The boost to Sentinel is S tier on rogues now, especially if there’s 2 of you. But it’s definitely so useful for more dynamic teamwork, especially with War Caster. Being able to Vortex Warp a teammate as a reaction is going to be an amazing option, especially when you need to get someone straight into the thick of it.
Yeah, I'm super impressed with Sentinel actually, it's a really good feat. A few of the old combos like riding your Moon Druid or PAM blocking don't work any more, due to certain other changes, but the team support options are incredible.
@@the_twig131 PAM blocking is still available in a way, it's just only on Cavalier fighter now at 10th level (if your table allows Xanathar's) It's actually worthwhile to take Sentinel on the crowd control/soft taunt based fighter subclass now, which I find really nice, even with the issues in the subclass' design that I hope will get assuaged in a reprint.
@@the_twig131 Do you think that they'll errata/change warcaster? Its ability to use an action spell as a reaction is just... absurdly strong. Perhaps game breaking so.
@JJV7243 wdym? Even the 2014 version let's you cast action spells as a reaction but only against enemies. This just let's you use other spells but for your allies
I actually like the new spellcasting rule because there are loopholes to play around in fun ways. Like a Magic Initiate Healing Word is great on a wizard for example.
I can understand liking it. A fairly large proportion of my dislike is actually just the poor communication. If it actually said that free cast spells are an exception I'd be much happier (although still clean up Mystic Arcanum and magic items).
@@the_twig131I might be missing something, but I kind of assumed that was their intent because of the way the rule was written. I read it as “they don’t want new players to feel hamstrung from using (for example) their teleports and other class feature-specific spells”.
@@the_twig131mystic arcanum is definitely intended, and D&D is an exceptions based rules system, you can't say "if you spend a spellslot, but not if you don't expend a spell slot", but you *can* make a lil green tip box which adds some tip clarification on how this rule is supposed to be used: Tip: some magic items, class features, species traits, often allow for the casting of spells without expending a spell slot, allowing a 5th level high elf wizard to cast misty step once per day on top of a fireball! You only make an exception if something breaks the rule
Reaction spells can be cast after you end your turn as it is now a different turn. If it was one leveled spell per round or until the start of your next turn, that would be a different restriction. In the same way rogues can sneak attack using their reaction as it is also once per turn.
Yes, there's no restriction on using reaction spells outside of your own turn. I was talking about Counterspell as a way to counter someone countering the spell that you just cast. That's not allowed any more, because it would still be on your turn.
I love this breakdown of both of these fiddly new rules, but I kind of have the opposite opinion to you. I think using Warcaster to reaction cast spells is a much more problematic loophole to spell action economy than the one spell slot/turn rule. Then again, my table never uses scrolls because the rules around them were always too fiddly for us. But building around features like species bonus spells, Magic initiate, Fey Touched, etc is exciting. I just think opportunity attacking your friends is more meta than the other. I’m still gonna vouch for its use at my table though lmao
Definitely not going to argue about Warcaster being way too strong. There's almost no reason not to pick it. I think that ally-targeted reaction casts is not a particular problem though, specifically because it's used for buffs and healing. The best, most oppressive spells are normally control spells, so encouraging people to concentrate on Haste or Fly or something instead is a good change in my opinion. Buffing is often more fun for the person being buffed than control is. A big portion of my dislike of the one spell slot rule is just how poorly communicated it is. As I said, if it specifically said that the free-cast spells are exceptions, I'd be much happier with it, but you need to know the rules well to understand the loophole.
@@the_twig131 I definitely agree the one spell slot rule should be clearer, my perspective is clouded by nearly 20 years of playing some form of dnd (and like 15 years of following the sacred writings and videos of Our Lord and Savior Treantmonk) and I have absolutely no perspective what it would be like to be a new player who doesn’t know about these interactions. I also think that being able to make opportunity attacks on your friends makes a lot of sense, like what is it about a creature being hostile that enables you to reactawhack ‘em? Finally, Woke has been defeated and we can smack our bros on the ass again lmao. And I really like using that to shove and trade your reaction to give an ally more movement (and forced movement), it’s sorta kinda almost like a Fastball Special from Marvel Multiverse RPG my friends and I have been playing. I do also think it makes Warcaster the most powerful feat in the game by a wide margin, but in a way that promotes teamwork in combat, so it’s tough. Like I want players to work together and combo off of each other instead of making siloed powerful builds, but I also don’t want the wizard to yell at the barbarian for forgetting to stop by for a haste.
@@the_twig131I mean I saw it and immediately understood the interaction, so it seemed pretty obvious to me, and it is way more intuitive than the old rules, anything goes except only one slot per turn, with the exception of class features that cost spell slots And mystic arcanum is not some strange rule exception, it is just straight up being openly buffed by allowing you use of armour of agathys, that is not uninentional Also, spell slots cost alot of time and money, and their DCs are all 13 now, and to hit are all +5, so if you use a counterspell scroll you use up your reaction, and action, you've burned a spell slot and a scroll, and you have given them back their spell slot for later, not to mention it's a DC 13 con save, even a frail wizard will make that some of the time, and it did cost you hundreds of gold to make that scroll I am running a level 8 game right now and my players have run out of ressurection diamonds and don't seem to have the budget for any more, and they haven't exactly been using all their money on high level scrolls either Also, healing potions are now a bonus action and usable by almost everyone mid combat, so players will also be spending money on those now Also, I'm not going to be using custom backgrounds for a bit, I will probably make some new ones in future, but crafting healing potions takes herbalism and crafting scrolls takes calligraphy, so if all of ones party would be criminals and entertainers, none of them will be able to craft potions or scrolls whatsoever Personally I think sage is the strongest background because you get arcane magic initiate, the best feat from the best spell list, calligraphy tools, wis, con, int, *and* arcana and history, it's just everything I could ever want in a background, I probably won't allow my players complete background customisation, but I will probably use the background crafting rules to make a few new options, such as spy or gravedigger or, like you know, stuff like that
The stealth rules please! A lot of debates on how "you are invisible" when you are hidden, yet an enemy can see you in plain sight. There is a lot of ambiguity how it works.
It's a weird term where I think there's the invisibility, which we all expect, and then there's the "invisible" condition. Since creatures have a way to see you if you have the "invisible" condition but arent actually invisible, you don't gain the "concealment" and "attacks affected" benefits meaning u just have advantage on initiative rolls which is still weird.
There is no ambiguity, the invisible condition ends when you no longer have either total or 3 quarters cover Ie, if at any point you now have half cover or no cover, you lose the invisible condition
@@solarkhan484the new rules clear up those other interactions I believe, see Invisibility for instance doesn't just let you see invisible creatures, it means they do not benefit from the invisible condition against you whatsoever I haven't been able to see the new spell technically, so I could be wrong, if I am feel free to correct me in a month when we get the books
Thanks, I love Cassette Beasts. A lot of its music is unfortunately a bit too upbeat for me to use as background music, but Wherever We Are Now is nice.
Another thing I noticed: Many monster stat blocks will not have to care about the one slot rule due to not using spell slots for any of their spells. Though, I don't see that making much difference because they often have few (if any) reaction or bonus action spells and sometimes they have monster-specific spell-like actions rather than real spells anyway.
I disagree strongly on the casting rule. Yeah scrolls are a bit of a loophole but being able to use slotless leveled spells in combination with spell slots is going to be so much fun! And it shouldn't be too hard for the DM to rein it in if the players decide to stop the adventure in its tracks to open up a scroll factory.
Fair, I can understand why it would be enjoyable. A significant amount of my dislike is simply down to the poor communication. If it stated that there are features which don't use a spell slot, and they are exempt from that rule, I'd be much happier. As is though, you need a strong enough understanding of the rules to even realise that there is a loophole.
My preference would have been if scrolls defaulted to minimum slot/ability score like they do in 5.0, with the option to make them scale taking a lot longer to craft or being much more expensive or something
@monkeyman3194 Scrolls use the same cast time as the spell. This is how they worked in 2014 as well, there has never been a rule saying that they always cost an action.
Big fan of the opportunity attack & one spell slot on a spell per turn. Now grabbing either proficiency in Arcana or Caligrapher's tools to Scribe Scrolls like Absorb Elements, Shield, Silvery Barbs, or something else. I've always done so before but Caligrapher's tools are a little easier to grab.
You probably won't need a scroll for Absorb Elements or Shield, because you normally cast those on other people's turns, so they aren't affected by this rule. Silvery Barbs is often used for save rerolls though, so that's a good candidate.
My favourite new rules is the heroic inspiration rule and extortion rule. I also really liked that they made some of the rules more clear like removing confusing terminology like melee weapon attacks even though it didn't had anything to do with weapons and clarifying the crafting rules. My least favourite new rule is that you can equip or unequip weapons each time you attack, combined with the lag of a restriction on extras attacks from two-weapon fighting, so you can do two-weapon fighting with one hand by unequipping one weapon and equipping another.
Thanks, I think that demos like that are super important when explaining tactical decisions, and the text boxes both mean that you can pause and read for yourself, and mean that I don't have to completely halt the pace of the video to read out the feature.
1:47 oh that has such a cool image in my head. The Cleric getting into a squat and cupping their hands together. Fighter runs at Cleric and steps on the hand, Cleric then lifts up and causes the fighter to do a cool flip.
From what I've seen of the PHB online, there is a subsection of Spells called "Casting without Slots", which lists multiple ways to do so. So while not immediately stated with the combat rules (which is where I presume the 1 levels spell with a slot/turn rule resides), the relevant Spells chapter does give you the information, on the first page of the chapter too. Also they did use the new quickened spell wording on casting leveled spells, thats just what the 2014 rule was. And that had been famously misunderstood. Hopefully being a specific feature and not a general rule will help.
The fact that it's not in the same place unfortunately means that many people won't read them together. A casual player is likely to forget about them when they read the other. There's also no explicit call-out, which I really think there should be.
Bought Fabula Ultima and played it with my group because of you. Wish you covered more Non-D&D content especially cause your videos are so high quality.
Hope you had fun! Non-D&D content is kind of tricky for me, because my content is so reliant on having a deep understanding of the fundamental rules. I don't really have that for any other game, and it would be tricky to build up. It would be easier with Fabula, because it's quite a simple game, but with Fabula specifically, I don't want to go too deep and analytical on it, because it's my fun relaxing game.
