard 2, I have to say that the combination after a few rounds of booming blade + war magic bonus attack, both enhanced by the maul feature, with Dragon’s Breath running on my owl familiar in the background, is SICK. If you want to stay out of melee, just sub out booming blade for multiattack. And if you don’t want your familiar overexposed, take the fey-touched feat and layer your preferred attack choice + eldritch maul with Hex (which is an enchantment school spell). The damage QUICKLY piles up. Especially if you’re riding a +10 to attack like I am w my 20 STR and +1 Longsword. And honestly, it’s not like much of what I’ve just written is difficult to set up - I did roll well at creation, but still started with a STR of 16 or 17.
Simic Hybrid with Barrier tattoo is just dirty. Armored Carapace + Barrier + Shield = High AC without Disadvantage on Stealth and/or Reduced Movement if you don't meet the prerequisites for the armor
@@BR4IN1N4J4R Honestly, the tattoos thing has been making me wonder if you could have a character who doesn't technically have a class but just uses magic items, and I think what you suggested might be it.
Sorlock with spirit shrout: 7d8 per hit extra damage (9th level spell) 8*(1d10+5+7d8)=336 average damage, and you can do that for 10 turns in a row, with just one spell slot! Yeah, seems balanced to me ;) Possible fix: Limit it to weapon attacks only, and maybe only increase the damage every other level
i think you're overlooking just how strong the Spirit Shroud spell is: warlocks with a sorcerer multiclass (for quickened spell on subsequent turns) can use that spell for a danger close eldritch blast: 4 attack rolls from the blast, each dealing (with a 5th level shroud) +3d8 force damage for a total of 4* 19+CHR mod. the thing is a super-hex...
@@RidenBiden that was just an example. a bladesinger wizard could go nuts with this if it was used in a 9th level contingency spell (8th level Spirit Shroud would add +6d8 to each attack), ending up with the same +12d8 as an eldritch blast. my point is that this spell is uncharacteristically strong for 5e, and its uses in combat could certainly deserve a deeper dive...except it would be pyrrhic since this spell likely won't make it to print anywhere, or if it does, it would be nerfed into oblivion first
Warlock with quickened spells means that you are taking 3 levels of sorcerer. You then need to hit level 5 as a warlock before you even get access to Spirit Shroud. So yes level 8 characters are very strong. If anything the existence of this spell provides a strong incentive to take more than two levels in the warlock (which many people do to then switch over to sorcerer). It's also coming at a level when mages otherwise would get access to Fireball. But you are also using up your concentration to cast it. Given its not something that you can just take a dip to take advantage of I'd say its fairly balanced. Especially given fights don't tend to last more than 4 rounds anyways. The 10 feet restriction also limits how many enemies it can work on, especially once you start fighting enemies with 10 feet attacks that can hit you. It also only lasts a minute so its not nearly as spell efficient as Hex at this level.
@@keithmarshall4350 the example i showed above assumed a 17th level warlock (4 EB attacks) with no multiclass to get that 4* 19+CHR mod damage; you don't need to multiclass to get oomph out of this, but if you do, you can get A LOT very quickly. this spell is certainly not balanced compared to other gish options (haste, holy weapon, or even smites), but i never wanted it to be: 5e has an underpowered arsenal, so this spell is a step in the right direction. that said, i can't say that, just because i approve, the spell is balanced - it clearly blows all other spells like it out of the water in almost any circumstance (the stronger your character gets, that is). to show my point, a vengeance paladin would be using smite spells sporadically (for their rider effects and nova damage) until they got to higher levels, where they switch to the shroud and never look back. why? because concentrating on a smite adds no more than 5D10 damage once per turn, but the Shroud adds +6d8 every turn, pretty much until combat ends (or until dispelled); even without a vengeance paladin's transformation (giving an extra attack) and a feature like polearm master (attack as a bonus action) bumping it up to +12d8 per turn, you'd have to be mad to invest *the same spell slot* for a weaker option. eldritch knights also don't need a multiclass to go bonkers witht this spell: with an action surge and a 4th level slot, they could potentially add +16d8 damage in one turn (+8d8 w/o action surge). the funny thing is that Haste is better for fighters for the mots part (especially for GWM fighters), but since replacing spells as an eldritch knight is a pain in the ass (and since the difference between Haste and Shroud at 13th level is not that great) you might just take the shroud anyway, since you'd *definitely* want it later, rather than taking Haste only to replace it later. and i could go on about valour/sword bards, war clerics, bladesingers, and arguably the odd gish-sorcerer, but you get the point: all roads lead to Rome as Spirit Shroud being the dominant gish spell, bar none, the stronger a character becomes. as an aside, i don't like Fireball; i think it's a massively overblown spell, especially since Hypnotic Pattern is available at the same level and is arguably better at ending an encounter.
I'm preparing a character for a campaign that employs a lot of disguises, so I'm really excited for the Masquerade Tattoo, as it's a quick way for him to apply "temporary" tattoos to his disguises, or even throw up a disguise self spell if he needs to change his appearance without having prep time.
Excited about those summon spells. My Warlock is going to make some hay with a few of those. I've always thought that D&D lacked sufficient support for a single-summon based pet-equivalent caster class (Pokemon/Final Fantasy Summoner) style rather than Conjuration's "Summon another pile of eight wolves to piss off your DM with Action Economy shenanigans."
I love summons and so I am especially stoked about these new summon spells. I have been wanting to make an Undying Warlock since it gives me Lich vibes, but they don’t even get Animate Dead. I would have to wait until level 11 for Mystic Arcanum to grab Create Undead. The other stuff is great too! Hell, even having lackluster stuff still gives you options with how to make your character. Acid Stream also helps alleviate one of my biggest pet peeves about lower level spells in that there is limited versatility in damage types.
