The lack of concentration requirement for Unseen Servant prompted my DM to rule that my bard could have multiple instances of it active at a time. Fast forward to an instance in which the party needed to sneak a dragon egg through a city. What does my bard do? Ritual casts two servants, then normal casts two more. Has them all conglomerate their shapeless forms around the dragon egg to lift it together, then covers the floating egg in clothes, and then very carefully puppeteers the servants into the clothes to transport the egg through the city, disguised as 'a rather portly mute gentleman'. We called him Eggbert.
Rituals are my favorite! When I joined an AL campaign with a my first-level nature cleric, everyone else was 2nd or 3rd-level. We started needing to escort someone three days across some woods... * My owl familiar scouted the way. As we setup camp... * I cast animal friendship on a badger and then cast speak with animals to ask him him to bed near the trail for the night. * Cast two alarm spells just outside of the camp. * I collected a number of roots and berries and cast purify food and drink on them. * I cast detect poison and disease and then walked around the area picking up every poisonous mushroom I find. Spend an hour smearing the mushrooms on punji sticks and placing them around the camp. The players were asking how I could cast so many spells... I said "rituals" (Nature cleric with the ritual caster feat). I did it mainly as a roleplaying act to show how serious my character was in the outdoors. Well... the module had an encounter where some brigands where hired to follow us and were to ambush us at night. Between the alarm spells, owl, badger, and sounds of brigands stepping on punji sticks... not the most successful night attack.
Sounds like fun, but why did you need the ritual caster feat? I thought ritual casting was included in the cleric class. Was it for out-of-class rituals?
@@Nurk0m0rath Find familiar and alarm are not cleric spells. By taking ritual caster wizard, they now become available. It is also nice putting rituals such as detect magic in the book so you free up cleric spell slots.
I made a divine soul sorcerer. i say ritual casting on them can be a worthwhile bonus. Pick wizard and also gain the ability to ritual cast your cleric spells too.
11:27 "My cat familiar has three heads, because I want to pet my kitty's head with my own hand, my unseen servant's hand, and my mage hand simultaneously." Also "My cat isn't spoiled!" *Rolls Deception*
Our party was once in a sewer but the point we needed to get out was too high for us to reach. Since we didn't want to waste a spell slot getting to it our bard ritual cast Leomund's hut and made it so we couldn't enter it. This way we could climb on top of the dome and reach the manhole to get us out.
@OriginalTharios I'm imagining it having a metallic type consistency, but the problem would be the fact that it's spherical, I guess if the characters boost each other up and then give a hand to the last one they could mitigate the trouble of the slope.
@OriginalTharios Actually it isn't legal. By the spell description, the bubble appears around the caster and vanishes the moment the caster leaves it. Other characters who were inside the area during the casting can pass freely back and forth as though there were no barrier, but those who weren't there during casting can never get in (there is nothing in the spell description about the caster choosing anything other than the interior lighting and exterior color). To make this work, even assuming the DM doesn't take the "frictionless surface" point of view, you would have to leave one party character outside the area during the casting, have him climb or be boosted to the top, and then lower a rope for the rest of the party to climb on. And even after all this effort, you're only boosting yourself up 10ft, which limits your options in terms of what you can climb (if that is enough to walk onto the next level, your fighter/barbarian could have gotten there with a simple athletics check to jump and pull himself up, then lowered a rope for the rest). Of course, even illegal moves work perfectly well with DM buy-in, and it sounds like this DM jumped at the idea. A much simpler solution, provided there was some vision, would be to use Mage Hand to carry a rope to the top and tie it off, or order a Rope of Climbing to tie itself at the top. One of the most underrated magic items, IMO.
@Ryuhouji As I said, DM buy-in. I'm talking about a static spell description, not non-lethal damage, for which there are actually rules btw. Legality and illegality ARE set in stone by the D&D rulebooks. That just doesn't account for the fact that DMs can change any rule they please. With DM buy-in, you can do ANYTHING, even become a god.
@@Nurk0m0rath You only need one character with a rope to get up to the top. Any material that can be piled against the Hut or propped up by it could be used to overcome the lack of friction. Even leaving everyone out of the Hut except the caster could enable them to form a human jungle gym that could be climbed by one of them to enable escape with a rope he could then let down for the others.
Had a party that often used Rary’s telepathic bond in diplomatic rp.. and used it QUITE effectively... Until the day an advisor to the person they were speaking with used “detect thoughts”...
We do alot of scouting, so comprehend languages is used a lot. Our disguised bard cant speak dwarven so i taught him a few phrases and colloquialisms. "Why arent you at your post?" *Hand gestures* " toss off elf lover"
Im in a 5e campaing where my bard started out with the Mage Hand and Prestidigifation cantrips, along wkth Unseen Servant and sleep. Why? Bcause my good boy grew up in and around a tavern (his moms best froend owns the only but very busy tavern in town) and he later worked there i his late teens. He wax the bus-boy / waiter, as well as cook, amd cleanup guy during lull times. Thebability to supnuff candles, reach high places, AND have an unseen helper sweep for you? Priceless
@@Metalhammer1993 I have a couple character’s set up for campaigns that will hopefully be happening sometime soon, these campaigns are both lovecraftian style in Victorian London. For one, which is an Investigation campaign, I’m gonna play a College of Eloquence Bard, who will have basically all the spells about charming and talking to people, because that is basically what he does as an informant. For another I’ll be playing College of Spirits bard with mostly control and buffing spells, because she’s a circus fortune teller/medium, so the “control” for her spells is her calling upon the spirits she speaks with for aid and similarly her buffs are entreating the spirits to guide her allies in their endeavors.
Is it funny i probably feel the same way? Dungeon dudes are just the best to watch They dont talk nor think they are above anyone else unlike other content creators They dont put click baity thumbnails They arent vitriolic They dont swear so much to attempt to make themselves look cool nor compensate for something(no dirty thoughts please) Very grown up, mature and open minded These are the dungeon dudes
@@gamecavalier3230 How does your elf use a long rest to smith when elves enter a trance for their long rest? It's like meditation instead of sleep, I don't know if they'd be able to perform activity during that time considering even light activity like reading and keeping watch requires a potion of watchful rest or some similar affect
You can cast rituals while moving. You need to spend your action every round and maintain concentration during the casting time, but you are free to use your bonus action, reaction, movement and interaction. This makes it possible to ritual cast Phantom Steed while traveling. You can even cast Phantom Steed for your friends while riding a phantom steed. Since Phantom Steed takes 11 minutes to ritual cast and lasts one hour, you can maintain up to 5 phantom steeds at a time while traveling.
My group does something similar. We usually have what we call the phantom train. The caster rides the steed, and the casts a ritual floating disc. Other party members get on the disc. If need be, we put our second ritual caster on the disc and have him cast his own disc to create an additional "car" of the train. By spamming these over and over, we can travel across land at triple speed at no cost.
Our party had a bard uses the Tiny Hut to block the second cave entrance during a fight. He was out of the fight, but we had some prisoners we found in the cave stay safe in the hut with him. This meant there was only one way to enter the cave which restricted the number of enemies we had to face at once.
13:41 "Leomund's Tiny Hut is kind of a nigh impenetrable fortress" DM: The ogre yells angrily at the outside of your hut, unsure of how to get at you. Wizard: I step out and cast... DM: Your hut disappears because you left its area. Different DM: The ogre climbs atop your hut and yells angrily but otherwise does nothing. Someone other than the Wizard: I step out of the hut and... DM: Roll a strength check, he readied his action and is now grappling you with the intention of carrying you off.
Just ignore the ogre while you heal up, that's what the hut is there for. The hut itself is impenetrable in both those cases, the ogre will get tired after 8 hours of trying to get in.
