THE 12 WORST SPELLS IN D&D and HOW TO FIX THEM

Sdílet
Vložit
  • čas přidán 10. 07. 2024
  • Here are 12 redesigned spells from 5th edition-those that are underwhelming or too overcomplicated to use reliably-revised to be more functional and on par with others.
    Free download: / 34003326
    Patreon: / esperthebard
    Newsletter sign up: eepurl.com/dgJBb9
    Discord: / discord
    Instagram@esper_the_bard
    Facebook: / esper-the-bard-6459470...
    Music
    “The Getaway” The Whole Other
    “Royale” Josh Lippi & The Overtimers
    “The Machine Assembly” The Whole Other
    “Mr. Hat” The Whole Other
    “Portal Trip” Asher Fulero
    “Simmering” Asher Fulero
    “Devildog” Mike Relm
    Music from CZcams Audio Library
    czcams.com/users/audiolibrary...
    Licensed under Creative Commons: By Attribution 3.0 License
    creativecommons.org/licenses/b...
  • Hry

Komentáře • 534

  • @sidcederwaldh7292
    @sidcederwaldh7292 Před 4 lety +157

    Players: Ok I cast Find Traps, where is the traps?
    Dm: Yes

    • @davidmiller9485
      @davidmiller9485 Před 4 lety +4

      the real answer is on /gif lol ;P

    • @user-kx8pu6ys5i
      @user-kx8pu6ys5i Před 3 lety +1

      "oh and you just fell 50ft down an ethereal ever-changing portal leading to another portal which leads to 5 plains about to mesh together poison darts cover the top of the portal and little paper messages fall off the roof down into the poison darts"

    • @timkramar9729
      @timkramar9729 Před 2 lety

      I cast Find Traps. Yes, there's a trap. Okay. Leave that chest alone. It's probably trapped. However, if there's no trap, then you can try to open the chest.
      Of course, this is only useful if you're in a party with no rogue.

  • @RoninCatholic
    @RoninCatholic Před 4 lety +259

    "Weird" is an archaic use of a word to mean basically the same thing as geas, the problem being that unlike geas, weird has a distinct _modern_ usage that isn't really related and only serves to make it more confusing. Basically, a person's weird (or wyrd) is a specific task he's compelled to do a certain way, much like we would call quirks or compulsive behavior.

    • @esperthebard
      @esperthebard  Před 4 lety +79

      This is the kind of comment I love, like a mini etymology and history lesson. Many thanks, Scholar Weasel!

    • @samwagner7837
      @samwagner7837 Před 4 lety +8

      I've read a book comparing it to the word fate

    • @Torthrodhel
      @Torthrodhel Před 4 lety +52

      Spelling it "wyrd" would've helped give a hint to the intended archaic meaning, in that case.

    • @esperthebard
      @esperthebard  Před 4 lety +17

      @@Torthrodhel Totally agree

    • @variaphora
      @variaphora Před 4 lety +5

      @@esperthebard maybe it's to avoid any issues w/ the table top miniature company Wyrd? I dunno...

  • @talentless4838
    @talentless4838 Před 4 lety +66

    “Cant make it a bonus action because it’s a cantrip”
    Sorcerers: Yes you can! Nothing is impossible! So just do it!

    • @RedActed_Games
      @RedActed_Games Před 4 lety +7

      Not only that, if we have Magic Stone and Shillelagh as bonus action cantrips, there's nothing to say we couldn't just make it a bonus action cantrip in general.

    • @christophercrafte
      @christophercrafte Před 4 lety +8

      @@RedActed_Games it's not that a cantrip cant be a bonus action it's that this specific cantrip cant be a bonus. If it was a bonus that would mean on every turn you attack with advantage. Unlike the two you mentioned that let you do damage after a bonus this makes them very different

    • @Slayer_Jesse
      @Slayer_Jesse Před 4 lety +1

      The way I handled it was making it a bonus action non concentration spell. When you cast it you roll a d6, and on a 5 or 6 you have advantage.

    • @omnusi5336
      @omnusi5336 Před 4 lety +4

      The problem with that is if True Strike was untouched except to make it a bonus action, EVERY wizard would use it every round because why wouldn't you? Always having advantage to attacks (at least at close range) seems like an unfair class feature. Every rogue (with enough INT) would dip into wizard. When a spell actually would change your world like this, perhaps it's not the best change.

    • @firestorm165
      @firestorm165 Před 4 lety

      I played a rouge/monk/sorcerer multi class once. True strike became very useful

  • @Zedrinbot
    @Zedrinbot Před 4 lety +19

    You glorious bastard, you actually came up with an adjustment to Blade Ward that doesn't suck

    • @HerrderGezeiten23
      @HerrderGezeiten23 Před 3 lety

      Concentration Yikes,...
      This would destroy most of the few builds, where it is a "bad" option.
      Sorcerer mit Quickend Bladeward thx -> no Hast or Greater Invisibility (twinned with this)
      If you want to buff something/ make it more usable NEVER give it concentration.
      Bladeward is hard to restrict right becouse -50% Blunt, Pircing, Slashing Damage is way to powerfull for a Cantrip.
      Bonus Action -> is bad becouse why not every turn on?
      Action -> i can`t do anything else
      Concentration -> way to many concentration Spells already and ONLY 1 ! can be activ at a given time.
      The problem is that caster have Bonus Action way to often free.

    • @Zedrinbot
      @Zedrinbot Před 3 lety

      @@HerrderGezeiten23 That's literally the point. You have to choose between using a simple cantrip that would eat your reaction for some defense, or using a higher tier spell with more worthwhile concentration effects. As a caster, you have your reaction and concentration free way more often than your action. Not every single spell is concentration, especially at low level or when you're low on slots.
      This absolutely makes it more usable.
      If your players have some niche build that actually can use it in its vanilla form, then just don't run the homebrew, but for 90% of situations this is an improvement of something otherwise useless.

  • @benweiderman446
    @benweiderman446 Před 4 lety +123

    I would love an Esper style tier list of spells going over lore and flavor plus overall mechanics of every spell!

    • @VilleKivinen
      @VilleKivinen Před 4 lety +8

      And preferably in one video, one very long video.

    • @qtscorpkid
      @qtscorpkid Před 4 lety

      Where is the en spells

    • @TheMightyBattleSquid
      @TheMightyBattleSquid Před 4 lety +1

      I'm more of a sultai kind of guy.

    • @firestorm165
      @firestorm165 Před 4 lety +1

      Not a bad idea. Go through them school by school (per class list of course)

  • @esperthebard
    @esperthebard  Před 4 lety +100

    Time stamps and spell revisions:
    Blade Ward 2:00
    Friends 3:44
    True Strike 5:57
    Witch Bolt 8:04
    Barkskin 10:05
    Find Traps 13:12
    Flame Blade 14:25
    Ray of Enfeeblement 16:06
    Grasping Vine 16:36
    Drawmij’s Instant Summons 17:41
    Mordenkainen’s Sword 19:45
    Weird 21:01
    Witch Bolt: Updated that when upcast, the initial and automatic damage both increase by 1d6 per spell slot above 1st. (the initial damage increasing by 2d6 per slot was too strong)

    • @clarkside4493
      @clarkside4493 Před 4 lety +1

      You should be able to leave _true strike_ as a cantrip. Just make it like _shocking grasp_ with the advantage all the time, no reaction loss, and have it deal force damage. It can't deal bludgeoning, piercing, or slashing because then it easily bypasses nonmagical weapon resistances. That's why _primal savagery_ got changed to deal acid damage.

    • @devlin9871
      @devlin9871 Před 4 lety +2

      Esper the Bard for true strike why not have it as another concentration spell? You use an action to activate it, then as a bonus action every turn you can choose to continue its effects for up to 1 minute.