All these sound really fun and also flavorful. Many cultures place a lot of significance on tattooing and I don't see why D&D would be different. The barrier is my favorite since I could finally play a strength based Monk and not have crap AC.
To clarify the thing with AC, there're two different ways to get AC: AC calculations, and AC bonuses. You can only use ONE AC calculation at a time, but you choose which to use. AC bonuses are then applied on top of that, as many as you have access to. Some examples of AC calculations are: - Base AC (10 + DEX) - Armour or the new tattoos (Light, Medium, Heavy) - Unarmoured Defence (Monk or Barbarian) - Natural armour (Lizardfolk, Tortle, etc) Some examples of AC bonuses are: - Warforged racial ability - Using a shield - Magic items - Haste spell or similar
I love these summoning spells; if these are what Crawford was alluding to as what they wanted summoning to be then I wish they had had this in from the beginning! Though, I do wonder why the Summon Celestial doesn't have a dedicated healing option for summoning.
I really want a big bad guy in a future book that is just head to toe in tattoos if you want to go insane here a monster based on Geryon could have three legendary tattoos a very rare on his legs, and three uncommon on his heads. Greek mythology is fun when it goes completely insane.
Personally, I don't like how the magic tattoos are applied and removed. In my games I will have an artist they can go to. When they fully unattune the magic is done from them, but if they want it back, they need to get touch ups done lol Rarity would also dictate size. Also, I prefer these summons better than the other summoning spells. I might consider modeling a summon lesser spirit, level 4 is a little high. I want these to replace all of the other summoning spells to be honest. No more haggling with players or butt hurt players who want something I won't allow. Clean and simple with options. I like it
summon celestial defender looks pretty solid with its multi attacks based on spell level, upcast it and for every hit give temp hp to likely half your party every round
Other tidbit about Acid stream, due to it being a con you can keep reaplying it if they remove the acid... still wish it was a Warlock spell, but hey, thats what Magic Initiate is for. Just specify your grabbing the sorcerer version.
love this new UA, pet masters are my favorite spellcaster type, and these new tats make for a great way to either shore up a weak spot, or allow your character to fix it's theming that would otherwise require wonky multiclassing in order to pull off
Acid Stream has the potential to be an amazing spell for gaining an action economy advantage. If you can hit two or more targets with the line, you're tying up more actions than the one you spent on the spell. The damage is more of an incentive to get the target to waste their action.
Well, there is some things I would like to say about these spells and tattoos. The spells are mostly fine (Spirit Shroud could have a nerf if needed.). The summon spirits is also great for the conjurer Wizard and anyone who wants to have a more reliable ally that you can choose (and spend those material components in the best way possible.) the benefits for the fight. My main concern/hype is with the Masquerade Tattoo for the following reasons: All tattoos counts as 1 magic item in attunement if I remember correctly, and the Masquerade Tattoo can appear as you desire. This means that you could have multiple tattoos on your body and, quite probably, cover them all with a masquerade one. Meaning no people with knowledge of your tattoos will know what you have unless they start discarding options and they escape with such information. Hell, you could even trick others saying you have X tattoo and then have a completely different one. The Masquerade Tattoo is worth every copper coin and dollar of the document. Mounting aside the hype. I like your videos a lot. Hope you continue.
Masquerade only lets you cast Disguise Self once per day, and the spell lasts an hour. I would think that most tatoos are already going to be covered by clothing so they won't be obvious. Thus, I don't see what the concern is here.
I don’t know why, but those spell make me even sadder that the shepherd Druid doesn’t have a spell list that gives it summon spell without having to use spell slots.
I think they could add things to the tats that other magic items have. Like having a personalitie. Spellwrough is like scrolls you cant steal/burn but single use. Common uses i could see is feather fall, healing and spells with longer casting times. And smites? The chance for a Bard or artificer to make these would be great. They are the more artistic mined classes. The bestial, elemental and Necrotic spirit summoning are the most thematic for me.
A little bummed they didn't explicitly include Artificer in any of this one. Some of the tattoos are Attuned and some are Common or Uncommon so a couple of their features implicitly benefit from some of those, but would be nice if it included some of the spells. Alchemist would love the Acid one for instance
I really like the new intro. So, the spellwrought tattoos are basically consumables/scrolls? Should they be treated as scrolls in determining their characteristics (loot tables, value/price, specific spell it contains) or are there any needed balance tweaks?
I feel like the summoning spells is another way to stick it to the beast ranger. Now they have two ways to summon a more usable pet. On the tattoos, the combined attunement is generally a grave mistake. Quickly you can run in to a situation where one attunement slot is always for tattoos as you can stack them to gain specific benefits. And as they are un-attunable, you could in theory have resisetance/immunity option for every situation as long as you have few hours to fiddle with the attunements. The claws for monk seem rather obvious choice, so on top of it they have quite a lot of room to get other tattoos without attunement cost. Tattoos that would not require attunement is also rather disastrous in the sense of power level. It would be something that should be obtained by everyone and just add to the pile of powerful items that are good no matter what without any kind of a cost.
I am most interested in the tattoos and seeing if they add limits to some Barrier Tattoo work for any class so everyone can get heavy armor with no penalty to stealth, strength requirement, and no proficiency needed. Also will it transfer to a wild shape or polymorph
It make me want to play a renegade Red Wizard of Thai with the Absorption Tattoo (Fire), Barrier Tattoo AC 18, Ghost Step TattooGhost, and Blood Fury Tattoo
@@strixx_-4483 you're right but it's been need of help since it came out. All I'm saying it would had been nice if we gotten the Elemental spirit spell the Alchemist.
