OK then how about-->All recipes--the recipes in your book--the recipes you memorized and have the ingredients for--the recipes where you look at the recipe book while cooking.
Maybe like this: All the recipes in the world -->the recipes in your book --> the recipes for which you have ingredients that day + easy Desserts in your book, made with scraps in the fridge (like French toast)
Jack of All Trades applying to Initiative blew my mind when I learned that. I can’t wait to tell our bard (she’s a new player) when we finally can get back together.
@@marcdavis4509 That would be up to the DM, since initiative rolls occur before actual combat, and Cutting words require your reaction. If I were DM, I would allow it, if the party had a surprise round, but there might be penalties for starting the fight with an insult. ;)
Spells like Guidance can also be used to boost initiative. Cast it before you enter combat if you have the drop on an enemy, if say you scouted their camp with a familiar.
Another way Jack of All Trades interacts with spells is escaping an effect like a Web spell or an Evard's Black Tentacles. Although the initial check when targeted by these spells is a saving throw, the roll to escape them is an ability check.
1:37 Bard's jack of all trades 3:51 Cleric's domain spells and Warlock's expanded spell list 6:04 Druid's wild shape and spellcasting 8:44 Sorcerer's quicken spell 10:25 Wizard's spell book
Sohini Mukherjee I hope you don't mind me asking, but what is the difference between mobile and PC in regards to video descriptions? I genuinely don't know
Donald Egan Cleric spells worked that way in 3.5 as well. That’s just how D&D works. They are gifted spells from their deity so they get the whole list to choose from; although older editions did have more restrictions based on alignment
What really helped my beginning cleric is: there are prepared spells and spell slots. Prepared spells is like having a variety of arrow heads available. Spell slots is the number of arrow shafts you have.
I like using Quicked Spell when you need to use your Action for something else (not a cantrip) like: freeing yourself from a trap/grapple/tentacles, picking a lock, drinking a potion, healing somebody else with a potion or healing kit, the dash/disengage/hide actions, or some skill check that the DM makes you use the action for.
I only play Sorcerer with two levels of Hexblade, and I like using Quickened Spell for things like Mirror Image into Twinned Booming Blade, Spirit Guardians into Twinned BB, or Quickened Web into Eldritch Blast + Repelling Blast to push enemies into the Web. If I need to nova, I like Hexblade’s Curse into Magic Missile, then next turn Quickened Magic Missile into Eldritch Blast.
@@kylethomas9130 i tend to use quicken and twin. it allows me to target 2-3 creatures in a single turn using only single target spells. (personally my favorite is chromatic orb)
@@dtczyk8976 dunno, Owlbear form is surely useful enough to not be wasted because you refuse to heal and took 1 damage to knock you out of your last wild shape
I'm actually kind of surprised Bards magical secrets didnt come up in the talk about the difference between Cleric domain and Warlock patron spells. Magical secrets are spells that can be taken from any list, but they DO count against your number of spells known in the normal column. The exception is Lore Bard's Extra Magical Secrets
And if you look at the 'spells known' section, exactly on that lv the bard learns 2 new spells instead of 1 new as in previous upgrades, si he can choose those 2 new ones And Additional magical secrets is great, since those just are learned earlier than the magical secrets and dont count on the spells known by the bard, those are just learned as extras, as 'aditional' 🤔🎶🎵
Many of these rule misunderstandings could be immediately settled if more players were aware of the "Exceptions based" RPG concept. It's like chess in the way the pieces can move on the board. "Only the pawn can do X, The Queen is the only piece that can accomplish Y, etc..." D&D is very much like that. I like videos like these because I believe that the more players can understand what the "baseline" rule is for any given situation, they can then better understand the different ways that their characters are "exceptional". Understanding class features is all about knowing the exceptions.
Fun thing I did on tuesday in a one on one session. My level 2 wizard decided it was a great idea. My character was paired with a NPC in search of items. The building we were tasked with finding was guarded by 3 ghasts. The NPC caught their attention and ran off to lure them away so I could enter and detect magic for the items we were tasked to retrieve. After grabbing them my character ran out to assist and when he finally caught up. He muttered a few words and the NPC slumped over to catch a few Z's. There after did I realize I had forgotten. Undead aren't affected by sleep. My DM got a great laugh from this encounter. 😂😂
I think there’s confusion with warlocks in regard to spells known and mystic arcanum. The fact that additional mystic arcanums are gained at the same levels as additional spells known starting at level 11 seems to make some people think that an arcanum is a spell known. This is not the case. Levels 11, 13, 15, and 17 grant an additional spell known along with an additional mystic arcanum. So at level 20, that’s 15 spells known at 5th level or lower. 4 mystic arcanum, which you can cast once per long rest without spell slots, but you never actually “know” them. This Isnt counting spells potentially gained from invocations, or even the chance to become the most accomplished ritual caster in the game.
"Choose one 6th-level spell from the warlock spell list as this arcanum". I am not sure what could be misunderstood about it. You pick a 6th level spell from the Warlock spell list, it is called an "Arcanum" and has a different set of rules to your standard pact magic(does not recharge on a short rest, etc.).
Not sure if it's been mentioned, but one of the biggest confusing things for spellcasting, specifically when multiclassing a warlock with any other spell caster is that pact magic and regualr spell casting is different, only warlock spell slots would 'recharge' on a short rest, not all that character's spell slots, I find a lot of ppl get this wrong
Never had an issue with that but seen a few builds that benefit from pact magic. I think I'll make a wizlok. 3 lvls Warlock for pact of the Tome and the rest Wizard that way I can do the Expanded Tome and put all of the 1st and 2nd lvl rituals in it along with my Wizard Spells for easy access.
However the warlock's spell slots can be converted into sorcery points which last beyond a short rest, so if you don't cast any spells you could build up your points indefinitely until you take a long rest
@@thehiddenninja3428 this is a popular option for AL builds. At least 9th lvl divine soul seems best as you can get greater restoration and just do 8 short rests and use greater restoration to lose the exhaustion each day. Just don't use hit die to heal.
@@nickm9102 alternatively, you can be a warlock with 1 level of life cleric and either 1 level in druid or 2 levels in ranger for goodberry. This way, you can spend 8 hours doing consecutive short rests regaining up to 4 spell slots each time, casting them on goodberry. Thats 320 goodberries, each healing 4 hp. Im sure the party's actual cleric would be more than willing to cast greater restoration on you when they realize you just prepared 1280 hit points of healing
@@louiesatterwhite3885 the issue I have with that plan is that you rely on another character to replenish your abilities. In this case you can restore everything yourself. Plus there are times that you are the primary healer so you can't count on that. And to be fair both of these are CHA based your Idea means you are having to have at least a 13 WIS on top of CHA, CON and DEX I'm already stretched thin for stats.
In one campaign, our druid cast fog cloud (concentration spell) and then wildshaped into a animal with blindsight. He then proceeded to attack a bunch of disoriented orcs.
Same here. Along the same lines, I work with my sorcerer players to come up with a list of domain spells that's relevant to their background/origin but not overpowered. Being short on spells known is really frustrating, and often makes players pick the spells they think are the most effective instead of the spells they think are the best fit for the character.
Caleb, if anyone wanted to play Sorc, I'd do the same. What's the point of having the subclass if you don't get the spells that flavor it? For example, I think every wild magic sorcerer should get chaos bolt.
I love the deck of many things, glad to see you guys getting their recognition :) There's quite a few of these rules that I've had to correct much to the dismay of partymbers
here's one: it wasn't until about a year into playing D&D that I found out Warlock Spell Slots regenerate on a Short Rest. Always read the fine print. XD
Hey it's not as bad as me when I picked an arcane trickster. I knew that when I leveled up that I would get a new spell. What my dumb ass didn't know, was that it was supposed to be part of the wizard's spell list. So I had an arcane trickster with goodberry for a while, before I finally looked back at the Phb and saw my mistake. It happens.
It's weird you two not being on screen at the same time while you're speaking. I always used to watch Kelly move his head around thoughtfully and nod as Monty was talking before and now that's been taken away. Damn Coronavirus.
There’s a couple issues with the moonbeam combo as described. Moonbeam damages any creature in the area, so the Druid would have to make the save if they charge in, and they would revert back to their original form if they fail the save. It also takes an action to move the beam, so it won’t work as effectively as flaming sphere which can be moved with a bonus action.
Great video as always, but I was surprised there was no mention of the whole "Somatic-material-spellcasting focus" interactions, which can sometimes become very confusing. Even Sage Advice is not very helpful when you play something like cleric/wizard and start to count your free and occupied hands and don't have warcaster
Actually, it's easy without Warcaster. You need one hand to do a somatic component and the same hand to have access to material components or spellcasting focus. Just one free hand. But if you do have Warcaster, you can do somatic component, but technically you still need a free hand for material components, since the feat description doesn't say anything about those. That's when it starts to be more complicated.
Warcaster definitely simplifies things, but some class features seem to suggest you could skip it. One example someone shared was a Cleric can put their holy symbol on their shield, and it counts as holding the Spellcasting Focus. There's several abilities under Warlock that may accomplish similar results.
A headache, true, especially since while you CAN use the same hand to access a material component that you use to perform somatic components, that ONLY applies for spells that require BOTH. That scenario is intended to be more of an exception, rather than the norm. Sage advice clarifies while talking about the War Caster feat, and interactions between a focus and somatic components. In their example, a cleric uses a shield (with holy symbol on it) as a spellcasting focus, and a mace in the other hand. If they want to cast cure wounds, they have to either drop the shield or the mace. Why? Because Cure Wounds doesn't have a material component. So the exception to needing a free hand (which only happens when using the same hand for BOTH somatic and material components) does not apply. War caster allows you to perform a somatic component with a hand holding a weapon or shield, which 99% of the time probably gets you around that particular hangup. Granted, this rule sounds like a pain in the butt that every group I've ever played with tends to either just ignore or be unaware of, which is generally fine by me.
Re: Jack of all trades, for my group it helps to remember that there are three different terms used for rolling a d20: roll, check, and throw. So an Intelligence CHECK gets the JoAT bonus, while a Charisma saving THROW or a Strength-based attack ROLL does not.
It baffled me that anyone would try to use it on an attack roll, most PC use their Proficiency already with their weapons. If JoAT worked like that, the Bard would be a better weapons expert than the Fighter. Not that I can come up with a weapon the Fighter isn't proficient with.
You guys must be psychic, I'm about to play a sorcerer for the first time and this entire video is just an amazing quality of life boost. Thanks for staying consistent despite current events, guys. Stay amazing!
