The "one spell slot per turn" rule is a huge buff to the cartomancer feat as it lets you cast a spell with your bonus action without expending a spell slot.
Man, literally second I heard the spell slot thing *and* the nerf to action surge I immediately stopped caring about 5.5e The bonus action for leveled spell thing was a fine counter to things like a fireball spam but this is lame.
It's also a huge Buff to Spell Scrolls, Spell Storing Tattoos, Wands, and Abberant Mind Sorcerers since they can cast spells via Points instead of slots.
Cartomancer doesn’t say without expending a spell slot so I’m not too sure. “Hidden Ace. When you finish a long rest, you can choose one of your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.”
Sorcerous burst gives you alternate damage types without having to have alternate spells. This is great for when you start meeting creatures with damage immunities.
It seems like such a useful generalist cantrip I can't imagine ever not taking it. Sorcerers, in my opinion, shouldn't have such a Swiss army knife of a cantrip even. They should have something that really ties into their unique origin/subclass. This feels like a wizard cantrip to me. "Oh, I know, like, five different do a little damage spells, so I've lumped them into one to save time," is such wizard energy. At least bards already have a generalist role that this could pair with.
@@griefninja2680 Nah, wizards are the type of mage to go "oh! I have JUST the spell for this..." and flip through a dozen pages to find the niche solution. Sorcerers go "Aha! unleash chaos!"
Honestly it's super fun to have access to uncommon potions! I personally would still pick Tasha's bubbling cauldron even as my mystic arcanum, as it's very solid support. I hope they also make new cool uncommon potions to use with this. Also as a side note: Mystic Arcanum doesn't use a spell slot. You can cast a Mystic Arcanum and a levelled spell on the same turn! Warlocks are eating good this year!
An advantage with Sorcerous Burst over other cantrips is the sheer versatility of damage types it gives you access to without using spell slots (a bit like Chromatic Orb but cheaper and more versatile in exchange for less damage)
exacly! Fire is the most resisted damage, and cold resistance is also common. Having a cantrip that can do either, and more, is teriffic, especially if you only need to pick 1 damage cantrip this way. I'd take it!
I think sorcerous burst might be a better cantrip than Fire bolt. Sure, it does a bit less damage, but so does Ray of frost. What makes ray of frost still a great cantrip, is the additional slow-down effect. In the case of sorcerous burst, the additional effect, you should be looking for, isn't the chance for the spell to make more damage, but the choice of SEVEN different damage-types, two of which are among the best in the game (psychic and thunder). When a creature is resistant or immune to fire, fire bolt loses greatly in effectiveness, but no matter, what you are fighting, sorcerous burst will in over 99% of fights do regular damage, as you can swap the damage-type on the fly and might in some cases even hit a vulnerability.
Sorcerous Burst: this cantrip IS worth a couple pts less damage because you can specify the damage type as you cast it, taking advantage of vulnerabilities or avoiding resistance.
This one spell slot per turn rule means you can't use reaction spells on your turn too if you cast a spell using an action. So if you cast a save or suck spell, like Hold Person for example, you can't reaction cast Silvery Barbs if the target pass their initial save. This also means that if you provoke OA and cast Shield as a reaction, you can't cast another spell that consumes a spell slot that turn.
@@cjirwin867 yes, you can reaction cast on other turns still; but that's not what OP is saying. There are several reaction spells that you could possibly cast on your turn: - Counterspell. - Silvery Barbs. - Shield. - Absorb Elements. However, with the new rules, you can't use those on your turn if you've already used a spell slot.
@@cjirwin867well it would affect you each turn. But I can't think of a way to provoke an opportunity attack on anyone else's turn. But you could cast shield on their turn and fireball on your turn. But you couldn't then cast shield if you provoke an opportunity attack.
As a player rule, I absolutely support being able to willingly fail saving throws. It creates interesting problem and makes more sense if you end up with a situation like a spellcaster using a knockback effect to move another party member on their turn with a spell that includes a saving throw. If you aren't trying to resist that it doesn't make sense for you to have the same odds of being pushed back as if you were. When it comes to npcs and creatures I'd just always give the DM ruling over it. Having control or influence over a creature doesn't necessarily mean you control what they want, so in my view it's fair to read 'want' here as 'in the interest of the target'. That'd mean no permanent planar binding.
Considering verisimilitude, it makes sense in some cases but not others. Thunderwave? You can certainly choose not to attempt evading or otherwise bracing yourself from its effects. Being poisoned? You don't have such fine control over your bodily functions so as to force yourself to suffer from a poison. At any rate, most features with a saving throw that had reasonable uses on a friendly target already specified the save could be willingly failed. In a game sense, I don't mind either way how the designers choose to do it so long as they're balancing features with the rules they chose in mind.
Spell scrolls got the biggest glow-up in all of history. Since they don’t take spell slots, BA spell + a spell scroll means easy surgemage. Edit: correction because they did fix quickened spell
@@NoNo-tl9gbthat's really sad.as long as this feat exists why people makes so much effort and investing in time and gold to just make Ideally a 3rd lvl spell scroll?
Spell scrolls, free casts of spells that don't use spell slots (species, eldritch invocations, feats, etc.), wants, staves, magic items that let you cast spells without spell slots, like a ring of spell storing...
@@jackhilton4285 wizards can ritual cast spells from their spellbook without having to prepare them. other classes still need to prepare a spell they want to ritual cast.
@@jackhilton4285 that they can cast *any* ritual spell that they have in their spellbook, not just the ones they have prepered. In practice that just means that they can leave all of their ritual spells unprepared and instead prepere some other spells while maintaining their access to them albeit at a expense of extra 10 minutes of casting.
Font of Moonlight can be combined with Spores druid for some neat synergy. - It's an additional damage type you can stack onto your melee attacks, giving you Radiant along side Spore's Necrotic, that also works while in whildshape - The blinding effect only specifies taking damage, so absorbing hits with Temp HP will still trigger it, which both the new wildshape and symbiotic entity give in bulk. Now obviously, "Druids should be casting faerie fire, web, etc." meta still exists, but its neat to have more options for a melee focused Druid
I really hope we get animal forms with better attack rolls or another layer of multiattack for Moon Druids, cuz I really want to use this spell for its themes and not feel like I’m handicapping myself 😢
Starry Wisp actually has utility with Ranger at high levels if acquired via Druidic Warrior: Feral Senses gives you Blindsight (which was a nice buff), so if you use Starry Wisp on an invisible enemy, now it's visible to the entire party, which is something kind of a unique combo for Rangers that is also really thematic.
See, another thing people forget. The ranger isnt a damage dealer, is an utility class! They help the party do stuff! Its like: Ranger: hey, fighter, he is now visible, take him down Fighter: oraoraoraoraora!!!!! But wotc saw the 'people w rangers only use huntersmark' and though that is what people like, but is backwards, is that is the only thing at lowers levels that is useful, so wotc upgraded the only thing good instead of fixing the rest Phb2014 have cool flavor features, but were situational... a little fixes in that and it was cool, like combine natural enemy w hunters mark which would be a spell-fueled feature, and let natural explorer change the favorite terrain on a long rest and there, a super cool flavored ranger who supports the party
Arcane Vigor will pair really well with the Sorcerer's Bloodwell Vial magic item, which allows you to regain 5 sorcery points whenever you roll hit dice.
I feel like Jallarzi's Storm has some potential to it. It blinds enemies without causing heavy obscuration unlike Sleet Storm so ranged characters can hit enemies in the storm with advantage. Blocking out verbal spell components also limits enemies' options for being able to teleport out. And the upcast is really strong, effectively giving 2d10 per spell level. A small radius and duration are definitely downsides, but not so limiting to the point where you can't build strategies around it.
Interesting though the ritual caster feat allows you once per long rest to cast a ritual spell at its normal casting time without using a spell slot so this means alot of divination spell options open up with the casting change
If the spell/ability/feature doesn't appear in new book with the same name, it's not replaced. RAW you *are* absolutely allowed to have Elementalism and Mold earth
@@ЗлодейБританец-э6й I know I just wish it was a proper merger of the 4, so that they didn’t take up 4 cantrip slots anymore. Gust and Control flame are already considered underwhelming, so if they were all combined together it could be considered worth to at least use them.
@@AtelierGod I kinda like it though. You can either have more control over the element or more element to control (or both). It's fun to make choices when they matter. Still, with how many uses prestidigitation has, your wish isn't unreasonable too.