I like the idea of being a monk with a bunch of tattos. Just wondering if u were to get the the same tatt multiple times if they were to stack? Like if I got the claw one 3 times if my punch could be +3 ect
These summon spells is how summon spells should’ve always been like. I truly appreciate them scaling in stats instead of body count. I hope creating undead minions receives a similar quality of life someday. I could see specific stat blocks like these summon spells get could go a long way.
WHat bums me out is that Summon Fiend and Otherworldly Forms are both 6th lvl spells, and as a Warlock, that means i can have Only ONE of those with my Mystic Arcanum... Why do Warlocks get cockblocked so much...
I think the tattoos are highly overpowered and non-balanced compared to similar levelled magical items. ill be adding them, but will certainly modify them in some way. I am VERY excited for the summoning spells though, since now you can actually play a summoner class which wasnt possible before.
Ranger: Continues getting the shaft from WotC. Artificer: You want spells? Do you? Well too bad. Bard: WotC likely thinks they're too busy to have friends outside of chaotic fey. Sorcerer and Druid: FINE! We'll toss you a bone. Here's a few spells, and that's it. Warlock: No Celestial Spirit, even for the Celestial patron? Boo. Cleric and Paladin: Yeah, there's evil versions of you, but we don't want you to be able to summon undead. Wizard: You already have 10,000 spells, but you still need more options. Have ALL the options. Unbelievable. Hopefully once the survey comes out people can voice their opinions and we can fix this.
I think the point is that in terms of a pure summoner class, the conjuration wizard is literally the best option so it wouldn’t make sense if they didn’t get a lot of the new summoning spell. I’m just upset that they once again got everything the sorcerer got. Sorcerer will never get anything the wizard doesn’t also get
I'm building a swordsinger mage for a campaign. I was wondering about taking a 2 level dip into barbarian to start with a little bit of extra HP, weapons proficiencies, and danger sense. My only doubt is: will the unarmored defense stack with the ability that adds your int modifier while the bladesong is active?
The ability should stack But as someone who is also building a bladesinger, I feel there are better options. One being if you're DM allows a free starting feat, I'd just take tough. 2 additional HP every level.
I don't think their are a lot of spells or effects that deal damage over time. The only thing I can think of is alchemist fire in the non spell category and I kind of wish there was more
See, now I just wanna get a ranger to make my fighter a boat load of Zephyr Strike tatts. no AoOs, and a once per spell +1d6 Force damage and 30 extra movement? sweet
First off, love the content and love that your subscribers have jumped up to closer reflect your viewers. I am loving that the design teams are working on summoning spells and tattoo magic. Mainly because I'm working on similar stuff myself. The spells are nice, the decision to include a stat block means no longer looking up stuff in the MM. Offering built in choices means that different casters have different feels when casting the same spell, that has a lot of mileage in my opinion. I have mixed feeling about the tattoos. Only being 1 slot for all tattoos feels like a bad idea to me, and the size of the tattoo being directly linked to the rarity is a way to limit the number of tattoos, it feels arbitrary to me. Incomplete. The needle being the focus and key component to the whole process removes the need for a skilled artist or difficult to find materials for inks(not sure how I feel about that). But I went with something more complex that mixes tattoo size and complexity with artist skill. So I may be biased. Regardless, this is good work. I am gonna start play testing this stuff at the next opportunity to get some real hands on info.
I'd say just change things around, it is UA after all. I myself believe it would be best if tattoos were permanent, but required a skilled arcane artist, an enchanted needle and inks made of rare/dangerous to adquire pigments.
@@bojackhorseman4176 I ultimately decided to make temporary tattoos that use consumable charges that fade away once spent and permanent ink that requires attuning and runs off per day. Both require skilled artists and increasingly rarer materials to work with.
I’m glad that the magic tattoos weren’t just Matt Mercer’s ones. Like they’re fine but just boosting stats is a bit boring. These are weird being magic items but are far more interesting in effect.
Pedro Gomez I can see that. But with them being these more complex features I think it makes sense from a gameplay standpoint. Think of them more like war paint rather than tattoos or body mods.
@Nerd Immersion Could you zoom in a bit to the document next time? I like following as you read on my phone, but I had a headache reading this time. Not much, just enough to read.
The one tattoo I do not like is Spellwrought Tattoo. I have a big issue with scrolls to me. I do not like single uses cantrips if they make scrolls or tattoos they should be the most rare and and dont go away. My other scroll issues is rituals why cant you use them as a known ritual if it is on your spell list maybe add a level of rarity to its cost
Cause it's playtest. They won't put it in a final product without testing it first. If people like these we might see them a few months from now in an official supplement.
@@k.w.mcgregor5147 I was thinking more about the tattoos on the show Critical Role that didn't make an appearance on the book... but I understand that those from the UA are completely different.
@@nicolasferreira8224 Oh I misunderstood then my bad. My best guess would be that, static +1 increases in stats or a single resistance don't warrant a section in the book because A. Not very exciting (although the resistance is pretty powerful) and B. The rules for them are pretty simple as in how they would work. Or maybe wizards cut them so they could work out something more balanced themselves that isn't as restrictive.
@@thomaswatson8301 okay yeah maybe I was thinking too broadly, then again I'm not fond of eldritch knight, so I'd probably look at multiclassing solutions
@@Dzicozan 5 levels of War Cleric or Hexblade Warlock maybe? Ring of spell storing, and have a party member store Spirit Shroud for you? Convince your DM to let you buy a wand/ring/amulet of spirit shroud?