    • @jgr7487
      @jgr7487 Před 4 lety

      Magic Stone & Shillelagh are Bonus Action cantrips, thus so could be True Strike

    • @clarkside4493
      @clarkside4493 Před 4 lety +3

      @@jgr7487 Yeah, but then a caster can't use any stronger spells with it, which is what most casters would want to do. _True strike_ and then _chromatic orb_ or _scorching ray._ What if it was like "when you hit your target, your first attack deals an additional 1d12 force damage. It goes to 2d12 at 5th, 3d12 at 11th, and 4d12 at 17th." You pay for advantage and damage with one turn. Seems like a fairer trade to me.

    • @brockkelly4841
      @brockkelly4841 Před 4 lety +2

      1 other use for blade ward is if you multiclass to rogue and use the bonus action to dodge. That is it.

  • @EricScheid
    @EricScheid Před 4 lety +62

    "Find Traps" used to be directional too (10' × 90') .. which is actually more useful. You'd use it to determine which way out was going to kill you. Simply knowing there are traps _somewhere_ within 120' isn't that useful.

    • @TheCinderfang
      @TheCinderfang Před 4 lety +1

      Still funny how a bit of material can hide traps from even that detection.

    • @carsonrush4152
      @carsonrush4152 Před 4 lety +1

      It would be interesting to have a spell that shows you how to safely walk through an area by showing you where to step and how to move.

  • @bigtimetimmyjim6486
    @bigtimetimmyjim6486 Před 4 lety +67

    *Looks at thumbnail* Ah yes, my favorite D+D spell.
    .
    .
    .
    Phyrexian Unlife

    • @sagecolvard9644
      @sagecolvard9644 Před 4 lety +3

      One of my favorite ways to homebrew is to make MtG spells into actual spells.
      Phyrexian Unlife: 6th level Necromancy; Duration 1 hour (Concentration). You do not fall unconscious from being at 0 HP. If you would die while concentrating on this spell, instead your creature type changes to undead, and you do not die until the spell ends (either by the duration ending or losing concentration) Casting at 7th level increases the duration to 1 day, 8th level increases the duration to 1 year, 9th level makes it indefinite, but still requires concentration.
      It's like the original in that 0 life can't kill you, but damage still can.
      Edit: fixed a typo in the upcasting.

    • @bigtimetimmyjim6486
      @bigtimetimmyjim6486 Před 4 lety +2

      @@sagecolvard9644 Oh I completely agree that adding MtG spells into D+D equivalents makes for a fun and flavorful experience. =)

  • @note4note804
    @note4note804 Před 4 lety +26

    This kinda feels like a long way of saying, "concentration and advantage are concepts that work in 5th ed, but translated okay to extremely poorly in a lot of spells that have existed for many editions beforehand."

    • @carsonrush4152
      @carsonrush4152 Před 4 lety +2

      I think that there are two characteristics of a spell that, when combined, do not work well with concentration:
      #1- spells that require you to be on the front line in order to use them.
      #2- spells that you need for surviving on the front line.
      When you combine these characteristics, you have a spell that lures a squishy caster to the front line and then abandons them there when concentration is inevitably broken. To use them, you almost need to build your character around features that preserve concentration: warcaster feat, resilience feat, bladesong, a first level in a class with Con save proficiency, etc.
      They definitely need to determine the necessity of concentration requirements with spells that grant AC, HP, or Temp HP, or that create a melee weapon. You can't afford to lose these things on the front line.

  • @EricScheid
    @EricScheid Před 4 lety +31

    19:00 if you have the lich's phylactery in your hands ... if the lich then casts Drawmij's Instant Summons it will only "learn who the creature possessing the object is and roughly where that creature is located at that moment."
    Not a great outcome, sure, but you still have the lich's phylactery in your hands.

    • @pauldelaunay180
      @pauldelaunay180 Před 4 lety +2

      TBH I'd better use Drwmij's instant summons as a clone combo. You put the sphires in that underground where your clone is, and upon resurrection in it you reclaim your equipment. Clone backlash handled right. Althought that does not really justify the expensive component and high level. But I think it's better used to keep your things that getting other's. (when you resurrect in a clone the battle could still be going on so you can actually reclaim your possessions instead of just getting a ping).

  • @The_Sharktocrab
    @The_Sharktocrab Před 4 lety +59

    Weird is definitely a good name for the spell, it's weird that its 9th level and sucks so much lol

    • @Spiceodog
      @Spiceodog Před 4 lety +3

      it combos excellently if you have a tied up winter eladrin buried but alive under the battle feild, about 1000 gold worth of caltrops, and 40 bear traps chained to the tree hanging over at exactly the right angle for mage hand to push them down on your enemies so they can't escape. once you've done that, it's about as effective as a 6th level casting of hunger of hadar

    • @Rexir2
      @Rexir2 Před 4 lety

      If I were to change Weird, I'd say that if the target automatically becomes frightened and a successful save stops the psychic damage but does not end the condition. It would only end once its duration expires.
      It's a 9th level spell. It should feel very powerful. If I wanted a psychic combo, I'd run a lore bard, cast Bane, follow up with Synaptic Static and use Cutting Words to penalize any roll an unfortunate target makes into oblivion.

  • @purplehaze2358
    @purplehaze2358 Před 4 lety +30

    Wait...instead of finding traps, it tells you that there are traps?
    That’s my common summary example of what chaotic neutral is like!

    • @lorekeeper685
      @lorekeeper685 Před 4 lety +1

      I mean fireball does deactivate traps

    • @camilocuadrado3454
      @camilocuadrado3454 Před 4 lety +2

      "Walk with care, there are traps."
      "Then we must use chainsaws."

  • @DiscoBarbarian
    @DiscoBarbarian Před 4 lety +17

    any mind altering spell that let's the target automatically know you did something to them is dumb.

  • @warsor1186
    @warsor1186 Před 4 lety +33

    These are awesome and I'm going to suggest them to all my friends/DMs.

    • @esperthebard
      @esperthebard  Před 4 lety +4

      Thanks man, they'll definitely be available in our game and my other campaigns.

  • @GreatBeanicus
    @GreatBeanicus Před 4 lety +11

    Crown of madness is understandable as a pick for this list, with it rarely ever having even close to the desired effect. It often merely isolates a single enemy or has them engage your party quicker than usual. Attacking a creature at the start of the turn can be inconsistent, especially with a smart enemy, though i don't know how to balance it. The action each turn to keep the spell active takes alot from you considering it's also concentration and the target gets to repeat the save every turn. Removing one or more of the ways to end the spell is necessary i think.
    Eyebite on the other hand only has one downside in my opinion: the spell can't target a creature again if it has succeeded a saving throw against this casting of eyebite. I understand this is to avoid shutting down an opponent for the entire duration, but for a 6th level concentration spell it's disappointing to have to cast it again if you're naturally unlucky enough to have your main target succeed a save. Of course you aren't casting it on only one target, that would be wasteful, but it should be an option.
    Side note: using the Sickened effect of this spell has the creature repeating the saving throw every turn unlike the other options. The worst effect of the 3 has the worst downside for recovery. A target who is awoken from the Asleep section does NOT succeed a saving throw and is a viable target for the same spell, but a creature who succeeds a saving throw versus Sickened is no longer viable.
    Eyebite is still an incredible control spell, and even with its niche role i still see its potency.

  • @singularity1130
    @singularity1130 Před 4 lety +42

    My money is on Time Stop being #1... so many restrictions for so little pay out.

    • @30noir
      @30noir Před 4 lety +3

      Its still good in Pathfinder (1e) which is based on D&D 3.5. Also because there's no concentration spells you can really buff yourself, summon minions, throw up some prismatic walls etc.

    • @cyanic3148
      @cyanic3148 Před 4 lety +10

      @@30noir I mean, that's a completely different game system, so even if it's good there doesn't mean it's good in 5e

    • @30noir
      @30noir Před 4 lety +3

      @@cyanic3148 That was my point.

