How to Cast the MOST Spells in One Turn!
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- Опубликовано: 11 сен 2024
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One fun combo for this: SorLock, with two levels in Fighter.
Feats: War Caster and Polearm Master. Invocations: Agonizing Blast and Repelling Blast. Weapon: Halberd or Glaive (due to Reach).
Action: Eldritch Blast. Bonus Action: Quickened Spell Eldritch Blast. Action Surge: Eldritch Blast.
As a reaction, if someone gets within 10 feet of you: Eldritch Blast. Knock them back up to 40 feet, if you're lucky.
Wow, I always thought it was just one leveled spell a turn. I never thought about how the limitation is only in the context of a bonus action.
You're not alone! This video was made because I've been told that a dozen times already.
This video is very good! I love how you explain things while being clear and nice! It's a breath of fresh air for me!
Thanks so much! That was entirely the goal :D
I'm going to go with 4, with action surge, now to watch the rest of the video :)
You're pretty much right! Ignoring the 0.9% chance you're not! :'D
5 Spells. Action Surge + Wild Magic Surge Additional Action/ Spell + Normal Action + Bonus Action + Warcaster Reaction.
Great video!
Arguably, you could use haste on a previous turn, then use the hasted action to make the attack action which you replace with the Green-Flame Blade cantrip using bladesinger's 6th level feature.
Of course it's possible that this is mearly an attack with a weapon instead of a "weapon attack," but hey, I tried.
Extra attack only applies when taking the attack action. Note how the bladesinger feature reads "one of these attacks", referring to the two attacks you make with your attack action when describing what you can replace with a cantrip. Haste does not let you take the attack action, it simply lets you make a weapon attack with your action (no, these are not the same in 5E). RAW you can not cast a cantrip with your haste action, even as a bladesinger.
@@FabulousJejmaze This however is completely incorrect. Haste says "That Action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object Action." So by the natural language of 5e you 100% undeniably are taking the attack action during haste, only with certain limitations. These limitations may prevent you from replacing it with most cantrips, but green fame blade is "a melee attack with a weapon," which may or may not be "one weapon attack."
@@duncanwilliams2350 Fair, that totally slipped my mind. Casting green flame blade because it's "a melee attack with a weapon" is absolutely not normally legal for that action however. The question comes down to whether or not the second statement of bladesinger's extra attack applies to the haste action's attack. Haste clearly negates the second attack on this action, but you are still only replacing "one of those attacks", referring to attacks produced by the attack action on your turn.
Still, in 5E specific trumps general, and I believe spells are considered more specific that subclass features. It really comes down to how you read the "only" in haste's description ("one weapon attack only"). Does the "only" just limit the number of attacks or does it also limit you to doing nothing else with that attack? If you can replace it with a cantrip that makes a weapon attack, why not any cantrip? If you replace it with green flame blade you're not only making a weapon attack, you're also casting a cantrip and making a weapon attack as part of that casting.
Something I hadn't thought about before is that your reaction also gets limited by a bonus action spell. So the moment the player wizard uses misty step or another bonus action spell, that round is when the BBEG casts feeblemind on the Paladin. No counterspell from the wizard allowed. >:)
i think 5. Bladesinger wizard 6/warlock 1/fighter 2/sorcerer 5. The extra attack from haste being able to work with the special extra attack from bladesinger is a bit of a discussion in the community but if we considered that it worked we could:
-bonus action: cast quickened haste
-action: attack action, cast eldritch blast as one of the attacks
-action surge: same as our main action
-hasted action: replace the attack with eldritch blast
-reaction: counterspell one of our spells or hit ourselves and shield
So in total 5 with this setup<
EDIT: i didn't know bonus action spells also afected reactions, so as in the video use the war caster strategy
ALSO: with the wild magic subclass if you are able to choose what the roll is going to be you could choose to always get the wild magic surge and get the extra action one for an amount of spells casted in one turn equal to the amount of leveled spells you can cast. If you use the spell points variant and cast only 1st lvl slots you can cast a crazy amount
EVEN BETTER: with the previous set up grab any warlock invocation that lets you cast a 1st lvl spell at will for theorical infinite spells in a turn
I almost got it right!
I knew Dissonant Whispers would be the trick, so I decided on Aberrant Mind Sorcerer - but I forgot that Wild Magic could get me a whole 'nother spell!