I think Spirits are too powerful for something that doesn't require anything from you (besides concentration) after you cast it. They get both damage and number of attacks from spell level so they would damage almost as much as Fighter with Great Weapon Master, but with much higher hit bonus, while your caster is still around and can cast some other spells too. At least they should need bonus action to attack, or even some more nerfs. Maybe not adding spell lvl to damage, multiattack should be enough. I really like the concept, but for me, they are a bit too powerful.
Please More offensive transformation spells for druids ... more transformation spells period. the tattoo finally some items for whildshape and creature companions. but I do hope they state that it can be used with wild shape Because I know I DIFFIDENTLY know some dms who would say nah friend the tattoo is part of your body
I can't wait until this dude's community and popularity blows up. Most underrated D&D Channel.
I really like the Acid Stream. Black Dragon Sorcerers rejoice!!
Now they just need some Poison spells for the Green Dragon Sorcerers...
Me, Kyle Ivyleaf, Acid and Poison themed War Wizard. I have to re-skin web and grease into green acids and green webbing. No players caught on yet, even with me using poison spray and acid splash exclusively. We need more acid poison spells.
No one ever uses copper dragons? Shame lol
More summoning spells for my Shepherd Druid! Very nice! I am glad we are getting more summoning spells.
they need to clarify how it works for the shepard druid's extra HP feature for their summons, since these ones have no hit dice.
@@Sasqmo I noticed that one too. When the survey comes out, I will point out that problem. Plus, Shepherd Druid is pretty much the only summoning focused subclass. Even Conjuration Wizard does not focus as hard on summoning. I wish Shepherd could give bonuses to elementals too, since they have a few elemental summoning spells.
Summon Celestial Spirit needs to be included in the warlock spell list for celestial patron, otherwise I definitely like these new spells!
I'm pretty sure Celestial warlocks get to choose spells off the cleric spell list so they would already have it
@@nikkmaster99 Celestial warlocks dont get every single cleric spell, only a few based on its expanded spell list. You might be confusing that with Divine Soul Sorcerer
Normal People: Cool, new spells!
Me, a Fairy Tail fan: *sees Summon Celestial Spirit spell* I need keys
Key shaped arcane focus??
As a fan I've always thought it be cool to make those keys into magic items and now with all these new spells, I guess I'll finally have to make it happen. 😄
Yo. You could homebrew rare magical objects that work like the powered statues except that cast summon spells.
@@felixrivera895 I do like how the summons scale as you grow stronger. So for example, you could make the spells a lower level for earlier but weaker summons with really no work for the DM.
Maybe even throw a summoner related feat in that represents having a stronger connection with them. 🤔
just replace the spell components to gilded zodiac keys and voila
I just got done reading this. I'm liking Summon Shadow Spirit. I especially think Arcane Tricksters are gonna get some mileage out of them for getting flanking partners. Also good in that it won't turn against your allies like Summon Greater Demon would.
it is mice that these are all safe summoning spells in that regard
@@allenfortenberry9924 Yeah. I have a Conjuration Wizard in a game I'm running. I think I'll let him try these spells out
I'm super hyped for the Summoning Undead Spirits Necromancy spell, i do wonder if it works with the School of Necromancy Wizard's Undead Thralls feature
"Whenever you create an undead using a necromancy spell, it has additional benefits:
• The creature's hit point maximum is increased by an amount equal to your wizard level.
• The creature adds your proficiency bonus to its weapon damage rolls.
"
Most likely not since most summoning spells don’t technically create the summoned creatires, they summon.
That is the first thing I thought reading through that spell though lol.
I think it opens up similar separate undead stat blocks like this that can retroactively be used with Animate Dead/Create Undead. They probably need to have a clause to have limited control over a number of such creatures if they are meant to scale up like these summoning spells. It would give a choice between building an army or focusing on a few big bois, which is what I’ve always wanted for necromancy.
Fingers crossed!
@@eyeh0 JUST LET ME DREAM, HAROLD
It works, you're taking latent energies and creating an undead. This isn't something like infernal calling where you summon an actually devil or summon demon and get an actually demon. These spells are like find familiar where you take energies and create the familiar you want. The summoning part is the energies and spirit you use to shape. In the case of the undead your taking a restless spirit and creating a corporal form for it.
Juodas Varnas I mean, I’d allow it! It just doesn’t sound like it would work RAW. Buuut, a bunch did point out it’s the only non-conjuration summoning spell of the bunch. It’s specifically a necromancy spell so it may very well be meant to work with Undead Thralls!
Not to be a thread necromancer, but having used eldritch maul on Cassian, my Eldritch Knight 7/War Wizard 2, I have to say that the combination after a few rounds of booming blade + war magic bonus attack, both enhanced by the maul feature, with Dragon’s Breath running on my owl familiar in the background, is SICK. If you want to stay out of melee, just sub out booming blade for multiattack. And if you don’t want your familiar overexposed, take the fey-touched feat and layer your preferred attack choice + eldritch maul with Hex (which is an enchantment school spell). The damage QUICKLY piles up. Especially if you’re riding a +10 to attack like I am w my 20 STR and +1 Longsword. And honestly, it’s not like much of what I’ve just written is difficult to set up - I did roll well at creation, but still started with a STR of 16 or 17.
I'm tempted to make these summon stat blocks a thing for characters with animal companions.
When they make UA’s with spells I really wish they’d put the spell lists spells are on by the spells and not just at the top of the document.
That is the dream.
No new artificer spells?! *Angry Artificer noises*
I'd let artificers get acid stream
Tattoo Artist subclass would be cool.
@@williamings773 or a rune smith subclass with the option of making runic tatoos.
You just got an Iron man suit. Don't be greedy.