    • @esperthebard
      @esperthebard  Před 4 lety +39

      Twice I've run a high level enemy wizard that used time stop, and twice I was quite disappointed with the lackluster result. I might have to make a part 2 to this video.

    • @Bomjoshmacks
      @Bomjoshmacks Před 4 lety +6

      Aye, I was hoping Matt Mercer’s Dunamancy Rules would have like an improved Time-Stop as it’s so lackluster

  • @goldfencer
    @goldfencer Před 4 lety +4

    There are, in fact, two cantrips with a bonus action cast time. Shillelagh and Magic Stone.

  • @Torthrodhel
    @Torthrodhel Před 4 lety +10

    I've a thought about an edit to true strike. Keep it the level it is, keep it doing what it does, but just add this: if you connect with that strike, this spell is cast again on the same target without requiring an action. So basically for a steep initial cost of your action, you can keep chaining it infinitely afterwards. I think that makes it viable.
    Personally I would also adjust the advantage it gives to make it a bit more unique. I'd say it first cancels any disadvantage, and then adds advantage. Extra utility for any situation you know you're going to have disadvantage in.

    • @pixelg4m3r25
      @pixelg4m3r25 Před 4 lety +1

      i would add a limiter to the advantages you can get, maybe 3 turns in a row or else it might be too strong for a cantrpt

    • @Torthrodhel
      @Torthrodhel Před 4 lety

      @@pixelg4m3r25 good idea. I guess in a long boss fight or something like that it might end up too strong without that.

    • @q267scott
      @q267scott Před 3 lety

      I have it so it's a concentration cantrip up to a minute that takes an action to cast.
      If you hit the enemy regardless of your roll it is concerned a critical hit. Double your damage.
      The spell is ended if you do one of the following:
      • Make a non-melee spell attack
      • loose concentration
      • choose to end the spell
      • fall unconscious.

    • @q267scott
      @q267scott Před 3 lety

      Optionally I have thought about keeping the same but it also allows advantage on all attacks until your next attack.
      So you tell your party about the weakness that turn.
      But I haven't tested this idea out yet

  • @microhomebrew
    @microhomebrew Před 4 lety +13

    Instant Summons does suck, but I think it's cost and high level is to prevent players from scamming people too easily. Imagine if you had Teleport (5th) or Plane Shift (7th). You could easily try to sell off a object worth several thousand gold, leave, than immediately take it back from a safe distance.
    The DM could always have the potential buyer inspect the item with a 1st level detect magic spell, but Magic Aura (2nd) level would easily take care of that.
    I doubt the developers put THAT much thought into it, but the point is that it has way too much rip-off potential at lower levels and without a significant down-payment first.

    • @Torthrodhel
      @Torthrodhel Před 4 lety

      My solution to that would not be to make the spell high level and high cost, but instead to make a low level, zero cost spell that can effectively undo it with harsh consequence to whoever tried it. And thus, typical everyday merchants and anyone with a valuable item to protect would have a scroll or two of that spell lying about just in case.

    • @hunterkoons2008
      @hunterkoons2008 Před 4 lety +3

      I always thought that it was one of those spells not meant for players, but for NPCs. It's a quick and easy way to explain how the arch wizard found out it was the specific party rogue or powerful bandit leader that the party will be sent after that stole their staff or something.

    • @taylorcampbell4204
      @taylorcampbell4204 Před 4 lety +1

      @@hunterkoons2008 Which would be an even worse excuse for the spell, as DMs are free to make up any magical effect they want, whereas players for the most part have to choose from the options in the books.

    • @hunterkoons2008
      @hunterkoons2008 Před 4 lety +2

      @@taylorcampbell4204 it's a quick and easy excuse if the dm wants the magic to stay consistent or work by the book. If the dms regular wizards can cast spells and use magic that a player, no matter how hard they try, can never use, it might feel cheap to some dms and players. Theres a lot of spells mostly intended for dms to use. Anything above 5th level comes to mind for spells designed for dms. It's probably also why wierd is so weak, it's meant for arch wizards that are fighting lower level parties than ones that can access meteor swarm.

    • @orlock20
      @orlock20 Před 4 lety

      You could also use it to kill high level monsters by removing their body parts from their body. It could be used as sort of those bomb necklaces in the Suicide Squad movie plus other movies.

  • @Juncboks
    @Juncboks Před 4 lety +16

    Loved this. Witch bolt is such a cool spell that was so mistreated. I like the changes; hope my dm will consider them...
    Also, crown of madness is so bleh that I'm actually really surprised it's not here. Is it just so meh that it's not even worth salvaging?

    • @esperthebard
      @esperthebard  Před 4 lety +5

      I initially was going to include crown of madness, but the more I looked into it, the more I realized how powerful it can be. You can make an enemy use up its action to attack its own ally, or you can force an enemy mage to fight in melee with your group's fighter (and suffer an opportunity attack if it tries to run away). It has the potential to seriously ruin the enemy's whole strategy. Yes, it has some major stipulations, but it's only 2nd level. There are multiple ways to break free from it, but once an enemy breaks free, you have already totally wrecked at least one of its turns.

    • @Juncboks
      @Juncboks Před 4 lety

      @@esperthebard Yeah, I know why it's so restrictive, I just wish it were less so at a higher level. Haha, it really is such a capable spell. I have actually used it to great effect when I chose to specifically play as a wizard that took less optimal spells to mix things up. I feel like it's on a similar level as earthen grasp, which is very similar to grasping vines but with the actual grasping rather than moving. Earthen grasp is really situational and has a pretty low success rate, but can be so potent if you can grab an enemy and let your front lines just hammer away.

    • @Bluecho4
      @Bluecho4 Před 4 lety +1

      @@esperthebard While all true, I think Crown of Madness doesn't compare favorably to a different spell that does "make the opponent waste actions" better: Hold Person. For the same spell level, the target can't do ANYTHING. No, they won't accidentally hit their allies, but they're basically out of the fight until they save or run out the duration.

    • @taylorcampbell4204
      @taylorcampbell4204 Před 4 lety +2

      @@esperthebard I think you could have fixed Crown of Madness, your suggestions for the other spells were on point. My major problem with CoM is that since the attack has to come before the target's movement or the target gets to act normally, the spell is very situational and easy to nullify.
      It's only useful on a crowd of melee enemies that the DM isn't roleplaying as intelligent. If the other enemies just step back out of melee range (a reasonable thing to do, since the literal Crown is visible to them) or if the target uses its movement to back away from its allies (another reasonable action), the spell is useless even if the target fails its saves for the whole duration.
      My change would be that the target attacks its closest ally if it can reach this turn. This trades the caster's control for reasonable effectiveness. After all, if it causes madness why would the caster be in control of the effect? If multiple allies are tied for closest then the caster gets to choose, or maybe the DM. This would also allow you to use it on ranged enemies. With this change, nullifying Crown of Madness without the normal options for overcoming spells (make your save, dispell magic, etc) would be the exception, not the rule.

  • @mrmaster9801
    @mrmaster9801 Před 4 lety

    Great video, I have applied your suggested changes to some of those spells, while for the others I've used a mix of your suggestions and ideas found on the Web. I'll see how they work. Thanks a lot ^^.

  • @volstadgermaine2510
    @volstadgermaine2510 Před 4 lety

    Good Bard, thank you for this new outlook on magic. It was quite informative. May the Blessed Lady bring you feast, fame, and great fortune.

  • @Cxdfc
    @Cxdfc Před 4 lety +3

    Blade ward has server me well for legendary casters that are under threat of fighters and barbarians. On their full turn they can cast at that threat while just using one third to halve some incoming damage, then put shield on top of that and the fighters/barbs will have a touch time.
    All the more reason for the spell casters to keep in the fray when the BBEGs minions target them

  • @GunnarWahl
    @GunnarWahl Před 4 lety +7

    Weird and time stop exist to give the DM 9th level spells their villains and cast it on it's much lower lvl players, but then the players look in their player's handbook and say "OH SH!t That's a 9th lvl spell, we gotta get out of here!" then the characters leave without fighting the big bad you made.