I have never enforced the ‘only one leveled spell’ rule at my table and it’s never been a problem. I can see a min max sorcerer making it a problem, but in my experience most people only wanna do it for misty step and hex and stuff like that.
99% of normal games don't have min/maxers so most typically ignore the rule anyway heck most of the spell components get ignore in most tables because no one really cares about managing that stuff
13:59 IF Spirit Guardians remains unchanged... Then Yolande's Regal Presence has one major difference to Spirit Guardians that I think you missed! Spirit Guardians requires creatures to move (or be moved) into it, or to start their turns in the area, for it to affect them. Yolande's Regal Presence on the other hand can affect creatures when the Emanation moves - thanks to the "Whenever the Emanation enters the space of a creature you can see" wording. That means you can put on some Boots of Speed, Feline Agility, do whatever other speedy combos you can, and in doing so affect every enemy on the battlefield in a single turn with (if they fail the save) 4d6 and the Prone condition. That's huge. Also, I believe the wording suggests that creatures make the save once per turn, so... make it happen every single turn. How? Your Barbarian could carry you. Your Fighter could push you(?). Your Sorcerer could Vortex Warp you. You could Ready your Action to Dash on an enemies turn. Your (uncontrolled?) mount could move you on it's turn (if that still works the same). Your Glamour Bard could Mantle of Inspiration you. If Spirit Guardians has been changed to include the same wording, allowing you to run around hitting everything with it on your own turn, then dear god speed builds are going to be terrifying.
@@AutumnReel4444 Aahhaaha yeah I actually saw earlier today. Don't mind me, just a Tabaxi under the effects of Longstrider putting on some Boots of Speed.
I know artificer is not in the new stuff, or at least for now, but I would rule that a alchemist artificer can cast Tasha's Bubbling Cauldron for free once per day once they reach 10th level. Its just the sort of thing that fits the entire vibe and allows for a stronger spec into using potions as like your characters entire thing.
7:26 Elementalism is a far worse version of Control Flames, Gust, Mold Earth, and Shape Water all rolped into one (ex. You can't turn water into ice).. My table is going to take the idea of Elementalism and use it like the Giant Feats: you get the basic version at 1st lv and can get a boosted version that is specific for one of the 4 elements at 4th lv or higher, which will include an added new effect.
I quite like the one spell slot per turn solution, even if quickened spell is weird about it. Emanation is also a nice clarification. I really love that all spell casters prepare spells and can cast rituals, now. I found it really annoying to play known spell casters, especially if they couldn't cast rituals. I think this makes the game more accessible and more fun.
I'm really want to know why quickened spell isn't just "make a cantrip a bonus action" as I think that would have solved everything without the additional complexity
So happy to see the Bard get a good ranged attack cantrip. Also Sorcerous Burst sounds like a fun cantrip to use even if it may not be more optimal than Ray of Frost or Firebolt(Might be fun to use with a Kobold with Draconic Sorcery)
Power Word Fortify is great if you've got an artificer in the party. Their homunculus is immune to exhaustion so the temp hp will stay until it runs out. Just refresh it whenever you get downtime.
For sorcerous burst, I don’t know whether the math shown reflects this, but the likelihood of rolling an 8 increases as you get to the higher levels. It goes from 1/8 to eventually 4/8. So by the end you are rolling basically 4.65 d8 each time.
The math he showed accounts for this. I've done the math accounting for the typical spellcasting modifier at the appropriate levels. (I.E. when I expect to have +3, +4, and +5 from my stats.) Though this has incredibly little impact on the numbers. Remember, you only have a 12.5% chance on each die of rolling an 8, so you roll a d8 and add 12.5% of another 4.5 average, which is just 0.5625 DPR. ANOTHER 12.5% of that is .07, so the chance of exploding a bunch of times is basically a rounding error on your results. It's NOT BAD honestly. It's a bit less damage than fire bolt, but you get to pick a damage type, which is worth the cost of admission, and people love having a chance of 'winning' on their rolls, so you get the delayed gratification effect of hitting those crazy 8's. But it does not compete with fire bolt or eldritch blast for damage.
I like the idea of my warlock having Tasha Cauldron, I could have all the utility of the world (Healing, damage, resistence, utility) and with Eldritch Invocations the very little that a couldn't do
one spell slot per turn just made any ability to cast a spell innately like from feats or ‘species’ so much better, while also making normal combat spell usage a lot simpler to understand. I like it a lot!
8:37 Sorcerous burst is strong for Draconic Sorcerers, because of the Elemental Affinity feature, so we can add our Cha modifier to damage of our element (unless of course your element is Fire, in which case Fire Bolt is still stronger). It's also top tier for its flexibility, since you choose which damage type for the situation you're in, i.e. enemies with Fire Resistance or Immunity.
In PF2e, the willing rules state that only the controlling player can decide if a creature is willing, even if they are mind-controlled, paralyzed, or dead. Maybe something like that would be useful for resolving the voluntary saving throw problem.
Nice vid ^^ though i have to object with sorcerous burst, while yes firebolt does more damage, sorcerous burst is an excellent fallback cantrip, say example you're a draconic bloodline sorcerer and lets say fire type, and you made a build used for pure fire damage, and you end up fighting a enemy that is fire immune, and is perhaps vulnerable to certain other damage types, so at the end of the day this spells serves as a decent fallback option if need to use other damage types ^^
@@egg_l0rd13 What I hinted at is you grab both firebolt and ray of frost. Also ray of frost isn't good because of the raw numbers, it's good because of the speed reduction. I explained that in the video.
@@PackTactics I do respect the love for ray of frost, but that’s not exactly what I meant. Yes you can grab both Fire Bolt and Ray of Frost, but I find a lot of value in being able to grab one cantrip that can cover such a wide variety of damage types in one fell swoop in exchange for a little less damage compared to Fire Bolt. It makes room for other cantrips, which I find useful because I tend to gravitate more toward utility cantrips like Prestidigitation and Message. That being said, I understand why one would just take two different damage cantrips to cover damage types, I just personally disagree with your assessment of Sorcerous Burst’s value.
Elementalism give a first level caster an infinite source of drinkable water. Combine with Goodberry and slogging through a desert campaign doesn't seem as awful.
Re; Jallarzi... I think an underrated aspect is that it blinds without a save, but the targets are still fully visible to those outside the zone. So you can effectively give everyone in your party advantage on their attack rolls as the targets cannot see the attacks coming.
I guess the Elementalist thing (the last listed use) could be used almost like an illusion spell, to distract people with a creature made of an element. Even pretending it's an elemental creature or a ghost. But I know it's very niche
Totally agree with you on Fount of Moonlight. 4th level spell that gives light, and doesn't do anything else unless you continuously pass concentration checks while staying conscious.
I heard the damage timing of spirit guardians was changed so that the cleric can damage people on their turn instead of when an enemy starts its turn. Hope to confirm that soon
Elementalism: It's a new kind of Prestidigitation. Cute tricks! Love them. Sorcerous Burst: It's strongest feature is the flexible damage type. Getting to choose from all but the three most exotic damage types every single time you cast? That's very useful if your DM, like many, deploys monsters with resistances to different damage types (pokemon rules)
I think you missed a crucial part about the Regal Presence spell. It says “Whenever the emanation enters the space of a creature you can see …” which means this is when the radius covers a creature, even if it’s not their turn. This makes the spell work more like Spirit Guardians in BG3 than in 5e. You could theoretically hit everyone with this spell just by walking past them on your turn, then end your turn next to a few people and each of them will have to make the save or half damage. Very worth imo.
Normal players: Sorcerous burst can be versatile vs resistances Me, an intellectual: roll 8s, get dopamine, get more d8s to roll more 8s for more dopamine
i take sorcerous burst any day over firebolt. sure i may lose 10% damage ish but free choice of element may allow interesting stuff if you can find weaknesses on monsters
Hmm, so late game spells that are upgraded to free to cast (such as wizards getting lvl 1 and 2s of their choice) would then be okay to cast in addition to some powerhouse spell so long as one of them is a bonus action, that *could allow for some neat late game turn dynamics that would otherwise be stopped by the new rules
Don't know if it compares, but power word fortify giving 120 temporary hit points with a level 7 spell slot or a polymorph that potentially gives the same amount with a level 4, but requires concentration, it make power word fortify underwhelming for me.