@@Zooombini the point is, you're not going to use it for combat. The spell isn't balanced for it to work in the ways that were suggested in the video. If your goal is to out-clever combat, then fine. I'm happy to let you get away with it one time, so long as everyone else was having fun too. However, if most of the group actually enjoyed the challenge of combat and were somehow less able to do that because of stunts like this, I'm going to use in game rules to shut you down immediately. Also the ogre spends eight hours covering your hut with boulders and dirt, burying you alive.
One of my favorite ritual spells is Identify, it's always fun to see how the DM plays with the expectations of the party when they basically say what the party has or hands them a note with item's info on it
@@bored_pyro Have used that with a bard. There isn't a *lot* you can do, but since Leo's Hut doesn't need concentration, you can combine it with Swift Quiver to not be totally out of the battle yourself. :)
Eldritch Knight is looking to be amazing here - "The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine". If it can mend and fold clothes then... "Unseen Servant, tie a knot between the enemy's boots" "Unseen Servant, snap that bowstring" "Unseen Servant, cut that mage's spell components bag and retrieve it"
With a strength of 2, speed of 15, and disappearing if they go further than 60ft from you, I doubt they'd be very effective in combat. But if your eldritch knight needed the blood cleaned off their armor, they've got a guy
Having played D&D in the early '80's to the late '90's. You guys have brought the interest back to D&D and I am going to have to brush up and start looking for a local group as I also prefer a IRL gaming session.
Go to a hobby store and ask if there are any Adventure League games there. Adventure League is designed around teaching 5e and you really don't need a lot of gaming materials to participate in their games. Experienced DM are sought after as well.
Tiny Hut is also really nice for protecting the party from weather too. Like if you’re stuck in some sort of rainy jungle, like Chult, you can keep your allies dry and content. So no one kills each other out of frustration xD.
For Leomund's Tiny Hut, the caster can not walk out of the hut to [use action] to walk back inside. When the caster leaves the hut, the spell ends. This should have been made clear. However, the caster can use non-magic [bow, crossbow, spear, dagger, etc] from inside the hut to target objects/cteatures outside the hut.
Leomund's Tiny Hut - My Cleric has it as a custom Domain spell, and he's made good use of it in an Underdark dungeon. 2 or 3 characters in the dungeon had been in need of a Greater Restoration to reverse an effect, and the DM ruled the NPC that took care of it for us (No 5th level spells yet) put them into a Long Rest state. So, my big boy Cleric sat down in the middle, and started casting Leomund's Tiny Hut, to make sure everybody was as safe as he could make them in that dungeon, while they slept it off. Rary's Telepathic Bond - The Kobold Druid I've made for a one-shot has the "Spies' Murmur" magic item from the Ravnica setting, along with their Dwarven Barbarian friend. It just so happens that it's a heist-type one-shot, so the telepathic communication should be really useful. Sadly, those 2 are the only ones out of 5 to have the item. But in that way, it just feeds into their familial bond that these 2 have. They just look at eachother, give a nod, and they work as a well-oiled machine. Plus I love the mental image of these supposedly 'best friends' *never* saying a word to eachother directly, yet still always knowing what the other is thinking. Waterbreathing - The Tome Warlock in my Cleric's campaign has this spell in his Book of Shadows/Ancient Secrets. After casting it the first time, they were asked what it costs to do so." Their answer: "Just a bit of time to cast it, that's all." My Cleric's follow-up question: "So.. Why don't you cast this every day, since you're always awake ahead of the rest of us?" His response: "..That's a good point." But then again, my Cleric is sort of the party dad.
I'm not sure if it would matter but it seems like area could be loosely interpreted as a space around the hut that might include 5 feet of extra space. Unless it specifically says cannot leave the hut, you could get away with saying that he area is the hut & a small space around it.
@@nicholasschoonbeck6866 "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area." If you step outside the 10 foot radius (20ft diameter) circle, the spell ends. However, nobody else has that restriction, and creatures attuned to the circle can leave for hours without losing the ability to come back inside.
Define "leave". It's spherical, so one could in theory keep one's get inside the hut, lean upper torso through the barrier, fire off spells, then lean back in.
Silence is great as a ritual and as an action. Many a spell caster nullified by being grappled inside a silence ring. Also great for setting up ambushes in alleys
I fell in love with the potential for "illusory script" so many things you can do with that. Including giving the tavern keep IOUs for the bill in a party members name!
I had a Druid/Wizard that would set up Tiny Hut in the front of a dungeon, the rest of the party (through various means) would bait a few enemies at a time out to the hut, and they would dip in and out taking pot shots till they cleared the entire dungeon while I was just sitting, chilling, and throwing out the occasional heal if someone took a big hit before they got back in. I also used it to create a safe pass-through from a narrow but powerful flame trap, so the hut crossed the beam, and everyone entered one end and exited the other unscathed. Sneaky strong spell, especially when you have time to set up and not use a spell slot on top of it.
As long as you stay within 60ft of it, definitely. Its hour duration is even enough for a short rest. If you’re being chased, conjure this up and have it consistently trip an enemy, move ahead, and repeat (it has a low move speed).
@@merficvalmar4671 You can't hide behind it, since it's invisible, but if it stands in front of you while you are targeted with a ranged attack, it can get hit instead.
I think that this episode touched on a really good topic that would benefit from episode-long expounding: Divination requiring answers from the DM. You definitely gave some good tips, but it's often something that has a lot of potential but can be really hard for the DM to execute on properly
Quick note, while Ritual Caster does allow you to cast rituals without needing to prepare them, you still need to add them to your book to do so. So if you're a Cleric and grab the feat because you're tired of having to prepare the rituals, you'll only get 2 1st level rituals and have to find the others as spell scrolls or in wizard spellbooks before you can cast the others. I believe this applies to Tome Warlocks, too. Wizard has all their spells in their book so it doesn't matter for them.
Per spell text, Leomund’s Tiny Hut disappears when the one who casts it leaves its 10ft range, so others could come and go from it during a battle, but the caster would need to stay in the hut for the duration, rendering them useless, for this to be effective. Also, a good DM would have all creatures outside to ready an action to attack the first creature that emerges from the tent upon sight, which would likely down, and potentially kill, whichever that first creature is (if they are of similar CRs)
That said there is nothing saying the caster cant shoot arrows or other ranged weapons from inside it... Just be ready for the inevitable dispel magic or burrowing baddie lol
Our draconic sorcerer took Ritual Caster (Wizard), starting off with comprehend languages and detect magic. She's since added alarm, identify, Leomund's tiny hut and water breathing - all very useful. We're currently trying to scrape together the cash to buy her a Rary's telepathic bond scroll to copy into her ritual book!😁
Another positive about Tiny Hut, if you cast it as a ritual before combat, sure, an enemy might dispel it during combat… …but they use a spell slot to do that! While you did NOT use a spell slot to cast Tiny Hut. It can force an enemy to waste a turn & a spell slot, giving you an open round.
I would love for the main villain of a campaign to be an air elemental, or a demigod who goes insane because whenever a person casts unseen servant it takes that being's essence to make the servant. When they contact the other plane with a ritual, they ring up the villain who answers their questions with, "It's your fault!" Could be fun
Nystul's magic aura can then also be used to change the perception of magic auras, such as changing the evocation aura around that door into an illusion aura. Bonus points for also writing a warning in explosive runes nearby.
I watch your videos quite frequently and I would say this helped me with understanding rituals better. My only thing is that as you said, you need to make sure that you have the Ritual Casting feat, or that your class can ritual cast. That was a little bit of information that confused me when I began to play. :)
leomund's tiny hut works excellently in combat, especially when you need to block a narrow path. the only downside is that the caster cannot leave the hut or it dissipates
I've been able to use unseen servant to pull at a zombie, not moving it or holding it back in anyway but distracted it enough to give it disadvantage, pretty funny
The rulings for detect magic vs invisible is that you DO detect them, you just don't know what it is, be it invisible or otherwise. Think of it as a sonar blip. This was ruled on years ago.
Divination and Commune are staples in our campaign. We use it to help build large scale plans and find restricted information with the right questions. You feel really badass when you divine the enemy's plan and show up ready to turn it upside down.