    • @genostellar
      @genostellar Před 4 lety

      What sort of cowardly players do you have at your table? Also, why wouldn't the DM trap them there, or create a situation where they have to fight or something bad happens? In any case, the players shouldn't know how powerful the big bad is until they get into the fight and take a few hits.

    • @anthonynorman7545
      @anthonynorman7545 Před 4 lety

      Then have them be effects from the statblock

  • @xthebumpx
    @xthebumpx Před 4 lety +1

    True Strike just needs some really good high level spells with attack rolls. There just aren't any in the game right now.

  • @exolarthenightwolf
    @exolarthenightwolf Před 4 lety +2

    Weird as a spell should live up to its namesake i.e. when cast on a group of enemies it causes them to do weird things like dancing with each other or being frightened by hallucinations. It'd make for an entertaining experience if you're a caster. The only enemies I'd have immune to it would either be high level or mindless (i.e. undead minions like zombies or skeletons). Just imagine casting it on an orc raiding party and all them start dancing with each other, big harry scary orcs, dancing the tango. Be the best campaign ever or at least the funniest.

  • @Tiyev
    @Tiyev Před 4 lety +1

    Loving the intro to the video. It is such a bummer when something fits the concept, personality, tastes, and or circumstances of your character, but are poorly designed.
    Like Inquisitive Rogues, for example. The Eye for Detail is only useful rarely, in combat, to make a Perception check to try and spot a target that is hiding as a bonus action to free up your action for something like an attack, but other than that, it is useless. I did that once and that was it. I also used Eye for Detail during the tail end of a combat to get started investigating for clues while the party wrapped combat up, but it just looked silly to the other players, since players can always just wait until after combat to use things like investigation.
    And then the other thing, Ear for Deceit, is goofy garbage. It only effects Sense Motive, and it only bumps up a roll of less than a 7 on the die to a 7, before modifiers, which means it only applies to one type of skill check, Sense Motive, and only against deception, and even then, it only is applicable to rolls of less than 7, so it is only applicable to 30% of Sense Motive rolls against Deception.
    But even worse, it only bumps up a less than 7 die roll, to a mere 7, so sometimes, it provides too little a boost to benefit, and then sometimes, because Sense Motive vs Deception is a contested roll, the enemy might roll so low that even rolling less than 7 on your d20 is enough to beat their Deception roll, so you don't need or benefit from this ability. It has such a tiny window of only benefiting you if you roll low enough to just miss beating the opposed roll, but not so low that a small boost to your total doesn't help.
    And worse, it becomes literally obsolete and unused when your rogue reaches level 11, and get reliable Talent, which completely supercedes this ability, by taking all skill rolls (which includes Sense Motive) of less than 10 (a number greater than 7) and counts your d20 roll as 10 (again, greater than 7) before modifiers. Its as if the designer or designers didn't even look at or think of the base class when designing this joke of a subclass ability. It literally gets rendered pointless at level 11 of the base class. A level 11 rogue of any class, can, and likely will, be just as good as an Inquisitive at Sense Motive to see through Deception.
    What are worthless subclass. It sounds cool, it's a cool concept, but what a joke. Some people love it, because it seems cool, the abilities have really thematic names and target scopes, but they just don't deliver, or benefit much. When I played a rogue Inquisitive in Andventurers League, the only time I ever got anything out of the subclass, over several sessions, was one time, I used Eye for Detail to spot, and then attack, a hiding enemy. Maybe I marked the target with a spell, I can't remember if I had a level of cleric and guiding bolt then, or just used like Faerie Fire. I swapped for Mastermind before hitting 5th, it rocks. Almost too much. 2 bonus languages (more useful for investigation than pointlessly investigating in the middle of combat), ability to help as a bonus action, with a range of 30 feet, cool support.
    Sorry for the rant. I started off wanting to just comment and compliment you, but then I thought of an example, and elaborated on it.

  • @gabrielrockman
    @gabrielrockman Před 4 lety

    Some of my simple solutions:
    Blade Ward - just give it all of the benefits of the Dodge Action on top of its existing benefits.
    True Strike - remove concentration and let it give you advantage on all of your attacks against the target until the target dies.
    Witch Bolt - change it to a Bonus Action to cause the damage, extend the range out to 60ft, and any movement that moves the enemy farther away from you costs them double (okay, this one isn't as simple).
    Barkskin - remove concentration and change the duration to 8 hours.
    Find Traps - gives advantage on skill checks to find traps, advantage on saving throws to avoid traps, and resistance to the damage from traps.

  • @jordanshumaker4412
    @jordanshumaker4412 Před 3 lety +1

    I know I'm late to the party, but the fact that friends upsets another creature is such a confusing feature of the spell. I'm casting the spell on myself not influencing someone else with magic.

  • @gregoryharris6935
    @gregoryharris6935 Před 4 lety +1

    The revision you did to barkskin I find still makes it less enticing to use than certain spells. For example: shield of faith is one spell level lower, is cast with a bonus action rather than an action, and has a range of 60ft. It achieves the same thing as barkskin (+2 AC), the only drawback is that it lasts 10 minutes rather than an hour and requires concentration.

  • @perezortegavalentin9343

    I really like all of the fixes, except for the True Strike one. What we did with True Strike was keeping it both as a cantrip and an action, still concentration until 1 minute. However, it just gives advantage on the next attack roll against the target, no other unnecessary whamys. It may be from you (Spiritual Weapon as a bonus), or it may be from someone else (your Barbarian or something, who you grant this because the enemy is inmune against your fire spells)

  • @cormorantcolors6791
    @cormorantcolors6791 Před 4 lety +3

    Witch bolt was my wizlock’s signature spell for a while (I went for theme, not sense), and our eldritch knight was quite fond of it as well. It SUCKED. I was SO GLAD to learn Lightning Bolt.

  • @mindsword2
    @mindsword2 Před 4 lety

    My players learned to hate True Strike. I had an army of orcs that had a selection of cantrips and their scouts would have True Strike (The PCs would eventually learn the Orc's winter retreat for their animals was a set of magical hot springs that they then drank and bathed in for months, granting small traces of magic). On their flying mounts, they would strafe the party then take a round or 2 to get back into position for another strafe; plenty of time to recast True Strike. This partially made up for taking up to 3 rounds to attack again and the weakness of a flying mount going down that high up; now my orcs hit essentially every time.

  • @valasafantastic1055
    @valasafantastic1055 Před 4 lety

    Useful video thanks!

  • @omikun17
    @omikun17 Před 4 lety

    Good video. You use a lot of Magic the Gathering artwork. I like that I know who they are "Oh that's Jace, That's Liliana" etc.

  • @ryanpeters3812
    @ryanpeters3812 Před 4 lety

    True strike, as a cantrip, should be more along the lines of this:
    As an action, you begin to predict every move your target makes. They have disadvantage to hit you until the end of your next turn, and you gain advantage on any attacks you make.
    This seems like a huge swing, but it only applies when you are the target. It's great for close casting mages that physically attack, as it gives them a way to stay fighting, plus, if they have a way to, it removes the concentration aspect altogether. Combined with your new blade ward, and an effective close combat mage could be made

  • @dminard1
    @dminard1 Před 4 lety +2

    Bark armor is like natural armor. I would keep the concentration check but give you +2 to all concentration checks while the spell is active to reflect the fact that you're unbothered by the light blows upon your hard skin. I agree that changing it to a +2 to armor makes sense.