@@buttersauce9965 Alchemist should get it at least.
So we can summon star spawn. Welp, it has finally come time to welcome our many tentacled overlords! 👾
simic hybrid has 2 extra limbs for tattoos!
Are u thinking what i am thinking
But you still cant attune to more than 3 things....
@@nightmane2035 If you have multiple tattoos, they take up only one attunement slot together.
Simic Hybrid with Barrier tattoo is just dirty. Armored Carapace + Barrier + Shield = High AC without Disadvantage on Stealth and/or Reduced Movement if you don't meet the prerequisites for the armor
@@BR4IN1N4J4R Honestly, the tattoos thing has been making me wonder if you could have a character who doesn't technically have a class but just uses magic items, and I think what you suggested might be it.
Nice new intro! Love your content and keep up the great work, you're one of the fastest out there.
Tried something new
Sorlock with spirit shrout:
7d8 per hit extra damage (9th level spell)
8*(1d10+5+7d8)=336 average damage, and you can do that for 10 turns in a row, with just one spell slot!
Yeah, seems balanced to me ;)
Possible fix:
Limit it to weapon attacks only, and maybe only increase the damage every other level
Ah, finally an intro that doesn't hurt my ears! Nice!
i think you're overlooking just how strong the Spirit Shroud spell is: warlocks with a sorcerer multiclass (for quickened spell on subsequent turns) can use that spell for a danger close eldritch blast: 4 attack rolls from the blast, each dealing (with a 5th level shroud) +3d8 force damage for a total of 4* 19+CHR mod. the thing is a super-hex...
If you need to multiclass it means a spell is not that strong. Just normally strong.
@@RidenBiden that was just an example. a bladesinger wizard could go nuts with this if it was used in a 9th level contingency spell (8th level Spirit Shroud would add +6d8 to each attack), ending up with the same +12d8 as an eldritch blast.
my point is that this spell is uncharacteristically strong for 5e, and its uses in combat could certainly deserve a deeper dive...except it would be pyrrhic since this spell likely won't make it to print anywhere, or if it does, it would be nerfed into oblivion first
Warlock with quickened spells means that you are taking 3 levels of sorcerer. You then need to hit level 5 as a warlock before you even get access to Spirit Shroud. So yes level 8 characters are very strong.
If anything the existence of this spell provides a strong incentive to take more than two levels in the warlock (which many people do to then switch over to sorcerer). It's also coming at a level when mages otherwise would get access to Fireball. But you are also using up your concentration to cast it. Given its not something that you can just take a dip to take advantage of I'd say its fairly balanced. Especially given fights don't tend to last more than 4 rounds anyways. The 10 feet restriction also limits how many enemies it can work on, especially once you start fighting enemies with 10 feet attacks that can hit you.
It also only lasts a minute so its not nearly as spell efficient as Hex at this level.
@@keithmarshall4350 the example i showed above assumed a 17th level warlock (4 EB attacks) with no multiclass to get that 4* 19+CHR mod damage; you don't need to multiclass to get oomph out of this, but if you do, you can get A LOT very quickly.
this spell is certainly not balanced compared to other gish options (haste, holy weapon, or even smites), but i never wanted it to be: 5e has an underpowered arsenal, so this spell is a step in the right direction. that said, i can't say that, just because i approve, the spell is balanced - it clearly blows all other spells like it out of the water in almost any circumstance (the stronger your character gets, that is).
to show my point, a vengeance paladin would be using smite spells sporadically (for their rider effects and nova damage) until they got to higher levels, where they switch to the shroud and never look back. why? because concentrating on a smite adds no more than 5D10 damage once per turn, but the Shroud adds +6d8 every turn, pretty much until combat ends (or until dispelled); even without a vengeance paladin's transformation (giving an extra attack) and a feature like polearm master (attack as a bonus action) bumping it up to +12d8 per turn, you'd have to be mad to invest *the same spell slot* for a weaker option.
eldritch knights also don't need a multiclass to go bonkers witht this spell: with an action surge and a 4th level slot, they could potentially add +16d8 damage in one turn (+8d8 w/o action surge). the funny thing is that Haste is better for fighters for the mots part (especially for GWM fighters), but since replacing spells as an eldritch knight is a pain in the ass (and since the difference between Haste and Shroud at 13th level is not that great) you might just take the shroud anyway, since you'd *definitely* want it later, rather than taking Haste only to replace it later.
and i could go on about valour/sword bards, war clerics, bladesingers, and arguably the odd gish-sorcerer, but you get the point: all roads lead to Rome as Spirit Shroud being the dominant gish spell, bar none, the stronger a character becomes.
as an aside, i don't like Fireball; i think it's a massively overblown spell, especially since Hypnotic Pattern is available at the same level and is arguably better at ending an encounter.
@@borisdaanimal4014 If you are using 9th and 8th level spell slots, yea its gonna do crazy damage. You know, things on the same level as wish.
I'm preparing a character for a campaign that employs a lot of disguises, so I'm really excited for the Masquerade Tattoo, as it's a quick way for him to apply "temporary" tattoos to his disguises, or even throw up a disguise self spell if he needs to change his appearance without having prep time.
Excited about those summon spells. My Warlock is going to make some hay with a few of those. I've always thought that D&D lacked sufficient support for a single-summon based pet-equivalent caster class (Pokemon/Final Fantasy Summoner) style rather than Conjuration's "Summon another pile of eight wolves to piss off your DM with Action Economy shenanigans."
I love summons and so I am especially stoked about these new summon spells. I have been wanting to make an Undying Warlock since it gives me Lich vibes, but they don’t even get Animate Dead. I would have to wait until level 11 for Mystic Arcanum to grab Create Undead.