Sometimes i forget we are in a quarantine and this kind of stuff throws me off for a second, pretty cool regardless that they keep doing vids trough video chat
Dungeon Dudes, Loving your videos! So glad I found your channel during quarantine. I know y'all like to stay away from being too authoritative or prescriptive on subjective things, but I was wondering if you'd consider doing a show on making homebrew spells. I've tried my hand at it a few times and the feedback I get from others always seems to be wildly contradictory, so I never end up using them. Obviously balance and power level is subjective, but I'd love to get to hear your theories and perspective on what makes a good homebrew spell and what to think about when judging a spells power level.
That Wizard spell book section..."okay guys....we gonna break this down for the lowest common denominator" I guess I didn't realize how confusing people thought that was...but based on how slowly you explained it, I'm guessing a lot more people than I expected LOL
A common mistake I see with 5th edition is in regards to spell components, in 5th edition unless a spell specifically says it consumes the material component, it doesn't. This is in contrast to older formats and pathfinder's system where spell components are assumed consumed unless explicitly stated not to be
I can see why that would be confusing. DM: Why are you buying up all this X? PC: I need X to cast my go to spell. DM: But it's not consumed... PC: ... * looks in Component Pouch * Son of a Bard.
One confusing aspect of the "bonus action spell->cantrip only" rule, which isn't clearly explained in the rules and which I haven't heard anyone bring up when addressing misconceptions, is the fact that your bonus action doesn't have to come first. If you cast a leveled spell with your action, then move, then decide to cast something else with your bonus action, you can't. The (if bonus cast)->(then no leveled spell) logic doesn't address this well, but I'm pretty sure the "during the same turn" wording means it applies regardless of order.
What it essentially should have said is "You can't cast another spell during the same turn, except for a cantrip with a casting time of I action. If you already cast a non-cantrip spell on your turn, you can't cast a spell with your bonus action."
@@BardedWyrm It doesn't retroactively forbid anything thought. It's merely a "You can't do X and Y during the same turn". Which is very different than "If you X, then you can't Y until the end of your turn". The second wording allows you to Y then X, the first doesn't. Most experienced trading card game players (such as Magic or Yu-gi-oh) will catch up on the difference. The very fact that it says "during the same turn" means that the whole turn is concerned, not just from the moment you cast a bonus action spell. Otherwise it would've been "until the end of the turn". The rule is actually quite well worded. Just too concise for people not used to it.
@DungeonDudes Hi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
The wizard's spellbook is one of the thing that never really changed since I started playing with the 3rd edition. The only thing added are the ritual spells, but that's a minor addition to the class.
Thank you for the breakdown of Wizard spell book. I'm new to D&D and chose a wizard Tfling as my character. I've tried asking for clarification for how I can be a spellcaster and I've received multiple answers. None of which was what you described. I will work on my spell book correctly now.
I honestly didn't know the Wizard got to learn spells upon level up, I thought he had to find and pen every last one. "No wonder Wizards barely eat anything, they spend all their earnings on ink n paper!"
Great video guys. Would've loved a mention of using spell reactions on your turn such as counterspelling an opponent's shield as their reaction to your magic missile or using hellish rebuke/shield when you provoke an opportunity attack as you move away to cast eldritch blast (so you don't attack with disadvantage).
Weirdly enough, you can Counterspell an enemy trying to Counterspell your Fireball... except if you used Quicken Spell to cast the Fireball as a bonus action.
One point that needs to be mentioned is that the Wild Shape form change rule about not being able to cast spells doesn't apply to certain Wild Shape uses. For example, the Circle of Spores' "Symbiotic Entity" specifies that you expend a use of Wild Shape to empower your Halo of Spores ability, but *do not* transform into a beast. In that instance, you can still cast spells.
I’m glad you included that last one on wizards since I didn’t know about the preparation requirement at the beginning of the day. It wouldn’t have changed much given that I don’t use a good few spells from my spell book
Great video! The one I had trouble with was Twin Spell. I’ve made the mistake before and seen others do it too. You can only twin spells that can only affect one creature. No dual Fireballs, Lighting Bolts allowed.
You can use a spell that takes a reaction, a cantrip with your action and a spell as a bonus action. Quicken fireball bonus action, fire bolt action, sheild reaction.
@@anthonynorman7545 And the cantrip must specifically be one with a casting time of one Action, not just using your Action on the cantrip. You couldn't for example Misty Step in the middle of Mending something as Mending has a casting time of one minute, not one Action.
You can also cast Counterspell during your turn if someone casts Counterspell on you. It’s one of those rules that doesn’t necessarily come up often enough for it to be too commonly known.
It's so funny, moderately recently returned to gaming (had a break when my old group moved to where we couldn't walk to each others' apartments). So I came back and kept hearing everybody whine about how hard wizards were because of the spellbook and was wondering what had changed to make it hard from back when I played my last wizard in 3.0 (Gnome Illusionist - actually played her all the way from 1-20 lvl, that was a BIG spellbook), boy was I surprised when I made my Hill Dwarf Lore Master about a month ago to not find any significant difference. I love having a spellbook! It makes so much more sense to me than the other spellcasting classes. And yes, my spellbook is a blend of never-prepared-rituals and other magics. Kind of funny that in both 3.0 and 5 the second character I made was a wizard.
You can cast a reaction spell along with either a bonus action or main action spell correct? I thought it was just the bonus/main combo for spell casting that was a no no.
George Onderko you can pair a reaction spell with an action spell, but not a bonus action spell. However, this is only if you are trying to do the reaction on your turn. For example, you can cast fireball, then when the enemy counterspells it, you can counterspell them back. However, you can’t do the same thing with healing word. But you can cast healing word on your turn, and then counterspell the enemy spellcaster’s fireball on their turn
Ill admit on the wizards spellbook it was difficult at first to kind of understand it but once i see it go into application (and with a little help along the way) it really is straightforward.
What trips me up are minor details that I miss. “Oh...Thunderstep and Dimension Door only allow you to bring along a willing creature your size or smaller. Significantly less useful for my Gnome Wizard than I thought.” Or “Hmmm....Flaming Sphere ignites all objects not being worn or carried. Whoops, I’ve been using that in buildings and in forests for years.”
I knew almost all of this information already, but I did learn something that I'm surprised I never realised before: I didnt realise that classes other than Wizard still had to prepare spells to cast them as rituals!
4:00 in my homebrew campaign Warlock's spell list works like Cleric's Domain Spells. Warlocks have so few spell slots, so at least I gave them more options to use them
Calling it now, the first one is confusing character level with spell level Edit: I guess not. They went with more class specific abilities than I thought
@@diamondflaw Yeah that misunderstanding robbed me of a lot of damage on my Fighter Wizard multiclass. I didnt realize that i used total level for cantrip scaling which was a shame.
@@swaghauler8334 how is multiclassing (in general) OP in 5e? I can see how you could powergame with specific multiclasses, but in general it just gives you broader ability sets while reducing overall power level.
You might want to add that "reactions" are not part of your turn. So, cast fireball, run 30', fall in pit trap, cast Feather Fall. Reactions, by definition, are NOT part of your turn. I can't emphasize this enough because some DMs get this horribly wrong.
Yall should do a video about the best loot for classes (like the holy avenger for paladins, +1 weapons, etc) including those for lower levels! As a DM I sometimes struggle with what loot to give out, and when
Thanks for another great video, Dungeon Dudes. I have a question about Druid Wildshape being used with paladin's Divine Smite? Even Jeremy Crawford has clarified, at this point, that divine smite is not casting a spell. So, everything i can find says Natural Weapons, like claws, count as melee weapons, which is what is required to smite a target. So, can a bear druid divine smite an enemy?
That's a strange thing. Unarmed attacks are considered "melee weapon attacks", just as Divine Smite needs. But, Jeremy Crowford once said you can't do Smite while in Wildshape, but his wording was strange. Maybe he got wrong, maybe Smite was fixed by errata since then, maybe DMD Beyond, where I look for description, has wrong wording. I totally believe you can Smite while in Wildshape. Nerdarchy even did a build based around that, and it's great.
Actually divine smite is a melee weapon attack, so you don't even need natural weapons to apply it. A monk, a fighter with the UA unarmed fighting style, or just anyone that punches/kicks is making a "melee weapon attack," so it's legal. As long as it's not a spell attack or a ranged attack, divine smite can be applied.
Here is Crawford on natural weapons v unarmed strikes, "The words “natural weapon” refer to a natural weapon. The words “unarmed strike” refer to an unarmed strike. One has no relation to the other unless a rule makes an exception, as in the tabaxi." - I would say that's pretty clear that claws, defined as natural weapons, are just that, natural weapons.
@@zuresei Unfortunately there's a later clause in Divine Smite that causes a snag. "Starting at 2nd level, when you *hit a creature with a melee weapon attack,* you can expend one spell slot to deal radiant damage to the target, *in addition to the weapon's damage."* It's that last bit that by the official interpretation of the RAW prevents Smiting on an Unarmed Strike or similar, if there's no weapon there's nothing to be in addition to. I disagree with that reading, but that's the official one
@@neoman4426 Blast. I had been using that ruling and the technicality that divine magic works on the inner strength of your own beliefs to allow for shounen protags who have such faith in the magic of friendship that they can literally smite demons with their bare hands. Luckily I'm the DM heehee.
I have a question about the moonbeam/wild shape combo. The spell description indicates that on subsequent turns after casting, you need to "use your action" to move the beam from one place to another. To me, this indicates that a druid in wild shape can make a melee attack OR move the beam, since it requires his/her action, but unless the target of the moonbeam remains in place where the beam is, the druid cannot both attack and move the beam. Am I correct in this interpretation?
You are. This just means the combo isn’t insanely powerful, at our table the Druid will drop the moonbeam on an enemy and then engage it in melee combat, if the enemy flees, it has to disengage from her bear form or take opportunity an attack, on the druids next turn she will either move the moonbeam back over the enemy, or run up and engage in melee again, luckily in a party with a barbarian and a hexblade warlock, there are a lot of things keeping the enemies stuck in the moonbeam. More often than not it’s been a killer combo, but if the enemy is moving a lot, choices must be made.
I am dm'ing lmop. It's my first time. The wizard of the group tried to cast a spell at a dragon while the others were bowing down infront of it, hoping not to fight it. He forgott that casting is a thing one can easily identify. So the dragon got mad, attacked but was confinced the players could be useful. The dragon demanded the wizards spellbook as a pledge. He would get it back if the party could defeat a white dragon that appeared in the north an who drove away the green dragon from its lair. Th spellbook is really important to my player because a family secret is written within it. I also decided (together with my player of course) that loosing his book should have additional consequences. He could keep his prepared spells but would loose them if he got K.Oed. or if he does not spend a certain amount of time memorizing the spells per day. Other casters could help him too if they wanted. So he needed a new book and the party visited neverwinter. There is no info about NW in the lmop book but i googled and fleshed it out pretty well :) Well long story short: he went to the starshine academy to maybe get his hands on a new book and to buy the needed materials (ink and paper). He also was allowed to use the alchemylab and complete the recepe he found in glass-staffs lab. He needed to spend a good amount of money and time writing down his spells. It did hurt, but he had a great time roleplaying. I like adding a bit of tension. I also think it is quiet balanced. The dragon could have killed them, that wouldn't be fun. Instead i was able to foreshadow “dragon of icespire peak“ and they got interesting stuff to do. The dragon still has his family secret.