I'm working on a Stupid Eldrich Knight build but using the new Eldrich Knight. I hope Green Flame Blade and Booming blade either stays the same or gets a boost. But more importantly, with the new spell rules now, ritual casting is on the table and It should be now prepared caster so there's a little more options🤩
Something to mention about "If you don't want to resist the effect, you can choose to fail the save without rolling". Legendary resistances read "If __ fails a saving throw, they can choose to succeed instead." In-world, it doesn't make sense that a monster would know that it has legendary resistances, or that it is able to somehow know ahead of time that they will fail something, so they can use a resistance. Because of this, I'm pretty sure it is supposed to be seen from a meta perspective. So the monster is choosing weather to use it out of game, they aren't making those decisions in-world. If we were to apply the same idea to this new ruling, then even when a NPC is under mind control, they could choose to make the saving throw, because they are making that decision out of game. Something to also mention is that this is in the PhB, this is something for the players to read, and "you" will be read directly by the players, and in that context it makes complete sense, and is actually a house rule I have already been using forever, because it makes sense that, say, a player can purposely choose to fail the dex save when being shoved by an ally, as part of some plan. I've also done the same thing for checks, so that if a player's desires and their character's desires misalign, then their character can try something, and purposely fail. Ex. The character wants to sneak away, but the player doesn't want them to sneak away, they can make a stealth check and purposely fail. This is also assuming that your reproduction is 1 to 1 phrasing, which it might not be.
I don't see how legendary resistance is relevant here. They obey to your commands and you command them to give into the new spell being cast on them. That's a clear and direct order by you. I know that's intended because I gave the WOTC direct feedback, they know about it and decided to not change it and that's fine but I don't like it. As for this specific interaction just being for players only is super wrong because it's in the basic rule of saving throws, page 11. It applies to everyone. You will never find the basic rule of saving throws in the DMG or the MM. No way. DMs are required to read the PHB because it says so in the introduction of the DMG.
@@PackTactics Thank you for reading my comment and responding to it! The reason why legendary resistances were relevant was because the phrasing of them implies the ability for an NPC to act from a meta perspective. A meta perspective is independent of conditions in the game, so if we were to say that this new rule is from that meta perspective, then an NPC could say they want to make the saving throw, regardless of mind control or the like. The idea of an NPC acting from a meta perspective, I admit, is on some rocky ground due to it not being explicitly mentioned anywhere, the only reason why it is something I considered is because it was the only way I was able to find for legendary resistances to work without breaking lore. If you want a more detailed explanation for why this is, the first paragraph of the original post explains it. I have edited it to make my train of thought a bit more clear for you. Sorry for phrasing it poorly before. I cannot defend that second point as much, as it depends much more on vague designer intention stuff then anything. I will concede on that.
I actually kinda like Jallarzi!'s Storm of Radiance ... Seems like interesting contoll spell. True, it seems more fitting to level 4 ... maybe even 3 ... and by itself it sucks. :D But when you think about it as some "another supporting effect on top of something else" it seems fine. :) im thinking about putting it on top of my friend's Sleet Storm for example.
The Starry Wisp cantrip will become a MUST know cantrip for characters that teleport into Dim Light. Hit a target with this cantrip and now he is emitting dim light. Sweet. Wasn't there a Summon Dragon spell or something?
A crazy interaction with the new spell slot rules is the level 6 aberrant mind sorcerer feature "Psionic Sorcery". It lets you cast your subclass spells with sorcery points instead of spell slots which means you can totally double cast level 1+ spells.
Yolande's Regal Presence- The spells says 'whenever the Emanation enters the space of a creature' seems like a different scenario than Spirit Guardians. Doesn't it mean you can move and hit several creatures that are not close to each other on your turn?
Im not as convinced on arcane vigor - sorcs bloodwell vial activated by this. If you dont have access to wither and bloom - arcane vigor is a way to activate the item outside short rest
Ssoo, after two go-arounds in the playtest WoTC decided not to include "Arcane Eruption" (a 4th level Sorcerer exclusive spell) in the new PHB? I really hope its just something you overlooked, because that spell was awesome. Take care all.
Elementalism could: -give you infinite water for survival type games, as water here doesn't disappear, but evaporates. -You could create illusion of person beast etc. during the night to trick people and as it last an hour you could create entire fake army and then use prestidigitation or other cantrip to add sounds. -you could create illusion of fire hazard as scent last one minute you could use it couple of times and add other sources, like yellow light, campfire spell etc. to make it realistic. -you can use it to move things without gathering attention(that would be if they had no sound requirement...)
I can see Beckon air from elementalism maybe have some use in a stealth situation. Push a door shut behind a guard so they turn round and your party can scoot past while their back is turned. Sure you could do that with mage hand too, but mage hand is visible unless you take the telekinetic feat. That's the only actually helpful thing I can think of using it for. Also if the cup of water from beckon water evaporates in 1 minute, what happens if someone drinks it first? does it evaporate INSIDE them? Not really useful, but, makes me curious.
"WELL ACKSHUALLY" I think the not wanting to resist thing is fine, specifically. Since you're worried it might be abused by players over creatures - That is not what it says. It says if YOU don't want to resist an effect, YOU can choose to fail the save. It does not apply to other creatures, only players. You're consenting to another caster using a spell on you, as per example, like polymorph. Maybe you're trying to sneak in as a mouse, but the spell prompts a save. You choose to fail on purpose because this is part of you and the party's plan you had set up prior. It's just extra language to stop DM's who are far too "by the book" from saying, "No, you have to make the save anyway, even if you agreed to this plan." PS: THAT ASIDE, THESE NEW SPELLS ARE NEAT! Always glad to see more!
Sorcerous Burst though while lacking in damage when comparing it to the other cantrips, does give you the ability to change up your damage type on the fly. There've been a few times as a DM and as a player when I have only had cantrips and realized that the damage type is sub-par or outright useless (like firebolt against certain devils and stuff), change it Psychic or Thunder and you've got some good stuff going consistently. Ah I mainly cast cold stuff, but we're in a glacier, well for now we're gonna go Fire, oop this creature is resistant to cold and fire? Alright we'll do Poison I guess or Lightning. Love the variety. Plus it won't be always, but when your dice explode, that is going to be so cool.
personally I love Sorcerous burst for all the reasons others have stated. But it bugged me on your math. It's incorrect. 5.1429 is the average of 1 dice exploding in a row 5 times. I double checked. great. Perfect. but if all your explodes are used on one dice. then the average of the second is 4.5. now. that's also not the solution. because it's just as likely that you're explosions were be shared between the two dice. meaning you have to calculate the average of the dice assuming it splits 5 and 0. 4 and 1. or 3 and 2. these are three different averages. each a possible combination. and then you would average them together. Your average would actually be 10.0408 assuming 5 for your spell casting mod. So the spells doesn't scale in level quite the same as any other dice since you're adding more possible outcomes. now. the difference is minute. but seeing as you nit picked the difference between 10 and 11, despite the spell being far more versatile. it only felt fair I nit picked the math.
the interesting thing to note however is that your spellcasting modifier doesn't matter. On the 1d8 having a 1 in your mod gets you 5.0625. Where as a 5 gets you 5.1429. That's tiny. And even just doubling it for 2d8. The difference remains almost nonexistent.
The wording of shining smite’s casting time fully allows you to divine sucker punch and that concept alone makes me excited despite the lackluster damage for being a second level spell with an average 6 extra damage (good utility use though cause the advantage it offers and inability to go invisible).
Arcane Vigor is great on a Sorcerer who has a Bloodwell Vial, because it procs when you roll hit dice. Instant +5 sorcery points and a bit of healing, for the cost of a 2nd level spell (and by that I mean, better healing than you got from Wither and Bloom)
The new spellcasting rules have fundamentally changed (and buffed) the following, as they all cast without Spell Slots: ~ The "Cartomancer" Feat ~ Wands such as the Wand of Magic Missiles or the Wand of Fireballs. ~ Spell Scrolls ~ Spell Tattoos ~ Rings of Spell Storing ~ Abberant Mind Sorcerers (via their Psionic Spells feature)
Ehh, Yol's Regal Presence could be pretty handy for knocking ppl down and throwing them around 10 ft if needed. This could be handy for your melee guys and to put ppl into someone's Summoned "ball". JS
The first thing thing that Elementalism can do that jumps right to mind is neat: Coat a room in dust as you leave it. That way it looks like nobody's been here in a long time. Or, perhaps you use Beckon Fire to make people think something's on fire. Beckon Air can be used to cause a distraction by throwing open a door if you don't have something like Thaumaturgy. Or thematically, it's a combined, but weaker version of the elemental cantrips. You could also look at it like a thematic Prestidigitation Lite for Druids. Honestly, I feel like Sorcerous Burst is being a little bit underestimated because it is a more versatile spell than Fire Bolt. Expected damage is lower in a vacuum, but when you consider the ability to get around resistances and immunities or nailing vulnerabilities COMBINED with the possibility of additional damage if multiple 8's get rolled, it looks a LOT more appealing.
another cool aspect of "one spellslot per turn" is that you can no longer counterspell a counterspell, because you have already casted a spell (unless you use a counter spell scroll i suppose)
Sorcerous Burst becomes worth it for Draconic origin sorcerers after level 6 when you get Elemental Affinity (unless that has gone away) and you can add 4 to damage of your associated type. Unless your elemental affinity is fire, in which case fire bolt might still be better.