During our homebrew we were being attacked by wendigos in Barovia and we decided to use Leomund's Tiny Hut as our sort of bunker while we fend them off. It wasn't impregnable though as the DM made the wendigos dig under the ground to get inside the hut.
19:37 also, the speed of thought thing is important. That is much faster than you actually talking at the table. You might discuss 10 minutes at the table, but in-game that happens in asingle minute, for example With waterbreathing's 24 hour duration there is no reason to not cast it at the beginning of a day.
As a Lore Bard, I take as many rituals as I can possibly choose, simply due to saving on spell slots. Its basically the first thing I look for when I level. Very handy.
So, my character was going through the process of making a homebrew spell, essentially a spell which can boost the next spell casted, and for the creation of the spell, the DM had me practice by casting different spells at higher levels, and so, I thought "what spells can be upleveled while doing the least amount of damage?" I chose Detect Magic, we were at present in an elven town, with a plethora of magic users, and so, I cast Detect Magic, at an 8th level to, for lack of a better term, detect EVERYONE'S magic, and when I rolled to see if it worked...I got a nat 20. I saw... THINGS no mortal should ever see...
even it might not be as useful as the ones in this video, i love Ceremony. i think it's just an amazing roleplaying situation as much as a fun moment to have in a campaign, makes me have it always close.
18:48 The idea of the party deliberating in front of the king or whomever becomes even funnier when you apply Rary's Telepathic Bond and imagine that now they are all just staring off into space or looking at each other and gesturing for extended periods of time
I love watching your videos guys, keep up the great work! The highest level ritual my druid can get is Commune with Nature. VERY much looking forward to ritual casting that when I gain level 5 spells. 😁
Rary's Telepathetic Bond is great, but I still love the image of a PC holding up a finger and saying "Can you give us a moment" to the BBEG while the BBEG just stops mid motion and looks bewildered at the group.
leomund's tiny hut can be used to block tunnels, hallways, or any passage 10x10x10 or smaller. planning on being chased? a prepared route of retreat is a good idea.
I know it's a 6th level spell but in my opinion Forbidence is the best ritual spell in the game. The fact that it spans 40,000 feet, it has the option to become permanent and it doesn't take a spell slot it amazing!
I wanted to find out what my unseen servant looked like, so I cast prestidigitation to coat it in paint and my DM let me describe a hovering, amorphous, an writhing mass of bubbling and churning agonized faces and twisting arms that screeched when it was seen.
One correction: If you leave your Hut, it disappears. So you can't step out and back in. BUT! If someone ELSE casts it, you can! And archers can fire arrows out!
I might like home made rituals like encourage fruit baring plant allowing you out of season fruit.Or maybe solidify causing liquid or granulated objects to function as a solid. Maybe liquefy wall Requiring 3 castors level 1 ritual or spell slot.
Fantastic video as always, a bunch of fun and unique ways to use alot of these spells that I didn't think about! There is one thing to note about the Leomund's Tiny Hut strategy is that the caster must always be inside the hut or else it is dispelled, the strategy still works with allies however, and is still very viable.
When do you cast it? That was always my big issue with the Unseen Servant ritual. Casting it just before combat doesn't work well, because you usually don't know that you're about to engage an enemy until you roll initiative, at which point there's no time for a 10-minute ritual. And casting it at the start of the session so that it accompanies you during the adventure doesn't work well either, because the servant has a measly 15' speed, and the rest of my party doesn't like moving at half-speed all day so that the servant can keep up.
@@danmerget At the Dungeon Door, in the back of a traveling wagon, or just before bed. Also during watch and basically any time i have time to cast a rit. Its a game remember? You don't have to be patient enough for my unseen servant. Proceed ahead greenhorn. However, that trap you stepped in? It could have been found by a careful wizard and his clumsy servant unseen. So, basically I cast it every chance I get while not slowing the table down too too much. Also you need to watch some Mr Belvedere! It all here on the you tube!
Just like you guys said regarding Ghosts of Saltmarsh, the campaign really makes a big difference in terms of what spells should be let in. IMO a number of these spells really have to go if you want to have a lower magic world. This doesn't just apply to rituals, of course. Spells like Create Food and Water essentially make any story that involves starvation or hunting becomes totally pointless. By contrast, these kinds of spells make a ton of sense in a world like Eberron.
I recently picked up Rary's Telepathic Bond in my first campaign that I'm playing. Gonna see if I can get my DM to agree to letting it give my party some kind of bonus to dex saving throws if I throw an AOE near them.
That's a good idea, and totally something that would happen in the alternate universe reality of the world of Dungeons and Dragons. "Hey [barbarian], that's a bad place to be standing in a few seconds, incoming Fireball"
10:33 you forgot two Monty: Mage Hand Find Familiar Unseen Servant Homunculus and Familiar Swarm. Without being a necromancer, you have 6 allies to help you. Then you can conjure and stuff, or let it go down to 4, but yeah.
Arcane trickster tensers floating disk through magic initiate at level 4. Also I love the flavor text you can give unseen servant. I made a bard who had an unseen servant called Theo whom was her bestest and only friend. She would conjure him into a jester onesie costume and he would give a hand in her performances. (The spell lasts an hour she can totally do that) and sometimes she would forget that he was a figment if her imagination, would go to slug him in the arm and then *POOF* he deflates like the saddest blow up wavy thing that car salespeople use.
I say that prayer of healing is a must-have ritual, I've been in a couple of campaigns with time sensitive quests where the party was low on hp and didn't have the time for a long rest. This ritual does 2d8 + your spellcasting modifier of healing to up to 6 people including you, potentially topping off the lvl 4 wizard or sorcerer's hp in a single cast at 2nd lvl. So all one person has to do is cast it multiple times during a short rest, and everyone will be topped off.
My party uses commune to pinpoint where our objectives are like a GPS. four people with access to the spell so at least four times a day we can ask questions such as "Is X to the north?" "Is X within 20 miles of our location?" Works almost without fail.
The most impressive use of Unseen Servant I've seen was when Emily Axford in the Unsleeping City cast it and then followed it up with a spell that let her see through it's eyes essentially giving her almost a scry spell she could move around and interact from
When trying to break into an evil groups heavily reinforced encampment we used Leomunds tiny hat very creatively. The DM literally had written down ‘if they try to break in without stealth or heavy backup, at least one will die’. We created the Attack Toad, a toad on wheels that could be launched over the walls, with leomunds tiny hut cast inside it, so for most of the battle the magic users were inside a toad on wheels running around the battlefield breathing fireballs down on everyone whilst the the melee fighters cleaved their way through enemies.
One problem I personally have with rituals is that players could potentially spam those. Like that mage who does detect magic in every new room he enters in a dungeon or who takes more than 1,5 hours of in game time to identify item on every single object the party has found in that dungeon. Because that kind of stuff could really slow down the game, I houseruled rituals so you could use every ritual only once per long rest, but in turn some rituals got bumped up like I allow identify item to be cast on multiple items at once. Also Rary'S Telepathic Bond could also work well as a tool for DMs. Like that person who sent the party on a quest could cast that spell and stay in contact with them, giving them additional orders, hints or general directions whenever the party got stuck or the game is looking to slow down too much.
Thinking of a wierd build from this. Hexblade Tomelok. You still have the melee, standard fimiliar, and three cantrips. Or a Celestial Tomelok, still have fimiliar, sheilleigh with Quarterstaff for CHA based attacks, all the rituals and healing. Also you get nine cantrips before race or feats so Tiefling can take Racial feats and be insane.
Talking about detect magic. I sometimes let one of my players, who is a abjuration wizard, make an arcana check to determine if it is abjuration or not. I think it makes sense that they would be able to recognize signs of magic from their own school.
I'd like to see a video on knowledge gaining spells and ways to use them. Obviously many things are at DM discretion, but some common and useful uses for sells such as Augury, Legend Lore or even how best as a player to be using Scrye would be helpful. I'd like to see a few scenarios for each of the spells like these. And approach them together with someone playing the Player and another Playing the DM, since these are very co-operative meta spells. Thanks for being awesome guys!