    • @yargolocus4853
      @yargolocus4853 Před 4 lety +1

      Good idea, but 5e hates floating modifiers. Advantage is the name of the game if it's not pathfinder.

  • @Rathie645
    @Rathie645 Před 4 lety +1

    I vote for Tenser’s Transformation, the fact that its 6th level, makes it so you cant cast spells while its active and you get a level of exhaustion when its over, AND it only gives you the proficiency in armor and shields, so what I have to carry around a set of full plate to don in a suprise attack or waddle around weaker armor that im not proficient in? I would at least think it create a magic set of armor out of force that is on you when it is cast would be nice.

    • @theuncalledfor
      @theuncalledfor Před 2 lety

      If you wear armor that you are not proficient in, you cannot cast spells that have somatic components. At all.

  • @RIVERSRPGChannel
    @RIVERSRPGChannel Před 4 lety

    Good points on the spells
    Good list and video

  • @steveharrison76
    @steveharrison76 Před 4 lety +2

    Witch Bolt breaks my heart every time I look at it. It's force lightning! But it's rubbish, too.
    Dammit!

    • @firestorm165
      @firestorm165 Před 4 lety

      My biggest peeve with witch bolt was the limited range. Otherwise my warlock seriously made it a scary spell

  • @aaronnoisey3754
    @aaronnoisey3754 Před 4 lety

    Great revisions!

  • @garwynrosser8907
    @garwynrosser8907 Před 2 lety

    Friends was always to me about the reaction chart. Rather than advantage it makes the spellcaster less of a threat or danger rather than straight up advantage. Turns hostiles to neutral to allow for an escape.

  • @RayPoreon
    @RayPoreon Před 3 lety +1

    There's a problem with your true strike fix, and that is that it becomes ridiculously strong on Arcane Trickster since the rogue will be able to get sneak attack regardless of what they do. Sure they need to spend a bonus action, but so does inquisitive rogue(and the target creature can save against inq rogue with a deception check). Not sure how I would fix it, I'd probably just remove concentration and allow the ignoring of cover to make it a spell that you cast on big hp monsters or bosses for drawn-out fights, so they'd still sacrifice and action.

    • @esperthebard
      @esperthebard  Před 3 lety

      This version is a 1st level spell, not a cantrip.

  • @sagecolvard9644
    @sagecolvard9644 Před 4 lety +1

    Time stop is my go-to. Whatever you're thinking it could be useful for, it specifically says you can't do that.

  • @haku8135
    @haku8135 Před 3 lety

    9th Level Spells!
    Wish-Alter Reality in any number of ways.
    True Resurrection-Nobody's ever really gone.
    Power Word Heal-Yeah, full restore that pokemon.
    Power Word Kill-Yeah, cyanide capsule that pokemon.
    Gate-Go to heaven, but like as a vacation.
    True Polymorph-So you're just, like, a badger now.
    Psychic Scream-I think i'm a pretty good singer, he was so impressed he exploded his head.
    Weird-It's pretty great, ya know, if you combo it.

  • @hawkname1234
    @hawkname1234 Před 4 lety

    I had already made a bunch of these changes. My changes to Barkskin and Flame Blade were exactly the same as yours. In general, I think all spells should scale with level, unless there is no way to do it. It's lame to have spells "go obsolete." This is MAGIC.

  • @benmills4358
    @benmills4358 Před 4 lety +2

    Make Weird paralyzed with fear on a failed save its a 9th level spell.

  • @Khaons
    @Khaons Před 4 lety +2

    The only change I'd do on the True Strike cantrip is to make it work like a help action that can be used on yourself or on an ally from range and only works on attack rolls. Even tho True Strike is situational, I think sorcerers can make it work pretty well with quickened spells.

    • @lorekeeper685
      @lorekeeper685 Před 4 lety

      Ypu know or just use help action

    • @Khaons
      @Khaons Před 4 lety

      @@lorekeeper685 you can't use a help action from range, you can't quicken it with a sorcerer meta magic

  • @fjp500
    @fjp500 Před 4 lety +2

    Quick changes
    Bladeward- change casting to bonus action
    Truestrike- change casting to bonus action
    Having it as a bonus action, lets you cast a regular spell as an action. Then follow up with this as a bonus action.

    • @MadSwedishGamer
      @MadSwedishGamer Před 4 lety

      No, casting a spell as a bonus action prevents you from casting a non-cantrip spell as an action, even if the bonus action spell is a cantrip.

    • @fjp500
      @fjp500 Před 4 lety

      @@MadSwedishGamer crawford states: Casting a bonus action spell means no other spells that turn BUT a cantrip with a casting time of 1 action.
      By crawfords ruling. I can bonus action cast a spell(in this case true strike/bladeward) then as my action cast another cantrip that uses an action.

  • @dukejaywalker5858
    @dukejaywalker5858 Před 4 lety

    The only way to truly fix "Find Traps" and get the most fun out of the game is to ELIMINATE IT altogether. Great video, I DLed the PDF and will show it to my players. Thanks!

  • @mrredeef
    @mrredeef Před 4 lety

    Making Truestrike a lvl 1 spell means that if you're of a class that can prepare spells, you can just pick a different one later. Something to consider because I think at higher levels I'd be spamming this spell alot alongside my magical attacks

  • @Klespyrian
    @Klespyrian Před 4 lety

    I like your list and changes, but I would like to add: I think many of those mediocre concentration spells were intended for a spellcaster to buff an ally that uses melee, while the one concentrating stays back. I could be incorrect, but it would make more sense if that was the intent.

  • @sylphsylph2118
    @sylphsylph2118 Před 4 lety

    another version on of my dm did was make it a 9th lvl spell but do that it does +5 to crit rolls for 1 minute on the dice ,since i was a spellsword... it was kinda effective

  • @telelubbie8047
    @telelubbie8047 Před 4 lety

    Blade ward, true strike and flame blade work pretty well with a level 7 eldritch knight because of the war magic ability.

  • @achimsinn7782
    @achimsinn7782 Před 4 lety +1

    So I guess one could use instant summons in order to retrieve items that he lost due to magical or nonmagical michieves like breaking a bag of holding or having left those items on a sinking ship leaving tham being on the floor of the ocean. They probably didn't want players to just abandon their stuff knowing they could magically get it back later.

  • @beaug4306
    @beaug4306 Před 3 lety

    Friends is great the way it is. It just needs to be used on enemies that aren't hostile yet, people you won't ever see again, or with disguise self/kit to possibly turn NPCs against each other. The spell is honestly great, it's negative effects have potential to be incredibly useful.

  • @funkkymonkey6924
    @funkkymonkey6924 Před 4 lety

    Another alternative to true strike might be do 2x damage to the next rounds strike (kinda like being able to pick out where the vital body parts will be) on top of the current effect.

  • @snakept69
    @snakept69 Před 4 lety +1

    Personally I would make instant summons able to bond to an item or group of items up to a limit of 1000 lbs. Additionally any creature can summon the items with the sapphire and command word. When the items are summoned the summoner can have them appear in a specific order or arrangement, such as using the spell to conjure a set of full plate and a greatsword that the character instantly dons, or conjuring a loaded catapult.
    The limit of 1000 lbs means large siege engines cannot be summoned but any set of armor and weapons can, so the wizard can give this to his fighter friend so if they are ambushed at the party he can conjure his weapon and armor.

    • @yargolocus4853
      @yargolocus4853 Před 4 lety

      You just created a way more interesting version of the spell with such a simple change.
      The weight cap limits exploiting, but the "specific order or arrangement" gives a lot of options. You would have to specify some limit on how freely the summoner can shape the item(s). Could I summon some clay in a form of complex statue and separating moisture to harden it? Having examples like the intant armor don is a good idea.
      I'm already theorycrafting a bomb using this spell. it really makes you think of clever ways to use it, unlike the vanilla version.