I hope the designers give some insight on the new spell slot rule for at least RAI point of reference otherwise it’s gonna be quite a new point of contention between players and dms at the table.
Yeah, it would be nice if we could get some kind of comment fairly early on. Definitely won't get one before the book releases and the sale cycle is over, so probably not until after Christmas at the earliest.
The rule is so short now, you just read it, one spell slot per turn, so on a turn, only ever mark off a single spell slot, seems pretty easy to keep track of
2024 Casting Time says "On a turn" and 2024 Counterspell is a reaction. You don't take a Reaction on your turn. A Counterspell scroll would be useless.
You can take a reaction on your turn if something provokes it. An example which does still work is casting Dissonant Whispers to make an enemy run away will immediately trigger an opportunity attack, even though it's still your turn. In 2014, there was an interaction where if you cast a spell and an enemy Counterspelled it, you could Counterspell them back. That's what no longer works due to this one spell slot rule, unless you have a scroll.
@@the_twig131 so, what are the 2024 rules re using a scroll? Because it SHOULD be an Action, not a reaction or a bonus action. Reaction scrolls should be pointless and bonus action scrolls should take your Action. What is the 2024 RAW?
Scrolls now take whatever the casting time of the spell is, so a BA spell takes a BA, a 1 hour spell takes an hour, and a Reaction scroll takes a Reaction. It worked the same way in 2014 by the way.
@@the_twig131 does it say anything about needing it on hand? Because digging through your pack AND scroll use on a reaction, or even bonus action, is baloney
I feel like they might Eratta that second thing from "with a spell slot" to "of first level or higher" same with counterspell. They wrote the spell casting rules in general as if all spells of first level or higher Always use spell slots. It's just the kind of thing that was clearly a misprint.
I really hope that they do, but I'm kind of concerned. They have historically had a habit of doubling down when people have pointed out weird, kind of busted interactions.
@@the_twig131 Yeah, they never admit they made a mistake, especially Jeremy Crawford. And I think this might be intentional actually. But they might not have foreseen how this interacts with all possible options now and in future publications.
@@rogerwilco2it probably is intentional, simply becuase Quickened Spell actually has a more specific "1 spell of 1st level of higher" clause on it. No reason to have a completely different set of rules text unless they were purposely leaving some leeway
Ooh, pushing allies with opportunity attacks...that's awesome! War Caster sounds crazy powerful but super interesting, and I'm usually a fan of things that allow teamwork. Basically even more of a must-have feat now, though. This also makes for bonkers combos with Spirit Guardians, which I kind of hate for the narrative goofiness it creates. You can move forward and back to have Spirit Guardians damage enemies and Ready an action to move, then use your remaining turn movement to let an ally grapple you as an Opportunity Attack, then have them move you forward and back on their turn to damage enemies a second time, then release you, then on the next turn take your readied action to move forward and back to damage the enemies a third time and trigger another allies movement to grapple you and move you to damage the enemies a fourth time. Won't work perfectly every encounter depending on the initiative order and whether enemies get up right next to you, but still!
Yeah, Spirit Guardians is probably even better than it used to be. Also, got to say that I'm pretty annoyed by how much Warcaster was buffed, but this particular buff is quite fun in my opinion.
Honestly, I think they should've just removed bonus action spellcasting restrictions as a base rule and only put them on specific features like Quickened Spell.
I’m confused why people think taking the corners verbiage means that Fireball doesn’t hit around a corner. It says “Each creature in a 20-foot radius sphere.” It doesn’t say anything about having cover or being around a corner making them immune. I know they specifically took out some wording about being around corners but that seems more like cleaning up language than changing the way the spell works.
It's because the definition of a sphere says that it extends in straight lines from the centre. As soon as there is something blocking that straight line, it ends. The corners part of Fireball in 2014 was an exception to this.
I love that AoO shove tech. It’s useful, not too mechanically technical or exploit-ey, and feels like a fun teamwork combo moment. Worth noting that while the 2014 AoO rules did specify hostile creatures, I’d bet 99% of DMs and players would have not know this or hand waved it. But it’s still nice the official rules nixed the “hostile” wording.
Sentinel allows you to push the rogue with the established new rules, but it also says that "When you hit a creature with an Opportunity attack, the creature's Speed becomes 0 for the rest of the current turn." so would it not make it so the rogues movement stops then and there with the stated example? Would love to know as I'd like to include more of this at my table but I would probably not like the sentinel ruling if the video was correct and I am wrong
The Shove option as part of an Unarmed Strike forces a saving throw, rather than uses an attack roll. The term "hit" only applies to attack rolls. So, you can't ever hit a creature by shoving them and thus don't reduce the target's speed.
Getting to use Opportunity Attacks on allies is a really interesting change. Warcaster letting you cast single target buffs off turn is actually insane. As for content I’d like to see, I think a full rundown on Backgrounds and Feats would be super cool.
Both excellent points. My least favorite change is the huge nerf to aberrant mind sorcerer. Not only did they nerf the ability to change your psionic spells , but when casting the psionic spells using sorcery points no longer negates material cost , i know it doesn't sound like much but , the aberrant mind used to be an s tier face of the party because you could cast so easily in the middle of negotiating or talking your way out of trouble without being noticed, now i either have to grab my focus or my component pouch meaning people are going to notice and also for the few really good spells that you could change into like Tasha's mind whip no longer allows you to get around counter spell because it looks like you aren't doing anything. I know both cases are niche but not being the slightest subclass anymore is a bummer. This really did make use of clutch moments if you built properly. Also makes it so you can't be a glass cannon gish avoiding verbal somatic and material components on certain spells. But i do actually enjoy most of what i have seen so far, besides them taking the things away that made my favorite subclass special. Although i think the psionic spell might let you cast a spell with sorcery pionts and Misty step in the same turn
Yeah, losing spell swapping and material components is a big hit to Aberrant. This new rule does however mean that everything on their list doesn't use a slot, so yes you can Misty Step or whatever afterwards.
If the Fighter uses Sentinel’s attack of opportunity to shove the Rogue out of the Minotaur’s reach, then the Rogue is stuck there until the end of the current turn. Even if no damage is dealt (unless I’m mistaken on the rules for shoving), it still counts as landing an attack, and the zeroed movement speed isn’t optional, unfortunately.
The Shove option as part of an Unarmed Strike forces a saving throw, rather than uses an attack roll. The term "hit" only applies to attack rolls. So, you can't ever hit a creature by shoving them and thus don't reduce the target's speed.
@@CalebWillden Oh, okay. I guess I was still remembering the playtest rules that simply let you choose between dealing damage, shoving, or grappling the target after landing an attack roll. My bad.
I was expecting them to just remove the bonus action casting limitation entirely, like with BG3, and I'd have been okay with that. I don't really see scroll abuse being an issue unless the cost of crafting/buying them is trivial or if you have nothing else valuable to spend coins/treasure on. But that's always a risk with consumables, isn't it? What I like about the new rule is that it's much easier to explain than the old one.
I would also be ok if they had removed the rule entirely (although it would have been a bigger buff to spellcasters. I'm not sure if it is easier to explain though, simply becasue the concept of casting a spell without a spell slot is a bit finicky.
The thing that I found is that DnD 5.24 has a lot of really smart and interesting changes (my personal favourites are the changes to the Barbarian and Rogue, but also there's some neat stuff in the rules) paired with what I feel like are rushed, half-baked "buffs" or "nerfs" (seriously, how did anyone look at the new Conjure Minor Elementals and thought it was ok to release as is). Overall, the new book is, to me, more or less just frustrating. They know how to design a fun game, but it feels like this product is being held back immensely, if that makes sense. Anyhow, I'm looking forward to more of your videos analysing the new rules!
Yeah, I definitely understand what you're saying. There's a few things that just make sense or open up really cool options, and then there are other things that look like a first draft, or basically just came back untouched.
As a DM who values game economies, I like the spell scroll thing simply because scrolls aren’t cheap to make en masse. And if they have 20 first level scrolls, they maybe don’t have that wand of fireballs that also breaks this rule. It just gives more reasons for players to actually spend their gold on something they’re in control of instead of expecting me to create a shop with insanely powerful things worth 10s of thousands of gold to just be hanging out. Also, without the PHB in front of me, there were waaaaaay fewer bonus action spells in 2014 than action spells, so this rule always felt a little niche anyhow. It felt more like a balancing of the sorcerer quicken spell than anything else. Misty step + other spell never felt too broken. Super cool perspectives, though. Great video!
As far as things I couldn’t wrap my head around for your next video- the dual wielder feat and its reaction with things like nick weapon mastery. Am I making two bonus action attacks, one of which is being used with the nick action and another with another weapon? Is it just worded that way to tell me I’m not limited to attacking with a light weapon with that bonus action attack? Felt a bit underwhelming if that is the case.
Right, Dual Wielder is a feat that I will definitely be covering in detail in my video on Two Weapon Fighting. Probably planning to get that out in early September, hopefully around when the actual book releases.