Leomund's Tiny Hunt says it allows creatures and items that you designate can pass through the barrier. So rangers can fire from an nearly impenetrable fortress without being hit (this lets wizards use their crossbow) and fighters can hit people threw the barrier with advantage because they are unseen.
Haven't seen watched the video, but I'ma make a guess at the rituals they chose: Detect Magic, Find Familiar, Identify, Comprehend Languages, and the last one is maybe Alarm or Augury. As early as 1st level spells, there are a lot of great choices to choose from that will get used a lot.
So correct me if I'm wrong, but another strong factor worth mentioning about Leomund's Tiny Hut is that my party and I can make ranged weapon attacks from within the dome AND we also have advantage because we would be "unseen attackers".
Question for conversation if anyone sees this. For a Warlock, the Pact of the Chain has been spoken about many times as the best Boon because of the familiar, but if you combine the Pact of the Tome with the Book of Secrets you get the Ritual Caster and can use the standard Find Familiar as a ritual, plus another spell, plus any other ritual if you can afford it, plus you get the cantrips from Pact of the Tome. Do the additional Familiar types still push the scale towards Pact of the Chain since that frees up an Invocation?
@@DungeonDudes Identifying magic items, perhaps, but I find the effect of identifying spells that might be affecting someone to be another valuable use that makes it a go to in my spellbook.
For a long time, I thought Identify spell is a must... until I read the DMG (page 136) how the identification works and that there is an alternative method: "Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does." DMG doesn't even say you have to be a magic user for identification. Add the Potion of flying to the barbarian, who after a little tasting will tell you what the potion is good for. ;) If you use identification in this way, Identify Spell can be useful/handy when, for example, you want to know how many charges remained in the Wand of magic missiles, or if you are urged and have no time for short rest (or use VARIANT: MORE DIFFICULT IDENTIFICATION).
Very lateto this, but I want to say the best answers I ever saw given for divination was neverto give an answer, but to give the players a pointer to finding out for themselves. You don't want to give away the big bad's location, or name, or weakness, BUT you're probably going to be more willing to point them in the direction where the big bad has just been so the party can trail them, or direct them to someone who knew the big bad before they weren't evil for info on them. This lets you break out the info into mini quests of their own so it feels less like divination gives answers, and more like the gods want you to solve your own problems, but they're willing to give the tools to solve it yourself.
a good use for tiny hut is to be a chronurgist and use your level 10 ability to turn it into a mote and give it to your familiar. Now your familiar can be the caster of the hut, so you are free to move in and out at will, and the spell can be casted instantly mid combat combat
Just thought it worth mentioning, Detect Magic will not substitute for the "Identify" spell, so your DM is not obligated to tell you any more than the bare facts that could leave some nasty surprises in store (i.e. a cursed item or level of charges in an item). Also, as should be obvious, if a well concealed trap is just that, 'concealed' or camouflaged, detect magic won't work, unless the concealment was created magically but even then, not what the concealment is obscuring. :)
Its worth pointing out that unseen servant cant move 60ft away from you. Not that it is confined in an 60ft space. You can move and have your servant follow you.
Rary’s telepathic bond 1. Telepathic communication 2. Almost unlimited distance 3. Bypasses all language barriers 4. Targets up to 8 creatures 5. Non-concentration for an hour 6. Has a chance of withstanding a dispel magic since it’s a 5th lvl spell. 7. Bypasses mundane methods of restricting magic, like lead lined rooms.
You can cast Leomund's Tiny Hut underwater to hide it (it has breathable air inside). We've also cast it on the rooftop of a Daern's (adamantine) Fortress to give extra protection to the defenders.
Unseen servant, you said lasts 1 hour. As a bonus action you can make it move 15 feet, and then you say it can only move 60 feet during its duration... How did a round turn into 15 minutes, Dudes? True the range is 60 feet, but that 60 feet isn't the limit of its movement. It is the limit of how far away from you the unseen servant can move.
The lack of concentration requirement for Unseen Servant prompted my DM to rule that my bard could have multiple instances of it active at a time. Fast forward to an instance in which the party needed to sneak a dragon egg through a city. What does my bard do? Ritual casts two servants, then normal casts two more. Has them all conglomerate their shapeless forms around the dragon egg to lift it together, then covers the floating egg in clothes, and then very carefully puppeteers the servants into the clothes to transport the egg through the city, disguised as 'a rather portly mute gentleman'. We called him Eggbert.
Brilliant
Epic..!
Genius!
You know it's a great idea when readers can picture it happening. Eggcellent!🥚
Was this a module perchance?
Rituals are my favorite!
When I joined an AL campaign with a my first-level nature cleric, everyone else was 2nd or 3rd-level. We started needing to escort someone three days across some woods...
* My owl familiar scouted the way.
As we setup camp...
* I cast animal friendship on a badger and then cast speak with animals to ask him him to bed near the trail for the night.
* Cast two alarm spells just outside of the camp.
* I collected a number of roots and berries and cast purify food and drink on them.
* I cast detect poison and disease and then walked around the area picking up every poisonous mushroom I find. Spend an hour smearing the mushrooms on punji sticks and placing them around the camp.
The players were asking how I could cast so many spells... I said "rituals" (Nature cleric with the ritual caster feat). I did it mainly as a roleplaying act to show how serious my character was in the outdoors. Well... the module had an encounter where some brigands where hired to follow us and were to ambush us at night. Between the alarm spells, owl, badger, and sounds of brigands stepping on punji sticks... not the most successful night attack.
Sounds like fun, but why did you need the ritual caster feat? I thought ritual casting was included in the cleric class. Was it for out-of-class rituals?
@@Nurk0m0rath Find familiar and alarm are not cleric spells. By taking ritual caster wizard, they now become available. It is also nice putting rituals such as detect magic in the book so you free up cleric spell slots.
And this is why roleplay can come in handy.
I made a divine soul sorcerer. i say ritual casting on them can be a worthwhile bonus. Pick wizard and also gain the ability to ritual cast your cleric spells too.
Bro that was amazing..!
1. Detect Magic
4:01
2. Unseen Servant
7:45
3. Leomund's Tiny Hut
11:29
4. Commune/Contact Other Plane/Divination
14:02
5. Rary's Telepathic Bond
18:06
This is perfect, thank you. This should be up in the vid's description.
@@briank4547 there's timestamps on the video
Thank you!
1. Detect Magic
2. Unseen Servant
3. Leomund's Tiny Hut
4. Commune/Contact Other Plane/Divination
5. Rary's Telepathic Bond
Bless you child
@@slickrickard i´d add alarm as well
AzureVI
4:01
7:45
11:29
14:02
18:06
What about ceremony plus 1 ac to two players is nice
@@BudgetNugs It is temporary.
11:27
"My cat familiar has three heads, because I want to pet my kitty's head with my own hand, my unseen servant's hand, and my mage hand simultaneously."
Also
"My cat isn't spoiled!" *Rolls Deception*
For a real cat, 1 hand pets the head, 1 hand the back, and 1 hand the tummy and gets hugged and bit.
do you have 1 hand?
Insight check!
My players: "Oh wise sage, who is my main enemy?"
Me: "Hahaha! You are."
Cosmic truth that
We have met the enemy, and he is us.
Our party was once in a sewer but the point we needed to get out was too high for us to reach.
Since we didn't want to waste a spell slot getting to it our bard ritual cast Leomund's hut and made it so we couldn't enter it.
This way we could climb on top of the dome and reach the manhole to get us out.
Holy heck, is that even legal? Big brain moves.
@OriginalTharios I'm imagining it having a metallic type consistency, but the problem would be the fact that it's spherical, I guess if the characters boost each other up and then give a hand to the last one they could mitigate the trouble of the slope.