So close!
Brilliant video!
I had Aberrant Mind in the script too until I remembered Wild Magic :D
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. **** You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.***
Very helpful video. I didn't realize that you were supposed to read it that way regarding bonus action spells and cantrips. That's very good to know. I thought the "1 action" cantrip meant that it normally had to have a 1 action casting time, but that you could quicken it. Seems that's not at all how you do it.
I see how the bonus action restricting other spells completely crosses peoples wires and gets miss remembered.
I totally forgot how that it’s only the bonus action that causes this restriction.
The 1 level of bard isn’t necessary. You can take VHuman/CL and grab Fey-Touched for Dissonant Whispers. Excellent video though!
This is true!
high level eldritch knight fighter, with either multiclass into sorcerer or the feat to gain sorcerey points and a couple metamagics, and you can get 6, potentially 7 with the 18% chance, and with the proper setup in a prior turn instead of a bunch of casted cantrips they can all be fireball, with a bonus action attack from a preexisting concentration spell like flaming sphere, and now your the most powerful spellcaster at the table, casting 4 fireballs, a flaming sphere attack, and a reaction spell like shield or any other you would want, and if you chose wild sorcery instead of the feat an 18 chance to cast some other spell or even blow yourself up XD
To be fair, you can reliably activate Wild Magic surge if your DM is crazy enough to give the wild magic sorcerer the Feywild Shard from Tasha's, where you can willingly proc a surge whenever you use metamagic. This can more reliably bring it to 5... if you're lucky. Hell it can DOUBLE your spellcount if you are able to metamagic ALL the spells since the feywild shard isn't once per turn.
I know "No magic items" was a thing in the video but all that does is guarantee wild magic surge which is technically possible on all these spells without it.
I don't have the patience to do all the math, but utilizing the 9th level spell time stop would allow you to have a potential of 1+1D4+1 turns to cast as many spells as you like within just 6 seconds (the first 1 being the initial turn time stop is being cast on). That gives us 7 actions if we multiclass into fighter for action surge, as well as 6 bonus actions and 6 reactions. Theoretically that means we have enough action economy to churn out 19 spells in just 6 seconds. Bonus action rules make this a pain and reactions are much harder to utilize when everybody else are frozen in time. To top it all off, time stop has it's own rules for what spells can be cast without ending the effect, so the total is definitely below the ideal 19. It does seem like we have to ignore bonus actions to allow the casting of other spells (including the time stop), but even then it means a total of 13 spells.
This might be cheating though, since technically this games the system by allowing more turns in a turn. The "real" answer would probably be 4 spells, and the same build could do it. Action + Action surge + bonus action + reaction, if you pick the spells and engineer a situation to fit the bonus action rule.
I was thinking 4, play a Hadozee which has dexterous feet and as a race feature you can use objects as a bonus action, play a Chronurgy wizard and play level 10 with Arcane Abeyance, now multi-class into fighter for action surge, now you can cast 3 action time casting spells on your turn and still have a reaction for silvery barbs or shield
In a week or two this'll be possible!
Should be 3 leveled spells in a turn. 2 levels wizard, 2 levels fighter. 10ft cliff. Start of turn jump off cliff, reaction on your turn feather fall, then cast magic missile and then once more with action surge magic missile. Can't do anything with your bonus action except like do a tiny dance I guess. This works as the phb doesn't restrict 1 spell per turn, it restricts casting leveled spells with actions when you cast a spell using a bonus action i.e misty step (leveled) or shaleleigh (cantrip). The key here is bonus action spells. If you have the action for it then nothing is stopping you from casting two leveled spells with actions.
If you don't care about leveled spells at all you can also be a sorcerer and fighter multiclass and either cast a bonus action spell or quicken cast a spell then a cantrip with you can much like before action surge and cast again. A lot of hexblade fighter multiclasses take a metamagic adept feat to do just this. Quite effective and very suited for damage bursts!
The challenge of 6 seconds could also theoretically be voided with say a spell like time stop and a fighter dip but it might be a bit of a waste of resources. Plus between you and me time stop kind of sucks as a ninth level spell
reaction Is on its own turn.
My guess is 5.