cool catch on the opportunity attack change, even TreantMonk missed it and I love the idea of a warcaster healer that can heal with a reaction. Except that healing in dnd5e is useless unless the target is at 0 (and I do not think it changed in the new 2024 rule) so if your fighter can run pass the cleric, he his not at 0 HP so not worth healing just yet. Then their some nuance you missed about the new spellcasting rule (1 spell slot per turn) yes it's true, staff, scroll, racial and class feature allows you to cast spell without using a spell slot will allow you to cast multiple spell per turn, so yes My sorcerer could cast a free spell using his racial bonus action spell, then use his staff for a 2nd action spell and then use a spell slot to cast a 3rd reaction spell in a single round. (racial misty step, staff fireball and reaction shield) But let's see how this is not as OP as you imagine: 1- Racial free casting are generally once per long rest so yeah... work once per day, any further use require a spell slot 2a- Magic item (like staff, wand and scroll) are given by the DM. So if you want to avoid your sorcerer casting 2 fireball per turn, it's very easy, give him a wand of anything else then wand of fireball 2b- Magic item have limited use. Even the mighty staff of power (assuming it work as in 2014)only got 20 charges and casting fireball require 5 charges and you want to avoid reaching 0 charge otherwise you risk making the staff useless, so you have in reality 19 charges if you want to remain safe and during a difficult adventure you will have 2d8+4 charges since you probably used all the charges the previous day. 2c- you can only attune to 3 item and most item able to cast spell using charges require attunement. Sure you can attune to 3 staff of power (but please refer to 2a) in most case the spelcaster will prefer to have a robe of the archmage, a staff of power and a ring of spell storing to give his familiar and this way have 2 concentration spells at the same time 3- With the nerf to divine smite, assassinate and dread ambush we will need t redo a lot of math to figure out what is a good nova burst number using the 2024 rules. But I really doubt that any spell combo will allows for a spell caster to deal more single target nova burst then a good martial build 4- all spell caster have limited ressources. Just like the item and racial/class feature have limited uses the spell have limited uses as well. And sure when you see a level 20 wizard with his 4-3-3-3-3-2-2-1-1 seems impressive, but at level 20, those 3 3rd level fireball dealing 25 damage average... So yes even your warlock who can cast his mystic arcanum without using a spell slot, then cast a 5th level spell... it's strong but he will run out of resources pretty quickly 5- saying you can cast 3 spell per turn does seem OP AF. But thing about it, in order to cast 3 spell in a single turn you need to cast a bonus action spell (without using quicken spell) an action spell and a reaction spell (you are still limited to 1 action, 1 bonus action and 1 reaction) Reaction spell require a specific trigger. And reactions spell are rare, and have limited scope in their effect. Sure I can willingly move and provoke an attack of opportunity, letting me cast hellish rebuke or shield or silvery barb or absorb element, but all those 4 spells are triggered because the DM choose to trigger them. or counterspell, the counterpsell of your spell Bonus action spells are also limited in scope, quick teleport for repositioning (which BTW kind of nullify your attack of opportunity from moving) Most bonus action damaging spell are great for ghist character. I mean who benefit the most from spirit shroud? a monk with 6 attacks who stay in melee now that he got all those buff? or the wizard with 1 attack wo remain 60ft way from monster? So go ahead find me a powerfull combo of 2 or 3 spell that will break the game. No repositioning with misty step in order to cast your spell is not OP. it always been stupid that my sorcerer need misty step to get out of bad positioning, but cannot cast his real spell to assist the party. At least now with the proper magic item I might still be able to help the party. 6- it's not so well "hidden" I mean sure the brand new player who still need to read his spell each turn to decide what to cast might not realise it immediately, but let him learn the game progressively, no one want to wait 10 minutes so he can read his spell list twice to decide which 2 spells to cast. Let him learn 1 spell, once he's familiar with the rule let him realise he can cast 2 spells by himself.
So first off, healing. Healing not being worth it was definitely true in 2014, but it's quite a lot better now, meaning that I think it sometimes can be. It's also essentially at a discount because you're using a reaction, not wasting your action on your turn. In this particular case though, at the start of a fight, it was mostly there for a really basic and immediately understandable example. With the spell slot stuff, yes, a lot of that is true, except for 6, which is far and away the most important one. At least in my view. We are all really experience players who know a lot about the system, and I'm sure that this is not the first time you've seen or discussed this interaction. New, or even just your standard casual players do not make the same links, and the fact that it doesn't say the rule and then give the exception immediately afterwards in a little sidebar or something means that a lot of people simply won't realise that there is a loophole. That's my primary issue, poor communication. I'm actually not too bothered about the power of the interaction (although I don't think that scrolls and Mystic Arcanum should work), I'm bothered about people understanding it. Let's say that you've got a new player, who is playing a 3rd level High Elf Wizard. They decide to Misty Step. They can then cast another spell. Great! Now on their second turn they Misty Step again, and you have to tell them that they can't use another spell. Why not? What was the difference? They did the same thing but now they can't cast an extra spell? This is the issue I have with it.
good video! but for once I have to strongly disagree with you about the 1 spell slot rule. 1) its far far simpler than the original rule 2) it opens up design space that they have chosen to take advantage of. 3) spell slots are clearly defined, as are when you are casting something without a spell slot. the interaction to get extra casting of a leveled spell on turn is very clear. 4) scrolls are so rarely used that I didnt even think of this interaction.... but it makes me approve of the change even more. maybe scrolls will actually be useful now (to someone other than a wizard looking to copy into a spellbook).
Fair, perfectly reasonable points. A large portion of my dislike is simply down to the poor communication. If it actually said that there are some features which don't use slots and these are exempt, I'd be much happier. Right now you need a strong understanding of the rules to even realise that there is a loophole though.
@@the_twig131 do you need a strong understanding of the rules? ive been gaming since I was 9 so it seems natural to me. they clearly say 1 spell slot per turn. and they clearly say this or that ability means you dont spend a spell slot. im fairly sure even my gamer adjacent friends would pick up on that.
I think that they do, yes. These rules are written in very different parts of the book, you're unlikely as a newer player to read them together. There is then the fact that most free-cast spells are limited in use. If I'm a High Elf with a free cast of Misty Step, why can I also cast another spell the first time I use it each day, but not the second time?
@@the_twig131 well to be clear, your cast without a spell slot doesn't have to be your first casting of Misty step. And thematically it's pretty easy to explain. Using a spell slot takes more effort than a natural ability granted by your race or other means.
To me the new rules to opportunity attack also read like that you are able to attack a teleporting target right before they vanish giving melees another chance to slice those juicy casters in two
@@the_twig131 well shiet. Is this written down somewhere or taged to the bottom to a move/spell? I feel like there has to be some rules bending wiggle room bs in how specific they were to write out all the different kinds of actions
The spell scroll loop hole does seem really broken, but this could be fixed by using the same wording from the quicken spell metamagic on the spell scroll template. Do spell scrolls appear in the PHB or in the DMG?
The PHB has Cantrip and 1st Level spell scrolls in the equipment section. They don't appear to have any special limiting rules. It seems like a perfectly reasonable homebrew though.
This person is playing 5D chess at the same time they are playing DnD. I'd never think of Opportunity Attacking my allies! And Spell Scrolls are now stupidly strong!
In the 2014 version this didn't use to work because it was not allowed to make a shove by replacing the opportunity attack. Is the wording now changed so that it is possible?
Yes, the Shove is now a part of the Unarmed Strike. Whenever you make an Unarmed Strike, you can either do damage, or Shove, or Grapple. If you have the Tavern Brawler or Grappler Feat you can actually do two of them at the same time. That also means that Monks can grapple with their Martial Arts or Flurry of Blows if they want to, which is super cool.
@@the_twig131 That example you made about the fighter shoving the rogue out of the reach of the minotaur still wouldn't work though, because that attack of opportunity triggers after the attack has already hit.
@Klaital1 not actually sure what part you're saying doesn't work. As long as the Rogue hits, the Fighter can make an OA and shove them (which doesn't reduce speed), and the Minotaur won't get to attack.
@@the_twig131 Oh you mean making opportunity attack when the rogue takes disengage, well that works I suppose, but you forgot the second part of Sentinel, if you do that, you also reduce the rogues speed to 0 so they aren't moving any further.
@@Klaital1 in a comment @calebwillden pointed out that "hit" refers specifically to attacks and in the new rules as written an unarmed strike can be "replaced" by a shove macking it not an attack and not something that can/has to "hit" and therefore not reducing the speed
0:49 opportunity attacks. This is a ridiculous nonsense interpretation, either that or you didn't actually read the entire section. The first sentence of the opportunity attack section of the book states it applies to enemies. The second sentence says it applies to foes. Taking a later sentence out of context and claiming you can opportunity attack allies is just munchkin rules reading.
....UNLESS the as yet unavailable 2024 DMG does not allow the spell scroll trick. Similar to the UA playtest for the last few years, you cannot judge a rule based on other rules that aren't available yet. And clearly I'm talking about the soon to be available Core Three set here, not some nebulous "might happen one day years from now" situation - don't be cheeky.
Yeah, this could happen, but the PHB itself has rules for spell scrolls. The DMG would have to give additional stipulations or contradictory rules, and I don't think that that is likely.
Casters are definitely going to want to craft their own spell scrolls so they can benefit from their own attack roll and spell save DC. Standard Spell scrolls are DC 13 and attack roll +5.
@@the_twig131 Yeah, I wasn't expecting an in-depth system but there could have been more to it. At least we'll finally get prices for magic items since crafting is based on price and we know there is magic item crafting in the DMG.
I like both of these changes alot actually! I mean, the scroll/magic item loophole is dumb, but i really like the feature loophole! And either way, to me this makes way more sense than the 2014 rules.
Sentinel does still reduce speed, but that happens when you "hit". A hit is defined as an attack roll which beats a target's AC, but Shove is a saving throw. A saving throw is a success or a fail, not a hit or a miss, and as such shoving an ally does not reduce their speed. Actually punching them to do damage would reduce speed though, because that is an attack roll.
Question, do you need to already have the spell scroll in hand before casting the counter spell? My assumption is spell scrolls work like weapons and foci so you need to actually have them in hand to use them.
Yes, you do. What that functionally means though is that all Wizards will have an iron grip on a Counterspell scroll during the first round of combat when they cast their big concentration spell, and then put it away afterwards.
Losing spell swapping was a big hit to Aberrant. Sorc as a whole is honestly just astronomically better though. I'd now put them in top 2 classes, alongside the Bard.
Scrolls take the magic action to use. So, there is no spell scroll and spell use as that would be two actons. If you have some feature that let's you use the magic action as a bonus action, you only get one bonus action.
Spell scrolls have the action requirement as the cast time of the spell. This is how it worked in 2014 and in 2024. If all spell scrolls cost an action that would be even worse because it would make long cast time spells like Tiny Hut available for casting in combat.
I can see where lyracian us coming from on the opportunity attacks. Charm can now force a reaction out of allies, and it also leave the option for bad actors to initiate inter-party conflict intentionally.
Yeah, Warcaster now says "When a creature provokes an Opportunity Attack from you by leaving your reach", so it can ally-target. It doesn't work with Sentinel as well though, because that's not triggered by leaving your reach.
Idk why no one has mentioned this counterpoint, but since the Magic Action is defined as “cast a spell, use an item, or use a magical feature”, doesn’t RAW shoot down those loopholes? I can easily see replication of discreet effect of a spell via racial feature etc as a “magical feature”. At first I worried this would include things like CD or wildshape, but those are probably defined as class features instead.
The rule doesn't actually care about the action you use, only whether you spent a spell slot to cast a spell. There's nothing stopping you from doing two Magic actions in a turn.
Well yeah, but in this context we are specifically talking about action and bonus actions spells. The Magic actions can be a bonus action in certain circumstances.