One mistake I made recently with an Artificer was misunderstanding the Tools Required feature. All Artificer spells have a material component required, regardless of whether the spell description says otherwise. That means you can cast spells such as Shield and Absorb Elements even without having a free hand available, as long as one of your hands is holding a tool or one of your infusions. That also means you can not cast spells such as Shocking Grasp or Fairie Fire if there are no infusions on you or a tool isn't available. Took me a while to adjust my fighting style based on those details.
Something for the druids and sorcerers to note from from the rule preventing casting a spell as a bonus action and an action. That rule reads “you use a bonus action on your turn to cast the spell... you cant cast another spell during the same turn except for a cantrip with a casting time of one action” First off. This means that if you try to fire ball, you can use your reaction on your turn if say, a wizard tries to counter spell. But if you try a spell like healing word that’s a bonus action you can not use your reaction on your turn. It’s also inclusive to bonus action cantrips because cantrips are spells too! Meaning you can quicken a 1st+ level spell and then use a cantrip as an action but you can not quicken a cantrip so you may cast a 1st+ level spell as an action. Which effectively nerfs sorcerers who try to use quickened spell + twin or empowered spell to nuke. Since they have to twin or empower the weaker cantrip and quicken the stronger spell. Reducing the amount of value they can get out of a turn from a empowered or twinned spell and quickened cantrip which would be much stronger The only other way to cast cantrips as a bonus action is shillelaghs and magic stone.
Override the quickened spell: take 2 levels in warlock, take the cantrip eldritch blast and the invocation agonizing blast it scales to full level (not warlock level) and you can cast 2 per turn (because it is a cantrip with a cast time of 1 action) at level 5 (meta magic and invocations) you have a cantrip that can deal 2d10+chr mod (per bolt) and can cast it twice per turn (if you have spell points) and if you go for endgame builds (level 17-20) that is 4d10+ chr mod (per bolt) * 2, which isn't a lot but 84 damage average (and you can have repelling blast) also you can apparently make a weapon build that deals 148 damage on average for 2 turns of combat at level 8
Love your work, thank you so much for the channel! What is the rule, or your ruling on this: is a wizard able to cast a spell that they didn't prepare, and that is not a ritual, from their spell book as if using a scroll (and once they do that spell is gone forever)? Basically, can spells from pages in your own spell book, or a spell book you found, be treated as scrolls?
I had never heard of inititiative being counted as a "check" i had always assumed it was just a roll. Ill keep it in mind when i make another bard. Thanks guys
I think it’s important to mention that if you cast a leveled spell as a bonus action then you can’t use your reaction to cast a leveled spell on your turn (not round). So, for quickened spell, you should probably specify that you quicken the cantrip if you intend to do something like mind sliver + hold person combo if you have a counterspell on your spell list. Then let your Paladin get those wonderful smite crits
I think it's important to mention that the bonus action rule doesn't mention the level of the spell cast as a bonus action and cantrips are spells, so the restriction still triggers
Quickened Spell, bear in mind, isn't strictly an ability just to let you cast twice on your turn. Moving any spell (with 1 action casting time) to your bonus action can come in very handy, as it frees up your action to do other things. Last session with Neo, my Storm Sorcerer, I used Quickened Spell to let me Dash within 15 feet of a goon trying to bust down a wooden door and alert a Frost Giant, then cast Lightning Lure to yank him away from that. That let us engage the Frost Giant on our own terms.
Yeah, using quickened spell is really just getting the monk's flurry of blows, patient defense, and step of the wind at double the cost. It's two of your daily resource to gain the ability to have any action + the assumed spellcasting that you'd take on your turn anyway. It's kind of a shame that sorcs have no ability to restore sorc points on a short rest like the monk, though it's understandable because they're not a short rest (martial) class. That doesn't explain why they don't get anything like Arcane Recovery, Spell Mastery, or Signature Spells though.
@@zuresei But they do though. At 20th level. In all seriousness though, I agree. Sorcerers are bogged down into really hard decision-making with their limited spells available at any one time, as well as their finite Sorcery Points. I have like my next 4 levels of my character meticulosuly planned out ahead of time. Just a small change to improve their longeivty and relax the weight behind choosing a new spell at every level is necessary, I think. My homebrew fix I want to try is just to add 2 more points base, kept throughout (So the whole table +2) for just that bit of wiggle room at lower levels. Also, from level 10 on, you can get 2 points back from a short rest, and still the 4 at 20. A tiny bit to help with longevity, but still keep that feel of a "slow burn" kind of class. Mostly unrelated, also just let them have 2 spells every level up to 5. This lets them get more of those useful low-level spells, and gives them breathing room to opt to swap them out for more powerful spells later alongside the ones you learn naturally.
@@TheMalevolentSpoon I've found an alternate sorcerer which I fell in love with which I've talked with my DM about using: drive.google.com/file/d/1yOWcwtoqE6Z7khy7Cg1s8qtFenndRuTV/view The only major problem is that it got rid of spell slots for spell points, so the wizard 2/sorc 11 build I've got going on would lose access to the 7th level spell he has, which doesn't make sense because I've used that slot many times in-game to help the party. What I've discussed with my DM is that the spell slots are the same and I don't get spell points, but if I ever reach 20th level all my spell slots will be converted into sorc points, which I can then use to freely cast whichever spells I want. Until then, I'm using the once daily "full restore" of sorc points and the ability to switch out one spell per long rest. He wants me to have the bonus sorc spells too, but seeing as how the character found a huge-ass tome of spells and he can swap any on a long rest anyway... I don't think I really need it? It's super weird to be in a position where I actually don't want more spells as a sorcerer, but it does help me appreciate the absolute power of a wizard's flexibility. As for the "2 spells every level up to 5," I'd do what I do for the Warlock-- every odd level from 1st until 9th, they get one of their patron (bloodline) spells as a bonus. This way the early game isn't super strong, which would emphasise the whole "take sorc to multiclass because its mid-late game is a drag" that I feel the class gets stuck on. Oh yeah, there's this resource I use for Warlocks that makes them more powerful fullcasters rather than something you dip two levels into for a damage boost: drive.google.com/file/d/11FZmg1SXwOfjstWAS-e6svh8DF-R5tWD/view *Edit: sorry, I kinda rambled there. I tend to lose focus during long-winded conversations oof. Basically I was tripping over my own feet to discuss homebrew fixes for the sorc out of excitement. I hope my suggestions were somewhat inspiring for your own homebrew!
I included this in the Martial one as well, but another commonly confused mechanic regards Battlesmith Artificer's Battle Ready and the Hexblade Warlock's Hex Warrior. Battle Ready states that you may use your Int instead of Str or Dex when wielding a magical weapon. Hex Warrior let's you choose one weapon per day do this with Cha. That is it. You may not simply pick up any weapon you find and immediately use it with these modifiers unless it meets these qualifications. Hexblades, even with Pact of the Blade and Improved Pact Weapon which could arguably be used to give you two weapons, cannot have a Longsword a Bow, 9 Daggers, and Unarmed Strikes all off of their Charisma. Battlesmith's can potentially have a larger number of weapons they can use this way, but they must all be magical to gain the benefit.
About the Hexblade if they have the pact of the blade, every weapon they create uses their charisma modifier. If they find a magic weapon they can then make it into their pact weapon and will also use charisma. Point here that there is no limitation to what magic weapon you can make into your pact weapon
@@unabel9389 That is fair. However, it's weapons you create. Not one's you find. You can select one item you find per day with Hex Warrior. Select another as your Pact Weapon if you take Pact of the Blade (provided that it is not an artifact or sentient). And then any that you summon with your Pact of the Blade feature. However, you can only have one summoned in this way at a time. So the cap on any items that you find and want to use this way is 2. Anything else is simply a conjured +1 weapon with Improved Pact Weapon. Oh, and conjuring a weapon this way is an action, so you can't attack with it in the same turn.
It's also important to note here that any item holding an artificer infusion becomes magical. So taking a long rest and then infusing ye olde basic longsword with an applicable effect qualifies it for Battle Ready. That is a misconception that I see a lot though. People over simplify it to "Hexblades can use Charisma for attack and damage" and "Battle Smiths can use Intelligence for attack and damage rolls." Also I just realized that a Battlesmith Hexblade multiclass wielding a finesse weapon could potentially use 4 out of their 6 stats for attack and damage rolls... Though why anyone would want to is a good question... So nevermind...
Can we get a video on Arcane Tricksters and Eldritch Knights and their spellcasting? I've had a couple of people want to play them at my table but not really understand how they work (mostly due to the limit on the school's of magic they can choose from)
I don't know if Moonbeam with Wildshape works well, because if you want to move your moon beam, it takes your action. It's better if you cast Flaming Sphere and then Wildshape into a Giant Scorpion. That way you literally get 4 attacks each round.
New player, when leveling up and adding the two spells to the wizard spellbook, are they "free" spells added or do they follow the gold/time cost rules for adding to spellbook? Cuz ive been using gold/time cost rules throughout but wondering if i should have more gold than i currently do
For clarification as to why this is, read the PHB page 114 carefully. Under "Learning Spells of 1st Level and Higher" it says "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free." The rules for copying spells down is in the "Your Spellbook" sidebar, under the "Copying a Spell into the Book" header. It is under this header, which deals only with copying spells outside of level-up, where the cost for copying the spell is specified, so this cost is only applied when you add spells outside of level-up. TL;DR: you don't need to pay when you add the two from level-up.
@@AC-eb7kt Since you don't have the PHB, I'll show you where you can access the page I'm referencing for free: media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf This is the "Basic Rules" from the official WotC (the company that makes DnD) website. It's pretty much a free version of the PHB, but missing a bunch of player options. You can find the part that I referenced on page 33 of the linked PDF. For future reference, a quick Google search of "dnd basic rules" yields the link that you need to find it again as the first result. It cuts out a bunch of player options, but still has all of the rules, which is nice. I'd especially recommend reading through chapter 9; it talks about all sorts of stuff that you can do in combat (with any character), which many new players don't even know are options. I'd actually recommend having the books (or a digital copy; it costs like half as much on DnDBeyond and is really easy to use). It's pretty nice to be able to just look stuff up in it. Hope this helps; it's usually pretty hard to figure stuff out if you can't read it for your self.