You forgot to mention that Yolande's Regal Presence forces the effect when you run the spell into creatures. Spirit Guardians does not do this. If you have a bonus action Disengage or just a good path to take, you can mow down enemies with the Emanation.
This forced "push" function of Regal Presence has a negative and a positive. The negative is that it makes you have to move further and further if you are trying to hit the same enemy multiple times. So using this in a field only draws you further into the center of a grouping and disperses opponents, making AoE much harder to fulfill. Not great. But the positive is also the push too. If you have access to hazards within a terrain to abuse them this spell could be devastating. It can easily turn into a casual stroll where many of your opponents are dropped over a cliff or shoved across another AoE. You could also play table tennis with this causing damage until the creature passes their save while getting bounced between two PCs using this spell. (Unless forced movement isn't a proc.) There's potential, but this spell does not exist in a vacuum. It has competitors.
If it does combo the way I think it might then I'm calling it "BWD's Regal Tennis". I don't care if it is efficient or not, the thought of a creature bouncing so many times between two people within six seconds is hilarious to me.
I can’t wait until you get to your video about feats because I’m excited to hear your interpretation of the Dual Wielder feat maybe giving a second extra attack as a BA
I think the auto fail saving throws is talking about you the player, not the character. So if you control the character, they can still roll the saving throw. This is for people that (for instance) want to get pushed by a thuderwave by their friend.
Temp Hit Points are lost during a rest so unless they have away to ignore exhaustion and don't need a long rest to get back their features. Steel Defender is a good example of a target with does work under these conditions.
The new wording of Armor of Agathys suggests you can replace the temps from that spell and the spell stays active, dealing damage to creatures as normal. Is it worth it to cast *Power Word Fortify* on a warlock with AoA so the spell lasts about five times longer than it would otherwise?
I can think of something with elementalism. Use it to distract an enemy or guard because they hear a sound, have a message to alert an allie or make someone beleive they are being haunted, aroma therapy for the scented fire and smoke, or its hot and I want a drink of water
Storm of Radiance pairs perfectly with Maelstrom. My warlock and the party druid did this combo on two enemy spellcasters which completely shut them down. (Luckily we were next to each other initiative order.) On its own, it’s a pretty bad “win more” spell that won’t change the outcome of an encounter.
For Elementalism's Sculpt Element, it seems you can have any number of this effect going on at once. Old Shape Water and the others only let you have 2 non-instantaneous effects go on at once, Prestidigitation 3 effects, and stuff like Minor Illusion 1 effect. But Elementalism doesn't seems to have a limit. Arcane Vigor is extra useless when you remember that Sorcerers and Wizards can just take Magic Initiate Druid/Cleric for Healing Word or Cure Wounds. Both of which has had their healing die doubled. Healing Word is still best as it's a bonus action and can be used on an ally from long range, also most comparable to Vigor as a bonus action spell, at the same level (2) it's 4d4+Mod (I think 10avg+Mod) that can target you or an ally vs 2d6+Mod (7avg+Mod) that uses hit die and can only target you. I know not everyone is taking Magic Initiate or this spell with it... but I feel like a lot of Wizards are going to know Healing Word or Cure Wounds. (Taking Shillelagh with it is also funny.)
I love that you can now use something like fey touched misty step and a leveled spell on the same turn. Even if it doesn't seem super useful, I do like arcane vigor giving wizards a means of healing in combat.
I am 100% swapping out Firebolt for Sorcererous Burst. Being able to change the element so my blue draconic sorcerer can deal lightning damage at long range with a cantrip is awesome. It will be at least 3d8+6 damage. And if i have a reason to think the enemy is vulnerable to another damage type, take advanatge of that. Heck yeah.
Sorcerous burst seems nice to me, may not be min-maxed but the wild card damage thing means it's never going to be unusable due to target immunities. (Well, unless you're fighting a Tarasque that is, and I'm not sure who'd be daft enough to try and cast cantrips at one of those!)
Planar Binding explicitly talks about how the creature might be unwilling and how it interacts with that. You absolutely cannot make someone *want* to do something with it. However dominate person is worded in a way that sounds like you will be able to command someone to fail saving throws, as you twist their mind into wanting them to do the things you command.
To me it's silly to suggest that someone could compel a creature to willingly fail a saving throw. That's a game mechanic. You're not mind controlling your GM, it's a character. "I order you to fail your saving throw against my spell." "What's a saving throw?"
@@JamCliche Pcs and monsters are now aware of what saves are to some extent as you can willingly fail them. But just order them to not resist your spell.
@@JamCliche It doesn't matter what the creature wants or desires. You just command them to give in to the new spell being cast on them. That's a command they have to follow. You can phrase it in many many many many ways without using game language like saving throw. Like for example: "I command you to not resist my spell that's being cast on you". or "I command you to give in to my spell being cast on you".
You thoughts on sorcerous burst misses a very critical point. This is basically Chromatic Orb as a cantrip. The ability to select which damage type you want is great. It gives you the option to use whatever the opponent is not resistant too. It also doesn't cost a spell slot. Yes other spells can do more damage than this, but it is the utility of no spell slot and select your desired damage type that makes it great. Plus, now that Wizards nurfed casting spells to 1 spell slot per turn, this will get around that if you are hastened or use meta magic.
Sorcererous burst is useful since you can ignore resistances by just choosing a different damage type. Fire is resisted by like half the monster manual.
You cant force something to fail a recast spell. When start casting the second concentration spell you break concentration on the first meaning the target is no longer under you influence to follow your instructions and can resist. With 2 casters though this might work.
I think I kinda like Sorcerous Burst. It might not be the most optimal cantrip, but the effect is kinda fun. But the thing I like the most is the damage type options. If you fight a creature that is immune to your usual cantrips, or vulnerable to one of the damage types from Sorcerous Burst, you can get some nice additional damage. It's not amazing, but I like the versatility.
11:29 Fount of Moonlight could combo with Wildshape Multiattack, College of Swords bard's Extra Attack, Action Surge, the Nick Weapon Mastery, and/or Dual Wielder? I believe with 2 levels of Fighter, and then 7 bard, so level 9, in a turn where you use Action Surge, you could do 8 attacks for an additional 16d6 damage. So it takes a setup round, but it's 10 minute concentration so you might be able to get it off before combat starts. Overall I think it's good, but you do have to build around it.
As an amendment, yes Conjure Elementals is a better combo with all this stuff I was on about, but only if your enemies stay within the spells AoE(?) That thing can do bonkers damage.
I think you have made an oversight with comparing Yolande's Regal Presence with spirit guardians. Unlike Spirit guardians Regal Presence's effect procs when the AOE enters a creatures area. This makes it more like a mixture of Ashardalon's Stride and Spirit Guardians and also means that the area of effect is directly proportional to the caster's speed, meaning you can potentially target hundreds of creatures every turn if you happen to be up against an army and have access to things that boost your speed by alot. I also really like the idea of someone blitzing through a massive army and leaving behind a 20ft trench with people kneeling on each side.
Unlike Pact Tactics, you apparently have not seen the changed Spirit Guardians (and Conjure Animals, Conjure Woodland Beings and the like). So maybe this was not an oversight ;)
If you look in the index in the back of the book, I believe it states that Feeblemind was in fact replaced with Befuddlement. I seem to recall hearing that on another recent youtube video.