@@the_twig131 I don't think that's true, I think it's just a spell that you cast as a bonus action, the Magic action is just something you can do with your action. But I might be wrong, I obviously don't have access to the full rules text yet
I think it would depend on the game and the specific NPCs. A pack of wolves? No. The thieves guild? Yes, they could be giving each other a leg up or a boost. A gang of orcs? Why not, orcs aggressively shoving each other sounds pretty reasonable to me.
The opportunity shove does seem a bit like exploitation on behalf of the player, not sure how to feel about it personally but I wouldn't fault a DM for saying no to them. The wording on casting though... yeah, agreed, as soon as it popped up I was thinking about features or items that let you cast a spell without a slot, but I hadn't even thought of spell scrolls which is even more of a thing. Definitely a situation where they should have kept it simple, just bowed to the popular interpretation/Critical Role or whatever source of just "No more than one spell of level 1 or higher on your turn," as that seems to be the *intended* rule, but not what they wrote (This does prevent counterspell'ing the counterspell, but tbh I think I'm fine with that as it's such a weird interaction anyway). Edit: Also, minor note, but I do like that Sentinel now works when you're standing by someone else who also had Sentinel and they get hit. It was very annoying to have that problem of two front-liners being unable to use their abilities on each other.
I personally really like the opportunity attack stuff, because it's almost exclusively a teamwork mechanic. I think that's just kind of fun. Sentinel is honestly just a huge upgrade. Really happy with how it turned out. It has damage, control, and teamwork implications, but isn't too strong at any of them. It's a really good and well balanced feat now.
Problem: the way I read Sentinel there, if I use my opportunity attack to shove the rogue, their speed becomes 0 until the start of their next turn, so they wouldn’t be able to dash to escape. Right?
If you were using the opportunity attack to actually attack, yes, but we aren't we're using it to shove. A shove is a saving throw, only attack rolls can "hit", so sentinel does not reduce speed in this case.
@@the_twig131 I must have misunderstood the new push mechanic because I thought you still had to roll to hit and if you hit then you can choose between dealing damage or shoving or grappling? Since Sentinel doesn’t say deal damage, wouldn’t it still proc?
That was the playtest 2 mechanic I think. It got changed later on to a saving throw, around playtest 5 maybe? Now when you make an unarmed strike you state damage, shove, or grapple. If it's damage you make an attack roll, but if it's shove or grapple they make a Strength or Dexterity save.
6:12 IIRC scrolls *always* take an action to use, even if the spell normally only uses a bonus action, so this kind of exploit wouldn't actually be possible. I believe this is because it falls under the "Use and Object" action. The same way you couldn't drink a potion for free, you couldn't use a spell for free: it always uses up your action.
Spell Scrolls have specific rules which state that the casting time remains the same as the normal spell, so a Misty Step scroll is still a Bonus Action to use.
Hey do you know anything about non lethal damage? I think this rule was completely garbage in 5e. It was like: You can hit your enemy with lethal intent until your last hit would kill him, then you can say: Nah... i will just knock him out and let him alife, but he is just bleeding and burning from all your spells of lethal intent. We houseruled it, so that you have to declare that you are about to deal non-lethal damage. After you do that, we will get your attack modifier as lethal damage, de rest as non-lethal damge. The Non-lethal damage stacks up, until its equal or higher than the current HP of your target.
Unfortunately, I think that it's broadly the same. On the last attack, you choose to knock them out instead of kill them, they fall unconscious with 1 HP, and start short resting, waking up when they regain some HP.
When a player fails their three death saves, they don't die, they instead get a permanent injury or PTSD or something. The only time a character can ever die is if the player wants them to, and if so, they're allowed to completely take control of the narrative and go out blazing. It does two major things for me, first, I can go harder and use stronger monsters without having to worry about what happens to the campaign, and second it means that deaths are satisfying when they do happen.
This is a technical one that I probably should have quickly mentioned in the video. Sentinel reduces speed when you hit. A hit is defined as an attack roll which beats a target's AC. Shove however is a saving throw. Because there is no attack roll it is not considered to hit, so Sentinel does not reduce the Rogue's speed.
Honestly both of those seem unintentional and... bad. Opportunity attacks loophole seems interesting tactically, but characters constantly shoving and pushing each other just looks stupid, and warcasting buffs on your allies with reaction to negate one spell per turn rule is way too powerful considering this feat is already good. It creates another must-have option, meaning it's not an option. Not sure there are that many good bonus action+spell scroll interactions(there sure are rogue-thief multiclass exploits), but counterspell scroll being the only way to cast it on your turn is definitely something they missed. I would probably not allow either of those at my table tbh. Thought I doubt many players would consider such interactions to begin with.
Yeah, fair complaint I think. It mould be considered a bit silly to be shoving each other around, and I do absolutely agree that Warcaster is way too strong. You basically have to argue not to take it.
Right, got to say that I do not think that Ranger is in any way a bad class. In fact I think that they are probably better than both Rogue and Barbarian, both of which I also don't think are bad.
@@the_twig131 I don't think they are bad either... Until tiers 3 & 4. Then their abilities look to fall off compared to other classes (other than that invisibility ability), but that's another topic.
It does count as casting, but the rule is about using a spell slot. Scrolls do not use a spell slot, so they can be used on the same turn that you 'manually cast' something else.
not a fan of the levelled spell rule either, great example of the devs not thinking through the new feature hard enough. like the new divine intervention giving instant Hallow, or for a Twilight Cleric, an instant Leomund's Tiny Hut, which while nerfed is still absolutely bonkers.
7:53 - Uh, you already couldn’t Counterspell someone twice on a turn, Counterspell is a reaction spell, you don’t have two reactions unless you’ve got some feature for that.
@@the_twig131 ah, I must have misheard you then, as it sounded like you said it was the situation where you counterspelled someone first, they counterspelled you back, and you counterspelled their Counterspell.
Take a close look at stealth. You turn invisible, and as long as you don't talk to loud, you stay invisible. Pairs really well with GOO warlock and mind sliver, who cast cast without verbal components.
Instant home brew rule. A scroll has to be made using a spell slot in its creation. Ergo it can not be used on the same turn as another lvled spell. Takes out the worst abuse case. Leaves in other shenanigans.
Just removing the spell scroll abuse is absolutely fine in my opinion, yeah (although I would also like to see Mystic Arcanum closed too). A lot of my dislike for the rule is actually just its poor communication though. if it explicitly said that free casts are exceptions, I'd be a lot happier. Right now you need a strong understanding of the rules to even realise that there is a loophole.
@@the_twig131 Yep 👍. Unfortunately the way the game is written based on the years of development and play. I understand how this bad bit of writing for casual players is missed as the developers have to be rule nerds and know a lot about the system. This seems like a complete oversight. Simply because in their circle everyone understood it. Those who might have spotted the issue through edits didn't. Then the book was green lit and sent off. Not saying it's not a massive oversight. But. I can see how it got missed. + It becomes something interesting to teach new players after they get their feet wet a little. Introducing them into how to read more deeply into the rules. ...... Unfortunately some players will avoid casters because of this rule+ ... Optimizers will find exactly the best ways to blow balance out of the water with it.
Did the rules for Reactions change in the 2024 PH? (In the Combat chapter for the 2014 PH, it says "A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.")
Reactions are simply in response to something else happening. Normally they are on someone else's turn but they can be on your turn, for example using Dissonant Whispers to make someone run away would trigger an opportunity attack from you.
The boost to Sentinel is S tier on rogues now, especially if there’s 2 of you. But it’s definitely so useful for more dynamic teamwork, especially with War Caster. Being able to Vortex Warp a teammate as a reaction is going to be an amazing option, especially when you need to get someone straight into the thick of it.
Yeah, I'm super impressed with Sentinel actually, it's a really good feat. A few of the old combos like riding your Moon Druid or PAM blocking don't work any more, due to certain other changes, but the team support options are incredible.
@@the_twig131 PAM blocking is still available in a way, it's just only on Cavalier fighter now at 10th level (if your table allows Xanathar's)
It's actually worthwhile to take Sentinel on the crowd control/soft taunt based fighter subclass now, which I find really nice, even with the issues in the subclass' design that I hope will get assuaged in a reprint.
How was this PAM blocking?@@tridentgreen3346
@@the_twig131 Do you think that they'll errata/change warcaster? Its ability to use an action spell as a reaction is just... absurdly strong. Perhaps game breaking so.
@JJV7243 wdym? Even the 2014 version let's you cast action spells as a reaction but only against enemies. This just let's you use other spells but for your allies
I actually like the new spellcasting rule because there are loopholes to play around in fun ways. Like a Magic Initiate Healing Word is great on a wizard for example.
I can understand liking it. A fairly large proportion of my dislike is actually just the poor communication. If it actually said that free cast spells are an exception I'd be much happier (although still clean up Mystic Arcanum and magic items).
@@the_twig131I might be missing something, but I kind of assumed that was their intent because of the way the rule was written. I read it as “they don’t want new players to feel hamstrung from using (for example) their teleports and other class feature-specific spells”.
@@the_twig131mystic arcanum is definitely intended, and D&D is an exceptions based rules system, you can't say "if you spend a spellslot, but not if you don't expend a spell slot", but you *can* make a lil green tip box which adds some tip clarification on how this rule is supposed to be used:
Tip: some magic items, class features, species traits, often allow for the casting of spells without expending a spell slot, allowing a 5th level high elf wizard to cast misty step once per day on top of a fireball!
You only make an exception if something breaks the rule
@@deProfundisAdAstraliterally exactly this, this isn't a design mistake, it's completely intentional
Reaction spells can be cast after you end your turn as it is now a different turn. If it was one leveled spell per round or until the start of your next turn, that would be a different restriction. In the same way rogues can sneak attack using their reaction as it is also once per turn.
Yes, there's no restriction on using reaction spells outside of your own turn. I was talking about Counterspell as a way to counter someone countering the spell that you just cast. That's not allowed any more, because it would still be on your turn.
@@the_twig131 unless you have a way to cast counterspell without a spell slot. maybe a ring of spell storing?
@@the_twig131 Personally I think that's a GOOD thing, Counterspell needed to be tuned down.