Any Artificer 11 for SSI and haste (put shatter)
Fighter 2 for that sweet action surge
Get metamagic adept. (Quicken)
Bonus action: quicken haste
Action: Booming Blade
Action Surge: Booming Blade
Haste Action: Use SSI to cast Shatter
Reaction: if enemy attack, cast Shield, if it ran cast Booming blade again
Edit 1: 5:01 "you can't cast any other spells before or after it on the same turn". Reactions typically occur on enemy's turn for example using shield spell on enemy's attack roll on their turn. However, you can't counterspell a counterspell against your quickened fireball because it is counterspelled on your turn and thus counterspelling it is also in your turn.
Edit2: 7:20
20% because you can roll 81-82 which says "You can take one additional action immediately"
I've poured over a few things and I think I've actually found a way to cast 7 spells! Admittedly it makes use of both Glyph of Warding and Contingency, but not in a way you'd expect!
Our build for this is a Lizardfolk Wizard 17, Fighter 2, Wild Magic Sorcerer 1 with War Caster & Fey Touched (Dissonant Whispers)
Then, our turn plays out as follows:
Action 1: Cast Wish, replicating the effect of Glyph of Warding in order to cast Contingency which then has us cast something like Mage Armor as a sorcerer.
(We don't need to trigger these spells, as merely the process of casting them has you cast the subsequent spells.)
Bonus Action: Attack via Hungry Jaws to use the optional action Mark on an adjacent creature
Action 2: Cast Dissonant Whispers on the adjacent creature, forcing them to use a reaction to flee and thus trigger an AoO (which doesn't spend a reaction as per Mark)
Free Action: Cast something like Chromatic Orb as a Sorcerer as your AoO against the fleeing creature
Reaction: Cast Feather Fall as a sorcerer by falling after a high jump
Misc: Cause a Wild Magic Surge on any of the sorcerer spells (Most likely from recharging Tides of Chaos) to cast another spell such as a Fireball on yourself.
All in all, we cast each of the following 7 spells during this turn:
Wish, Contingency, Mage Armor, Dissonant Whispers, Chromatic Orb, Feather Fall & Fireball
Oddly enough we don't actually cast Glyph of Warding, Wish replicates its effect without explicitly casting it.
Interesting use of Mark! I've never played with it before, but I like how you circumvented the bonus action limitation :D
Otherwise this seems solid, but I'd argue that casting contingency through wish is only two spells total, not three. Wish replicates the effects of a spell, it doesn't actually cause a separate casting of something else. I would however allow the Mage Armor to count separately as it consumes its own spell slot.
1 action or bonus action + 1 reaction
=
2 spells+1 cantrip at max
PS : saw the video, did not think the challenge included exceptions and multiclassing.... So :
1 spell action
1 atk from haste, cantrip from blade singer
1 action surge spell
1 bonus action spell
1 reaction spell (like Shield) or warcaster ft
+1 from wild magic (wierd multiclassing though).
=6 a turn maximum
I know for a fact that 3 is possible with multiple different methods and 4 might be. 5 maybe but 6? Probably not happening.
Edit 4: 11 cobalt soul monk 2 fighter 3 wild magic 2 warlock: action, action surge, 11 reactions (be a bugbear and coffeelock until you get enough spells lots to cast dissonant whispers that many times), 1 wild magic surge. Grand total of 14 spells.
Edit 5: I made a mistake. Taking levels in fighter is suboptimal due to being able to get more reactions than the 2 levels of fighter provides.
So the final build is 15 cobalt soul, 3 wild magic sorcerer and 2 warlock. Take fey touched for dissonant whispers, war caster and pole arm master to be able to reaction cast. Everything else goes into bumping the con save as much as possible so you don’t die of exhaustion due to coffeelocking.
Also take the grasp of Hadar eldritch invocation and heightened spell metamagic
The final ingredient is another gnome cobalt soul monk or any other creature that can take as many reactions as you.
They don’t have to be a party member and they don’t have to necessarily be helping, but they are required to be a “dummy”.
So basically before you have your showdown with the monk you’re going to want to coffee lock until you have enough Lv 1 spell slots and enough sorcery points to heightened spell all the dissonant whispers.
From there you’ll want to walk up to them and heightened spell cast dissonant whispers on them and then take 15 reactions of you alternating between eldritch blast too pull them closer and pushing them back with heightened dissonant whispers. The gnome cobalt soul monk will need to spend all their Ki to get their reactions back. And after 16 spells you get a wild magic surge that ends In you casting a 17th fireball spell centred on you.