I'm curious about the new "only one spell slot per turn" rule and how it interreacts with warlock. Can warlock use more than one spell slot per turn since they're slots are technically pact slots (my guess would be no) but I am guessing they can use they're arcanum and a spell slot, and even the new way spell invocations work should also allow for multiple spells per turn. I'm thinking warlock sorcerer just got a whole lot better if you can use your quicken spell for casting a spell with a spell slot and then use an invocation or arcanum spell. ( The quicken spell thing got answered further into the video, but there has to be other ways to cast those spells on a bonus action)
The "one spell slot per turn" rule is a huge buff to the cartomancer feat as it lets you cast a spell with your bonus action without expending a spell slot.
Man, literally second I heard the spell slot thing *and* the nerf to action surge I immediately stopped caring about 5.5e
The bonus action for leveled spell thing was a fine counter to things like a fireball spam but this is lame.
It's also a huge Buff to Spell Scrolls, Spell Storing Tattoos, Wands, and Abberant Mind Sorcerers since they can cast spells via Points instead of slots.
Cartomancer doesn’t say without expending a spell slot so I’m not too sure.
“Hidden Ace. When you finish a long rest, you can choose one of your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.”
@@woodlefoof2what do you mean? fighter dip for action surge to cast 2 fireballs. that's the only way to cast it more than once per turn
@pockets8548 new rule is only 1 leveled spell PER TURN not per action. So you can fireball, action surge firebolt. But not 2 fireballs anymore
Sorcerous burst gives you alternate damage types without having to have alternate spells. This is great for when you start meeting creatures with damage immunities.
It seems like such a useful generalist cantrip I can't imagine ever not taking it. Sorcerers, in my opinion, shouldn't have such a Swiss army knife of a cantrip even. They should have something that really ties into their unique origin/subclass. This feels like a wizard cantrip to me. "Oh, I know, like, five different do a little damage spells, so I've lumped them into one to save time," is such wizard energy. At least bards already have a generalist role that this could pair with.
@@griefninja2680Hm... Nah. A single burst of power that can channel any kind of elemental energy feels very much like a sorcerer spell
@@griefninja2680the other thing is that sorcerer is the "barbarian" of arcane casters now
@@griefninja2680 Nah, wizards are the type of mage to go "oh! I have JUST the spell for this..." and flip through a dozen pages to find the niche solution. Sorcerers go "Aha! unleash chaos!"
@@griefninja2680 It makes sense for Wild Magic IMO. But otherwise yeah, I agree.
I heard a rumor that they were putting a lot more vulnerabilities in the new MM, if they do you now have a Swiss Army knife of a damaging cantrip.
More boosts for casters then.
Honestly it's super fun to have access to uncommon potions! I personally would still pick Tasha's bubbling cauldron even as my mystic arcanum, as it's very solid support. I hope they also make new cool uncommon potions to use with this.
Also as a side note: Mystic Arcanum doesn't use a spell slot. You can cast a Mystic Arcanum and a levelled spell on the same turn! Warlocks are eating good this year!
An advantage with Sorcerous Burst over other cantrips is the sheer versatility of damage types it gives you access to without using spell slots (a bit like Chromatic Orb but cheaper and more versatile in exchange for less damage)
exacly! Fire is the most resisted damage, and cold resistance is also common. Having a cantrip that can do either, and more, is teriffic, especially if you only need to pick 1 damage cantrip this way. I'd take it!
@@VTSfilmspsychic is the 2nd least common resistance, so this dealing psychic damage is HUGE
@@dragonriderabens9761 I think it's the highest psychic damage cantrip now, unless there's more to reveal
Arcane vigor is gonna be lit :3 I will ask my dm If I can take this
@@tymeraThank you! Arcane vigor saves slots for the healers of the party so that you can sustain yourself somewhat.
I think sorcerous burst might be a better cantrip than Fire bolt. Sure, it does a bit less damage, but so does Ray of frost. What makes ray of frost still a great cantrip, is the additional slow-down effect. In the case of sorcerous burst, the additional effect, you should be looking for, isn't the chance for the spell to make more damage, but the choice of SEVEN different damage-types, two of which are among the best in the game (psychic and thunder). When a creature is resistant or immune to fire, fire bolt loses greatly in effectiveness, but no matter, what you are fighting, sorcerous burst will in over 99% of fights do regular damage, as you can swap the damage-type on the fly and might in some cases even hit a vulnerability.
Sorcerous Burst: this cantrip IS worth a couple pts less damage because you can specify the damage type as you cast it, taking advantage of vulnerabilities or avoiding resistance.
This one spell slot per turn rule means you can't use reaction spells on your turn too if you cast a spell using an action.
So if you cast a save or suck spell, like Hold Person for example, you can't reaction cast Silvery Barbs if the target pass their initial save.
This also means that if you provoke OA and cast Shield as a reaction, you can't cast another spell that consumes a spell slot that turn.
On one hand, that's a good thing.
On the other hand, it stops the classic Blue player tactic of Counterspelling the enemy's Counterspell.
@@Reapor234 Definitely need counter spell scrolls scribed and ready at all times.
no, you,d still have the ability to reaction spell. the One spell slot per turn limitation wouldnt affect you because your turns are already over.
@@cjirwin867 yes, you can reaction cast on other turns still; but that's not what OP is saying. There are several reaction spells that you could possibly cast on your turn:
- Counterspell.
- Silvery Barbs.
- Shield.
- Absorb Elements.
However, with the new rules, you can't use those on your turn if you've already used a spell slot.
@@cjirwin867well it would affect you each turn. But I can't think of a way to provoke an opportunity attack on anyone else's turn. But you could cast shield on their turn and fireball on your turn. But you couldn't then cast shield if you provoke an opportunity attack.
As a player rule, I absolutely support being able to willingly fail saving throws. It creates interesting problem and makes more sense if you end up with a situation like a spellcaster using a knockback effect to move another party member on their turn with a spell that includes a saving throw. If you aren't trying to resist that it doesn't make sense for you to have the same odds of being pushed back as if you were.
When it comes to npcs and creatures I'd just always give the DM ruling over it. Having control or influence over a creature doesn't necessarily mean you control what they want, so in my view it's fair to read 'want' here as 'in the interest of the target'. That'd mean no permanent planar binding.
Considering verisimilitude, it makes sense in some cases but not others. Thunderwave? You can certainly choose not to attempt evading or otherwise bracing yourself from its effects. Being poisoned? You don't have such fine control over your bodily functions so as to force yourself to suffer from a poison. At any rate, most features with a saving throw that had reasonable uses on a friendly target already specified the save could be willingly failed.
In a game sense, I don't mind either way how the designers choose to do it so long as they're balancing features with the rules they chose in mind.
Spell scrolls got the biggest glow-up in all of history.
Since they don’t take spell slots, BA spell + a spell scroll means easy surgemage.
Edit: correction because they did fix quickened spell
Cartomancer still lets you pull off the effect (as well as any other effect that makes spells cost bonus actions)
Fast Hands good and easy when?
@@NoNo-tl9gbthat's really sad.as long as this feat exists why people makes so much effort and investing in time and gold to just make Ideally a 3rd lvl spell scroll?
@@NoNo-tl9gb My DM has decided against the use of Cartomancer feat. Too powerful.
Spell scrolls, free casts of spells that don't use spell slots (species, eldritch invocations, feats, etc.), wants, staves, magic items that let you cast spells without spell slots, like a ring of spell storing...
So does this mean, free casting of spells like misty step from fey touched or spells cast by scrolls get a direct buff?
Yes, same thing for races that let you freecast spells.
I don't get the ritual adapt feature.if all the classes can cast ritual, what makes wizard special?
@@jackhilton4285 wizards can ritual cast spells from their spellbook without having to prepare them. other classes still need to prepare a spell they want to ritual cast.
@@jackhilton4285 that they can cast *any* ritual spell that they have in their spellbook, not just the ones they have prepered. In practice that just means that they can leave all of their ritual spells unprepared and instead prepere some other spells while maintaining their access to them albeit at a expense of extra 10 minutes of casting.
@@jackhilton4285 You can cast any ritual spell you know, not just the ones you have prepared.
Font of Moonlight can be combined with Spores druid for some neat synergy.
- It's an additional damage type you can stack onto your melee attacks, giving you Radiant along side Spore's Necrotic, that also works while in whildshape
- The blinding effect only specifies taking damage, so absorbing hits with Temp HP will still trigger it, which both the new wildshape and symbiotic entity give in bulk.