@@marcbennett9232a scroll of counterspell, the only downside is the DC drops to 13 now, since scrolls all have a DC of 13 and a +5 to hit
@nyanbrox5418 Unless you have the scroll yourself with the new crafting rules, where scrolls you make use your save DC and spell attacks
I love this breakdown of both of these fiddly new rules, but I kind of have the opposite opinion to you. I think using Warcaster to reaction cast spells is a much more problematic loophole to spell action economy than the one spell slot/turn rule. Then again, my table never uses scrolls because the rules around them were always too fiddly for us. But building around features like species bonus spells, Magic initiate, Fey Touched, etc is exciting. I just think opportunity attacking your friends is more meta than the other. I’m still gonna vouch for its use at my table though lmao
Also, the Warcaster tax has never been higher with it gaining a +1 asi and the ability to reaction Haste etc your best pals
Definitely not going to argue about Warcaster being way too strong. There's almost no reason not to pick it. I think that ally-targeted reaction casts is not a particular problem though, specifically because it's used for buffs and healing.
The best, most oppressive spells are normally control spells, so encouraging people to concentrate on Haste or Fly or something instead is a good change in my opinion. Buffing is often more fun for the person being buffed than control is.
A big portion of my dislike of the one spell slot rule is just how poorly communicated it is. As I said, if it specifically said that the free-cast spells are exceptions, I'd be much happier with it, but you need to know the rules well to understand the loophole.
@@the_twig131 I definitely agree the one spell slot rule should be clearer, my perspective is clouded by nearly 20 years of playing some form of dnd (and like 15 years of following the sacred writings and videos of Our Lord and Savior Treantmonk) and I have absolutely no perspective what it would be like to be a new player who doesn’t know about these interactions.
I also think that being able to make opportunity attacks on your friends makes a lot of sense, like what is it about a creature being hostile that enables you to reactawhack ‘em? Finally, Woke has been defeated and we can smack our bros on the ass again lmao. And I really like using that to shove and trade your reaction to give an ally more movement (and forced movement), it’s sorta kinda almost like a Fastball Special from Marvel Multiverse RPG my friends and I have been playing. I do also think it makes Warcaster the most powerful feat in the game by a wide margin, but in a way that promotes teamwork in combat, so it’s tough. Like I want players to work together and combo off of each other instead of making siloed powerful builds, but I also don’t want the wizard to yell at the barbarian for forgetting to stop by for a haste.
@@the_twig131I mean I saw it and immediately understood the interaction, so it seemed pretty obvious to me, and it is way more intuitive than the old rules, anything goes except only one slot per turn, with the exception of class features that cost spell slots
And mystic arcanum is not some strange rule exception, it is just straight up being openly buffed by allowing you use of armour of agathys, that is not uninentional
Also, spell slots cost alot of time and money, and their DCs are all 13 now, and to hit are all +5, so if you use a counterspell scroll you use up your reaction, and action, you've burned a spell slot and a scroll, and you have given them back their spell slot for later, not to mention it's a DC 13 con save, even a frail wizard will make that some of the time, and it did cost you hundreds of gold to make that scroll
I am running a level 8 game right now and my players have run out of ressurection diamonds and don't seem to have the budget for any more, and they haven't exactly been using all their money on high level scrolls either
Also, healing potions are now a bonus action and usable by almost everyone mid combat, so players will also be spending money on those now
Also, I'm not going to be using custom backgrounds for a bit, I will probably make some new ones in future, but crafting healing potions takes herbalism and crafting scrolls takes calligraphy, so if all of ones party would be criminals and entertainers, none of them will be able to craft potions or scrolls whatsoever
Personally I think sage is the strongest background because you get arcane magic initiate, the best feat from the best spell list, calligraphy tools, wis, con, int, *and* arcana and history, it's just everything I could ever want in a background,
I probably won't allow my players complete background customisation, but I will probably use the background crafting rules to make a few new options, such as spy or gravedigger or, like you know, stuff like that
The stealth rules please! A lot of debates on how "you are invisible" when you are hidden, yet an enemy can see you in plain sight. There is a lot of ambiguity how it works.
That one will be tough. Only read them over once so far, but I think those rules were pretty vague. I'll need to do some research for that.
It's a weird term where I think there's the invisibility, which we all expect, and then there's the "invisible" condition.
Since creatures have a way to see you if you have the "invisible" condition but arent actually invisible, you don't gain the "concealment" and "attacks affected" benefits meaning u just have advantage on initiative rolls which is still weird.
There is no ambiguity, the invisible condition ends when you no longer have either total or 3 quarters cover
Ie, if at any point you now have half cover or no cover, you lose the invisible condition
@@solarkhan484the new Invisibility spell gives you the invisible condition, and it ends when you attack, cause a saving throw, or cast a spell
@@solarkhan484the new rules clear up those other interactions I believe, see Invisibility for instance doesn't just let you see invisible creatures, it means they do not benefit from the invisible condition against you whatsoever
I haven't been able to see the new spell technically, so I could be wrong, if I am feel free to correct me in a month when we get the books
That's not how Reactions work at all.
You have excellent taste in background music. I did a double take when I recognized the tune at the end.
Thanks, I love Cassette Beasts. A lot of its music is unfortunately a bit too upbeat for me to use as background music, but Wherever We Are Now is nice.
I love Cassette Beasts so much. So underrated
Another thing I noticed: Many monster stat blocks will not have to care about the one slot rule due to not using spell slots for any of their spells. Though, I don't see that making much difference because they often have few (if any) reaction or bonus action spells and sometimes they have monster-specific spell-like actions rather than real spells anyway.
Yeah, that's true. They've basically entirely moved away from the slot based listings on monsters (which I am very much in favour of).
I disagree strongly on the casting rule. Yeah scrolls are a bit of a loophole but being able to use slotless leveled spells in combination with spell slots is going to be so much fun! And it shouldn't be too hard for the DM to rein it in if the players decide to stop the adventure in its tracks to open up a scroll factory.
Fair, I can understand why it would be enjoyable. A significant amount of my dislike is simply down to the poor communication. If it stated that there are features which don't use a spell slot, and they are exempt from that rule, I'd be much happier. As is though, you need a strong enough understanding of the rules to even realise that there is a loophole.
Scrolls still use actions though right?
My preference would have been if scrolls defaulted to minimum slot/ability score like they do in 5.0, with the option to make them scale taking a lot longer to craft or being much more expensive or something
@monkeyman3194 I believe it's the same casting time as the spell but not 100% sure
@monkeyman3194 Scrolls use the same cast time as the spell. This is how they worked in 2014 as well, there has never been a rule saying that they always cost an action.
Big fan of the opportunity attack & one spell slot on a spell per turn.
Now grabbing either proficiency in Arcana or Caligrapher's tools to Scribe Scrolls like Absorb Elements, Shield, Silvery Barbs, or something else. I've always done so before but Caligrapher's tools are a little easier to grab.
You probably won't need a scroll for Absorb Elements or Shield, because you normally cast those on other people's turns, so they aren't affected by this rule. Silvery Barbs is often used for save rerolls though, so that's a good candidate.
My favourite new rules is the heroic inspiration rule and extortion rule. I also really liked that they made some of the rules more clear like removing confusing terminology like melee weapon attacks even though it didn't had anything to do with weapons and clarifying the crafting rules.
My least favourite new rule is that you can equip or unequip weapons each time you attack, combined with the lag of a restriction on extras attacks from two-weapon fighting, so you can do two-weapon fighting with one hand by unequipping one weapon and equipping another.
You even put examples with squares, icons, radious and text, every dnd video needs it, i literally spoke about this yesterday, chef kiss. Great video.
Thanks, I think that demos like that are super important when explaining tactical decisions, and the text boxes both mean that you can pause and read for yourself, and mean that I don't have to completely halt the pace of the video to read out the feature.
1:47 oh that has such a cool image in my head. The Cleric getting into a squat and cupping their hands together. Fighter runs at Cleric and steps on the hand, Cleric then lifts up and causes the fighter to do a cool flip.
From what I've seen of the PHB online, there is a subsection of Spells called "Casting without Slots", which lists multiple ways to do so. So while not immediately stated with the combat rules (which is where I presume the 1 levels spell with a slot/turn rule resides), the relevant Spells chapter does give you the information, on the first page of the chapter too.
Also they did use the new quickened spell wording on casting leveled spells, thats just what the 2014 rule was. And that had been famously misunderstood. Hopefully being a specific feature and not a general rule will help.
The fact that it's not in the same place unfortunately means that many people won't read them together. A casual player is likely to forget about them when they read the other. There's also no explicit call-out, which I really think there should be.
Bought Fabula Ultima and played it with my group because of you. Wish you covered more Non-D&D content especially cause your videos are so high quality.
Hope you had fun!
Non-D&D content is kind of tricky for me, because my content is so reliant on having a deep understanding of the fundamental rules. I don't really have that for any other game, and it would be tricky to build up.
It would be easier with Fabula, because it's quite a simple game, but with Fabula specifically, I don't want to go too deep and analytical on it, because it's my fun relaxing game.
I hope the designers give some insight on the new spell slot rule for at least RAI point of reference otherwise it’s gonna be quite a new point of contention between players and dms at the table.
Yeah, it would be nice if we could get some kind of comment fairly early on. Definitely won't get one before the book releases and the sale cycle is over, so probably not until after Christmas at the earliest.
It is more a return to form rule. In all previous editions, it was standard to only be able to cast one leveled spell per turn.
I actually think the rules are quite clear and intentional.
The rule is so short now, you just read it, one spell slot per turn, so on a turn, only ever mark off a single spell slot, seems pretty easy to keep track of
@@marcbennett9232exactly
2024 Casting Time says "On a turn" and 2024 Counterspell is a reaction. You don't take a Reaction on your turn. A Counterspell scroll would be useless.
You can take a reaction on your turn if something provokes it. An example which does still work is casting Dissonant Whispers to make an enemy run away will immediately trigger an opportunity attack, even though it's still your turn.
In 2014, there was an interaction where if you cast a spell and an enemy Counterspelled it, you could Counterspell them back. That's what no longer works due to this one spell slot rule, unless you have a scroll.
@@the_twig131 so, what are the 2024 rules re using a scroll? Because it SHOULD be an Action, not a reaction or a bonus action. Reaction scrolls should be pointless and bonus action scrolls should take your Action. What is the 2024 RAW?
Scrolls now take whatever the casting time of the spell is, so a BA spell takes a BA, a 1 hour spell takes an hour, and a Reaction scroll takes a Reaction. It worked the same way in 2014 by the way.
@@the_twig131 does it say anything about needing it on hand? Because digging through your pack AND scroll use on a reaction, or even bonus action, is baloney
@chadculotta8278 you do need to be holding it, yes. That means that you need a bit of prior planning, but that's not too hard to do.