I personally always rule that my warlock's expanded spell list is already known. I don't understand why clerics who already have a huge amount of prepared spells get even more while warlocks have to choose even more
All things considered, I knew that Jack of All Trades applied to all ability checks where you don't get to use your proficiency bonus, but I never knew Initiative was considered a Dexterity Check and therefore benefited from JoAT, and I also never really considered how Counterspell or Dispel Magic used Ability checks (if you're trying to counter something that was cast at a higher level than what you're currently casting your Dispel or Counterspell magic for) and how those spells would absolutely benefit from JoAT. It's one of the many benefits of JoAT that is often overlooked.
The warlock one we've homebrewed because we miss understood how the expanded ones worked and liked it better as spells known instead of spells available to know. It didn't make them much stronger and warlocks only get a few spell slots anyway so it just made the patron choice feel more impactful
one of the spellcasting mistakes i made was ritual casting. sorcerer, warlock, half casters like ranger, paladin, eldritch knight and arcane trickster do NOT have access to ritual casting
salsashark7 the way I think about it is ritual casting comes from a more formal understanding of magic. For example clerics and druids having spiritual / religious organizations. Whereas wizards and bards would fit in well in academic settings.
I'm not entirely sure artificers do either, though we count building your weapon/tool that you use to channel your spell as a ritual in our game as you still have to set time aside to build/ invent it within my group. As for the items needed we changed them to rare metals to components like clockmaking tools and materials so the artificer still had to seek out the stuff they needed (or mine for it) just like any other spell user. It's worked a treat as we have little side expeditions centered around this and it breaks up the adventure nicely
Hey Monty and Kelly I have some questions (or anyone really can answer) but I’m rolling up a new character he’s an Half-Elf Divination Wizard/Arcana Cleric Multiclass. But I have never played Wizard before, so when it says you get spells from your spell book, do the spells in it have to be random or can we choose what’s on it? Do you need to carry multiple books from different schools for your spells? I have always found it strange that all the spells you know come from a singular book. When adventuring, I assume you would come across spell books and whatever spell on it, I can add? Also, since I am primarily going to be a Divination Wizard, the wording of Portent is a bit confusing to me. So my understanding is that after a long rest you get to roll two d20’s record the numbers and whenever during the day, you can use those rolls to change the outcome of a roll you didn’t like? Do I get to see the outcome before I can use the feature or do I need to declare that I’d use it before the roll is made? If it’s the latter, that means you’re using chance because let’s say you declare to use it but get a Nat20, does that mean that Portent Roll has gone to waste? Thank you for the answers and apologies if my wording of the questions are confusing.
1. No, you can choose spells you want to put into a book when you level up. 2. No, there are no limits on spells in books. You can totally fit all of those in a single book. 3. If you find a spell, you can write it into your book, but it will cost you time and money. However, you can do it only for spells you can prepare as a wizard. Look at the multiclassing rules: for example, if you are 3 wizard/5 cleric, you have 4th lvl spellslots, but you can only prepare 2nd wizard level spells since 3rd lvl wizards have only 2nd lvl spellslots. 4. You can replace roll before it was made. For example, if you cast a spell and have bad roll "stored", you can force the enemy to use that roll to fail a save. You can either take a chance and let them roll with a chance of success, or you can guarantee their roll. You can't firstly look at what they roll and then decide "Nah, they failed".
I’ve never actually realized the spellcasting limitations of multi-casting slot spells. Even though I’m already high up on my hex-sorc character. Since I only quicken haste for my hexblade to utilize. It was later on that the group made me realize that casting multiple non cantrips can be too powerful in many situation
Not really a misconception, but the one that came in my mind first because its the one thing that keeps on happening to us is forgetting to roll for concentration. We had the same issue for ongoing effects, but I solved that by adding those effects to the initiative list and roll them / have the player roll them when they come up.
My Level 11 Drow Cleric of Eilistraee currently has 16 prepared, 10 Domain and 4 innate (1/day with a Light Side Version of Drow Magic - Heroism, One free use of Daylight wthout eating a slot, Moonbeam and Crusader's Mantle) plus 7 Cantrips - Light (Domain), Dancing Lights (Drow Magic Feat), Thaumaturgy, Toll The Dead, Guidance, Word of Radiance and Mending - added to which she's got a Prayer Bead Necklace that can fire off two Blesses, two 2nd Level Cure Wounds or Lesser Restoration, one Greater Restoration and one Wind Walk as Bonus Actions every single day without eating a slot. We've been using the Wind Walk to travel. Actually writing it down like that makes me realise...damn man, how many spells do I want? XD The downside is SO MANY of them are Concentration.
I misread the evocation sculpt spell with my first wizard. I thought it was 1+Wiz lvl targets, it's actually 1+spell lvl targets. Also it's an autopass, but it doesn't negate damage, just puts your targets into the pass condition of your spell
An excellent list! But there’s one my table keeps forgetting: spellcasting is not subtle at all. The reason Subtle Spell exists is because it’s assumed normal spellcasting is very flashy and can’t be done without everyone nearby immediately knowing what’s happening
I would like to see a video on the 3 level dip into Warlock and how it effects all other classes. Nearly every big DPS boost I have come up with has a 3 level dip in Warlock. Sorcerers can double cast eldritch blast, melee classes can get hex blade, shadow blade, and hellish rebuke. Blades/Valor Bards particularly benefit but it takes longer. Warlock comes off as the ultimate multi class. Arcanist seems the same.
On second thought I would like to see a whole series on how each class dips into another. Not a video on multi classing but how certain class effect another.
I hate dips into warlocks. It's just so lame. Especially from the roleplay perspective. You just sign a contract with some really powerful and (mostly) unpleasant being for... what? Only to take 3 levels in a class? To let your Sorcerer cast two Eldritch Blasts a turn, or to add a few more dices to your fighter's damage? That's just power-play if you ask me. Yes, I'm sure you can get great roleplay with your patron... but what sense in it, if your "relationship" doesn't improve in any way? If you want to play with patron - play full/half warlock. I personally would more enjoy playing pure fighter (I would take Eldritch Knight if I really want magic) or sorcerer, instead of playing the same character, but looking back onto my patron. Sorry if I'm a bit harsh, but that's what I really think about warlock dip. I can easily imagine dips into Fighters, Rogues, Rangers, Wizards, Monks - all of those require only some training and/or some additions in your backstory. Paladins, Druids, and Clerics are a bit harder - you really need to follow their theme, but it's manageable. But warlocks with their patrons... I would never sign a pact for only 3 levels of class. And I have nothing against full multiclass - I can easily imagine, for example, Warlock 8/Fighter 12, whose patron prefers physical training over magic. But it should be something that your character is built around (In said multiclass, I would roleplay it as a warlock, not as a fighter) and your roleplay can't be built around 3rd lvl dip.
Some nuance mistakes occur with the archetype casters, The eldritch Knight having to disarm to cast a spell of components without a focus. Also how this may occur with the magic innate Feat are troubles often found. Using a components pouch for general materials. But nonetheless easy to navigate.
For Wizards, sometimes it's house ruled that when writing spells into your 100 page starter spellbook, each spell takes up a number of pages equal to the transcribed spell's level. (Ex: A 9th level spell will take up to 9 pages to add to your spellbook.) Though the rules don't enforce this ruling.
Me: So there's prepared spellcasting and learned spellcasting, which one do wizards use?
D&D: Yes
Wizard:
All the recipes in the world --> the recipes in your book --> the recipes for which you have ingredients that day
Perfect!
Except when it's a ritual. Because consistency means nothing in D&D. Lol.
OK then how about-->All recipes--the recipes in your book--the recipes you memorized and have the ingredients for--the recipes where you look at the recipe book while cooking.
Maybe like this:
All the recipes in the world -->the recipes in your book --> the recipes for which you have ingredients that day + easy Desserts in your book, made with scraps in the fridge (like French toast)
@@luzfire7523 When did French Toast become a dessert??
Jack of All Trades applying to Initiative blew my mind when I learned that. I can’t wait to tell our bard (she’s a new player) when we finally can get back together.
I just have never cared all that much about initiative. Hm.
DND beyond auto adds the Jack of all trades to initiative. Never noticed. COOL!
Fantasy Grounds!
@@marcdavis4509 That would be up to the DM, since initiative rolls occur before actual combat, and Cutting words require your reaction. If I were DM, I would allow it, if the party had a surprise round, but there might be penalties for starting the fight with an insult. ;)
Spells like Guidance can also be used to boost initiative. Cast it before you enter combat if you have the drop on an enemy, if say you scouted their camp with a familiar.
I guess you could call these "common spelling errors" har har har
Take your like & the hell out.
Your profile image is the expression that pun provokes
I guess you're a power grammer too?
Absolute genius
Take my like and leave
I just gotta say I love that they keep the channel going even when separated
And they continue to finish each others ... sandwiches
They broke up?!
A.C.O.D's: Yay, 2 Christmases!!!
@@markruiz8085 they were dating?
Another way Jack of All Trades interacts with spells is escaping an effect like a Web spell or an Evard's Black Tentacles. Although the initial check when targeted by these spells is a saving throw, the roll to escape them is an ability check.
It's also worth noting that it applies to ability checks that you make when you cast spells like Counterspell and Dispel Magic.
@@Blairrows they brought those up specifically in the video, but yes that is correct.
1:37 Bard's jack of all trades
3:51 Cleric's domain spells and Warlock's expanded spell list
6:04 Druid's wild shape and spellcasting
8:44 Sorcerer's quicken spell
10:25 Wizard's spell book
@Michael Fox lol I wish I'd have known XD
Still useful for mobile users
Sohini Mukherjee
I hope you don't mind me asking, but what is the difference between mobile and PC in regards to video descriptions?
I genuinely don't know
Mobile used to not have description timestamps.
They do now, but it will take a while for people to notice, because nobody reads descriptions.
Sumthinorother
thanks
The way I've always thought of the spellbook: wizards are just like clerics, except they don't start off "knowing" all of the spells.
don't wizards also just know their spells, while the cleric must prepare them first.
@@Nichoalsziv No, wizards have to prepare. Clerics are just insane in 5e because WotC wants people to play them.
Donald Egan Cleric spells worked that way in 3.5 as well. That’s just how D&D works. They are gifted spells from their deity so they get the whole list to choose from; although older editions did have more restrictions based on alignment
@@Nichoalsziv no. Clerics have their entire list to prepare from, while wizards only have their spell book
Exactly!!
It's up to the DM to help them along the way to discover more spells.
What really helped my beginning cleric is: there are prepared spells and spell slots. Prepared spells is like having a variety of arrow heads available. Spell slots is the number of arrow shafts you have.
The most common mistake I see with casters is ranged spells in melee not being done with disadvantage.
Mine is not rolling concentration checks
Personally ive changed a few spells to have both melee and ranged. I.E Ice knife
@@anthonynorman7545 my DM never remembers that I need to roll concentration checks, but I've been a good little druid so far.