@OriginalTharios Actually it isn't legal. By the spell description, the bubble appears around the caster and vanishes the moment the caster leaves it. Other characters who were inside the area during the casting can pass freely back and forth as though there were no barrier, but those who weren't there during casting can never get in (there is nothing in the spell description about the caster choosing anything other than the interior lighting and exterior color). To make this work, even assuming the DM doesn't take the "frictionless surface" point of view, you would have to leave one party character outside the area during the casting, have him climb or be boosted to the top, and then lower a rope for the rest of the party to climb on. And even after all this effort, you're only boosting yourself up 10ft, which limits your options in terms of what you can climb (if that is enough to walk onto the next level, your fighter/barbarian could have gotten there with a simple athletics check to jump and pull himself up, then lowered a rope for the rest). Of course, even illegal moves work perfectly well with DM buy-in, and it sounds like this DM jumped at the idea.
A much simpler solution, provided there was some vision, would be to use Mage Hand to carry a rope to the top and tie it off, or order a Rope of Climbing to tie itself at the top. One of the most underrated magic items, IMO.
@Ryuhouji As I said, DM buy-in. I'm talking about a static spell description, not non-lethal damage, for which there are actually rules btw. Legality and illegality ARE set in stone by the D&D rulebooks. That just doesn't account for the fact that DMs can change any rule they please. With DM buy-in, you can do ANYTHING, even become a god.
@@Nurk0m0rath You only need one character with a rope to get up to the top. Any material that can be piled against the Hut or propped up by it could be used to overcome the lack of friction. Even leaving everyone out of the Hut except the caster could enable them to form a human jungle gym that could be climbed by one of them to enable escape with a rope he could then let down for the others.
Had a party that often used Rary’s telepathic bond in diplomatic rp.. and used it QUITE effectively...
Until the day an advisor to the person they were speaking with used “detect thoughts”...
The only time meta gaming is allowed. 😊
We do alot of scouting, so comprehend languages is used a lot. Our disguised bard cant speak dwarven so i taught him a few phrases and colloquialisms.
"Why arent you at your post?"
*Hand gestures* " toss off elf lover"
Perfection.
Monty coming through looking like Al from Home Improvement
I don't think so, Tim.
😂
@@freman007 ;p
Lol
Do you have any idea how many flannelphants had to die to make that shirt?
Im in a 5e campaing where my bard started out with the Mage Hand and Prestidigifation cantrips, along wkth Unseen Servant and sleep. Why? Bcause my good boy grew up in and around a tavern (his moms best froend owns the only but very busy tavern in town) and he later worked there i his late teens. He wax the bus-boy / waiter, as well as cook, amd cleanup guy during lull times.
Thebability to supnuff candles, reach high places, AND have an unseen helper sweep for you? Priceless
That's the spell lists i like. Spells and ability that fit the characters backstory.
It's nice to see that some people still put a lot of effort into backstorys and give the character spells that would make sense.
Sleep for when people get a little too rowdy.
Papa Invi Alternatively, cast it on yourself when you can't seem to fall asleep through a storm or such!
@@Metalhammer1993 I have a couple character’s set up for campaigns that will hopefully be happening sometime soon, these campaigns are both lovecraftian style in Victorian London. For one, which is an Investigation campaign, I’m gonna play a College of Eloquence Bard, who will have basically all the spells about charming and talking to people, because that is basically what he does as an informant. For another I’ll be playing College of Spirits bard with mostly control and buffing spells, because she’s a circus fortune teller/medium, so the “control” for her spells is her calling upon the spirits she speaks with for aid and similarly her buffs are entreating the spirits to guide her allies in their endeavors.
Starts ritual: components needed are hat, DND book, random shirt and video camera.
You now can ritually summon Kelly to aide you in battle
I support this. 10/10 would allow summoning - Kelly
@@DungeonDudes Can I summon you to my house?
Bwahahaha
Do I obsessively watch your videos? No. It's just ritual behaviour.
So it takes you ten minutes on top of each videos run time to watch the vid? Hmmmm... I'll allow it!
@@kenriven5237 but only if those extra 10 minutes allow him to watch the videos free on wifi and data
@@kenriven5237 he can cast increased playback speed
I just had to help with that like amount.
Is it funny i probably feel the same way?
Dungeon dudes are just the best to watch
They dont talk nor think they are above anyone else unlike other content creators
They dont put click baity thumbnails
They arent vitriolic
They dont swear so much to attempt to make themselves look cool nor compensate for something(no dirty thoughts please)
Very grown up, mature and open minded
These are the dungeon dudes
I have already told my dm that my morning routine is to cast waterbreathing on everyone just in case. It last 24hours. We are always prepared.
My group does the same thing
@Alexander LEEMING the scilence spell could help with that
@Alexander LEEMING Leomund's tiny hut helps with that.
@@gamecavalier3230 How does your elf use a long rest to smith when elves enter a trance for their long rest? It's like meditation instead of sleep, I don't know if they'd be able to perform activity during that time considering even light activity like reading and keeping watch requires a potion of watchful rest or some similar affect
@@gamecavalier3230 blacksmithing is NOT light activity.
You can cast rituals while moving. You need to spend your action every round and maintain concentration during the casting time, but you are free to use your bonus action, reaction, movement and interaction. This makes it possible to ritual cast Phantom Steed while traveling. You can even cast Phantom Steed for your friends while riding a phantom steed. Since Phantom Steed takes 11 minutes to ritual cast and lasts one hour, you can maintain up to 5 phantom steeds at a time while traveling.
it takes over 100 turns to cast a ritual.
the fight would be over LONG before you finish casting.
Um... find steed has no ritual tag, and is paladin only (paladin's have no ritual casting)
My group does something similar. We usually have what we call the phantom train. The caster rides the steed, and the casts a ritual floating disc. Other party members get on the disc. If need be, we put our second ritual caster on the disc and have him cast his own disc to create an additional "car" of the train. By spamming these over and over, we can travel across land at triple speed at no cost.
Itai Sprachman he said phantom steed, not find steed. Two different spells.
@@gannok That is brilliant.
Our party had a bard uses the Tiny Hut to block the second cave entrance during a fight. He was out of the fight, but we had some prisoners we found in the cave stay safe in the hut with him. This meant there was only one way to enter the cave which restricted the number of enemies we had to face at once.
13:41 "Leomund's Tiny Hut is kind of a nigh impenetrable fortress"
DM: The ogre yells angrily at the outside of your hut, unsure of how to get at you.
Wizard: I step out and cast...
DM: Your hut disappears because you left its area.
Different DM: The ogre climbs atop your hut and yells angrily but otherwise does nothing.
Someone other than the Wizard: I step out of the hut and...
DM: Roll a strength check, he readied his action and is now grappling you with the intention of carrying you off.
Yeah, and it can be dispelled and so on
@@JonathanMandrake ogres aren't really known for being spellcasters
Just ignore the ogre while you heal up, that's what the hut is there for. The hut itself is impenetrable in both those cases, the ogre will get tired after 8 hours of trying to get in.
@@Zooombini the point is, you're not going to use it for combat. The spell isn't balanced for it to work in the ways that were suggested in the video. If your goal is to out-clever combat, then fine. I'm happy to let you get away with it one time, so long as everyone else was having fun too. However, if most of the group actually enjoyed the challenge of combat and were somehow less able to do that because of stunts like this, I'm going to use in game rules to shut you down immediately.
Also the ogre spends eight hours covering your hut with boulders and dirt, burying you alive.
@@Team_BaM I don’t think they were suggesting you use it for combat because ritually casting a spell takes 10min or 100 rounds of combat
One of my favorite ritual spells is Identify, it's always fun to see how the DM plays with the expectations of the party when they basically say what the party has or hands them a note with item's info on it
The caster can't leave Leomunds Tiny Hut... says it right at the end of the first paragraph. Otherwise good rundown of the spell! :)
One thing you CAN do is shoot projectiles out of the hut, so the caster isn't useless if they have a crossbow or some such thing.