I feel like they might Eratta that second thing from "with a spell slot" to "of first level or higher" same with counterspell. They wrote the spell casting rules in general as if all spells of first level or higher Always use spell slots. It's just the kind of thing that was clearly a misprint.
I really hope that they do, but I'm kind of concerned. They have historically had a habit of doubling down when people have pointed out weird, kind of busted interactions.
@@the_twig131 Yeah, they never admit they made a mistake, especially Jeremy Crawford.
And I think this might be intentional actually.
But they might not have foreseen how this interacts with all possible options now and in future publications.
@@rogerwilco2it probably is intentional, simply becuase Quickened Spell actually has a more specific "1 spell of 1st level of higher" clause on it. No reason to have a completely different set of rules text unless they were purposely leaving some leeway
Ooh, pushing allies with opportunity attacks...that's awesome! War Caster sounds crazy powerful but super interesting, and I'm usually a fan of things that allow teamwork. Basically even more of a must-have feat now, though.
This also makes for bonkers combos with Spirit Guardians, which I kind of hate for the narrative goofiness it creates. You can move forward and back to have Spirit Guardians damage enemies and Ready an action to move, then use your remaining turn movement to let an ally grapple you as an Opportunity Attack, then have them move you forward and back on their turn to damage enemies a second time, then release you, then on the next turn take your readied action to move forward and back to damage the enemies a third time and trigger another allies movement to grapple you and move you to damage the enemies a fourth time. Won't work perfectly every encounter depending on the initiative order and whether enemies get up right next to you, but still!
Yeah, Spirit Guardians is probably even better than it used to be.
Also, got to say that I'm pretty annoyed by how much Warcaster was buffed, but this particular buff is quite fun in my opinion.
Can’t wait for your two weapon video. Thanks!
Honestly, I think they should've just removed bonus action spellcasting restrictions as a base rule and only put them on specific features like Quickened Spell.
I wouldn't mind this either. It would be a significant spellcaster buff, but at least it would be easy to understand.
I’m confused why people think taking the corners verbiage means that Fireball doesn’t hit around a corner. It says “Each creature in a 20-foot radius sphere.” It doesn’t say anything about having cover or being around a corner making them immune. I know they specifically took out some wording about being around corners but that seems more like cleaning up language than changing the way the spell works.
It's because the definition of a sphere says that it extends in straight lines from the centre. As soon as there is something blocking that straight line, it ends. The corners part of Fireball in 2014 was an exception to this.
@@the_twig131 ah that makes more sense! Thanks! I’m looking forward to seeing the rules glossary.
I love that AoO shove tech. It’s useful, not too mechanically technical or exploit-ey, and feels like a fun teamwork combo moment.
Worth noting that while the 2014 AoO rules did specify hostile creatures, I’d bet 99% of DMs and players would have not know this or hand waved it. But it’s still nice the official rules nixed the “hostile” wording.
Yeah, it's really cool.
I agree that lots of DMs would have allowed this previously if asked, but it's properly legal now, and that's great.
Sentinel allows you to push the rogue with the established new rules, but it also says that "When you hit a creature with an Opportunity attack, the creature's Speed becomes 0 for the rest of the current turn." so would it not make it so the rogues movement stops then and there with the stated example? Would love to know as I'd like to include more of this at my table but I would probably not like the sentinel ruling if the video was correct and I am wrong
The Shove option as part of an Unarmed Strike forces a saving throw, rather than uses an attack roll. The term "hit" only applies to attack rolls. So, you can't ever hit a creature by shoving them and thus don't reduce the target's speed.
@@CalebWillden as yes, I forgot the wording is "replace" a shove with an unarmed strike, good looking out!
The War Caster Teamwork option is simply brilliant!
Getting to use Opportunity Attacks on allies is a really interesting change. Warcaster letting you cast single target buffs off turn is actually insane.
As for content I’d like to see, I think a full rundown on Backgrounds and Feats would be super cool.
Backgrounds I don't find especially interesting as a subject, because I'll be opening up custom, but i might have a look at Feats.
Both excellent points. My least favorite change is the huge nerf to aberrant mind sorcerer. Not only did they nerf the ability to change your psionic spells , but when casting the psionic spells using sorcery points no longer negates material cost , i know it doesn't sound like much but , the aberrant mind used to be an s tier face of the party because you could cast so easily in the middle of negotiating or talking your way out of trouble without being noticed, now i either have to grab my focus or my component pouch meaning people are going to notice and also for the few really good spells that you could change into like Tasha's mind whip no longer allows you to get around counter spell because it looks like you aren't doing anything. I know both cases are niche but not being the slightest subclass anymore is a bummer. This really did make use of clutch moments if you built properly. Also makes it so you can't be a glass cannon gish avoiding verbal somatic and material components on certain spells. But i do actually enjoy most of what i have seen so far, besides them taking the things away that made my favorite subclass special. Although i think the psionic spell might let you cast a spell with sorcery pionts and Misty step in the same turn
Yeah, losing spell swapping and material components is a big hit to Aberrant. This new rule does however mean that everything on their list doesn't use a slot, so yes you can Misty Step or whatever afterwards.
@@the_twig131 are there more bonus action spells in this book, haven't seen the updated spell list yet
Why has this taken so long for me to find your channel? This is amazing content, ty
Glade you like it.
2:04 i literally missed this way of using oppurtunity attack😮
It's really cool isn't it.
If the Fighter uses Sentinel’s attack of opportunity to shove the Rogue out of the Minotaur’s reach, then the Rogue is stuck there until the end of the current turn. Even if no damage is dealt (unless I’m mistaken on the rules for shoving), it still counts as landing an attack, and the zeroed movement speed isn’t optional, unfortunately.
The Shove option as part of an Unarmed Strike forces a saving throw, rather than uses an attack roll. The term "hit" only applies to attack rolls. So, you can't ever hit a creature by shoving them and thus don't reduce the target's speed.
@@CalebWillden
Oh, okay. I guess I was still remembering the playtest rules that simply let you choose between dealing damage, shoving, or grappling the target after landing an attack roll. My bad.
Yep, as Caleb said, saving throws cause a success or a fail, not a hit or a miss.
I was expecting them to just remove the bonus action casting limitation entirely, like with BG3, and I'd have been okay with that. I don't really see scroll abuse being an issue unless the cost of crafting/buying them is trivial or if you have nothing else valuable to spend coins/treasure on. But that's always a risk with consumables, isn't it?
What I like about the new rule is that it's much easier to explain than the old one.
I would also be ok if they had removed the rule entirely (although it would have been a bigger buff to spellcasters. I'm not sure if it is easier to explain though, simply becasue the concept of casting a spell without a spell slot is a bit finicky.
Nice breakdown. I too look forward to playing with these new classes/rules/feats/spells soon.
They look like a lot of fun, and my playtests were all cool as well, so I'm pretty hopeful.
The thing that I found is that DnD 5.24 has a lot of really smart and interesting changes (my personal favourites are the changes to the Barbarian and Rogue, but also there's some neat stuff in the rules) paired with what I feel like are rushed, half-baked "buffs" or "nerfs" (seriously, how did anyone look at the new Conjure Minor Elementals and thought it was ok to release as is). Overall, the new book is, to me, more or less just frustrating. They know how to design a fun game, but it feels like this product is being held back immensely, if that makes sense.
Anyhow, I'm looking forward to more of your videos analysing the new rules!
Yeah, I definitely understand what you're saying. There's a few things that just make sense or open up really cool options, and then there are other things that look like a first draft, or basically just came back untouched.
Scrolls ignoring cast time is only as strong as the scrolls your dm will let you have.
Is that cassette beasts music? Niceee
Thank you for the video!
Yeah, Casette Beasts is great. Probably my favourite Pokemon-like.
As a DM who values game economies, I like the spell scroll thing simply because scrolls aren’t cheap to make en masse. And if they have 20 first level scrolls, they maybe don’t have that wand of fireballs that also breaks this rule. It just gives more reasons for players to actually spend their gold on something they’re in control of instead of expecting me to create a shop with insanely powerful things worth 10s of thousands of gold to just be hanging out. Also, without the PHB in front of me, there were waaaaaay fewer bonus action spells in 2014 than action spells, so this rule always felt a little niche anyhow. It felt more like a balancing of the sorcerer quicken spell than anything else. Misty step + other spell never felt too broken. Super cool perspectives, though. Great video!
As far as things I couldn’t wrap my head around for your next video- the dual wielder feat and its reaction with things like nick weapon mastery. Am I making two bonus action attacks, one of which is being used with the nick action and another with another weapon? Is it just worded that way to tell me I’m not limited to attacking with a light weapon with that bonus action attack? Felt a bit underwhelming if that is the case.
Right, Dual Wielder is a feat that I will definitely be covering in detail in my video on Two Weapon Fighting. Probably planning to get that out in early September, hopefully around when the actual book releases.
agree, I love that scrolls are getting a buff
cool catch on the opportunity attack change, even TreantMonk missed it and I love the idea of a warcaster healer that can heal with a reaction. Except that healing in dnd5e is useless unless the target is at 0 (and I do not think it changed in the new 2024 rule) so if your fighter can run pass the cleric, he his not at 0 HP so not worth healing just yet.
Then their some nuance you missed about the new spellcasting rule (1 spell slot per turn)
yes it's true, staff, scroll, racial and class feature allows you to cast spell without using a spell slot will allow you to cast multiple spell per turn, so yes My sorcerer could cast a free spell using his racial bonus action spell, then use his staff for a 2nd action spell and then use a spell slot to cast a 3rd reaction spell in a single round. (racial misty step, staff fireball and reaction shield)
But let's see how this is not as OP as you imagine:
1- Racial free casting are generally once per long rest so yeah... work once per day, any further use require a spell slot
2a- Magic item (like staff, wand and scroll) are given by the DM. So if you want to avoid your sorcerer casting 2 fireball per turn, it's very easy, give him a wand of anything else then wand of fireball
2b- Magic item have limited use. Even the mighty staff of power (assuming it work as in 2014)only got 20 charges and casting fireball require 5 charges and you want to avoid reaching 0 charge otherwise you risk making the staff useless, so you have in reality 19 charges if you want to remain safe and during a difficult adventure you will have 2d8+4 charges since you probably used all the charges the previous day.