17 is my final answer and you could argue that the player was getting help from the npc and that is a valid point but you could also make the gnome really stupid and explain it like that. Also eldritch blast can be casted as a reaction with war caster because it has the capability to only target one creature.
Is this dumb? yes and you should never attempt this in a real game.
If you come up with anything to increase the number be my guest.
If you feel an urge to be a rules lawyer and tell me that this doesn’t work due to X reason then feel free, however I probably will try to debunk it.
Edit 6: this doesn’t work due to eldritch blast pulling not triggering an oppertunity attack
From an outside perspective you could cast time stop to cast as many spells as you can and that would technically only take 1 turn
I don't think creating a magical effect through wild magic is considered casting a spell but, I like what you did there.
the table entries state - 'you cast' [sorry I'm a MtG players so precise wording is something I look for naturally]
@@MalcIgg I'm a stickler for precise wordings, UA drives me crazy because of it :P
@@WintryRPG Thanks for the message, first of your videos Ive seen, and love the presentation style, your audio & voice etc -- take a +1 subscriber gained :)
Not sure if this breaks your "no magic items" clause, but the Artificer's 11th-level Spell-Storing Item feature could provide an avenue for casting a spell as a bonus action without stepping on the feet of your other spells, like commanding any of the various magical pets or using the Thief Rogue's 3rd-level Fast Hands feature.
Not including twinspell seems like semantics to me, it is effectively casting the same spell twice in the same turn.
I would disagree about reaction spells seeing as there is a major difference between turn and round. The spell says your “turn” which I would argue means your turn in the initiative order. NOT the round. Meaning that reaction spells are technically cast on another creatures turn making them bypass the “only your turn rule”
I'm guessing 4: action cast, action surge cast, quicken spell bonus action cast, then cast something as a reaction (either a held action from a previous turn or something like shield in respond to an enemy's attack)
4. Action, Bonus Action, Reaction, Action Surge
I knew this exept for the wild magic consideration. I am not sure we have always executed it correctly in game, because getting rules right in real time isn't my thing. The wild magic thing suggest infinite actions, if a wild magic surge can trigger a wild magic surge. They probably shouldn't as that could make for gameplay that is simply too wild. But it might make for a really memorable table moment, I've never had a wild magic sorceror at the table with me so I don't know how a DM would allow it to play out. Note to self. Make a wild magic character...
The movement from dissonant whispers will not proc the secondary effect of booming blade. It does create cool cc effect though, making something choose between moving or taking damage.
Kudos for using a Dota 2 character in the thumbnail! I wonder if there's a magic item that can cast a spell during the attack, such as "on a critical hit, cast Booming Blade" or something like that. Then a Fighter could potentially cast eight spells with fortunate attack rolls at level 20. Great video :P
If the "Winter Wyvern" is allowed to eat up my search results real estate, I get to use dota art as compensation :P Thanks fam!
Forced movement normally does not trigger attacks of opportunity
I will guess 6, depenting if sublass abilities are involved XD, but I need to see the rest of the video to confirm this :)
>Be me, a wild magic sorcerer 1 with the eldritch adept feat for the infinite mage amor
>action: i cast mage armor on myself for free
>wild magic procs and i roll a 81 or 82, i get another action
>repeat
we did it boys, the chance is practically 0 but it is posible to cast infinite spells in a turn at lvl 1
I think we can add one on hold on.
Right you can cut out the level in bard if you take the silverquill background to get access to dissonant whipsers from strixhaven initiate. That way you have 3 levels in sorcerer and can put 17 in fighter to get the second action surge.
You can only action surge once a turn :D
@@WintryRPG damn quite right. I seem to have over looked that bit. Thank you i shall delete the reply i made to your comment. Although using the background does bring down the level and means you only have to multi-class 2 classes. Still useful. Sorry for taking your time. Have a fantastic day.
@@WintryRPG okay here me out. Take 11 levels of artificer to get spell storing item and put a spell in a sword or something, then cast haste on your self and use the additional action to interact with the sword. I think this fits your rules as you said any class feature. However i don’t know how this would interact with action surge.
@@TheDisplacerBeast honestly, that just might work! Definitely a tricky ruling but i like it :D
okay here me out. Take 11 levels of artificer to get spell storing item and put a spell in a sword or something, then cast haste on your self and use the additional action to interact with the sword. I think this fits your rules as you said any class feature. However i don’t know how this would interact with action surge.