Now obviously, "Druids should be casting faerie fire, web, etc." meta still exists, but its neat to have more options for a melee focused Druid
I really hope we get animal forms with better attack rolls or another layer of multiattack for Moon Druids, cuz I really want to use this spell for its themes and not feel like I’m handicapping myself 😢
Spore Druids gonna go crazy, shoot they already did.
My table WILL be ignoring that spell slot per turn, as we always have
Thanks DM people like you.❤
Starry Wisp actually has utility with Ranger at high levels if acquired via Druidic Warrior: Feral Senses gives you Blindsight (which was a nice buff), so if you use Starry Wisp on an invisible enemy, now it's visible to the entire party, which is something kind of a unique combo for Rangers that is also really thematic.
See, another thing people forget. The ranger isnt a damage dealer, is an utility class!
They help the party do stuff!
Its like:
Ranger: hey, fighter, he is now visible, take him down
Fighter: oraoraoraoraora!!!!!
But wotc saw the 'people w rangers only use huntersmark' and though that is what people like, but is backwards, is that is the only thing at lowers levels that is useful, so wotc upgraded the only thing good instead of fixing the rest
Phb2014 have cool flavor features, but were situational... a little fixes in that and it was cool, like combine natural enemy w hunters mark which would be a spell-fueled feature, and let natural explorer change the favorite terrain on a long rest and there, a super cool flavored ranger who supports the party
Certain features let you cast spells without expending a spell slot. We could get some really whacky builds with this new rule.
Certain is an understatement. Many classes, species, and feats in the book let you cast spells without spending spell slots.
Hell yeah
Feytouched...
The get out of jail free card is evident :)
Arcane Vigor will pair really well with the Sorcerer's Bloodwell Vial magic item, which allows you to regain 5 sorcery points whenever you roll hit dice.
I feel like Jallarzi's Storm has some potential to it. It blinds enemies without causing heavy obscuration unlike Sleet Storm so ranged characters can hit enemies in the storm with advantage. Blocking out verbal spell components also limits enemies' options for being able to teleport out. And the upcast is really strong, effectively giving 2d10 per spell level. A small radius and duration are definitely downsides, but not so limiting to the point where you can't build strategies around it.
About sorcerous burst, remember that you can use metamagic to reroll, so you can actually get a pretty interesting chain effect. Or just waste it...
Interesting though the ritual caster feat allows you once per long rest to cast a ritual spell at its normal casting time without using a spell slot so this means alot of divination spell options open up with the casting change
Elementalism sounds like it’s a combination of Shape Water, Mold Earth, Gust and Control Flame into a single cantrip, but with less uses.
They really nerfed mold earth, crazy
If the spell/ability/feature doesn't appear in new book with the same name, it's not replaced. RAW you *are* absolutely allowed to have Elementalism and Mold earth
@@ЗлодейБританец-э6й I know I just wish it was a proper merger of the 4, so that they didn’t take up 4 cantrip slots anymore. Gust and Control flame are already considered underwhelming, so if they were all combined together it could be considered worth to at least use them.
@@AtelierGod I kinda like it though. You can either have more control over the element or more element to control (or both). It's fun to make choices when they matter.
Still, with how many uses prestidigitation has, your wish isn't unreasonable too.
I have never enforced the ‘only one leveled spell’ rule at my table and it’s never been a problem. I can see a min max sorcerer making it a problem, but in my experience most people only wanna do it for misty step and hex and stuff like that.
99% of normal games don't have min/maxers so most typically ignore the rule anyway heck most of the spell components get ignore in most tables because no one really cares about managing that stuff
13:59 IF Spirit Guardians remains unchanged...
Then Yolande's Regal Presence has one major difference to Spirit Guardians that I think you missed! Spirit Guardians requires creatures to move (or be moved) into it, or to start their turns in the area, for it to affect them. Yolande's Regal Presence on the other hand can affect creatures when the Emanation moves - thanks to the "Whenever the Emanation enters the space of a creature you can see" wording. That means you can put on some Boots of Speed, Feline Agility, do whatever other speedy combos you can, and in doing so affect every enemy on the battlefield in a single turn with (if they fail the save) 4d6 and the Prone condition. That's huge.
Also, I believe the wording suggests that creatures make the save once per turn, so... make it happen every single turn. How? Your Barbarian could carry you. Your Fighter could push you(?). Your Sorcerer could Vortex Warp you. You could Ready your Action to Dash on an enemies turn. Your (uncontrolled?) mount could move you on it's turn (if that still works the same). Your Glamour Bard could Mantle of Inspiration you.
If Spirit Guardians has been changed to include the same wording, allowing you to run around hitting everything with it on your own turn, then dear god speed builds are going to be terrifying.
It has lol
@@AutumnReel4444 Aahhaaha yeah I actually saw earlier today. Don't mind me, just a Tabaxi under the effects of Longstrider putting on some Boots of Speed.
Keep up the great work, Kobold!
I know artificer is not in the new stuff, or at least for now, but I would rule that a alchemist artificer can cast Tasha's Bubbling Cauldron for free once per day once they reach 10th level. Its just the sort of thing that fits the entire vibe and allows for a stronger spec into using potions as like your characters entire thing.
7:26 Elementalism is a far worse version of Control Flames, Gust, Mold Earth, and Shape Water all rolped into one (ex. You can't turn water into ice).. My table is going to take the idea of Elementalism and use it like the Giant Feats: you get the basic version at 1st lv and can get a boosted version that is specific for one of the 4 elements at 4th lv or higher, which will include an added new effect.
I quite like the one spell slot per turn solution, even if quickened spell is weird about it. Emanation is also a nice clarification.
I really love that all spell casters prepare spells and can cast rituals, now. I found it really annoying to play known spell casters, especially if they couldn't cast rituals. I think this makes the game more accessible and more fun.
I'm really want to know why quickened spell isn't just "make a cantrip a bonus action" as I think that would have solved everything without the additional complexity
So happy to see the Bard get a good ranged attack cantrip. Also Sorcerous Burst sounds like a fun cantrip to use even if it may not be more optimal than Ray of Frost or Firebolt(Might be fun to use with a Kobold with Draconic Sorcery)
Power Word Fortify is great if you've got an artificer in the party. Their homunculus is immune to exhaustion so the temp hp will stay until it runs out. Just refresh it whenever you get downtime.
This is actually genius
Bravo 👏
Steel Defender is also immune to exhaustion so give an ally the homunculus and have two very tanky allies.
For sorcerous burst, I don’t know whether the math shown reflects this, but the likelihood of rolling an 8 increases as you get to the higher levels. It goes from 1/8 to eventually 4/8. So by the end you are rolling basically 4.65 d8 each time.
The math he showed accounts for this. I've done the math accounting for the typical spellcasting modifier at the appropriate levels. (I.E. when I expect to have +3, +4, and +5 from my stats.) Though this has incredibly little impact on the numbers. Remember, you only have a 12.5% chance on each die of rolling an 8, so you roll a d8 and add 12.5% of another 4.5 average, which is just 0.5625 DPR. ANOTHER 12.5% of that is .07, so the chance of exploding a bunch of times is basically a rounding error on your results.
It's NOT BAD honestly. It's a bit less damage than fire bolt, but you get to pick a damage type, which is worth the cost of admission, and people love having a chance of 'winning' on their rolls, so you get the delayed gratification effect of hitting those crazy 8's. But it does not compete with fire bolt or eldritch blast for damage.
I like the idea of my warlock having Tasha Cauldron, I could have all the utility of the world (Healing, damage, resistence, utility) and with Eldritch Invocations the very little that a couldn't do
one spell slot per turn just made any ability to cast a spell innately like from feats or ‘species’ so much better, while also making normal combat spell usage a lot simpler to understand. I like it a lot!
8:37 Sorcerous burst is strong for Draconic Sorcerers, because of the Elemental Affinity feature, so we can add our Cha modifier to damage of our element (unless of course your element is Fire, in which case Fire Bolt is still stronger). It's also top tier for its flexibility, since you choose which damage type for the situation you're in, i.e. enemies with Fire Resistance or Immunity.
In PF2e, the willing rules state that only the controlling player can decide if a creature is willing, even if they are mind-controlled, paralyzed, or dead. Maybe something like that would be useful for resolving the voluntary saving throw problem.
I almost feel like so many DMs would house rule that away that it just wouldn't make sense to use it.
Or the DMs that wouldn't do that would just not do the spell in the first place.