The other stuff is great too! Hell, even having lackluster stuff still gives you options with how to make your character. Acid Stream also helps alleviate one of my biggest pet peeves about lower level spells in that there is limited versatility in damage types.
All these sound really fun and also flavorful. Many cultures place a lot of significance on tattooing and I don't see why D&D would be different. The barrier is my favorite since I could finally play a strength based Monk and not have crap AC.
To clarify the thing with AC, there're two different ways to get AC: AC calculations, and AC bonuses.
You can only use ONE AC calculation at a time, but you choose which to use. AC bonuses are then applied on top of that, as many as you have access to.
Some examples of AC calculations are:
- Base AC (10 + DEX)
- Armour or the new tattoos (Light, Medium, Heavy)
- Unarmoured Defence (Monk or Barbarian)
- Natural armour (Lizardfolk, Tortle, etc)
Some examples of AC bonuses are:
- Warforged racial ability
- Using a shield
- Magic items
- Haste spell or similar
One you forgot is mage armour
True. Mage Armour is another AC calculation (13+DEX). So it wouldn't stack with Unarmoured Defence, for example.
I love these summoning spells; if these are what Crawford was alluding to as what they wanted summoning to be then I wish they had had this in from the beginning! Though, I do wonder why the Summon Celestial doesn't have a dedicated healing option for summoning.
I really want a big bad guy in a future book that is just head to toe in tattoos if you want to go insane here a monster based on Geryon could have three legendary tattoos a very rare on his legs, and three uncommon on his heads. Greek mythology is fun when it goes completely insane.
They should make a summoning spell for artificers that’s lets you make a construct. I’m imagining something like a drone or an rc car.
Spellwrough tattoo with suggestion or Geas ... its like the command tattoos in the "Fate" series.
After reading this I'm planning on making a BBEG that collects tattoos
Name him Joseph
Personally, I don't like how the magic tattoos are applied and removed. In my games I will have an artist they can go to. When they fully unattune the magic is done from them, but if they want it back, they need to get touch ups done lol
Rarity would also dictate size.
Also, I prefer these summons better than the other summoning spells. I might consider modeling a summon lesser spirit, level 4 is a little high. I want these to replace all of the other summoning spells to be honest. No more haggling with players or butt hurt players who want something I won't allow. Clean and simple with options. I like it
summon celestial defender looks pretty solid with its multi attacks based on spell level, upcast it and for every hit give temp hp to likely half your party every round
Spells conjuring beings from all over the planes, Otherwordly Form, magic tattoos... So, Planescape book confirmed?
Fits with all the sunglasses that came out too
My money is on a book of player options like XGtE.
Maxx, I’m not sure with the tattoos section, I can’t think of any other setting where they are prominently presented. Fell’s tattoo parlor, however...
Other tidbit about Acid stream, due to it being a con you can keep reaplying it if they remove the acid... still wish it was a Warlock spell, but hey, thats what Magic Initiate is for. Just specify your grabbing the sorcerer version.
i love your work homie
I now want to make a monk that uses all the magic tattoos to enhance their abilities. Some need fixing but honestly this was a great unearthed arcana
love this new UA, pet masters are my favorite spellcaster type, and these new tats make for a great way to either shore up a weak spot, or allow your character to fix it's theming that would otherwise require wonky multiclassing in order to pull off
Acid Stream has the potential to be an amazing spell for gaining an action economy advantage. If you can hit two or more targets with the line, you're tying up more actions than the one you spent on the spell. The damage is more of an incentive to get the target to waste their action.
I like that the spell tattoos are a variation on spell scrolls that don't require you to be of the same class.
Itd be interesting to have a reusable version that's basically a wand instead of scroll
So keen to see some new summoning spells. Time to make a new warlock
Well, there is some things I would like to say about these spells and tattoos. The spells are mostly fine (Spirit Shroud could have a nerf if needed.). The summon spirits is also great for the conjurer Wizard and anyone who wants to have a more reliable ally that you can choose (and spend those material components in the best way possible.) the benefits for the fight. My main concern/hype is with the Masquerade Tattoo for the following reasons: All tattoos counts as 1 magic item in attunement if I remember correctly, and the Masquerade Tattoo can appear as you desire. This means that you could have multiple tattoos on your body and, quite probably, cover them all with a masquerade one. Meaning no people with knowledge of your tattoos will know what you have unless they start discarding options and they escape with such information. Hell, you could even trick others saying you have X tattoo and then have a completely different one. The Masquerade Tattoo is worth every copper coin and dollar of the document.
Mounting aside the hype. I like your videos a lot. Hope you continue.
Masquerade only lets you cast Disguise Self once per day, and the spell lasts an hour. I would think that most tatoos are already going to be covered by clothing so they won't be obvious. Thus, I don't see what the concern is here.
I think a warlock whose spell slots are actually tattoos that appear on their skin would be awesome
Dude acid stream, with the new Elemental Spell option from the class variant UA, is definitely one of my favorite new 1st level spells
I don’t know why, but those spell make me even sadder that the shepherd Druid doesn’t have a spell list that gives it summon spell without having to use spell slots.
What's the deal with the book in the background?
There will be a video coming soon!
I just had the same thought as everyone else. Bear totem with silver tattoo
I think they could add things to the tats that other magic items have. Like having a personalitie.
Spellwrough is like scrolls you cant steal/burn but single use.
Common uses i could see is feather fall, healing and spells with longer casting times. And smites?
The chance for a Bard or artificer to make these would be great. They are the more artistic mined classes.
The bestial, elemental and Necrotic spirit summoning are the most thematic for me.
It would be interesting to see a sentient magical tattoo.