  • @gabrielbaieel8073
    @gabrielbaieel8073 Před 2 lety

    1) Blade Ward: Niche but not bad. You can use it to tank traps that you cant find or have not a familiar to trigger. Also is good to run away from a difficult situation where you would be otherwise dead. Problem is that if you have high AC is better to just use dodge unless its a saving throw spell.
    2) Friends: This cantrip is a joke. I loved your version.
    3) True Strike: Is a really bad cantrip, but i understand that giving advantage on attacks for free is too strong. The way you make it players will just keep spamming every fight. I would change it to no concentration and that it lasts until you lose sight of the target.
    4) Witch Bolt: Not weak at all specially bc most enemies wouldnt know about the range restrictions, but if you are against a mage or inteligent creature its pretty bad. I like that you give it more range. Other option could be that the spell doesnt end unless you lose concentration so if the creature doesnt have ranged options it can only either run away or attack you to make you lose concentration.
    5) Bark Skin: I dont know why you couldnt benefit from using a shield. It says you AC cant be less than 16 not that it cant be higher, lets say with plate armor for example. However, i agree that it is a underwhelming spell that in most cases is worst than mage armor. I think it could have more flavor instead of flat out bonuses. Something like turning your blood into poison sap or a Shedding bark skin that protects you from any other effects that require direct contat with your body.
    6) Find Traps: Raw it is pretty useless and vague since you cant really tell that what is right in front of you is a trap. Good changes tho.
    7) Since ray of enfeeblement does no damage, you can miss and lose a spell slot and the target will get rid of the effect without wasting resouces, i think it deserve another buff. It should give disadvantage to spellcasters maintain concentration on spells.
    8) Grasping vine: I cant belive this is a 4th level spell...
    9) Instant summon: Make it so you know if the item is on another's person possession by just touching the saphire, so you dont crush it needlesly. Also make the object elegible for divination spells through the gem.
    10) Mordekaisens Sword: i have a version of this one.
    *Only the description of the spell was changed.
    You create a sword-shaped plane of force that hovers within range, atacking your enemies, mimicking the swordmanship of a long forgotten warrior. It lasts for the duration.
    When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your next turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. The creature currently being attacked by this spell, triggers oportunity attacks from Mordenkainen's Sword. Opportunity attacks deal only half the spell damage.
    Each consecutive time Mordenkainen's Sword make a attack roll against the same target, it expands the crit range by 1. When the target changes, the sword's crit range resets.
    11) Weird: I would dramaticaly increase the effect area so you can literally cause mass hysteria and fear on entire cities or armies.

  • @gannok
    @gannok Před 3 lety

    For the Instant Summons spell, the sapphire is not consumed in the casting of the spell. So it's like Identify in that you need it, but not like Raise Dead where it consumes it. So, yeah, it's a 1000 gp item to cast, but you can cast it repeatedly without spending more money. Plus by the time you can cast 6th level spells, a 1000 gp spell focus isn't too bad. Also, Fabricate and the Jewelcrafting skill would probably allow you to reassemble the gem to use again.

    • @gannok
      @gannok Před 3 lety

      Also, at worst, if the fabricate doesn't work that way, you still have 1000 gp worth of dust.

  • @jackobanter4031
    @jackobanter4031 Před 4 lety +1

    I think you miss enthrall. For spells that only needed a little push you could have mentioned how enthrall is just a 2nd level spell slot that amounts to basically talking to someone to distract them. Plus the spell says you say some weird stuff to distract and your using somatic components. Go up to someone and start casting any spell and you have successfully distracted them, and got arrested.

  • @talentless4838
    @talentless4838 Před 4 lety

    With the revision barkskin is worse than shield of faith in some cases, shield of faith has the same effect, only without a maximum cap, is a first level spell, but requires concentration up to an hour. Barkskin revised is a second level spell with an AC cap. The only one up I see from revised barkskin is no concentration.

  • @grafitmt
    @grafitmt Před 4 lety

    I was thinking about true strike just a couple days ago, and I believe it is meant to neutralize disadvantage. Because if you do the maths, any attack roll that has less than 50% chance to hit is less likely to hit at least once out of two tries, than with true strike and one try (over 50% it's still better to try twice though). You also probably dont want to try higher level spell attacks twice, because of the spell slots, so that's another use. I realize my point is basically that it's good in certain builds and situations, but still, I think that's something people might not consider when talking about true strike.

  • @Altyrell
    @Altyrell Před 4 lety

    Barkskin is useful for if you're caught off-guard out of uniform, like night time attacks. Flame Blade is also useful you're doing 2d6 more damage then a regular Scimitar, & if you're caught without your weapons then like Shadow Blade, you've got an Instant WEAPON

  • @vasilisstathis8965
    @vasilisstathis8965 Před 4 lety +2

    OK... honestly, Barkskin, Grasping Vine and Mordenkeinen's Sword were the first spells I homebrewed when I started 5e

  • @melyndrome
    @melyndrome Před 3 lety

    0:00 - Intro
    2:01 - Blade Ward (C)
    3:44 - Friends (C)
    5:55 - True Strike (C)
    8:05 - Witch Bolt (1)
    10:05 - Barkskin (2)
    13:12 - Find Traps (2)
    14:25 - Flame Blade (2)
    16:06 - Ray of Enfeeblement (2)
    16:36 - Grasping Vine (4)
    17:41 - Drawmij's Instant Summons (6)
    19:44 - Mordenkainen's Sword (7)
    21:01 - Weird (9)
    23:38 - Outro

  • @maanze9284
    @maanze9284 Před 4 lety

    Oh, another Esper vid. I shall like, then i shall watch.

  • @Bomjoshmacks
    @Bomjoshmacks Před 4 lety +3

    Man, I’m so glad I’m not alone in thinking a lot of these spells are just poorly designed. I mean, Eyebite is a 6th level spell that’s objectively worse than a basic Bestow Curse

    • @Klaital1
      @Klaital1 Před 4 lety +3

      I am not sure what your smoking here, but Eyebite is much better than Bestow Curse, for example, Bestow Curse is range TOUCH, Eyebite can be used from 60ft away, second, Bestow Curse is one time thing, you cast it, if they make the save nothing happens, spell done, and even if they fail, only applies that one effect on one creature, Eyebite you can use every round to hit same or different target for the entire duration, giving you up to 10 effects with a single casting of the spell.

    • @Bomjoshmacks
      @Bomjoshmacks Před 4 lety

      I just feel like the effects themselves of Eyebite are pretty lame. Sure it may have better range, duration, etc, but I would much rather just homebrew 6th level Bestow Curse to have those mechanics whilst still having its more creative, interesting effects

  • @RealJohnnyAngel
    @RealJohnnyAngel Před 4 lety

    I like most of these fixes. Everyone has a different thing they want out of Truestrike, so I dont like this one, but I understand it. Your barkskin fix sounds like Shield of Faith, but without concentration, and a max AC cap.

  • @kurtoogle4576
    @kurtoogle4576 Před 4 lety

    Great fixes!

  • @Altyrell
    @Altyrell Před 4 lety

    Not for nothing, but you can pop Blade Ward & True Strike while preparing for battles, especially if you know when the battle would be taking place. Going into a 1v1 Type situation, cast either before you enter and you would be set. Yes, they're situational but so are a lot of other spells.

  • @owlthemolfar4690
    @owlthemolfar4690 Před 2 lety

    Thank you for the video!
    I am always late to the party...
    But here is my thoughts on Shillelagh. It is technically attack cantrip that does not scale with level increasing. My simple thoughts: make the weapon magical +1 on level 5, +2 on level 11, +3 on level 17. Also if the weapon had versatile feature it damage become d8 (versatile d10).
    P.S. Can we, by the way, had more range cantrips for Druid that can hit targets more than 30 feet away? ...Just rumbling a bit...