New Spell lesson, time for Kobold wizard ^^
Nice vid ^^ though i have to object with sorcerous burst, while yes firebolt does more damage, sorcerous burst is an excellent fallback cantrip, say example you're a draconic bloodline sorcerer and lets say fire type, and you made a build used for pure fire damage, and you end up fighting a enemy that is fire immune, and is perhaps vulnerable to certain other damage types, so at the end of the day this spells serves as a decent fallback option if need to use other damage types ^^
Yeah I really disagreed with how he handled that one. D&D combat is about more than raw numbers (ideally).
@@egg_l0rd13 What I hinted at is you grab both firebolt and ray of frost. Also ray of frost isn't good because of the raw numbers, it's good because of the speed reduction. I explained that in the video.
Had a player make a fire sorcerer based of Chandra from MTG pickup and walkout of a session because we were fighting fire giants, and fire elementals.
@@PackTactics I do respect the love for ray of frost, but that’s not exactly what I meant. Yes you can grab both Fire Bolt and Ray of Frost, but I find a lot of value in being able to grab one cantrip that can cover such a wide variety of damage types in one fell swoop in exchange for a little less damage compared to Fire Bolt. It makes room for other cantrips, which I find useful because I tend to gravitate more toward utility cantrips like Prestidigitation and Message. That being said, I understand why one would just take two different damage cantrips to cover damage types, I just personally disagree with your assessment of Sorcerous Burst’s value.
Elementalism give a first level caster an infinite source of drinkable water. Combine with Goodberry and slogging through a desert campaign doesn't seem as awful.
Re; Jallarzi... I think an underrated aspect is that it blinds without a save, but the targets are still fully visible to those outside the zone. So you can effectively give everyone in your party advantage on their attack rolls as the targets cannot see the attacks coming.
I guess the Elementalist thing (the last listed use) could be used almost like an illusion spell, to distract people with a creature made of an element. Even pretending it's an elemental creature or a ghost. But I know it's very niche
Totally agree with you on Fount of Moonlight. 4th level spell that gives light, and doesn't do anything else unless you continuously pass concentration checks while staying conscious.
I heard the damage timing of spirit guardians was changed so that the cleric can damage people on their turn instead of when an enemy starts its turn. Hope to confirm that soon
Elementalism: It's a new kind of Prestidigitation. Cute tricks! Love them.
Sorcerous Burst: It's strongest feature is the flexible damage type. Getting to choose from all but the three most exotic damage types every single time you cast? That's very useful if your DM, like many, deploys monsters with resistances to different damage types (pokemon rules)
I think you missed a crucial part about the Regal Presence spell. It says “Whenever the emanation enters the space of a creature you can see …” which means this is when the radius covers a creature, even if it’s not their turn. This makes the spell work more like Spirit Guardians in BG3 than in 5e. You could theoretically hit everyone with this spell just by walking past them on your turn, then end your turn next to a few people and each of them will have to make the save or half damage. Very worth imo.
Normal players: Sorcerous burst can be versatile vs resistances
Me, an intellectual: roll 8s, get dopamine, get more d8s to roll more 8s for more dopamine
i take sorcerous burst any day over firebolt.
sure i may lose 10% damage ish but free choice of element may allow interesting stuff if you can find weaknesses on monsters
Hmm, so late game spells that are upgraded to free to cast (such as wizards getting lvl 1 and 2s of their choice) would then be okay to cast in addition to some powerhouse spell so long as one of them is a bonus action, that *could allow for some neat late game turn dynamics that would otherwise be stopped by the new rules
Don't know if it compares, but power word fortify giving 120 temporary hit points with a level 7 spell slot or a polymorph that potentially gives the same amount with a level 4, but requires concentration, it make power word fortify underwhelming for me.
I'm working on a Stupid Eldrich Knight build but using the new Eldrich Knight. I hope Green Flame Blade and Booming blade either stays the same or gets a boost. But more importantly, with the new spell rules now, ritual casting is on the table
and It should be now prepared caster so there's a little more options🤩
Visiting Scotland, can confirm there are indeed constant bag pipes in the background just like in these videos
Something to mention about "If you don't want to resist the effect, you can choose to fail the save without rolling". Legendary resistances read "If __ fails a saving throw, they can choose to succeed instead." In-world, it doesn't make sense that a monster would know that it has legendary resistances, or that it is able to somehow know ahead of time that they will fail something, so they can use a resistance. Because of this, I'm pretty sure it is supposed to be seen from a meta perspective. So the monster is choosing weather to use it out of game, they aren't making those decisions in-world. If we were to apply the same idea to this new ruling, then even when a NPC is under mind control, they could choose to make the saving throw, because they are making that decision out of game.
Something to also mention is that this is in the PhB, this is something for the players to read, and "you" will be read directly by the players, and in that context it makes complete sense, and is actually a house rule I have already been using forever, because it makes sense that, say, a player can purposely choose to fail the dex save when being shoved by an ally, as part of some plan. I've also done the same thing for checks, so that if a player's desires and their character's desires misalign, then their character can try something, and purposely fail. Ex. The character wants to sneak away, but the player doesn't want them to sneak away, they can make a stealth check and purposely fail.
This is also assuming that your reproduction is 1 to 1 phrasing, which it might not be.
I don't see how legendary resistance is relevant here. They obey to your commands and you command them to give into the new spell being cast on them. That's a clear and direct order by you. I know that's intended because I gave the WOTC direct feedback, they know about it and decided to not change it and that's fine but I don't like it.
As for this specific interaction just being for players only is super wrong because it's in the basic rule of saving throws, page 11. It applies to everyone. You will never find the basic rule of saving throws in the DMG or the MM. No way. DMs are required to read the PHB because it says so in the introduction of the DMG.
@@PackTactics Thank you for reading my comment and responding to it!
The reason why legendary resistances were relevant was because the phrasing of them implies the ability for an NPC to act from a meta perspective. A meta perspective is independent of conditions in the game, so if we were to say that this new rule is from that meta perspective, then an NPC could say they want to make the saving throw, regardless of mind control or the like.
The idea of an NPC acting from a meta perspective, I admit, is on some rocky ground due to it not being explicitly mentioned anywhere, the only reason why it is something I considered is because it was the only way I was able to find for legendary resistances to work without breaking lore. If you want a more detailed explanation for why this is, the first paragraph of the original post explains it. I have edited it to make my train of thought a bit more clear for you. Sorry for phrasing it poorly before.
I cannot defend that second point as much, as it depends much more on vague designer intention stuff then anything. I will concede on that.
I actually kinda like Jallarzi!'s Storm of Radiance ...
Seems like interesting contoll spell.
True, it seems more fitting to level 4 ... maybe even 3 ... and by itself it sucks. :D
But when you think about it as some "another supporting effect on top of something else" it seems fine. :)
im thinking about putting it on top of my friend's Sleet Storm for example.
The Starry Wisp cantrip will become a MUST know cantrip for characters that teleport into Dim Light. Hit a target with this cantrip and now he is emitting dim light. Sweet.
Wasn't there a Summon Dragon spell or something?
Summon Dragon from Tasha's
They just took Summon Draconic Spirit and made it much worse, it isn't really a new spell.
A crazy interaction with the new spell slot rules is the level 6 aberrant mind sorcerer feature "Psionic Sorcery". It lets you cast your subclass spells with sorcery points instead of spell slots which means you can totally double cast level 1+ spells.
Yolande's Regal Presence- The spells says 'whenever the Emanation enters the space of a creature' seems like a different scenario than Spirit Guardians. Doesn't it mean you can move and hit several creatures that are not close to each other on your turn?
You can walk into a horde of enemies, and force push all of them off their feet and away from you just by walking forward.
Im not as convinced on arcane vigor - sorcs bloodwell vial activated by this. If you dont have access to wither and bloom - arcane vigor is a way to activate the item outside short rest
Ssoo, after two go-arounds in the playtest WoTC decided not to include "Arcane Eruption" (a 4th level Sorcerer exclusive spell) in the new PHB? I really hope its just something you overlooked, because that spell was awesome. Take care all.
Elementalism could:
-give you infinite water for survival type games, as water here doesn't disappear, but evaporates.
-You could create illusion of person beast etc. during the night to trick people and as it last an hour you could create entire fake army and then use prestidigitation or other cantrip to add sounds.
-you could create illusion of fire hazard as scent last one minute you could use it couple of times and add other sources, like yellow light, campfire spell etc. to make it realistic.