A little bummed they didn't explicitly include Artificer in any of this one. Some of the tattoos are Attuned and some are Common or Uncommon so a couple of their features implicitly benefit from some of those, but would be nice if it included some of the spells. Alchemist would love the Acid one for instance
Artificers are in a weird place right now in that nobody wants to allow them.
I really like the new intro. So, the spellwrought tattoos are basically consumables/scrolls? Should they be treated as scrolls in determining their characteristics (loot tables, value/price, specific spell it contains) or are there any needed balance tweaks?
I feel like the summoning spells is another way to stick it to the beast ranger. Now they have two ways to summon a more usable pet.
On the tattoos, the combined attunement is generally a grave mistake. Quickly you can run in to a situation where one attunement slot is always for tattoos as you can stack them to gain specific benefits. And as they are un-attunable, you could in theory have resisetance/immunity option for every situation as long as you have few hours to fiddle with the attunements. The claws for monk seem rather obvious choice, so on top of it they have quite a lot of room to get other tattoos without attunement cost. Tattoos that would not require attunement is also rather disastrous in the sense of power level. It would be something that should be obtained by everyone and just add to the pile of powerful items that are good no matter what without any kind of a cost.
You can imagine them and the ink turns back into the tattoo needle
Not sure what I want to play more, Fiendish Warlock who summons an enslaved minion or Monk with a few cool tats
Aarakocra will be able to fly with a very rare AC 18 Barrier Tatoo, thats nice...
Nothin an Aarakocra monk or barb couldnt already do
Magic tattoos and spirit stuff sounds like we may be looking at something focused on Thay and Aglarond
I am most interested in the tattoos and seeing if they add limits to some Barrier Tattoo work for any class so everyone can get heavy armor with no penalty to stealth, strength requirement, and no proficiency needed. Also will it transfer to a wild shape or polymorph
It make me want to play a renegade Red Wizard of Thai with the Absorption Tattoo (Fire), Barrier Tattoo AC 18, Ghost Step TattooGhost, and Blood Fury Tattoo
otherworldly form seems really good for a hexblade warlock
No spells for artificers? BUT THE RANGER DOES!
Decoby Jones the ranger needs more attention than the artificer
@@strixx_-4483 you're right but it's been need of help since it came out. All I'm saying it would had been nice if we gotten the Elemental spirit spell the Alchemist.
Or acid stream
I like the idea of being a monk with a bunch of tattos. Just wondering if u were to get the the same tatt multiple times if they were to stack? Like if I got the claw one 3 times if my punch could be +3 ect
Love the new intro! Fits the channel better.
I like monks so the eagle talons giving unarmed bonus damage and to hit is awesome and then unarmed strike to 30ft is really nice.
These summon spells is how summon spells should’ve always been like. I truly appreciate them scaling in stats instead of body count.
I hope creating undead minions receives a similar quality of life someday. I could see specific stat blocks like these summon spells get could go a long way.
WHat bums me out is that Summon Fiend and Otherworldly Forms are both 6th lvl spells, and as a Warlock, that means i can have Only ONE of those with my Mystic Arcanum...
Why do Warlocks get cockblocked so much...
My conjurer wizard would love this... really bothers me that I can barely conjure anything when I specifically chose a conjurerer
I think the tattoos are highly overpowered and non-balanced compared to similar levelled magical items. ill be adding them, but will certainly modify them in some way.
I am VERY excited for the summoning spells though, since now you can actually play a summoner class which wasnt possible before.
Ranger: Continues getting the shaft from WotC.
Artificer: You want spells? Do you? Well too bad.
Bard: WotC likely thinks they're too busy to have friends outside of chaotic fey.
Sorcerer and Druid: FINE! We'll toss you a bone. Here's a few spells, and that's it.
Warlock: No Celestial Spirit, even for the Celestial patron? Boo.
Cleric and Paladin: Yeah, there's evil versions of you, but we don't want you to be able to summon undead.
Wizard: You already have 10,000 spells, but you still need more options. Have ALL the options.
Unbelievable. Hopefully once the survey comes out people can voice their opinions and we can fix this.
I think the point is that in terms of a pure summoner class, the conjuration wizard is literally the best option so it wouldn’t make sense if they didn’t get a lot of the new summoning spell. I’m just upset that they once again got everything the sorcerer got. Sorcerer will never get anything the wizard doesn’t also get
I'm building a swordsinger mage for a campaign. I was wondering about taking a 2 level dip into barbarian to start with a little bit of extra HP, weapons proficiencies, and danger sense.
My only doubt is: will the unarmored defense stack with the ability that adds your int modifier while the bladesong is active?
The ability should stack
But as someone who is also building a bladesinger, I feel there are better options.
One being if you're DM allows a free starting feat, I'd just take tough. 2 additional HP every level.
Goji tbh for a bladesinger if your dm allows a feat for free you should always take war caster
@@josephwilliams5292
Well personally I'm going with Athlete for the +1 Dex, 'cause I'm using a warforged prerequisite be dammed.
Looking like Planescape bois
I don't think their are a lot of spells or effects that deal damage over time. The only thing I can think of is alchemist fire in the non spell category and I kind of wish there was more
I like the new intro
Thanks!