2c- you can only attune to 3 item and most item able to cast spell using charges require attunement. Sure you can attune to 3 staff of power (but please refer to 2a) in most case the spelcaster will prefer to have a robe of the archmage, a staff of power and a ring of spell storing to give his familiar and this way have 2 concentration spells at the same time
3- With the nerf to divine smite, assassinate and dread ambush we will need t redo a lot of math to figure out what is a good nova burst number using the 2024 rules. But I really doubt that any spell combo will allows for a spell caster to deal more single target nova burst then a good martial build
4- all spell caster have limited ressources. Just like the item and racial/class feature have limited uses the spell have limited uses as well. And sure when you see a level 20 wizard with his 4-3-3-3-3-2-2-1-1 seems impressive, but at level 20, those 3 3rd level fireball dealing 25 damage average... So yes even your warlock who can cast his mystic arcanum without using a spell slot, then cast a 5th level spell... it's strong but he will run out of resources pretty quickly
5- saying you can cast 3 spell per turn does seem OP AF. But thing about it, in order to cast 3 spell in a single turn you need to cast a bonus action spell (without using quicken spell) an action spell and a reaction spell (you are still limited to 1 action, 1 bonus action and 1 reaction)
Reaction spell require a specific trigger. And reactions spell are rare, and have limited scope in their effect. Sure I can willingly move and provoke an attack of opportunity, letting me cast hellish rebuke or shield or silvery barb or absorb element, but all those 4 spells are triggered because the DM choose to trigger them. or counterspell, the counterpsell of your spell
Bonus action spells are also limited in scope, quick teleport for repositioning (which BTW kind of nullify your attack of opportunity from moving) Most bonus action damaging spell are great for ghist character. I mean who benefit the most from spirit shroud? a monk with 6 attacks who stay in melee now that he got all those buff? or the wizard with 1 attack wo remain 60ft way from monster?
So go ahead find me a powerfull combo of 2 or 3 spell that will break the game. No repositioning with misty step in order to cast your spell is not OP. it always been stupid that my sorcerer need misty step to get out of bad positioning, but cannot cast his real spell to assist the party. At least now with the proper magic item I might still be able to help the party.
6- it's not so well "hidden" I mean sure the brand new player who still need to read his spell each turn to decide what to cast might not realise it immediately, but let him learn the game progressively, no one want to wait 10 minutes so he can read his spell list twice to decide which 2 spells to cast. Let him learn 1 spell, once he's familiar with the rule let him realise he can cast 2 spells by himself.
So first off, healing. Healing not being worth it was definitely true in 2014, but it's quite a lot better now, meaning that I think it sometimes can be. It's also essentially at a discount because you're using a reaction, not wasting your action on your turn. In this particular case though, at the start of a fight, it was mostly there for a really basic and immediately understandable example.
With the spell slot stuff, yes, a lot of that is true, except for 6, which is far and away the most important one. At least in my view.
We are all really experience players who know a lot about the system, and I'm sure that this is not the first time you've seen or discussed this interaction. New, or even just your standard casual players do not make the same links, and the fact that it doesn't say the rule and then give the exception immediately afterwards in a little sidebar or something means that a lot of people simply won't realise that there is a loophole. That's my primary issue, poor communication. I'm actually not too bothered about the power of the interaction (although I don't think that scrolls and Mystic Arcanum should work), I'm bothered about people understanding it.
Let's say that you've got a new player, who is playing a 3rd level High Elf Wizard. They decide to Misty Step. They can then cast another spell. Great! Now on their second turn they Misty Step again, and you have to tell them that they can't use another spell. Why not? What was the difference? They did the same thing but now they can't cast an extra spell? This is the issue I have with it.
good video! but for once I have to strongly disagree with you about the 1 spell slot rule. 1) its far far simpler than the original rule 2) it opens up design space that they have chosen to take advantage of. 3) spell slots are clearly defined, as are when you are casting something without a spell slot. the interaction to get extra casting of a leveled spell on turn is very clear. 4) scrolls are so rarely used that I didnt even think of this interaction.... but it makes me approve of the change even more. maybe scrolls will actually be useful now (to someone other than a wizard looking to copy into a spellbook).
Fair, perfectly reasonable points.
A large portion of my dislike is simply down to the poor communication. If it actually said that there are some features which don't use slots and these are exempt, I'd be much happier. Right now you need a strong understanding of the rules to even realise that there is a loophole though.
@@the_twig131 do you need a strong understanding of the rules? ive been gaming since I was 9 so it seems natural to me. they clearly say 1 spell slot per turn. and they clearly say this or that ability means you dont spend a spell slot. im fairly sure even my gamer adjacent friends would pick up on that.
I think that they do, yes. These rules are written in very different parts of the book, you're unlikely as a newer player to read them together. There is then the fact that most free-cast spells are limited in use. If I'm a High Elf with a free cast of Misty Step, why can I also cast another spell the first time I use it each day, but not the second time?
@@the_twig131 well to be clear, your cast without a spell slot doesn't have to be your first casting of Misty step. And thematically it's pretty easy to explain. Using a spell slot takes more effort than a natural ability granted by your race or other means.
To me the new rules to opportunity attack also read like that you are able to attack a teleporting target right before they vanish giving melees another chance to slice those juicy casters in two
Teleportation has a specific rule saying that it never provokes Opportunity Attacks.
@@the_twig131 well shiet. Is this written down somewhere or taged to the bottom to a move/spell? I feel like there has to be some rules bending wiggle room bs in how specific they were to write out all the different kinds of actions
There's a specific Teleportation section in the Rules Glossary which explains how all forms of Teleportation work.
The spell scroll loop hole does seem really broken, but this could be fixed by using the same wording from the quicken spell metamagic on the spell scroll template. Do spell scrolls appear in the PHB or in the DMG?
The PHB has Cantrip and 1st Level spell scrolls in the equipment section. They don't appear to have any special limiting rules. It seems like a perfectly reasonable homebrew though.
This person is playing 5D chess at the same time they are playing DnD.
I'd never think of Opportunity Attacking my allies! And Spell Scrolls are now stupidly strong!
In the 2014 version this didn't use to work because it was not allowed to make a shove by replacing the opportunity attack. Is the wording now changed so that it is possible?
Yes, the Shove is now a part of the Unarmed Strike. Whenever you make an Unarmed Strike, you can either do damage, or Shove, or Grapple. If you have the Tavern Brawler or Grappler Feat you can actually do two of them at the same time.
That also means that Monks can grapple with their Martial Arts or Flurry of Blows if they want to, which is super cool.
@@the_twig131 That example you made about the fighter shoving the rogue out of the reach of the minotaur still wouldn't work though, because that attack of opportunity triggers after the attack has already hit.
@Klaital1 not actually sure what part you're saying doesn't work. As long as the Rogue hits, the Fighter can make an OA and shove them (which doesn't reduce speed), and the Minotaur won't get to attack.
@@the_twig131 Oh you mean making opportunity attack when the rogue takes disengage, well that works I suppose, but you forgot the second part of Sentinel, if you do that, you also reduce the rogues speed to 0 so they aren't moving any further.
@@Klaital1 in a comment @calebwillden pointed out that "hit" refers specifically to attacks and in the new rules as written an unarmed strike can be "replaced" by a shove macking it not an attack and not something that can/has to "hit" and therefore not reducing the speed
0:49 opportunity attacks. This is a ridiculous nonsense interpretation, either that or you didn't actually read the entire section. The first sentence of the opportunity attack section of the book states it applies to enemies. The second sentence says it applies to foes. Taking a later sentence out of context and claiming you can opportunity attack allies is just munchkin rules reading.
....UNLESS the as yet unavailable 2024 DMG does not allow the spell scroll trick. Similar to the UA playtest for the last few years, you cannot judge a rule based on other rules that aren't available yet. And clearly I'm talking about the soon to be available Core Three set here, not some nebulous "might happen one day years from now" situation - don't be cheeky.
Yeah, this could happen, but the PHB itself has rules for spell scrolls. The DMG would have to give additional stipulations or contradictory rules, and I don't think that that is likely.
Casters are definitely going to want to craft their own spell scrolls so they can benefit from their own attack roll and spell save DC. Standard Spell scrolls are DC 13 and attack roll +5.
Yeah, absolutely. Got to say I'm super disappointed by the crafting rules though.
@@the_twig131 Yeah, I wasn't expecting an in-depth system but there could have been more to it. At least we'll finally get prices for magic items since crafting is based on price and we know there is magic item crafting in the DMG.
My reading of the new rules is that it works on the likes of misty step, too
I like both of these changes alot actually!
I mean, the scroll/magic item loophole is dumb, but i really like the feature loophole! And either way, to me this makes way more sense than the 2014 rules.
Doesnt the Sentinel AoO also end movement or has that changed for 2024 rules?
Sentinel does still reduce speed, but that happens when you "hit". A hit is defined as an attack roll which beats a target's AC, but Shove is a saving throw. A saving throw is a success or a fail, not a hit or a miss, and as such shoving an ally does not reduce their speed.
Actually punching them to do damage would reduce speed though, because that is an attack roll.
Question, do you need to already have the spell scroll in hand before casting the counter spell? My assumption is spell scrolls work like weapons and foci so you need to actually have them in hand to use them.
Yes, you do. What that functionally means though is that all Wizards will have an iron grip on a Counterspell scroll during the first round of combat when they cast their big concentration spell, and then put it away afterwards.
The limit to spell per turn makes the aberrant mind better, shame the list got nerfed
Losing spell swapping was a big hit to Aberrant. Sorc as a whole is honestly just astronomically better though. I'd now put them in top 2 classes, alongside the Bard.
@@the_twig131 for sure. Feels like a sorcerer not a wizard with a small list
Scrolls take the magic action to use. So, there is no spell scroll and spell use as that would be two actons. If you have some feature that let's you use the magic action as a bonus action, you only get one bonus action.
Spell scrolls have the action requirement as the cast time of the spell. This is how it worked in 2014 and in 2024. If all spell scrolls cost an action that would be even worse because it would make long cast time spells like Tiny Hut available for casting in combat.
I have complete opposite view and hate the idea that opportunity attacks allow you to hit friends!
Fair, it's a weird tech.
Can I ask why though?
I can see where lyracian us coming from on the opportunity attacks. Charm can now force a reaction out of allies, and it also leave the option for bad actors to initiate inter-party conflict intentionally.