  • @NicolasPine
    @NicolasPine Před 4 lety

    I'm using Find Traps simply the same way you would use Detect Magic or Grave Clerics Eyes of the Grave. Your vision simply enhances and you see traps highlighted by a some kind of a magical light

  • @shanna864
    @shanna864 Před 4 lety

    Crown of madness was going to be my suggestion as well maybe for another video?

  • @microhomebrew
    @microhomebrew Před 4 lety +8

    Blade Ward is for characters with low AC.
    I actually really like it for my support characters.
    Your Blade Ward revision, I'd say makes it worse. It halves damage for at most, two attacks, and uses concentration and possibly your reaction? Why? I understand what you were going for with the concentration for a minute thing, but I think that plays the spell against its best uses!
    Support builds like the bard, mastermind rogue, or thief rogue (using healing kits/potions as a bonus action), can make an expedition exponentially more viable during a dangerous encounter. Dodging imposes disadvantage, which is awesome, but if you're almost guaranteed to be hit by an attack (because you have low AC or because the monster that's attacking you is way too powerful), then Blade Ward can be a LIFE SAVER.
    Disadvantage vs half damage is a very interesting calculation to consider.
    As it is now, the effects of Blade Ward last for a full round, no matter how many attacks come at you in that time, and doesn't take concentration. That means with the damage taken from each attack being halved, you're much more likely to be able to maintain you concentration on an important spell when you're getting hit. Blade Ward is a cantrip for support characters. When you know you're going to get hit, you don't want to lose that big spell, or the slot is wasted!
    Low AC = Learn Blade Ward.
    Bonus Actions = Learn Blade Ward.
    Concentrating = Learn Blade Ward.

    • @K9affirmative
      @K9affirmative Před 4 lety +2

      Your use case sounds very specific. You're saying that the revised blade ward is worse in situations where your D8 hit die character is guaranteed to be taking multiple hits in one round? In most low level campaigns, if the rogue or bard are regularly taking multiple hits in a single round, they probably aren't staying conscious long enough to fulfill their support role. Also the idea of a Mastermind or a Thief potentially spending a feat in order to take blade ward seems unlikely to me. If your Rogue or Bard doesn't have at least a decent (14-15) AC at low levels, there are better ways to remedy that than spending an action to take less damage. Perhaps use that feat to learn mage armor instead and just get hit less often.

    • @Flecchicutlets
      @Flecchicutlets Před 4 lety

      @@K9affirmative I have to agree with Jety, putting concentration and tacking an additional action cost on it just made it worse, all this for one attack plus one per round you can keep concentration and are willing to blow the Reaction on it. Heck most of these "fixes" are along the same way, and rather than address the issue they exacerbate it putting penalties and added costs to them. Hell, Friends is worse than as it was written, as now anyone can notice it, and when they do the bonus is now a penalty, and they are likely going to go hostile then and there.

    • @K9affirmative
      @K9affirmative Před 4 lety +1

      @@Flecchicutlets anyone can already tell that you're casting friends, because it has material and somatic components. In order to cast friends you have to wave a wand around and speak magic words that anyone (including the person you're influencing) will immediately identify as a spell. The revised version at least removes the material component and makes it so that your target MAY become hostile instead of the current spell where they WILL become hostile 100% of the time.

    • @spartaneternal8423
      @spartaneternal8423 Před 4 lety

      I’d say the revised version is actually really strong and more of a 1st level spell

  • @kingbubbles9461
    @kingbubbles9461 Před 4 lety +2

    Drawmij’s instant summons
    (Laughs in conjuration wizard)

  • @josiaharaki7310
    @josiaharaki7310 Před 4 lety

    Flame blade looks even worse when you compare it to Shadow Blade, a 2nd level spell that uses a bonus action to conjur a shadow sword that does 2d8 psychic damage and uses only a bonus action to cast, using concentration. If upcast, it becomes a 3d8 sword, which, if paired with an EK build, means a 13th level EK can be doing 9d8+Strength modifier damage per turn, doubled to 18d8 if they action surge.

  • @MrSilvUr
    @MrSilvUr Před 4 lety

    My True Strike is identical to Guidance, only for Attacks and nothing else.
    Oh, it's also Self only.

  • @Altyrell
    @Altyrell Před 4 lety

    Blade Ward = If you have time before a battle takes place, cast it & during the 1st round of combat, you'll have Resistance to Bludgeoning, Piercing & Slashing damage. Not to mention, since it's a Cantrip, you could cast a Spell that's a Bonus Action like Shadow Blade.
    Friends = It has a lot of OOC applications, and then in the hands of a Level 14+ Enchanter Wizard, you can cast it without worrying about the one you did it to to become hostile.
    True Strike = This is also a very situational Cantrip, however, if you going to be going into a situational that you'd be in a position to somewhat dictate the start of the combat, then cast this before combat starts. Hell, since it's only requires somatic component (hand movement), if you're in a conversation or negotiations and it looks like thing's going south, have your hands under the table & cast this spell. Or hell, cast it on the Rogue in your party & they can deal Sneak Attack Damage should their first attack hit  
    Witch Bolt = A somewhat stronger Eldritch Blast, because while you're concentrating you can automatically deal 1d12+ Lightning Damage (x = 1d12 per Slot Level used above 1st, so once the Warlock gets to having 5th Level Slots, that's 6d12 Lightning Damage that can be automatically dealt during the concentration.
    Barkskin = If you're attacked during Long Rests, which usually happens during the night, you're NOT going to have your Armor on. Unarmored & not a Monk or a Barbarian then your AC is 10+Dex Mod. Which even if you have a 20 Dex, you're AC will be 15. Barkskin makes it so that you're AC no matter what will be 16. Yeah, it's only a 1 AC increase but that can be useful for the Druid who would be out of their armor & before they're able to Wild Shape (if they still have any uses left) & the Ranger who would also be without their armor on.
    Find Traps = Entering a area that probably is trapped, being able to figure out if it's actually trapped or not is helpful
    Flame Blade = If you're in a position where you don't have your weapons, a free weapon, which deals 2d6 more damage then a regular Scimitar. Fire Damage can also help.
    Ray of Enfeeblement = Causing the opponent to deal only 1/2 damage on all Strength based Attacks.... Paladins, Barbarians, Clerics, certain Fighters would be screwed. A lot of creatures also deal Strength based Attacks.
    Grasping Vine = Watch Critical Role, you'll find uses FOR this spell. Translation = Use thy Imagination.
    Drawmij’s Instant Summons = If you have good Slight of Hand or roll high enough, you can do an instant theft during a time when no one is really paying attention.
    Mordenkainen’s Sword = See Flame Blade, also 3d10 Force Damage & can then have it attack using Bonus Actions....
    Weird = 4d10 Psychic Damage each time they fail... & depending on the DM, you might be able to convince them that the affected creatures would be too busy dealing with their Nightmares to be able to do much of anything else.

  • @noahhager1187
    @noahhager1187 Před 3 lety

    here is a simple divination cantrip 1) it predicts where the opponent is going to strike 2) it cost 1 action 3)it raises your armor class by 2

  • @theawkwardpotato1973
    @theawkwardpotato1973 Před 4 lety

    I think Instant Summons and Weird still need a bit of a buff? Weird especially, with it being a 9th level spell. But not being as universe altering as say, Wish or as devastating as meteor swarm.

  • @akmi1931
    @akmi1931 Před 2 lety

    “Find Traps” should of been named “Trap Sense, been a rogue Feature/cantrip

  • @thechangeling3851
    @thechangeling3851 Před 4 lety +8

    This is just my opinion...but honestly the actual "necromancy" spells in the game that result in raising or animating undead can often be underwhelming, frustrating, or kind of tedious to do .
    I understand some reasons why it's the case for the DMs sake to avoid headaches and unconsciously have to deal with the "hassle" of having it in a "good" party...but to be honest there are other ways to do these things to say the least.
    I honestly always try to homebrew with my DMs necromancy spells, rituals, and rules to make up for this...and honestly it has a lot of potential to be a fun, if dark path of magic.