@@bored_pyro Have used that with a bard. There isn't a *lot* you can do, but since Leo's Hut doesn't need concentration, you can combine it with Swift Quiver to not be totally out of the battle yourself. :)
@BoredPyro No you can’t do that either. Magical effects can’t pass through works both ways
@@bored_pyro By RAW it can, by RAI not. Shooting isn't moving. Check Crawfords Tweet about this.
@@jerrysiahailatua2681 last I checked, projectiles like crossbow bolts aren't magical effects ;)
Eldritch Knight is looking to be amazing here - "The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine". If it can mend and fold clothes then...
"Unseen Servant, tie a knot between the enemy's boots"
"Unseen Servant, snap that bowstring"
"Unseen Servant, cut that mage's spell components bag and retrieve it"
With a strength of 2, speed of 15, and disappearing if they go further than 60ft from you, I doubt they'd be very effective in combat. But if your eldritch knight needed the blood cleaned off their armor, they've got a guy
Having played D&D in the early '80's to the late '90's. You guys have brought the interest back to D&D and I am going to have to brush up and start looking for a local group as I also prefer a IRL gaming session.
Go to a hobby store and ask if there are any Adventure League games there. Adventure League is designed around teaching 5e and you really don't need a lot of gaming materials to participate in their games. Experienced DM are sought after as well.
@@swaghauler8334 thanks found one just not a thing that happens very often, disadvantage to living in the sticks.
Tiny Hut is also really nice for protecting the party from weather too. Like if you’re stuck in some sort of rainy jungle, like Chult, you can keep your allies dry and content. So no one kills each other out of frustration xD.
Dry, yes... until the water level causes flooding that washes away the ground...
@@corwyncorey3703 tiny hut would just float in the air until it’s over then
The way you stare at him when he is talking is unsettling. It's like you ... have... a telepathic.. bond.... Mother of God.
For Leomund's Tiny Hut, the caster can not walk out of the hut to [use action] to walk back inside. When the caster leaves the hut, the spell ends. This should have been made clear. However, the caster can use non-magic [bow, crossbow, spear, dagger, etc] from inside the hut to target objects/cteatures outside the hut.
And your allies can do exactly what they describe
Castor uses.... Ten foot pole!
@@roonbare2769 ... as an arcane focus ;)
Leomund's Tiny Hut - My Cleric has it as a custom Domain spell, and he's made good use of it in an Underdark dungeon.
2 or 3 characters in the dungeon had been in need of a Greater Restoration to reverse an effect, and the DM ruled the NPC that took care of it for us (No 5th level spells yet) put them into a Long Rest state.
So, my big boy Cleric sat down in the middle, and started casting Leomund's Tiny Hut, to make sure everybody was as safe as he could make them in that dungeon, while they slept it off.
Rary's Telepathic Bond - The Kobold Druid I've made for a one-shot has the "Spies' Murmur" magic item from the Ravnica setting, along with their Dwarven Barbarian friend.
It just so happens that it's a heist-type one-shot, so the telepathic communication should be really useful. Sadly, those 2 are the only ones out of 5 to have the item.
But in that way, it just feeds into their familial bond that these 2 have. They just look at eachother, give a nod, and they work as a well-oiled machine.
Plus I love the mental image of these supposedly 'best friends' *never* saying a word to eachother directly, yet still always knowing what the other is thinking.
Waterbreathing - The Tome Warlock in my Cleric's campaign has this spell in his Book of Shadows/Ancient Secrets. After casting it the first time, they were asked what it costs to do so."
Their answer: "Just a bit of time to cast it, that's all." My Cleric's follow-up question: "So.. Why don't you cast this every day, since you're always awake ahead of the rest of us?"
His response: "..That's a good point."
But then again, my Cleric is sort of the party dad.
The Tiny Hut spell ends if the caster leaves the area, so the caster cant step out, attack, then step back in.
The caster cannot leave, it doesn't say anything about your buddies.
Since objects can move through it freely, just give the caster a heavy crossbow, or other ranged weapon.
I'm not sure if it would matter but it seems like area could be loosely interpreted as a space around the hut that might include 5 feet of extra space. Unless it specifically says cannot leave the hut, you could get away with saying that he area is the hut & a small space around it.
@@nicholasschoonbeck6866 "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area."
If you step outside the 10 foot radius (20ft diameter) circle, the spell ends. However, nobody else has that restriction, and creatures attuned to the circle can leave for hours without losing the ability to come back inside.
Define "leave". It's spherical, so one could in theory keep one's get inside the hut, lean upper torso through the barrier, fire off spells, then lean back in.
Silence is great as a ritual and as an action. Many a spell caster nullified by being grappled inside a silence ring. Also great for setting up ambushes in alleys
I fell in love with the potential for "illusory script" so many things you can do with that. Including giving the tavern keep IOUs for the bill in a party members name!
I had a Druid/Wizard that would set up Tiny Hut in the front of a dungeon, the rest of the party (through various means) would bait a few enemies at a time out to the hut, and they would dip in and out taking pot shots till they cleared the entire dungeon while I was just sitting, chilling, and throwing out the occasional heal if someone took a big hit before they got back in. I also used it to create a safe pass-through from a narrow but powerful flame trap, so the hut crossed the beam, and everyone entered one end and exited the other unscathed.
Sneaky strong spell, especially when you have time to set up and not use a spell slot on top of it.
Love your videos guys. I love the idea of using Find Familliar, Mage Hand, and Unseen Servent to give your familiar tummy rubs. You guys are great.
Glad I finally found a DnD channel that doesn't try to cram in cringey humor or RUclipsr shillery. Just two guys, talking about DnD in detail
One thing I was wondering about Unseen Servant: Do you think I could command it to just lay down in a corridor so that enemies would stumble over it?
As long as you stay within 60ft of it, definitely. Its hour duration is even enough for a short rest. If you’re being chased, conjure this up and have it consistently trip an enemy, move ahead, and repeat (it has a low move speed).
Best use of Unseen Servant: table-topping
@@Em3.14re All while satisfyingly confusing and annoying the hell out of any enemies! XD
Can unseen servant give cover?
@@merficvalmar4671 You can't hide behind it, since it's invisible, but if it stands in front of you while you are targeted with a ranged attack, it can get hit instead.
10:56 is maybe one of the most pure things I have ever heard of in a DnD setting.
I think that this episode touched on a really good topic that would benefit from episode-long expounding:
Divination requiring answers from the DM. You definitely gave some good tips, but it's often something that has a lot of potential but can be really hard for the DM to execute on properly
Quick note, while Ritual Caster does allow you to cast rituals without needing to prepare them, you still need to add them to your book to do so. So if you're a Cleric and grab the feat because you're tired of having to prepare the rituals, you'll only get 2 1st level rituals and have to find the others as spell scrolls or in wizard spellbooks before you can cast the others. I believe this applies to Tome Warlocks, too. Wizard has all their spells in their book so it doesn't matter for them.
Per spell text, Leomund’s Tiny Hut disappears when the one who casts it leaves its 10ft range, so others could come and go from it during a battle, but the caster would need to stay in the hut for the duration, rendering them useless, for this to be effective.
Also, a good DM would have all creatures outside to ready an action to attack the first creature that emerges from the tent upon sight, which would likely down, and potentially kill, whichever that first creature is (if they are of similar CRs)
have the wizards step out and cast shield... assuming the wizards isn't the one that has to stay in the hut...
Thomas Tumlinson the wizard that cast it must stay inside it. If they leave, it vanishes.
Period.
That said there is nothing saying the caster cant shoot arrows or other ranged weapons from inside it...
Just be ready for the inevitable dispel magic or burrowing baddie lol
@@corwyncorey3703 it also says that the hut is a hemisphere. Which means it has a bottom. But it also says it a dome too? So kinda unsure
@@jacthing1 ...meaning it has no bottom. Just the hemisphere... a dome, half of a circle.
no floor.