A tattooist Artificer subclass could be a thing we see in the future i bet
These tattoos as infusions definitely fits
Wizard gets summoning with one action.🤩
Spirit shroud may be good for wizards simply because eldritch Knights get it by extension
See, now I just wanna get a ranger to make my fighter a boat load of Zephyr Strike tatts. no AoOs, and a once per spell +1d6 Force damage and 30 extra movement? sweet
Yay new summon spells 😁
Omg finally a way to get +1 on unarmed strikes. Such win for the monk. Finally a way to give out pets more easily for more classes
Insignia of Claw does exist though. Your fists are natural weapons
First off, love the content and love that your subscribers have jumped up to closer reflect your viewers. I am loving that the design teams are working on summoning spells and tattoo magic. Mainly because I'm working on similar stuff myself. The spells are nice, the decision to include a stat block means no longer looking up stuff in the MM. Offering built in choices means that different casters have different feels when casting the same spell, that has a lot of mileage in my opinion.
I have mixed feeling about the tattoos. Only being 1 slot for all tattoos feels like a bad idea to me, and the size of the tattoo being directly linked to the rarity is a way to limit the number of tattoos, it feels arbitrary to me. Incomplete. The needle being the focus and key component to the whole process removes the need for a skilled artist or difficult to find materials for inks(not sure how I feel about that). But I went with something more complex that mixes tattoo size and complexity with artist skill. So I may be biased. Regardless, this is good work. I am gonna start play testing this stuff at the next opportunity to get some real hands on info.
I'd say just change things around, it is UA after all.
I myself believe it would be best if tattoos were permanent, but required a skilled arcane artist, an enchanted needle and inks made of rare/dangerous to adquire pigments.
@@bojackhorseman4176 I ultimately decided to make temporary tattoos that use consumable charges that fade away once spent and permanent ink that requires attuning and runs off per day. Both require skilled artists and increasingly rarer materials to work with.
Love the new intro!
I’m glad that the magic tattoos weren’t just Matt Mercer’s ones. Like they’re fine but just boosting stats is a bit boring. These are weird being magic items but are far more interesting in effect.
Pedro Gomez I can see that. But with them being these more complex features I think it makes sense from a gameplay standpoint. Think of them more like war paint rather than tattoos or body mods.
I could see them being inactive while unattuned but you can re attune later to reactivate it.
I guess a necromancer doesn't get a buffed undead from _summon undead spirit_ since he's not actually making the undead?
That'd be fucking lame as fuck.
@@Stormeris Yeah, I'm bringing it up when the survey hits.
@Nerd Immersion
Could you zoom in a bit to the document next time? I like following as you read on my phone, but I had a headache reading this time.
Not much, just enough to read.
The one tattoo I do not like is Spellwrought Tattoo. I have a big issue with scrolls to me. I do not like single uses cantrips if they make scrolls or tattoos they should be the most rare and and dont go away. My other scroll issues is rituals why cant you use them as a known ritual if it is on your spell list maybe add a level of rarity to its cost
new idea play a conjuration wizard inspired by a vegas magician and have a bunch of these summoning spells
Tattoo artificer??
=/ I'm very sad no spell adjustments for ARtficiers.
Acidi Stream would REALLY help Alchemists
Why do you think they don't mention the artificer for any of these new spells?
Not sure. Acid stream seems pretty artificer-y
Otherworldly Form.......Looks like I'm doing DMC5 Dante as my next PC.
Love the new intro :)
Love the new logo!!
Everything in this UA is amazing awesome perfection!!! Now to watch the video and hope you agree!
Why is acid damage always calculated with *D4's* ?
I would have give fire elemental a climb speed.
So i can like a few tattoos and it's only 1 attunement slot?
That's what it says, multiple tattoos only count as 1 attunement slot
Level 9 Putrid Undead is OP.
the tattoos kinda kinda make me think of DarkSun
I'm a fan of this.
These magic tattoos make me think of fantasy bionics...
Makes you wonder why those magic tattoos weren't present in EGtW 🤔
Cause it's playtest. They won't put it in a final product without testing it first. If people like these we might see them a few months from now in an official supplement.
@@k.w.mcgregor5147 I was thinking more about the tattoos on the show Critical Role that didn't make an appearance on the book... but I understand that those from the UA are completely different.
@@nicolasferreira8224 Oh I misunderstood then my bad. My best guess would be that, static +1 increases in stats or a single resistance don't warrant a section in the book because A. Not very exciting (although the resistance is pretty powerful) and B. The rules for them are pretty simple as in how they would work. Or maybe wizards cut them so they could work out something more balanced themselves that isn't as restrictive.
now onto figuring out how to give a Fighter access to spirit shroud the easiest
Eldritch Knight.
@@thomaswatson8301 okay yeah maybe I was thinking too broadly, then again I'm not fond of eldritch knight, so I'd probably look at multiclassing solutions
@@Dzicozan 5 levels of War Cleric or Hexblade Warlock maybe? Ring of spell storing, and have a party member store Spirit Shroud for you? Convince your DM to let you buy a wand/ring/amulet of spirit shroud?
I think Spirits are too powerful for something that doesn't require anything from you (besides concentration) after you cast it. They get both damage and number of attacks from spell level so they would damage almost as much as Fighter with Great Weapon Master, but with much higher hit bonus, while your caster is still around and can cast some other spells too. At least they should need bonus action to attack, or even some more nerfs. Maybe not adding spell lvl to damage, multiattack should be enough.
I really like the concept, but for me, they are a bit too powerful.
Why the wizard
So summoning spirit spells..... not necromancy? I get it’s a summon spell but summoning spirits is definitely necromancy
Celestial spirit
Because fuck conjure celestial
They shouldn't have had tattoos be magic items.
I'm fine with it as that's how it was back in 3.5, back when it was only psionic tattoos, but I don't like that they're attunement.
Please More offensive transformation spells for druids ... more transformation spells period.
the tattoo finally some items for whildshape and creature companions. but I do hope they state that it can be used with wild shape Because I know I DIFFIDENTLY know some dms who would say nah friend the tattoo is part of your body