    • @Bluecho4
      @Bluecho4 Před 4 lety +2

      I don't have as much of a problem with the dead animation spells as such. I just kind of wish there were more of them, and that they could be used more broadly. For example, a Necromancer can't create undead minions until fifth level. The ability to create smaller undead, like crawling claws or floating heads/skulls, would have been nice. A while back, I came up with the idea of a reflavored Spiritual Weapon, that animates a cloud of ashes (taken from an intelligent creature) for a minute, letting you attack for necrotic damage with a bonus action. (Then again, I think Wizards need more spells that make use of their bonus actions in general, and thought up a different Spiritual Weapon re-flavor that animates an existing weapon, that flies around and attacks people; basically a Flying Sword except in spell form).
      For existing necromancy spells, I think Animate Dead should be able to animate certain kinds of non-humanoids. Things like dead dogs, horses, or the like. They'd still use the Skeleton or Zombie stat blocks, for simplicity's sake, since a zombie dog isn't going to be that more capable than a zombie human.
      Separate from the issue of animating corpses, I think Necromancy could use some spells for summoning incorporeal undead. Specters as a base, but up to things like Ghosts, Wraiths, Sword Wraiths, and even more esoteric undead stat blocks you could devise specifically for the spell. Things like "Damned Soul" or "Martyred Soul", that would be useful if you gave these spells to Clerics and Warlocks as well.

  • @jnever9768
    @jnever9768 Před 4 lety

    the one problem with your barkskin is for druids if the creature has a low AC like 11 or 12 then it will only bump it up to 13 or 14 instead of 16

  • @RJ_Ehlert
    @RJ_Ehlert Před 4 lety +2

    A True Strike modification I've considered; it's the same Action to cast and concentration, however instead of Advantage on your next attack, it's automatically a Natural 20.

    • @Nukestarmaster
      @Nukestarmaster Před 4 lety

      Now, that would be interesting...

    • @30noir
      @30noir Před 4 lety

      That would be OP.

    • @kayrupe125
      @kayrupe125 Před 4 lety

      @@30noir agreed. An automatic hit would be cool, though.

    • @30noir
      @30noir Před 4 lety

      @@kayrupe125 Yeah but if you cast it on your half orc barbarian it could mean an extra 5d12... and its a cantrip.

    • @RJ_Ehlert
      @RJ_Ehlert Před 4 lety +1

      ​@@30noir True Strike only works on yourself. While under the Rage effect you can't cast spells. You give up an entire action to gain one Natural 20 (and for fighter types with extra attacks that's giving up a lot). Smart enemies can target you to try and make you lose concentration. You have to pick who your attacking when you cast it, and they may not be in range on your next turn.

  • @FS-qn1xe
    @FS-qn1xe Před 4 lety

    True Strike:
    Arcane Trickster,
    or
    Magic Initiate Rogue,
    Cunning Action (Hide), Blade Ward.
    Move, Free Advantage Sneak Attack, Cunning Action (Disengage)

  • @josiaharaki7310
    @josiaharaki7310 Před 4 lety

    What happens if someone has barkskin on them and 18ac then casts shield or has haste cast upon them? can their AC still not exceed 18? Would the spell fail?
    Would AC calculation not factor the +2?

  • @kurtacus3581
    @kurtacus3581 Před 3 lety

    For witch bolt I would just make it so that when you up cast it you can target a number of creatures equal to the level of the spell used to cast it. Then i think that makes the range, concentration, and action economy worth it if I can deal auto damage to multiple creatures

  • @Mr_Maiq_The_Liar
    @Mr_Maiq_The_Liar Před 3 lety

    Phantasmal killer has the same problem as weird but at a lower level. Less damage than wall of fire but the only spell that’s save or save or suck.

  • @Hepabytes
    @Hepabytes Před 4 lety

    Hmm. I actually thought this was going to be debuff for the broken spells. 10/10 was still entertained.

  • @faxmachine1162
    @faxmachine1162 Před 4 lety

    As for instant summons, I think it was fine where it was as think about it, any kind of mcguffin from any range? Worlds easiest quest. Need a magical amulet that opens a planar gate? Poof, I have it now. Its an anti-mcguffin spell, making it near impossible to keep something safe in a longer quest. Think if in lord of the rings that someone had that spell. Want the one ring? Just wave your hands and watch as it appears on your finger.

  • @Bluecho4
    @Bluecho4 Před 4 lety

    I always thought Abjuration needed a better Cantrip. One that's both flavorful and useful. So I created one myself.
    Barrier/Minute Barrier/Minor Barrier: A concentration spell that lasts for 1 minute. Creates a 1 inch thick plane of force up to 5 foot square, in a space you can see within 30 ft. The barrier is transparent, and has an AC of 10 (or 10 + your spellcasting mod, I never decided) and 5 HP. At the normal character level thresholds (5th, 11th, and 17th), the barrier's HP increases by 5.
    The function, obviously, is to create a small wall that can provide cover and block aggressors. But it's hardly an unbreakable obstruction, because it's a Cantrip. Against a single opponent with a normal weapon - such as when blocking a doorway or raised against a sniper - it could last a turn or two. That few turns (or more, if the attacks fail or do little damage), though, could be the difference between life and death.
    There should probably also be some clause in the spell description about the barrier taking damage if it's bearing more than a couple hundred pounds of weight, to keep it from being abused _too much_ as an improvised platform.

    • @Bluecho4
      @Bluecho4 Před 4 lety

      @Lance Clemings Attacks that carry on to another nearby creature if the damage exceeds the original target's remaining HP is an optional rule in the DMG. So whether or not that would happen with this Cantrip depends on whether the DM uses that rule.
      Also, thank you for the complement. I tried to make a Cantrip that would be useful enough to employ, without being broken.

  • @thewaver8
    @thewaver8 Před 4 lety

    True Strike: why not leave it as a cantrip and phrase it in a way where it either "requires a weapon attack" (like booming blade) or "can use a bonus action to attack after casting" (like spiritual weapon, but without the prolonged duration) + the attack has advantage?
    (heavily paraphrased)

  • @1003JustinLaw
    @1003JustinLaw Před 4 lety

    I also found Mordenkainen's Sword quite a bit underpowered, though I changed it up differently. I kept the concentration, because I have three Wizards in my group of players and they're pretty OP at juggling different concentration spells to do the same thing, taking off concentration is going to really screw with my games. What I did was allowed it to be up-cast, and instead of simply increasing damage of the sword, each higher level gave them another sword, which they could use to target the same or different targets. Also I increased the range.

  • @patrickdees5256
    @patrickdees5256 Před 4 lety

    I'd love to hear your best/worst bard spells.

  • @blueoysterboi4742
    @blueoysterboi4742 Před 4 lety

    I think they should have had a second type of concentration called focus or something you still can only have one spell active but you won’t lose focus if you take damage

  • @patrickwaters7813
    @patrickwaters7813 Před 4 lety

    I’d say have true strike be an action and it does its thing but it also deals 1d6 force maybe.

  • @timkramar9729
    @timkramar9729 Před 2 lety

    What good is Feign Death? The only reason I've considered it is that it seems to fit the flavor of a grave domain cleric.

  • @IntergalacticPants
    @IntergalacticPants Před 4 lety

    I'm guessing they under powered true strike to make up for it's +20 to hit in 3.5, which is a crazy bonus for a 1st level spell. Also, weird in 3.5 was a very powerful spell. Sucks that they nerfed it so much. They need to bump the level down.

  • @Iveno-Von-Aethervein
    @Iveno-Von-Aethervein Před 3 lety

    these cantrips only work with the Sorcerer and the Eldritch knight fighter (specifically)