Or on the other side of the coin thinking it's melee in general when it specifically says within 5 feet of an enemy.
@@questionalatbest1827 why would you want a melee ice knife if it explodes as part of the damage? Lol
I like using Quicked Spell when you need to use your Action for something else (not a cantrip) like: freeing yourself from a trap/grapple/tentacles, picking a lock, drinking a potion, healing somebody else with a potion or healing kit, the dash/disengage/hide actions, or some skill check that the DM makes you use the action for.
Quickened Spell saved my hide a few times last session I played, I just about burned through all of my sorcery points using it so many times.
Quickened, Subtle, and Careful are my go to choices, depending on what's needed.
Can't narrow down if Twin or Heighten can maximize damage.
I only play Sorcerer with two levels of Hexblade, and I like using Quickened Spell for things like Mirror Image into Twinned Booming Blade, Spirit Guardians into Twinned BB, or Quickened Web into Eldritch Blast + Repelling Blast to push enemies into the Web. If I need to nova, I like Hexblade’s Curse into Magic Missile, then next turn Quickened Magic Missile into Eldritch Blast.
@@kylethomas9130 i tend to use quicken and twin. it allows me to target 2-3 creatures in a single turn using only single target spells. (personally my favorite is chromatic orb)
@@M0ebius put hex on that
For all you Moon druids out there: Remember, you can use your spell slots to regain 1d8 HP per spell level while in Wildshape as a bonus action.
This is a pretty bad usage of both a spell slot and a bonus action.
@@dtczyk8976 for a caster, yes, for a Giant Bear with teeth and claws that count as magic weapons.
@@dtczyk8976 dunno, Owlbear form is surely useful enough to not be wasted because you refuse to heal and took 1 damage to knock you out of your last wild shape
I'm actually kind of surprised Bards magical secrets didnt come up in the talk about the difference between Cleric domain and Warlock patron spells.
Magical secrets are spells that can be taken from any list, but they DO count against your number of spells known in the normal column. The exception is Lore Bard's Extra Magical Secrets
And if you look at the 'spells known' section, exactly on that lv the bard learns 2 new spells instead of 1 new as in previous upgrades, si he can choose those 2 new ones
And Additional magical secrets is great, since those just are learned earlier than the magical secrets and dont count on the spells known by the bard, those are just learned as extras, as 'aditional' 🤔🎶🎵
I just wanted to add that bards of the College of Lore has extra magical secrets that doesn't count towards your spells known.
Oh, and since it hasn't been mentioned by anyone, note that the Lore bard's Extra Magical Secrets don't count
Did you guys all know that the Lore Bard's extra magical secret spells don't count against spells know
You guys I just learned something awesome! Lore Bards level 6 Extra Magical Secrets dont count!
Many of these rule misunderstandings could be immediately settled if more players were aware of the "Exceptions based" RPG concept. It's like chess in the way the pieces can move on the board. "Only the pawn can do X, The Queen is the only piece that can accomplish Y, etc..." D&D is very much like that. I like videos like these because I believe that the more players can understand what the "baseline" rule is for any given situation, they can then better understand the different ways that their characters are "exceptional". Understanding class features is all about knowing the exceptions.
I hope these videos aren't too difficult for you to produce being separated, please stay healthy and good luck with the channel.
Fun thing I did on tuesday in a one on one session. My level 2 wizard decided it was a great idea. My character was paired with a NPC in search of items. The building we were tasked with finding was guarded by 3 ghasts. The NPC caught their attention and ran off to lure them away so I could enter and detect magic for the items we were tasked to retrieve. After grabbing them my character ran out to assist and when he finally caught up. He muttered a few words and the NPC slumped over to catch a few Z's. There after did I realize I had forgotten. Undead aren't affected by sleep. My DM got a great laugh from this encounter. 😂😂
Ghast: Well, that's the most delayed fainting I've ever seen living or dead.
I think there’s confusion with warlocks in regard to spells known and mystic arcanum.
The fact that additional mystic arcanums are gained at the same levels as additional spells known starting at level 11 seems to make some people think that an arcanum is a spell known. This is not the case.
Levels 11, 13, 15, and 17 grant an additional spell known along with an additional mystic arcanum.
So at level 20, that’s 15 spells known at 5th level or lower. 4 mystic arcanum, which you can cast once per long rest without spell slots, but you never actually “know” them. This Isnt counting spells potentially gained from invocations, or even the chance to become the most accomplished ritual caster in the game.
"Choose one 6th-level spell from the warlock spell list as this arcanum". I am not sure what could be misunderstood about it. You pick a 6th level spell from the Warlock spell list, it is called an "Arcanum" and has a different set of rules to your standard pact magic(does not recharge on a short rest, etc.).
Would love to see a video discussing the Artificer's infusions.
Second this, since you can change how you flavour the spell descriptively and it can confuse other spell casters who aren't familiar with the class.
Not sure if it's been mentioned, but one of the biggest confusing things for spellcasting, specifically when multiclassing a warlock with any other spell caster is that pact magic and regualr spell casting is different, only warlock spell slots would 'recharge' on a short rest, not all that character's spell slots, I find a lot of ppl get this wrong
Never had an issue with that but seen a few builds that benefit from pact magic. I think I'll make a wizlok. 3 lvls Warlock for pact of the Tome and the rest Wizard that way I can do the Expanded Tome and put all of the 1st and 2nd lvl rituals in it along with my Wizard Spells for easy access.
However the warlock's spell slots can be converted into sorcery points which last beyond a short rest, so if you don't cast any spells you could build up your points indefinitely until you take a long rest
@@thehiddenninja3428 this is a popular option for AL builds. At least 9th lvl divine soul seems best as you can get greater restoration and just do 8 short rests and use greater restoration to lose the exhaustion each day. Just don't use hit die to heal.
@@nickm9102 alternatively, you can be a warlock with 1 level of life cleric and either 1 level in druid or 2 levels in ranger for goodberry. This way, you can spend 8 hours doing consecutive short rests regaining up to 4 spell slots each time, casting them on goodberry. Thats 320 goodberries, each healing 4 hp. Im sure the party's actual cleric would be more than willing to cast greater restoration on you when they realize you just prepared 1280 hit points of healing
@@louiesatterwhite3885 the issue I have with that plan is that you rely on another character to replenish your abilities. In this case you can restore everything yourself. Plus there are times that you are the primary healer so you can't count on that. And to be fair both of these are CHA based your Idea means you are having to have at least a 13 WIS on top of CHA, CON and DEX I'm already stretched thin for stats.
In one campaign, our druid cast fog cloud (concentration spell) and then wildshaped into a animal with blindsight. He then proceeded to attack a bunch of disoriented orcs.
I'm aware that Warlock's expanded spells don't get added, but I always allow it as a DM.
Anthony Norman my DM does that too!
Good dms are so great!!!
Same here. Along the same lines, I work with my sorcerer players to come up with a list of domain spells that's relevant to their background/origin but not overpowered. Being short on spells known is really frustrating, and often makes players pick the spells they think are the most effective instead of the spells they think are the best fit for the character.
Caleb, if anyone wanted to play Sorc, I'd do the same. What's the point of having the subclass if you don't get the spells that flavor it? For example, I think every wild magic sorcerer should get chaos bolt.
It took several readings to realize what the PHB was going for, didn't help I had studied up on Clerics firsthand.
I love the deck of many things, glad to see you guys getting their recognition :)
There's quite a few of these rules that I've had to correct much to the dismay of partymbers
here's one:
it wasn't until about a year into playing D&D that I found out Warlock Spell Slots regenerate on a Short Rest.
Always read the fine print. XD
Hey it's not as bad as me when I picked an arcane trickster. I knew that when I leveled up that I would get a new spell. What my dumb ass didn't know, was that it was supposed to be part of the wizard's spell list. So I had an arcane trickster with goodberry for a while, before I finally looked back at the Phb and saw my mistake. It happens.
It's weird you two not being on screen at the same time while you're speaking. I always used to watch Kelly move his head around thoughtfully and nod as Monty was talking before and now that's been taken away. Damn Coronavirus.
My head nodding and pondering looks will return as soon as it is safe to do so. We very much miss recording together.
There’s a couple issues with the moonbeam combo as described. Moonbeam damages any creature in the area, so the Druid would have to make the save if they charge in, and they would revert back to their original form if they fail the save. It also takes an action to move the beam, so it won’t work as effectively as flaming sphere which can be moved with a bonus action.
Great video as always, but I was surprised there was no mention of the whole "Somatic-material-spellcasting focus" interactions, which can sometimes become very confusing. Even Sage Advice is not very helpful when you play something like cleric/wizard and start to count your free and occupied hands and don't have warcaster
Actually, it's easy without Warcaster. You need one hand to do a somatic component and the same hand to have access to material components or spellcasting focus. Just one free hand.
But if you do have Warcaster, you can do somatic component, but technically you still need a free hand for material components, since the feat description doesn't say anything about those. That's when it starts to be more complicated.
Warcaster definitely simplifies things, but some class features seem to suggest you could skip it.
One example someone shared was a Cleric can put their holy symbol on their shield, and it counts as holding the Spellcasting Focus.
There's several abilities under Warlock that may accomplish similar results.
A headache, true, especially since while you CAN use the same hand to access a material component that you use to perform somatic components, that ONLY applies for spells that require BOTH. That scenario is intended to be more of an exception, rather than the norm.
Sage advice clarifies while talking about the War Caster feat, and interactions between a focus and somatic components. In their example, a cleric uses a shield (with holy symbol on it) as a spellcasting focus, and a mace in the other hand. If they want to cast cure wounds, they have to either drop the shield or the mace. Why? Because Cure Wounds doesn't have a material component. So the exception to needing a free hand (which only happens when using the same hand for BOTH somatic and material components) does not apply.
War caster allows you to perform a somatic component with a hand holding a weapon or shield, which 99% of the time probably gets you around that particular hangup.
Granted, this rule sounds like a pain in the butt that every group I've ever played with tends to either just ignore or be unaware of, which is generally fine by me.
Re: Jack of all trades, for my group it helps to remember that there are three different terms used for rolling a d20: roll, check, and throw. So an Intelligence CHECK gets the JoAT bonus, while a Charisma saving THROW or a Strength-based attack ROLL does not.
It baffled me that anyone would try to use it on an attack roll, most PC use their Proficiency already with their weapons.
If JoAT worked like that, the Bard would be a better weapons expert than the Fighter. Not that I can come up with a weapon the Fighter isn't proficient with.
@@kylethomas9130 only weapon fighters arent proficient with would be firearms, but those are setting locked and there are options to become proficient
You guys must be psychic, I'm about to play a sorcerer for the first time and this entire video is just an amazing quality of life boost. Thanks for staying consistent despite current events, guys. Stay amazing!