Our draconic sorcerer took Ritual Caster (Wizard), starting off with comprehend languages and detect magic. She's since added alarm, identify, Leomund's tiny hut and water breathing - all very useful. We're currently trying to scrape together the cash to buy her a Rary's telepathic bond scroll to copy into her ritual book!😁
Another positive about Tiny Hut, if you cast it as a ritual before combat, sure, an enemy might dispel it during combat…
…but they use a spell slot to do that!
While you did NOT use a spell slot to cast Tiny Hut.
It can force an enemy to waste a turn & a spell slot, giving you an open round.
I would love for the main villain of a campaign to be an air elemental, or a demigod who goes insane because whenever a person casts unseen servant it takes that being's essence to make the servant. When they contact the other plane with a ritual, they ring up the villain who answers their questions with, "It's your fault!" Could be fun
Nystul's magic aura can then also be used to change the perception of magic auras, such as changing the evocation aura around that door into an illusion aura.
Bonus points for also writing a warning in explosive runes nearby.
Well you can make unseen servant wear a big cloak and pretend to look like someone. For immense amount of creative shenanigans
GHOST GHOST GHOST
Freeze-frame on 5:24, thats how my parents looked at me when i came home with my first tattoo
I watch your videos quite frequently and I would say this helped me with understanding rituals better. My only thing is that as you said, you need to make sure that you have the Ritual Casting feat, or that your class can ritual cast. That was a little bit of information that confused me when I began to play. :)
leomund's tiny hut works excellently in combat, especially when you need to block a narrow path. the only downside is that the caster cannot leave the hut or it dissipates
Considering the high heroic action, I love the idea of group telepathy for coordinating combat. It's almost like medieval fantasy Avengers. 👍
Thanks for helping me improve my Arcane Trickster spell line up.
Didn't even think of using the Unseen servant to detect traps.
I've always liked the Alarm spell. At lower levels, especially. Never know if that innkeeper is legit or not
I've been able to use unseen servant to pull at a zombie, not moving it or holding it back in anyway but distracted it enough to give it disadvantage, pretty funny
The rulings for detect magic vs invisible is that you DO detect them, you just don't know what it is, be it invisible or otherwise. Think of it as a sonar blip. This was ruled on years ago.
Love how you Dudes give us great info in this format and show us how it works in entertaining game play. Love it!
Divination and Commune are staples in our campaign. We use it to help build large scale plans and find restricted information with the right questions. You feel really badass when you divine the enemy's plan and show up ready to turn it upside down.
During our homebrew we were being attacked by wendigos in Barovia and we decided to use Leomund's Tiny Hut as our sort of bunker while we fend them off. It wasn't impregnable though as the DM made the wendigos dig under the ground to get inside the hut.
The real ritual magic was the friends we made along the way
Boo
Glad you posted this. Have been searching this topic for my new warlock.
19:37 also, the speed of thought thing is important. That is much faster than you actually talking at the table. You might discuss 10 minutes at the table, but in-game that happens in asingle minute, for example
With waterbreathing's 24 hour duration there is no reason to not cast it at the beginning of a day.
As a Lore Bard, I take as many rituals as I can possibly choose, simply due to saving on spell slots. Its basically the first thing I look for when I level. Very handy.
So, my character was going through the process of making a homebrew spell, essentially a spell which can boost the next spell casted, and for the creation of the spell, the DM had me practice by casting different spells at higher levels, and so, I thought "what spells can be upleveled while doing the least amount of damage?" I chose Detect Magic, we were at present in an elven town, with a plethora of magic users, and so, I cast Detect Magic, at an 8th level to, for lack of a better term, detect EVERYONE'S magic, and when I rolled to see if it worked...I got a nat 20. I saw... THINGS no mortal should ever see...
Detect Magic isn't a spell that can be upleveled..
Any spell can be upcast, some just don't benefit from it directly except for getting past special spell resistances
even it might not be as useful as the ones in this video, i love Ceremony. i think it's just an amazing roleplaying situation as much as a fun moment to have in a campaign, makes me have it always close.
11:24 sounds like a psuedodragon familiar that I once had in 3.5. Oddly enough psuedodragon is a pact of the chain familiar for warlock
18:48 The idea of the party deliberating in front of the king or whomever becomes even funnier when you apply Rary's Telepathic Bond and imagine that now they are all just staring off into space or looking at each other and gesturing for extended periods of time
I love watching your videos guys, keep up the great work! The highest level ritual my druid can get is Commune with Nature. VERY much looking forward to ritual casting that when I gain level 5 spells. 😁
Rary's Telepathetic Bond is great, but I still love the image of a PC holding up a finger and saying "Can you give us a moment" to the BBEG while the BBEG just stops mid motion and looks bewildered at the group.
leomund's tiny hut can be used to block tunnels, hallways, or any passage 10x10x10 or smaller. planning on being chased? a prepared route of retreat is a good idea.
I know it's a 6th level spell but in my opinion Forbidence is the best ritual spell in the game. The fact that it spans 40,000 feet, it has the option to become permanent and it doesn't take a spell slot it amazing!
I wanted to find out what my unseen servant looked like, so I cast prestidigitation to coat it in paint and my DM let me describe a hovering, amorphous, an writhing mass of bubbling and churning agonized faces and twisting arms that screeched when it was seen.
One correction: If you leave your Hut, it disappears. So you can't step out and back in. BUT! If someone ELSE casts it, you can!
And archers can fire arrows out!
I might like home made rituals like encourage fruit baring plant allowing you out of season fruit.Or maybe solidify causing liquid or granulated objects to function as a solid. Maybe liquefy wall Requiring 3 castors level 1 ritual or spell slot.
Fantastic video as always, a bunch of fun and unique ways to use alot of these spells that I didn't think about! There is one thing to note about the Leomund's Tiny Hut strategy is that the caster must always be inside the hut or else it is dispelled, the strategy still works with allies however, and is still very viable.
I name all my unseen servants Mr Belvedere and have them hold my torch for me in combat.
When do you cast it? That was always my big issue with the Unseen Servant ritual.
Casting it just before combat doesn't work well, because you usually don't know that you're about to engage an enemy until you roll initiative, at which point there's no time for a 10-minute ritual. And casting it at the start of the session so that it accompanies you during the adventure doesn't work well either, because the servant has a measly 15' speed, and the rest of my party doesn't like moving at half-speed all day so that the servant can keep up.
@@danmerget At the Dungeon Door, in the back of a traveling wagon, or just before bed. Also during watch and basically any time i have time to cast a rit. Its a game remember? You don't have to be patient enough for my unseen servant. Proceed ahead greenhorn. However, that trap you stepped in? It could have been found by a careful wizard and his clumsy servant unseen. So, basically I cast it every chance I get while not slowing the table down too too much.
Also you need to watch some Mr Belvedere! It all here on the you tube!
Just like you guys said regarding Ghosts of Saltmarsh, the campaign really makes a big difference in terms of what spells should be let in. IMO a number of these spells really have to go if you want to have a lower magic world. This doesn't just apply to rituals, of course. Spells like Create Food and Water essentially make any story that involves starvation or hunting becomes totally pointless. By contrast, these kinds of spells make a ton of sense in a world like Eberron.
I recently picked up Rary's Telepathic Bond in my first campaign that I'm playing. Gonna see if I can get my DM to agree to letting it give my party some kind of bonus to dex saving throws if I throw an AOE near them.
That's a good idea, and totally something that would happen in the alternate universe reality of the world of Dungeons and Dragons.
"Hey [barbarian], that's a bad place to be standing in a few seconds, incoming Fireball"
10:33 you forgot two Monty:
Mage Hand
Find Familiar
Unseen Servant
Homunculus
and Familiar Swarm.
Without being a necromancer, you have 6 allies to help you. Then you can conjure and stuff, or let it go down to 4, but yeah.
Might be able to add Animate Objects to that?
Guys thank you I really needed this video. Contemplating grabbing ritual caster with my eldritch knight at level 8
Arcane trickster tensers floating disk through magic initiate at level 4.