1:01 in and I think the answer is 3 but self admittedly I’m here because I have no idea
3, one action, one bonus action, and one reaction
don't forget quick spell
Forgot about fighter subclass that gives you action surge and wild magic!
Actually, 2 spells can be cast as an Action w/ Action Surge and perhaps a third spell as a readied action w/ your reaction…. So, yes technically 3 spells. Just not how you might expect.
Okay, technically still right; since the PHB describes a spell differently than a cantrip. But, as for the number of spell-like abilities you can cast in a turn, Wyvern is spot on.
The enemy will not take the bonus damage from Booming Blade, because its movement was not "willing"
It was willing tho. Because it is running FROM you. It's not being pulled away forcefully by someone else dragging them, they would be running because they are scared of you. As much as that's a condition, it could be argued that they did so willingly
You can cast 4 spells on a turn without multiclassing and your single class is of course fighter. Even more surprising is that you don't require eldritch Knight in fact it wouldn't help as you wouldn't get a cantrip or dissonant whispers. So fighter and three feats warcaster, metamamagic adept and magic adept for dissonant whispers and two bard cantrips. You would still need to multiclass to sorcerer instead of metamagic adept to get the wild magic table for 5 feats unless your DM is in love with the table and uses it in the mournlands of ebberon or some similar chaotic place for all spellcasters just for funzies. Which I absolutely would if I didn't have a wild magic sorcerer at the table cause obviously you don't want to steal their unique feature. Still 4 spells in one turn without multiclassing is funny though again a definitely suboptimal build.
Artificer’s Spell-Storing Item isn’t a magic item, so we can add 1 with Haste.
Doesnt action surge give you a second bonus action and if there isnt any limit on cantrips why not go through fighter and use extra attacks
ive heard rulings saying that to take an opportunity attack on an enemy the movement needs to be willing, is the general interpretation that the movement from dessonant whispers and other similar things is in fact willing movement?
This is true under normal circumstances.
"Forced movement does not provoke an attack of opportunity. An effect that moves a creature without using their movement, action, or REACTION does not provoke an opportunity attack."
Except the fact that dissident whispers states that the target must use its reaction to move away...
In this case they aren't being "pushed" unwillingly. The are making a movement action. Therefore you would get your opportunity attack and if you hit with booming blade, they would take the additional damage also.
I was aware of these limitations on bonus action spells (and that they prove the only major limitation besides action economy on how many spells you can cast in a turn) but wouldn't war caster effectively change the casting time for that particular casting into 1 reaction thus making it invalid to use with a bonus action spell in the same turn? And if this isn't the case and the bonus action spell limitations only pay attention to the spell's printed casting time rather than the resource you spent to cast it, wouldn't the wild magic surge spells be prevented since they are leveled spells?
So does xanathars cancel out the ruling given in sage advice then? And you can no longer counterspell a counterspell on your turn?
Commenting first: three. A quickened cantrip, and two leveled spells with action surge. Now back to the video to see if I'm right ..
I forgot that you can cast a reaction spell during your turn. And I didn't realize about wild magic. Well done.
I'm going to say 4 spells (Action Surge, so 2 Actions, 1 Bonus Action, 1 Reaction)
I believe the reaction spell can still be cast on your turn if you cast a bonus act spell as a reaction is sort of separate from your turn regardless of what you do on your turn
Shouldn't you actually be able to do 6, with a turn of setup before and incredible luck?
On your first turn, do wild magic, roll a 1 or 2. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
Then turn 2, you do action, action surge, bonus action, reaction, and roll a 1 on the leveled spell for a wild magic surge, in addition to the roll on each turn for the next minute?
The description of Wild Magic Surge says a Surge can only happen once per turn :D
Before I’m watching I’m gonna guess
Sorcerer 3 Bladesinger 6 Fighter 2
Take the attack action, 1 weapon attack, cast a cantrip, use bonus action to cast cantrip action surge cantrip again and I guess use a reaction to cast a spell idk
You actually can just get this done anyways without the 6 in Bladesinger btw but idk it just seems wilder
Wow that’s crazy
I thought 3 was the most
And if someone else has cast Haste on you/you cast haste on yourself previously, you now can conditionally cast 6 spells >.>
Haste doesn’t let you cast spells using the extra action, also one of the rules is that an allies can’t help you.