Sometimes i forget we are in a quarantine and this kind of stuff throws me off for a second, pretty cool regardless that they keep doing vids trough video chat
Thank you; I just had a discussion about the Jack of All Trades with my group, and you answered everything.
Dungeon Dudes, Loving your videos! So glad I found your channel during quarantine.
I know y'all like to stay away from being too authoritative or prescriptive on subjective things, but I was wondering if you'd consider doing a show on making homebrew spells. I've tried my hand at it a few times and the feedback I get from others always seems to be wildly contradictory, so I never end up using them. Obviously balance and power level is subjective, but I'd love to get to hear your theories and perspective on what makes a good homebrew spell and what to think about when judging a spells power level.
That Wizard spell book section..."okay guys....we gonna break this down for the lowest common denominator" I guess I didn't realize how confusing people thought that was...but based on how slowly you explained it, I'm guessing a lot more people than I expected LOL
A common mistake I see with 5th edition is in regards to spell components, in 5th edition unless a spell specifically says it consumes the material component, it doesn't. This is in contrast to older formats and pathfinder's system where spell components are assumed consumed unless explicitly stated not to be
I can see why that would be confusing.
DM: Why are you buying up all this X?
PC: I need X to cast my go to spell.
DM: But it's not consumed...
PC: ... * looks in Component Pouch * Son of a Bard.
@@kylethomas9130 Mordenkainen's Magical Market Manipulation
One confusing aspect of the "bonus action spell->cantrip only" rule, which isn't clearly explained in the rules and which I haven't heard anyone bring up when addressing misconceptions, is the fact that your bonus action doesn't have to come first. If you cast a leveled spell with your action, then move, then decide to cast something else with your bonus action, you can't. The (if bonus cast)->(then no leveled spell) logic doesn't address this well, but I'm pretty sure the "during the same turn" wording means it applies regardless of order.
What it essentially should have said is "You can't cast another spell during the same turn, except for a cantrip with a casting time of I action. If you already cast a non-cantrip spell on your turn, you can't cast a spell with your bonus action."
The rule is terribly written for what it clearly intends.
Retroactively prohibiting actions you've already taken is a nonsensical concept.
@@BardedWyrm It doesn't retroactively forbid anything thought. It's merely a "You can't do X and Y during the same turn". Which is very different than "If you X, then you can't Y until the end of your turn".
The second wording allows you to Y then X, the first doesn't. Most experienced trading card game players (such as Magic or Yu-gi-oh) will catch up on the difference.
The very fact that it says "during the same turn" means that the whole turn is concerned, not just from the moment you cast a bonus action spell. Otherwise it would've been "until the end of the turn".
The rule is actually quite well worded. Just too concise for people not used to it.
I've learned so much about D&D from you two and continue to today. Thank you and keep up the great vids!
Thanks, will do!
@DungeonDudes Hi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
The wizard's spellbook is one of the thing that never really changed since I started playing with the 3rd edition. The only thing added are the ritual spells, but that's a minor addition to the class.
Thank you for the breakdown of Wizard spell book. I'm new to D&D and chose a wizard Tfling as my character. I've tried asking for clarification for how I can be a spellcaster and I've received multiple answers. None of which was what you described. I will work on my spell book correctly now.
I honestly didn't know the Wizard got to learn spells upon level up, I thought he had to find and pen every last one.
"No wonder Wizards barely eat anything, they spend all their earnings on ink n paper!"
Great video guys. Would've loved a mention of using spell reactions on your turn such as counterspelling an opponent's shield as their reaction to your magic missile or using hellish rebuke/shield when you provoke an opportunity attack as you move away to cast eldritch blast (so you don't attack with disadvantage).
Weirdly enough, you can Counterspell an enemy trying to Counterspell your Fireball... except if you used Quicken Spell to cast the Fireball as a bonus action.
One point that needs to be mentioned is that the Wild Shape form change rule about not being able to cast spells doesn't apply to certain Wild Shape uses. For example, the Circle of Spores' "Symbiotic Entity" specifies that you expend a use of Wild Shape to empower your Halo of Spores ability, but *do not* transform into a beast. In that instance, you can still cast spells.
I’m glad you included that last one on wizards since I didn’t know about the preparation requirement at the beginning of the day. It wouldn’t have changed much given that I don’t use a good few spells from my spell book
Great video! The one I had trouble with was Twin Spell. I’ve made the mistake before and seen others do it too. You can only twin spells that can only affect one creature. No dual Fireballs, Lighting Bolts allowed.
Thanks for keeping th grat wok, you are amazing!
This is a good video to bookmark/save. Lots of good info explained well. I've come back twice to help explain stuff to people.
You can use a spell that takes a reaction, a cantrip with your action and a spell as a bonus action. Quicken fireball bonus action, fire bolt action, sheild reaction.
Not on the same turn. Yes in the same round .
@@anthonynorman7545 And the cantrip must specifically be one with a casting time of one Action, not just using your Action on the cantrip. You couldn't for example Misty Step in the middle of Mending something as Mending has a casting time of one minute, not one Action.
You can also cast Counterspell during your turn if someone casts Counterspell on you. It’s one of those rules that doesn’t necessarily come up often enough for it to be too commonly known.
@@jaredpuwalski8545 But not if the first spell was a bonus action
It's so funny, moderately recently returned to gaming (had a break when my old group moved to where we couldn't walk to each others' apartments). So I came back and kept hearing everybody whine about how hard wizards were because of the spellbook and was wondering what had changed to make it hard from back when I played my last wizard in 3.0 (Gnome Illusionist - actually played her all the way from 1-20 lvl, that was a BIG spellbook), boy was I surprised when I made my Hill Dwarf Lore Master about a month ago to not find any significant difference. I love having a spellbook! It makes so much more sense to me than the other spellcasting classes. And yes, my spellbook is a blend of never-prepared-rituals and other magics.
Kind of funny that in both 3.0 and 5 the second character I made was a wizard.
You can cast a reaction spell along with either a bonus action or main action spell correct? I thought it was just the bonus/main combo for spell casting that was a no no.
George Onderko you can pair a reaction spell with an action spell, but not a bonus action spell. However, this is only if you are trying to do the reaction on your turn. For example, you can cast fireball, then when the enemy counterspells it, you can counterspell them back. However, you can’t do the same thing with healing word. But you can cast healing word on your turn, and then counterspell the enemy spellcaster’s fireball on their turn
Ill admit on the wizards spellbook it was difficult at first to kind of understand it but once i see it go into application (and with a little help along the way) it really is straightforward.
Thank you for doing these videos, Dudes, they are fun, informative and well made :D
@1:27 look, it's the Monty Look when Kelly explains!
It's not the same when they're not sitting together, but still…. beautiful!
Why does Monty stare into my soul while Kelly speaks?
What trips me up are minor details that I miss. “Oh...Thunderstep and Dimension Door only allow you to bring along a willing creature your size or smaller. Significantly less useful for my Gnome Wizard than I thought.” Or “Hmmm....Flaming Sphere ignites all objects not being worn or carried. Whoops, I’ve been using that in buildings and in forests for years.”
flaming sphere working as intended :3
I knew almost all of this information already, but I did learn something that I'm surprised I never realised before: I didnt realise that classes other than Wizard still had to prepare spells to cast them as rituals!
Hey guys, I am a player and can say I got most of these wrong. Thanks a lot dudes.
As always amazing clear episode every video I watch I become a more competent player thanks again
4:00 in my homebrew campaign Warlock's spell list works like Cleric's Domain Spells. Warlocks have so few spell slots, so at least I gave them more options to use them
Calling it now, the first one is confusing character level with spell level
Edit: I guess not. They went with more class specific abilities than I thought
Oooooo that would have been a good one.
And doubly so on multi-classed characters where you have spell level, class level, and character level.
@@diamondflaw Yeah that misunderstanding robbed me of a lot of damage on my Fighter Wizard multiclass. I didnt realize that i used total level for cantrip scaling which was a shame.
@@arkhaan7066 I don't allow Total Level in my games as multi-classing is already too OP in RAW 5e.
@@swaghauler8334 how is multiclassing (in general) OP in 5e? I can see how you could powergame with specific multiclasses, but in general it just gives you broader ability sets while reducing overall power level.
You might want to add that "reactions" are not part of your turn. So, cast fireball, run 30', fall in pit trap, cast Feather Fall. Reactions, by definition, are NOT part of your turn. I can't emphasize this enough because some DMs get this horribly wrong.
Yall should do a video about the best loot for classes (like the holy avenger for paladins, +1 weapons, etc) including those for lower levels! As a DM I sometimes struggle with what loot to give out, and when
Thanks for another great video, Dungeon Dudes.
I have a question about Druid Wildshape being used with paladin's Divine Smite? Even Jeremy Crawford has clarified, at this point, that divine smite is not casting a spell. So, everything i can find says Natural Weapons, like claws, count as melee weapons, which is what is required to smite a target.
So, can a bear druid divine smite an enemy?
That's a strange thing. Unarmed attacks are considered "melee weapon attacks", just as Divine Smite needs.
But, Jeremy Crowford once said you can't do Smite while in Wildshape, but his wording was strange.
Maybe he got wrong, maybe Smite was fixed by errata since then, maybe DMD Beyond, where I look for description, has wrong wording.
I totally believe you can Smite while in Wildshape. Nerdarchy even did a build based around that, and it's great.
Actually divine smite is a melee weapon attack, so you don't even need natural weapons to apply it. A monk, a fighter with the UA unarmed fighting style, or just anyone that punches/kicks is making a "melee weapon attack," so it's legal.
As long as it's not a spell attack or a ranged attack, divine smite can be applied.
Here is Crawford on natural weapons v unarmed strikes, "The words “natural weapon” refer to a natural weapon. The words “unarmed strike” refer to an unarmed strike. One has no relation to the other unless a rule makes an exception, as in the tabaxi." -
I would say that's pretty clear that claws, defined as natural weapons, are just that, natural weapons.
@@zuresei Unfortunately there's a later clause in Divine Smite that causes a snag.
"Starting at 2nd level, when you *hit a creature with a melee weapon attack,* you can expend one spell slot to deal radiant damage to the target, *in addition to the weapon's damage."*
It's that last bit that by the official interpretation of the RAW prevents Smiting on an Unarmed Strike or similar, if there's no weapon there's nothing to be in addition to. I disagree with that reading, but that's the official one
@@neoman4426
Blast. I had been using that ruling and the technicality that divine magic works on the inner strength of your own beliefs to allow for shounen protags who have such faith in the magic of friendship that they can literally smite demons with their bare hands.
Luckily I'm the DM heehee.
I finally figured it out. Monty looks like the villian kid from the old 'Children of the Corn' movie. 😆
Thanks Dudes. Stay happy and healthy. Keep the great vids coming.