Also I love the flavor text you can give unseen servant. I made a bard who had an unseen servant called Theo whom was her bestest and only friend. She would conjure him into a jester onesie costume and he would give a hand in her performances. (The spell lasts an hour she can totally do that) and sometimes she would forget that he was a figment if her imagination, would go to slug him in the arm and then *POOF* he deflates like the saddest blow up wavy thing that car salespeople use.
I say that prayer of healing is a must-have ritual, I've been in a couple of campaigns with time sensitive quests where the party was low on hp and didn't have the time for a long rest. This ritual does 2d8 + your spellcasting modifier of healing to up to 6 people including you, potentially topping off the lvl 4 wizard or sorcerer's hp in a single cast at 2nd lvl. So all one person has to do is cast it multiple times during a short rest, and everyone will be topped off.
it is not a ritual spell, it does use a spell slot
My party uses commune to pinpoint where our objectives are like a GPS. four people with access to the spell so at least four times a day we can ask questions such as "Is X to the north?" "Is X within 20 miles of our location?" Works almost without fail.
The most impressive use of Unseen Servant I've seen was when Emily Axford in the Unsleeping City cast it and then followed it up with a spell that let her see through it's eyes essentially giving her almost a scry spell she could move around and interact from
When trying to break into an evil groups heavily reinforced encampment we used Leomunds tiny hat very creatively. The DM literally had written down ‘if they try to break in without stealth or heavy backup, at least one will die’. We created the Attack Toad, a toad on wheels that could be launched over the walls, with leomunds tiny hut cast inside it, so for most of the battle the magic users were inside a toad on wheels running around the battlefield breathing fireballs down on everyone whilst the the melee fighters cleaved their way through enemies.
One problem I personally have with rituals is that players could potentially spam those. Like that mage who does detect magic in every new room he enters in a dungeon or who takes more than 1,5 hours of in game time to identify item on every single object the party has found in that dungeon. Because that kind of stuff could really slow down the game, I houseruled rituals so you could use every ritual only once per long rest, but in turn some rituals got bumped up like I allow identify item to be cast on multiple items at once.
Also Rary'S Telepathic Bond could also work well as a tool for DMs. Like that person who sent the party on a quest could cast that spell and stay in contact with them, giving them additional orders, hints or general directions whenever the party got stuck or the game is looking to slow down too much.
yep find familiar is a must have spell, because it is over powered for it's level
Thanks guys. Ritual spells work great with the new Scribe subclass for Wizard. You can cast rituals out of you spellbook as an action.
Thinking of a wierd build from this.
Hexblade Tomelok. You still have the melee, standard fimiliar, and three cantrips. Or a Celestial Tomelok, still have fimiliar, sheilleigh with Quarterstaff for CHA based attacks, all the rituals and healing. Also you get nine cantrips before race or feats so Tiefling can take Racial feats and be insane.
I'm surprised ceremony didn't get a mention. Being able to get an extra concentration spell out is so powerful
Talking about detect magic. I sometimes let one of my players, who is a abjuration wizard, make an arcana check to determine if it is abjuration or not. I think it makes sense that they would be able to recognize signs of magic from their own school.
I'd like to see a video on knowledge gaining spells and ways to use them. Obviously many things are at DM discretion, but some common and useful uses for sells such as Augury, Legend Lore or even how best as a player to be using Scrye would be helpful. I'd like to see a few scenarios for each of the spells like these. And approach them together with someone playing the Player and another Playing the DM, since these are very co-operative meta spells. Thanks for being awesome guys!
Leomund's Tiny Hunt says it allows creatures and items that you designate can pass through the barrier. So rangers can fire from an nearly impenetrable fortress without being hit (this lets wizards use their crossbow) and fighters can hit people threw the barrier with advantage because they are unseen.
Haven't seen watched the video, but I'ma make a guess at the rituals they chose:
Detect Magic, Find Familiar, Identify, Comprehend Languages, and the last one is maybe Alarm or Augury.
As early as 1st level spells, there are a lot of great choices to choose from that will get used a lot.
So correct me if I'm wrong, but another strong factor worth mentioning about Leomund's Tiny Hut is that my party and I can make ranged weapon attacks from within the dome AND we also have advantage because we would be "unseen attackers".
Question for conversation if anyone sees this. For a Warlock, the Pact of the Chain has been spoken about many times as the best Boon because of the familiar, but if you combine the Pact of the Tome with the Book of Secrets you get the Ritual Caster and can use the standard Find Familiar as a ritual, plus another spell, plus any other ritual if you can afford it, plus you get the cantrips from Pact of the Tome. Do the additional Familiar types still push the scale towards Pact of the Chain since that frees up an Invocation?
That tapping at 21:01 and 22:09 made me glance at my window to see if someone was tapping it.
Book of Ancient Secrets really should just be part of the basic Tome pact boon
Yeah, uh, I have a question. Where the hell is Identify?!
I would not necessity consider it a must have as many DMs handwave it anyways.
Totally agree, essential spell imo.
@@DungeonDudes Identifying magic items, perhaps, but I find the effect of identifying spells that might be affecting someone to be another valuable use that makes it a go to in my spellbook.
For a long time, I thought Identify spell is a must... until I read the DMG (page 136) how the identification works and that there is an alternative method:
"Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does."
DMG doesn't even say you have to be a magic user for identification. Add the Potion of flying to the barbarian, who after a little tasting will tell you what the potion is good for. ;)
If you use identification in this way, Identify Spell can be useful/handy when, for example, you want to know how many charges remained in the Wand of magic missiles, or if you are urged and have no time for short rest (or use VARIANT: MORE DIFFICULT IDENTIFICATION).
@@DBebeful, identify warns you about cursed magic items, which can make a huge difference.
Very lateto this, but I want to say the best answers I ever saw given for divination was neverto give an answer, but to give the players a pointer to finding out for themselves.
You don't want to give away the big bad's location, or name, or weakness, BUT you're probably going to be more willing to point them in the direction where the big bad has just been so the party can trail them, or direct them to someone who knew the big bad before they weren't evil for info on them. This lets you break out the info into mini quests of their own so it feels less like divination gives answers, and more like the gods want you to solve your own problems, but they're willing to give the tools to solve it yourself.
a good use for tiny hut is to be a chronurgist and use your level 10 ability to turn it into a mote and give it to your familiar. Now your familiar can be the caster of the hut, so you are free to move in and out at will, and the spell can be casted instantly mid combat combat
Just thought it worth mentioning, Detect Magic will not substitute for the "Identify" spell, so your DM is not obligated to tell you any more than the bare facts that could leave some nasty surprises in store (i.e. a cursed item or level of charges in an item). Also, as should be obvious, if a well concealed trap is just that, 'concealed' or camouflaged, detect magic won't work, unless the concealment was created magically but even then, not what the concealment is obscuring. :)
Its worth pointing out that unseen servant cant move 60ft away from you. Not that it is confined in an 60ft space. You can move and have your servant follow you.
Looking at silence for my Rogue that just got Ritual Caster, he also has Skulker and a good Stealth skill.
Rary’s telepathic bond
1. Telepathic communication
2. Almost unlimited distance
3. Bypasses all language barriers
4. Targets up to 8 creatures
5. Non-concentration for an hour
6. Has a chance of withstanding a dispel magic since it’s a 5th lvl spell.
7. Bypasses mundane methods of restricting magic, like lead lined rooms.
You can cast Leomund's Tiny Hut underwater to hide it (it has breathable air inside). We've also cast it on the rooftop of a Daern's (adamantine) Fortress to give extra protection to the defenders.
Unseen servant, you said lasts 1 hour. As a bonus action you can make it move 15 feet, and then you say it can only move 60 feet during its duration... How did a round turn into 15 minutes, Dudes? True the range is 60 feet, but that 60 feet isn't the limit of its movement. It is the limit of how far away from you the unseen servant can move.