@@kieranforster4587 it doesn't? even tho it gives you an extra action?
@@durk5331 it gives you one action with which you can make a single weapon attack. So no multiattack and no spells.
@@durk5331 Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Technically a reaction spell triggered by an enemy happens on their turn. Not yours. So you can cast a levelled spell without restrictions... i think...
No, that's just usually when it happens. You can take a reaction whenever the requirements for the reaction are met even if it's on your turn.
@@Synetik right but its more beneficial my way.
Not sure if this is something useful but can't you cast haste you can swap one of your attacks with a cantrip from your haste (attack) action with the Bladesinger extra attack?
I'm super curious on the intended ruling on Bladesinger Haste for an extra cantrip! It *sounds* like it'd work, unless Haste has a strict limitation to one weapon attack?
@@WintryRPG Haste does say "one weapon attack" but then the Bladesinger extra attack says, "you can cast one of your cantrips in place of one of those attacks".
I'm not sure which is the general rule, and which is the specific in this case.
I don't think it would be too powerful if it did work but it is something to check to see what a DM thinks about it because I could be persuaded either way to be honest.
3000 of course
about 3?
guessing 5 (2 from actions, 1 from bonus action, 1 from reaction, 1 from contingency)
edit: nvm you said no contingency lol, 4 then
Wowww so interesting
Your are indeed a blessing to me and my family (Dr okans The Great Spell Caster)....
His on Facebook
ADD ACTION SURGE TO EVERY SPELL CASTER REPLACE ANOTHER FEATURE.
ITS NOT HOMEBREW ITS RAW, IF THE CLASS FEATURE DOESNT FIT THE CAMPAIGN EXCHANGE IT OR CREATE A NEW FEATURE. TRY TO MATCH IT TO OTHER FEATURES OR LV POWER RESTRICT IT.
(Substituting Class Features p287 DMG)
If one or more features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. In doing so, you should strive to make sure that the new options are just as appealing as the ones you are removing, and that the substitute class features contribute to the class's effectiveness at social interaction, exploration, or combat just as well as those being replaced. Ultimately, a class exists to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a specific need for your campaign, or to appeal to a player trying to create a specific kind of character (perhaps one modeled after a character from a novel, TV series, comic book, or movie). The first step is to figure out what class feature or group of class features you're going to replace. Then you need to evaluate what each feature provides to the class, so that the features you are adding don't make the class over- or underpowered. Ask yourself the following questions about a feature you're replacing:
What impact does replacing the feature have on exploration, social interaction, or combat?
Does replacing the feature affect how long the party can continue adventuring in a day?
Does the feature consume resources provided elsewhere in the class?
Does the feature work all the time, or is it regained after a short rest, a long rest, or some other length of time?
Armed with answers to these questions, you can start designing new features that replace the ones you are removing. It's fine if the new class features drift closer to exploration, social interaction, or combat than the ones you are replacing, but be wary of going too far. For example, if you replace an exploration-focused feature with something purely combat focused, you've just made that class more powerful in combat, and it could overshadow the other classes in a way that you didn't intend.
There's no formula that can tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration. You're almost certainly going to have some missteps, as features that seem good on the surface fall apart in play. That's all right. Everything you design will need to be playtested. When introducing new class features, be sure the players using them are comfortable with the fact that you might need to go back and make some changes after seeing them in play.
But.... if you read the book....
I'm with Wintry on this one! Good points though
4
3
4 if counting reaction
These gotta be the weirdest spell casting rules I've ever seen. Why even limit the bonus action thing lol
I agree, it's definitely a bit unintuitive :P
Here is the scenario:-
In 6 months you and 10 friends will be transported against your will to D&D
You will get 20 class levels each for free
You have the unusual level cap of 40
You may each bring half a ton of baggage.
What do you:-
Take with you?
Take in class levels?
and learn before you go?
Half
I'd take half a ton of hamsters. 20 levels in divination wizard and I'd learn everything that Wintry Wyvern knows about D&D. Any problem throw a hamster shout 'go for the eyes' and cast wish.
@@nicka3697 I'll take the other half ton!
@@nicka3697 The first 4 perfect answers are obvious:P
I guess enough anime has shown me that I am horribly under prepared..and where problems can be solved with amazing cooking, I recall that I am British.