Kelly's hair is getting proper poofy!
...also, he has a wig in the background? You don't need that, Kelly - you got hair for days!
Hair for days?
@@Tyyaash Hair for days, police girl
the wig... with the rainbow flag.... Always check your background ppl!
He still hasn't moved the bong, just the camera. Slightly.
@@keklordgrey4522 Why?
I have a question about the moonbeam/wild shape combo. The spell description indicates that on subsequent turns after casting, you need to "use your action" to move the beam from one place to another. To me, this indicates that a druid in wild shape can make a melee attack OR move the beam, since it requires his/her action, but unless the target of the moonbeam remains in place where the beam is, the druid cannot both attack and move the beam. Am I correct in this interpretation?
You are. This just means the combo isn’t insanely powerful, at our table the Druid will drop the moonbeam on an enemy and then engage it in melee combat, if the enemy flees, it has to disengage from her bear form or take opportunity an attack, on the druids next turn she will either move the moonbeam back over the enemy, or run up and engage in melee again, luckily in a party with a barbarian and a hexblade warlock, there are a lot of things keeping the enemies stuck in the moonbeam. More often than not it’s been a killer combo, but if the enemy is moving a lot, choices must be made.
@@DungeonDudes Thanks for the reply. Love the videos. Very helpful!
I am dm'ing lmop. It's my first time.
The wizard of the group tried to cast a spell at a dragon while the others were bowing down infront of it, hoping not to fight it. He forgott that casting is a thing one can easily identify. So the dragon got mad, attacked but was confinced the players could be useful.
The dragon demanded the wizards spellbook as a pledge. He would get it back if the party could defeat a white dragon that appeared in the north an who drove away the green dragon from its lair.
Th spellbook is really important to my player because a family secret is written within it.
I also decided (together with my player of course) that loosing his book should have additional consequences. He could keep his prepared spells but would loose them if he got K.Oed. or if he does not spend a certain amount of time memorizing the spells per day.
Other casters could help him too if they wanted.
So he needed a new book and the party visited neverwinter.
There is no info about NW in the lmop book but i googled and fleshed it out pretty well :)
Well long story short: he went to the starshine academy to maybe get his hands on a new book and to buy the needed materials (ink and paper).
He also was allowed to use the alchemylab and complete the recepe he found in glass-staffs lab.
He needed to spend a good amount of money and time writing down his spells. It did hurt, but he had a great time roleplaying.
I like adding a bit of tension. I also think it is quiet balanced. The dragon could have killed them, that wouldn't be fun. Instead i was able to foreshadow “dragon of icespire peak“ and they got interesting stuff to do. The dragon still has his family secret.
One mistake I made recently with an Artificer was misunderstanding the Tools Required feature. All Artificer spells have a material component required, regardless of whether the spell description says otherwise. That means you can cast spells such as Shield and Absorb Elements even without having a free hand available, as long as one of your hands is holding a tool or one of your infusions. That also means you can not cast spells such as Shocking Grasp or Fairie Fire if there are no infusions on you or a tool isn't available. Took me a while to adjust my fighting style based on those details.
Something for the druids and sorcerers to note from from the rule preventing casting a spell as a bonus action and an action.
That rule reads “you use a bonus action on your turn to cast the spell... you cant cast another spell during the same turn except for a cantrip with a casting time of one action”
First off. This means that if you try to fire ball, you can use your reaction on your turn if say, a wizard tries to counter spell. But if you try a spell like healing word that’s a bonus action you can not use your reaction on your turn.
It’s also inclusive to bonus action cantrips because cantrips are spells too! Meaning you can quicken a 1st+ level spell and then use a cantrip as an action but you can not quicken a cantrip so you may cast a 1st+ level spell as an action. Which effectively nerfs sorcerers who try to use quickened spell + twin or empowered spell to nuke. Since they have to twin or empower the weaker cantrip and quicken the stronger spell. Reducing the amount of value they can get out of a turn from a empowered or twinned spell and quickened cantrip which would be much stronger
The only other way to cast cantrips as a bonus action is shillelaghs and magic stone.
Override the quickened spell:
take 2 levels in warlock, take the cantrip eldritch blast and the invocation agonizing blast
it scales to full level (not warlock level) and you can cast 2 per turn (because it is a cantrip with a cast time of 1 action)
at level 5 (meta magic and invocations) you have a cantrip that can deal 2d10+chr mod (per bolt) and can cast it twice per turn (if you have spell points)
and if you go for endgame builds (level 17-20) that is 4d10+ chr mod (per bolt) * 2, which isn't a lot but 84 damage average (and you can have repelling blast)
also you can apparently make a weapon build that deals 148 damage on average for 2 turns of combat at level 8
Love your work, thank you so much for the channel!
What is the rule, or your ruling on this: is a wizard able to cast a spell that they didn't prepare, and that is not a ritual, from their spell book as if using a scroll (and once they do that spell is gone forever)? Basically, can spells from pages in your own spell book, or a spell book you found, be treated as scrolls?
I had never heard of inititiative being counted as a "check" i had always assumed it was just a roll. Ill keep it in mind when i make another bard. Thanks guys
I think it’s important to mention that if you cast a leveled spell as a bonus action then you can’t use your reaction to cast a leveled spell on your turn (not round). So, for quickened spell, you should probably specify that you quicken the cantrip if you intend to do something like mind sliver + hold person combo if you have a counterspell on your spell list. Then let your Paladin get those wonderful smite crits
I think it's important to mention that the bonus action rule doesn't mention the level of the spell cast as a bonus action and cantrips are spells, so the restriction still triggers
This is a fantastic and timeless video.
Quickened Spell, bear in mind, isn't strictly an ability just to let you cast twice on your turn. Moving any spell (with 1 action casting time) to your bonus action can come in very handy, as it frees up your action to do other things.
Last session with Neo, my Storm Sorcerer, I used Quickened Spell to let me Dash within 15 feet of a goon trying to bust down a wooden door and alert a Frost Giant, then cast Lightning Lure to yank him away from that. That let us engage the Frost Giant on our own terms.
Yeah, using quickened spell is really just getting the monk's flurry of blows, patient defense, and step of the wind at double the cost. It's two of your daily resource to gain the ability to have any action + the assumed spellcasting that you'd take on your turn anyway.
It's kind of a shame that sorcs have no ability to restore sorc points on a short rest like the monk, though it's understandable because they're not a short rest (martial) class. That doesn't explain why they don't get anything like Arcane Recovery, Spell Mastery, or Signature Spells though.
@@zuresei But they do though. At 20th level.
In all seriousness though, I agree. Sorcerers are bogged down into really hard decision-making with their limited spells available at any one time, as well as their finite Sorcery Points. I have like my next 4 levels of my character meticulosuly planned out ahead of time. Just a small change to improve their longeivty and relax the weight behind choosing a new spell at every level is necessary, I think.
My homebrew fix I want to try is just to add 2 more points base, kept throughout (So the whole table +2) for just that bit of wiggle room at lower levels. Also, from level 10 on, you can get 2 points back from a short rest, and still the 4 at 20. A tiny bit to help with longevity, but still keep that feel of a "slow burn" kind of class.
Mostly unrelated, also just let them have 2 spells every level up to 5. This lets them get more of those useful low-level spells, and gives them breathing room to opt to swap them out for more powerful spells later alongside the ones you learn naturally.
@@TheMalevolentSpoon
I've found an alternate sorcerer which I fell in love with which I've talked with my DM about using:
drive.google.com/file/d/1yOWcwtoqE6Z7khy7Cg1s8qtFenndRuTV/view
The only major problem is that it got rid of spell slots for spell points, so the wizard 2/sorc 11 build I've got going on would lose access to the 7th level spell he has, which doesn't make sense because I've used that slot many times in-game to help the party.
What I've discussed with my DM is that the spell slots are the same and I don't get spell points, but if I ever reach 20th level all my spell slots will be converted into sorc points, which I can then use to freely cast whichever spells I want. Until then, I'm using the once daily "full restore" of sorc points and the ability to switch out one spell per long rest. He wants me to have the bonus sorc spells too, but seeing as how the character found a huge-ass tome of spells and he can swap any on a long rest anyway... I don't think I really need it? It's super weird to be in a position where I actually don't want more spells as a sorcerer, but it does help me appreciate the absolute power of a wizard's flexibility.
As for the "2 spells every level up to 5," I'd do what I do for the Warlock-- every odd level from 1st until 9th, they get one of their patron (bloodline) spells as a bonus. This way the early game isn't super strong, which would emphasise the whole "take sorc to multiclass because its mid-late game is a drag" that I feel the class gets stuck on.
Oh yeah, there's this resource I use for Warlocks that makes them more powerful fullcasters rather than something you dip two levels into for a damage boost:
drive.google.com/file/d/11FZmg1SXwOfjstWAS-e6svh8DF-R5tWD/view
*Edit: sorry, I kinda rambled there. I tend to lose focus during long-winded conversations oof. Basically I was tripping over my own feet to discuss homebrew fixes for the sorc out of excitement. I hope my suggestions were somewhat inspiring for your own homebrew!
I included this in the Martial one as well, but another commonly confused mechanic regards Battlesmith Artificer's Battle Ready and the Hexblade Warlock's Hex Warrior.
Battle Ready states that you may use your Int instead of Str or Dex when wielding a magical weapon.
Hex Warrior let's you choose one weapon per day do this with Cha.
That is it. You may not simply pick up any weapon you find and immediately use it with these modifiers unless it meets these qualifications. Hexblades, even with Pact of the Blade and Improved Pact Weapon which could arguably be used to give you two weapons, cannot have a Longsword a Bow, 9 Daggers, and Unarmed Strikes all off of their Charisma.
Battlesmith's can potentially have a larger number of weapons they can use this way, but they must all be magical to gain the benefit.
About the Hexblade if they have the pact of the blade, every weapon they create uses their charisma modifier. If they find a magic weapon they can then make it into their pact weapon and will also use charisma. Point here that there is no limitation to what magic weapon you can make into your pact weapon
@@unabel9389 That is fair. However, it's weapons you create. Not one's you find.
You can select one item you find per day with Hex Warrior.
Select another as your Pact Weapon if you take Pact of the Blade (provided that it is not an artifact or sentient).
And then any that you summon with your Pact of the Blade feature. However, you can only have one summoned in this way at a time.
So the cap on any items that you find and want to use this way is 2. Anything else is simply a conjured +1 weapon with Improved Pact Weapon.
Oh, and conjuring a weapon this way is an action, so you can't attack with it in the same turn.
It's also important to note here that any item holding an artificer infusion becomes magical. So taking a long rest and then infusing ye olde basic longsword with an applicable effect qualifies it for Battle Ready.