“Smiles in Scribe Wizard”
Vert insightful video actually
Unless warcaster has changed, it specifies it must be a hostile creature, so this combo doesn't work
Yeah, Warcaster now says "When a creature provokes an Opportunity Attack from you by leaving your reach", so it can ally-target. It doesn't work with Sentinel as well though, because that's not triggered by leaving your reach.
@@the_twig131 How strange, fair enough. I imagine this will get errata pretty quickly
Idk why no one has mentioned this counterpoint, but since the Magic Action is defined as “cast a spell, use an item, or use a magical feature”, doesn’t RAW shoot down those loopholes? I can easily see replication of discreet effect of a spell via racial feature etc as a “magical feature”.
At first I worried this would include things like CD or wildshape, but those are probably defined as class features instead.
The rule doesn't actually care about the action you use, only whether you spent a spell slot to cast a spell. There's nothing stopping you from doing two Magic actions in a turn.
@@the_twig131 Apart from the fact you only have one action?
Well yeah, but in this context we are specifically talking about action and bonus actions spells. The Magic actions can be a bonus action in certain circumstances.
@@the_twig131 I don't think that's true, I think it's just a spell that you cast as a bonus action, the Magic action is just something you can do with your action. But I might be wrong, I obviously don't have access to the full rules text yet
Dnd with gen 5 music? Now this is my kinda content
I think that Gen 5 has the best music of the entire series (except for like, a few songs in Mystery Dungeon).
1:27 - wait, this wording now allows Opportunity Attacks on teleportation spells…..
I'm guessing the Teleportation rules in the Rules Glossary will specify that teleportation does not provoke opportunity attacks. At least I hope so
Teleportation has a specific rule saying that it never provokes Opportunity Attacks.
@@the_twig131 ah, fair enough
Opportunity attacks work the same way for npcs. Would you make them push each other too?
I think it would depend on the game and the specific NPCs. A pack of wolves? No. The thieves guild? Yes, they could be giving each other a leg up or a boost. A gang of orcs? Why not, orcs aggressively shoving each other sounds pretty reasonable to me.
@@the_twig131 that's fair
The opportunity shove does seem a bit like exploitation on behalf of the player, not sure how to feel about it personally but I wouldn't fault a DM for saying no to them.
The wording on casting though... yeah, agreed, as soon as it popped up I was thinking about features or items that let you cast a spell without a slot, but I hadn't even thought of spell scrolls which is even more of a thing. Definitely a situation where they should have kept it simple, just bowed to the popular interpretation/Critical Role or whatever source of just "No more than one spell of level 1 or higher on your turn," as that seems to be the *intended* rule, but not what they wrote (This does prevent counterspell'ing the counterspell, but tbh I think I'm fine with that as it's such a weird interaction anyway).
Edit: Also, minor note, but I do like that Sentinel now works when you're standing by someone else who also had Sentinel and they get hit. It was very annoying to have that problem of two front-liners being unable to use their abilities on each other.
I personally really like the opportunity attack stuff, because it's almost exclusively a teamwork mechanic. I think that's just kind of fun.
Sentinel is honestly just a huge upgrade. Really happy with how it turned out. It has damage, control, and teamwork implications, but isn't too strong at any of them. It's a really good and well balanced feat now.
Problem: the way I read Sentinel there, if I use my opportunity attack to shove the rogue, their speed becomes 0 until the start of their next turn, so they wouldn’t be able to dash to escape. Right?
If you were using the opportunity attack to actually attack, yes, but we aren't we're using it to shove. A shove is a saving throw, only attack rolls can "hit", so sentinel does not reduce speed in this case.
@@the_twig131 I must have misunderstood the new push mechanic because I thought you still had to roll to hit and if you hit then you can choose between dealing damage or shoving or grappling? Since Sentinel doesn’t say deal damage, wouldn’t it still proc?
That was the playtest 2 mechanic I think. It got changed later on to a saving throw, around playtest 5 maybe?
Now when you make an unarmed strike you state damage, shove, or grapple. If it's damage you make an attack roll, but if it's shove or grapple they make a Strength or Dexterity save.
I do like the idea of using reactions for teamwork, but these opportunity attack rules might be the jankiest way to do it.
6:12 IIRC scrolls *always* take an action to use, even if the spell normally only uses a bonus action, so this kind of exploit wouldn't actually be possible. I believe this is because it falls under the "Use and Object" action. The same way you couldn't drink a potion for free, you couldn't use a spell for free: it always uses up your action.
Spell Scrolls have specific rules which state that the casting time remains the same as the normal spell, so a Misty Step scroll is still a Bonus Action to use.
Hey do you know anything about non lethal damage? I think this rule was completely garbage in 5e. It was like: You can hit your enemy with lethal intent until your last hit would kill him, then you can say: Nah... i will just knock him out and let him alife, but he is just bleeding and burning from all your spells of lethal intent.
We houseruled it, so that you have to declare that you are about to deal non-lethal damage. After you do that, we will get your attack modifier as lethal damage, de rest as non-lethal damge. The Non-lethal damage stacks up, until its equal or higher than the current HP of your target.
Unfortunately, I think that it's broadly the same. On the last attack, you choose to knock them out instead of kill them, they fall unconscious with 1 HP, and start short resting, waking up when they regain some HP.
Sentinel to shove the rogue? Heck yea!
It's so cool isn't it!
What dying rules do you use?
When a player fails their three death saves, they don't die, they instead get a permanent injury or PTSD or something. The only time a character can ever die is if the player wants them to, and if so, they're allowed to completely take control of the narrative and go out blazing.
It does two major things for me, first, I can go harder and use stronger monsters without having to worry about what happens to the campaign, and second it means that deaths are satisfying when they do happen.
Love you and your content. Hate the background music.
What's wrong with the music? Do you have anything that you think I should change to?
@@the_twig131sorry I wasn't clearer. it's less the music itself and more the volume. It really steps on your vocals.
Nice breakdown on rules I wouldn't have thought of first...
With the Sentinel shoving the Rogue though, wouldn't that reduce their speed to 0?
This is a technical one that I probably should have quickly mentioned in the video.
Sentinel reduces speed when you hit. A hit is defined as an attack roll which beats a target's AC. Shove however is a saving throw. Because there is no attack roll it is not considered to hit, so Sentinel does not reduce the Rogue's speed.
@@the_twig131 ah, yeah... That'll do it.
Forgot they changed Shove to a save 😯
I like both rules
Honestly both of those seem unintentional and... bad. Opportunity attacks loophole seems interesting tactically, but characters constantly shoving and pushing each other just looks stupid, and warcasting buffs on your allies with reaction to negate one spell per turn rule is way too powerful considering this feat is already good. It creates another must-have option, meaning it's not an option. Not sure there are that many good bonus action+spell scroll interactions(there sure are rogue-thief multiclass exploits), but counterspell scroll being the only way to cast it on your turn is definitely something they missed.
I would probably not allow either of those at my table tbh. Thought I doubt many players would consider such interactions to begin with.
Yeah, fair complaint I think. It mould be considered a bit silly to be shoving each other around, and I do absolutely agree that Warcaster is way too strong. You basically have to argue not to take it.
Hey. Rangers need all the help they can get!
Scrolls and mystic arcanum i agree could get a little crazy
Right, got to say that I do not think that Ranger is in any way a bad class. In fact I think that they are probably better than both Rogue and Barbarian, both of which I also don't think are bad.
@@the_twig131 I don't think they are bad either... Until tiers 3 & 4. Then their abilities look to fall off compared to other classes (other than that invisibility ability), but that's another topic.
Spell scrolls use spell slots
They do not. If spells cost spell slots then the Thief would not be able to use them.
Does scrolls say that the spell is cast from the scroll. Does that not count as a casting?
It does count as casting, but the rule is about using a spell slot. Scrolls do not use a spell slot, so they can be used on the same turn that you 'manually cast' something else.
not a fan of the levelled spell rule either, great example of the devs not thinking through the new feature hard enough.
like the new divine intervention giving instant Hallow, or for a Twilight Cleric, an instant Leomund's Tiny Hut, which while nerfed is still absolutely bonkers.
Yeah, Divine Intervention just seems so strange. Why would they let you cast longer cast time spells like that?
7:53 - Uh, you already couldn’t Counterspell someone twice on a turn, Counterspell is a reaction spell, you don’t have two reactions unless you’ve got some feature for that.
I think he is saying you cast a spell, someone else tries to counter you, and then you counter the counter with your reaction
Yeah, I'm talking about countering someone else's Counterspell.
@@the_twig131 ah, I must have misheard you then, as it sounded like you said it was the situation where you counterspelled someone first, they counterspelled you back, and you counterspelled their Counterspell.
Hey Twig.
Hello.
Pesant rail halfling...
Take a close look at stealth.
You turn invisible, and as long as you don't talk to loud, you stay invisible.
Pairs really well with GOO warlock and mind sliver, who cast cast without verbal components.
I've had a couple of people say they want to see something about stealth.
Instant home brew rule.
A scroll has to be made using a spell slot in its creation. Ergo it can not be used on the same turn as another lvled spell.
Takes out the worst abuse case.
Leaves in other shenanigans.
Just removing the spell scroll abuse is absolutely fine in my opinion, yeah (although I would also like to see Mystic Arcanum closed too).
A lot of my dislike for the rule is actually just its poor communication though. if it explicitly said that free casts are exceptions, I'd be a lot happier. Right now you need a strong understanding of the rules to even realise that there is a loophole.
@@the_twig131
Yep 👍.
Unfortunately the way the game is written based on the years of development and play.
I understand how this bad bit of writing for casual players is missed as the developers have to be rule nerds and know a lot about the system.
This seems like a complete oversight.
Simply because in their circle everyone understood it.
Those who might have spotted the issue through edits didn't.
Then the book was green lit and sent off.
Not saying it's not a massive oversight.
But.
I can see how it got missed.
+ It becomes something interesting to teach new players after they get their feet wet a little. Introducing them into how to read more deeply into the rules.
......
Unfortunately some players will avoid casters because of this rule+
... Optimizers will find exactly the best ways to blow balance out of the water with it.
Reactions aren't on your turn.
Did the rules for Reactions change in the 2024 PH? (In the Combat chapter for the 2014 PH, it says "A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.")
Reactions are simply in response to something else happening. Normally they are on someone else's turn but they can be on your turn, for example using Dissonant Whispers to make someone run away would trigger an opportunity attack from you.