That is a misconception that I see a lot though. People over simplify it to "Hexblades can use Charisma for attack and damage" and "Battle Smiths can use Intelligence for attack and damage rolls."
Also I just realized that a Battlesmith Hexblade multiclass wielding a finesse weapon could potentially use 4 out of their 6 stats for attack and damage rolls... Though why anyone would want to is a good question... So nevermind...
Wildshape and magical items is an interesting prospect. A parrot flying around with a wand.
Hell even a familiar would be cool
I'm going to recommend this video to my players. There's some good info here.
Fellas, I was in stream last night, and I forget. What did you say was that thing you used for music and sound effects?
Tabletop Audio! Check them out.
Thank you much, I will.
Can we get a video on Arcane Tricksters and Eldritch Knights and their spellcasting? I've had a couple of people want to play them at my table but not really understand how they work (mostly due to the limit on the school's of magic they can choose from)
I love the "mistake" videos! Thanks guys!
13:12 bards don't prepare spells, same as sorcerers and warlocks.
I don't know if Moonbeam with Wildshape works well, because if you want to move your moon beam, it takes your action. It's better if you cast Flaming Sphere and then Wildshape into a Giant Scorpion. That way you literally get 4 attacks each round.
New player, when leveling up and adding the two spells to the wizard spellbook, are they "free" spells added or do they follow the gold/time cost rules for adding to spellbook? Cuz ive been using gold/time cost rules throughout but wondering if i should have more gold than i currently do
They are added with neither a monetary nor temporal cost to you. It only costs you to "scribe" spells from other sources.
The spells from leveling up cost nothing. They're a part of the leveling process
For clarification as to why this is, read the PHB page 114 carefully. Under "Learning Spells of 1st Level and Higher" it says "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free."
The rules for copying spells down is in the "Your Spellbook" sidebar, under the "Copying a Spell into the Book" header. It is under this header, which deals only with copying spells outside of level-up, where the cost for copying the spell is specified, so this cost is only applied when you add spells outside of level-up.
TL;DR: you don't need to pay when you add the two from level-up.
@@QuiescentPilot whelp, thats on me for not getting the phb. Thank you!
@@AC-eb7kt Since you don't have the PHB, I'll show you where you can access the page I'm referencing for free:
media.wizards.com/2018/dnd/downloads/DnD_BasicRules_2018.pdf
This is the "Basic Rules" from the official WotC (the company that makes DnD) website. It's pretty much a free version of the PHB, but missing a bunch of player options. You can find the part that I referenced on page 33 of the linked PDF.
For future reference, a quick Google search of "dnd basic rules" yields the link that you need to find it again as the first result. It cuts out a bunch of player options, but still has all of the rules, which is nice. I'd especially recommend reading through chapter 9; it talks about all sorts of stuff that you can do in combat (with any character), which many new players don't even know are options.
I'd actually recommend having the books (or a digital copy; it costs like half as much on DnDBeyond and is really easy to use). It's pretty nice to be able to just look stuff up in it.
Hope this helps; it's usually pretty hard to figure stuff out if you can't read it for your self.
I personally always rule that my warlock's expanded spell list is already known. I don't understand why clerics who already have a huge amount of prepared spells get even more while warlocks have to choose even more
All things considered, I knew that Jack of All Trades applied to all ability checks where you don't get to use your proficiency bonus, but I never knew Initiative was considered a Dexterity Check and therefore benefited from JoAT, and I also never really considered how Counterspell or Dispel Magic used Ability checks (if you're trying to counter something that was cast at a higher level than what you're currently casting your Dispel or Counterspell magic for) and how those spells would absolutely benefit from JoAT. It's one of the many benefits of JoAT that is often overlooked.
I like how while Monty is talking, Kelly has a dead stare straight into the camera, but the other way around, Monty is looking away from the camera. 🤣
The warlock one we've homebrewed because we miss understood how the expanded ones worked and liked it better as spells known instead of spells available to know. It didn't make them much stronger and warlocks only get a few spell slots anyway so it just made the patron choice feel more impactful
one of the spellcasting mistakes i made was ritual casting. sorcerer, warlock, half casters like ranger, paladin, eldritch knight and arcane trickster do NOT have access to ritual casting
salsashark7 the way I think about it is ritual casting comes from a more formal understanding of magic. For example clerics and druids having spiritual / religious organizations. Whereas wizards and bards would fit in well in academic settings.
I'm not entirely sure artificers do either, though we count building your weapon/tool that you use to channel your spell as a ritual in our game as you still have to set time aside to build/ invent it within my group. As for the items needed we changed them to rare metals to components like clockmaking tools and materials so the artificer still had to seek out the stuff they needed (or mine for it) just like any other spell user. It's worked a treat as we have little side expeditions centered around this and it breaks up the adventure nicely
I believe Arcane Tricksters, as well as Eldritch Knights, are not considered half casters.
@@meikahidenori Artificers have ritual casting in the same way clerics and druids do.
Tomelocks have ritual casting
Hey Monty and Kelly I have some questions (or anyone really can answer) but I’m rolling up a new character he’s an Half-Elf Divination Wizard/Arcana Cleric Multiclass. But I have never played Wizard before, so when it says you get spells from your spell book, do the spells in it have to be random or can we choose what’s on it?
Do you need to carry multiple books from different schools for your spells?
I have always found it strange that all the spells you know come from a singular book. When adventuring, I assume you would come across spell books and whatever spell on it, I can add?
Also, since I am primarily going to be a Divination Wizard, the wording of Portent is a bit confusing to me. So my understanding is that after a long rest you get to roll two d20’s record the numbers and whenever during the day, you can use those rolls to change the outcome of a roll you didn’t like? Do I get to see the outcome before I can use the feature or do I need to declare that I’d use it before the roll is made? If it’s the latter, that means you’re using chance because let’s say you declare to use it but get a Nat20, does that mean that Portent Roll has gone to waste?
Thank you for the answers and apologies if my wording of the questions are confusing.
1. No, you can choose spells you want to put into a book when you level up.
2. No, there are no limits on spells in books. You can totally fit all of those in a single book.
3. If you find a spell, you can write it into your book, but it will cost you time and money.
However, you can do it only for spells you can prepare as a wizard. Look at the multiclassing rules: for example, if you are 3 wizard/5 cleric, you have 4th lvl spellslots, but you can only prepare 2nd wizard level spells since 3rd lvl wizards have only 2nd lvl spellslots.
4. You can replace roll before it was made. For example, if you cast a spell and have bad roll "stored", you can force the enemy to use that roll to fail a save. You can either take a chance and let them roll with a chance of success, or you can guarantee their roll. You can't firstly look at what they roll and then decide "Nah, they failed".
I’ve never actually realized the spellcasting limitations of multi-casting slot spells. Even though I’m already high up on my hex-sorc character.
Since I only quicken haste for my hexblade to utilize. It was later on that the group made me realize that casting multiple non cantrips can be too powerful in many situation
Not really a misconception, but the one that came in my mind first because its the one thing that keeps on happening to us is forgetting to roll for concentration. We had the same issue for ongoing effects, but I solved that by adding those effects to the initiative list and roll them / have the player roll them when they come up.
Great video as always! Learned some new stuff! :D
My Level 11 Drow Cleric of Eilistraee currently has 16 prepared, 10 Domain and 4 innate (1/day with a Light Side Version of Drow Magic - Heroism, One free use of Daylight wthout eating a slot, Moonbeam and Crusader's Mantle) plus 7 Cantrips - Light (Domain), Dancing Lights (Drow Magic Feat), Thaumaturgy, Toll The Dead, Guidance, Word of Radiance and Mending - added to which she's got a Prayer Bead Necklace that can fire off two Blesses, two 2nd Level Cure Wounds or Lesser Restoration, one Greater Restoration and one Wind Walk as Bonus Actions every single day without eating a slot. We've been using the Wind Walk to travel.
Actually writing it down like that makes me realise...damn man, how many spells do I want? XD
The downside is SO MANY of them are Concentration.
Good video
Always learning from you guys
Glad to hear it!
I misread the evocation sculpt spell with my first wizard. I thought it was 1+Wiz lvl targets, it's actually 1+spell lvl targets. Also it's an autopass, but it doesn't negate damage, just puts your targets into the pass condition of your spell
An excellent list! But there’s one my table keeps forgetting: spellcasting is not subtle at all. The reason Subtle Spell exists is because it’s assumed normal spellcasting is very flashy and can’t be done without everyone nearby immediately knowing what’s happening
Jack of all trades to initiative was definitely one I did not know.
I would like to see a video on the 3 level dip into Warlock and how it effects all other classes. Nearly every big DPS boost I have come up with has a 3 level dip in Warlock. Sorcerers can double cast eldritch blast, melee classes can get hex blade, shadow blade, and hellish rebuke. Blades/Valor Bards particularly benefit but it takes longer. Warlock comes off as the ultimate multi class. Arcanist seems the same.
On second thought I would like to see a whole series on how each class dips into another. Not a video on multi classing but how certain class effect another.
I hate dips into warlocks. It's just so lame. Especially from the roleplay perspective.
You just sign a contract with some really powerful and (mostly) unpleasant being for... what? Only to take 3 levels in a class? To let your Sorcerer cast two Eldritch Blasts a turn, or to add a few more dices to your fighter's damage? That's just power-play if you ask me.
Yes, I'm sure you can get great roleplay with your patron... but what sense in it, if your "relationship" doesn't improve in any way? If you want to play with patron - play full/half warlock. I personally would more enjoy playing pure fighter (I would take Eldritch Knight if I really want magic) or sorcerer, instead of playing the same character, but looking back onto my patron.
Sorry if I'm a bit harsh, but that's what I really think about warlock dip. I can easily imagine dips into Fighters, Rogues, Rangers, Wizards, Monks - all of those require only some training and/or some additions in your backstory. Paladins, Druids, and Clerics are a bit harder - you really need to follow their theme, but it's manageable. But warlocks with their patrons... I would never sign a pact for only 3 levels of class.
And I have nothing against full multiclass - I can easily imagine, for example, Warlock 8/Fighter 12, whose patron prefers physical training over magic. But it should be something that your character is built around (In said multiclass, I would roleplay it as a warlock, not as a fighter) and your roleplay can't be built around 3rd lvl dip.
Monty's hand gestures 15:13 = Matt Coville "Doblee doo"
Some nuance mistakes occur with the archetype casters, The eldritch Knight having to disarm to cast a spell of components without a focus. Also how this may occur with the magic innate Feat are troubles often found. Using a components pouch for general materials. But nonetheless easy to navigate.
For Wizards, sometimes it's house ruled that when writing spells into your 100 page starter spellbook, each spell takes up a number of pages equal to the transcribed spell's level. (Ex: A 9th level spell will take up to 9 pages to add to your spellbook.)
Though the rules don't enforce this ruling.