-you can use it to move things without gathering attention(that would be if they had no sound requirement...)
I can see Beckon air from elementalism maybe have some use in a stealth situation. Push a door shut behind a guard so they turn round and your party can scoot past while their back is turned. Sure you could do that with mage hand too, but mage hand is visible unless you take the telekinetic feat. That's the only actually helpful thing I can think of using it for.
Also if the cup of water from beckon water evaporates in 1 minute, what happens if someone drinks it first? does it evaporate INSIDE them? Not really useful, but, makes me curious.
This is my favourite thumbnail of yours thus far
"WELL ACKSHUALLY"
I think the not wanting to resist thing is fine, specifically. Since you're worried it might be abused by players over creatures - That is not what it says. It says if YOU don't want to resist an effect, YOU can choose to fail the save. It does not apply to other creatures, only players.
You're consenting to another caster using a spell on you, as per example, like polymorph. Maybe you're trying to sneak in as a mouse, but the spell prompts a save. You choose to fail on purpose because this is part of you and the party's plan you had set up prior.
It's just extra language to stop DM's who are far too "by the book" from saying, "No, you have to make the save anyway, even if you agreed to this plan."
PS: THAT ASIDE, THESE NEW SPELLS ARE NEAT! Always glad to see more!
Sorcerous Burst though while lacking in damage when comparing it to the other cantrips, does give you the ability to change up your damage type on the fly. There've been a few times as a DM and as a player when I have only had cantrips and realized that the damage type is sub-par or outright useless (like firebolt against certain devils and stuff), change it Psychic or Thunder and you've got some good stuff going consistently.
Ah I mainly cast cold stuff, but we're in a glacier, well for now we're gonna go Fire, oop this creature is resistant to cold and fire? Alright we'll do Poison I guess or Lightning. Love the variety. Plus it won't be always, but when your dice explode, that is going to be so cool.
personally I love Sorcerous burst for all the reasons others have stated.
But it bugged me on your math. It's incorrect.
5.1429 is the average of 1 dice exploding in a row 5 times. I double checked. great. Perfect.
but if all your explodes are used on one dice. then the average of the second is 4.5. now. that's also not the solution.
because it's just as likely that you're explosions were be shared between the two dice. meaning you have to calculate the average of the dice assuming it splits 5 and 0. 4 and 1. or 3 and 2. these are three different averages. each a possible combination. and then you would average them together. Your average would actually be 10.0408 assuming 5 for your spell casting mod. So the spells doesn't scale in level quite the same as any other dice since you're adding more possible outcomes. now. the difference is minute. but seeing as you nit picked the difference between 10 and 11, despite the spell being far more versatile. it only felt fair I nit picked the math.
the interesting thing to note however is that your spellcasting modifier doesn't matter. On the 1d8 having a 1 in your mod gets you 5.0625. Where as a 5 gets you 5.1429. That's tiny. And even just doubling it for 2d8. The difference remains almost nonexistent.
The wording of shining smite’s casting time fully allows you to divine sucker punch and that concept alone makes me excited despite the lackluster damage for being a second level spell with an average 6 extra damage (good utility use though cause the advantage it offers and inability to go invisible).
Arcane Vigor is great on a Sorcerer who has a Bloodwell Vial, because it procs when you roll hit dice. Instant +5 sorcery points and a bit of healing, for the cost of a 2nd level spell (and by that I mean, better healing than you got from Wither and Bloom)
The new spellcasting rules have fundamentally changed (and buffed) the following, as they all cast without Spell Slots:
~ The "Cartomancer" Feat
~ Wands such as the Wand of Magic Missiles or the Wand of Fireballs.
~ Spell Scrolls
~ Spell Tattoos
~ Rings of Spell Storing
~ Abberant Mind Sorcerers (via their Psionic Spells feature)
Ehh, Yol's Regal Presence could be pretty handy for knocking ppl down and throwing them around 10 ft if needed. This could be handy for your melee guys and to put ppl into someone's Summoned "ball".
JS
The first thing thing that Elementalism can do that jumps right to mind is neat: Coat a room in dust as you leave it. That way it looks like nobody's been here in a long time. Or, perhaps you use Beckon Fire to make people think something's on fire. Beckon Air can be used to cause a distraction by throwing open a door if you don't have something like Thaumaturgy. Or thematically, it's a combined, but weaker version of the elemental cantrips. You could also look at it like a thematic Prestidigitation Lite for Druids.
Honestly, I feel like Sorcerous Burst is being a little bit underestimated because it is a more versatile spell than Fire Bolt. Expected damage is lower in a vacuum, but when you consider the ability to get around resistances and immunities or nailing vulnerabilities COMBINED with the possibility of additional damage if multiple 8's get rolled, it looks a LOT more appealing.
another cool aspect of "one spellslot per turn" is that you can no longer counterspell a counterspell, because you have already casted a spell (unless you use a counter spell scroll i suppose)
Sorcerous Burst becomes worth it for Draconic origin sorcerers after level 6 when you get Elemental Affinity (unless that has gone away) and you can add 4 to damage of your associated type. Unless your elemental affinity is fire, in which case fire bolt might still be better.
can imagine Gator expending ALL spell slots for smites in maniac mode . . .
You forgot to mention that Yolande's Regal Presence forces the effect when you run the spell into creatures. Spirit Guardians does not do this. If you have a bonus action Disengage or just a good path to take, you can mow down enemies with the Emanation.
Wait till you see the changes to Spirit Guardians.
This forced "push" function of Regal Presence has a negative and a positive. The negative is that it makes you have to move further and further if you are trying to hit the same enemy multiple times. So using this in a field only draws you further into the center of a grouping and disperses opponents, making AoE much harder to fulfill. Not great.
But the positive is also the push too. If you have access to hazards within a terrain to abuse them this spell could be devastating. It can easily turn into a casual stroll where many of your opponents are dropped over a cliff or shoved across another AoE. You could also play table tennis with this causing damage until the creature passes their save while getting bounced between two PCs using this spell. (Unless forced movement isn't a proc.)
There's potential, but this spell does not exist in a vacuum. It has competitors.
If it does combo the way I think it might then I'm calling it "BWD's Regal Tennis". I don't care if it is efficient or not, the thought of a creature bouncing so many times between two people within six seconds is hilarious to me.
@@benevolentworldexploder5395they only make the save once per turn
@@Fenrush Please don't tell me Spirit Guardians is now Spirit Car-dians and you can just run over enemies with it now...
The elementalism cantrip lets you create water that evaporates in one minute. It could be good for making fast drying water based glue.
I ❤❤❤ that everyone now has to prepare spells. Requires much more careful thought from casters
I can’t wait until you get to your video about feats because I’m excited to hear your interpretation of the Dual Wielder feat maybe giving a second extra attack as a BA
Origin feats is next week. As for general feats like dual wielder will take some time. I need to do the math and look at more builds.
This is fun. Thanks, Kobold. And thank you Gator for the laughs 🐊
I think the auto fail saving throws is talking about you the player, not the character. So if you control the character, they can still roll the saving throw. This is for people that (for instance) want to get pushed by a thuderwave by their friend.
Thank you for showing us this. Have others noticed that power word fortify gives the party 120 hit points each with downtime?
Temp Hit Points are lost during a rest so unless they have away to ignore exhaustion and don't need a long rest to get back their features. Steel Defender is a good example of a target with does work under these conditions.
The new wording of Armor of Agathys suggests you can replace the temps from that spell and the spell stays active, dealing damage to creatures as normal. Is it worth it to cast *Power Word Fortify* on a warlock with AoA so the spell lasts about five times longer than it would otherwise?
I can think of something with elementalism. Use it to distract an enemy or guard because they hear a sound, have a message to alert an allie or make someone beleive they are being haunted, aroma therapy for the scented fire and smoke, or its hot and I want a drink of water
Storm of Radiance pairs perfectly with Maelstrom. My warlock and the party druid did this combo on two enemy spellcasters which completely shut them down. (Luckily we were next to each other initiative order.)
On its own, it’s a pretty bad “win more” spell that won’t change the outcome of an encounter.
For Elementalism's Sculpt Element, it seems you can have any number of this effect going on at once. Old Shape Water and the others only let you have 2 non-instantaneous effects go on at once, Prestidigitation 3 effects, and stuff like Minor Illusion 1 effect. But Elementalism doesn't seems to have a limit.
Arcane Vigor is extra useless when you remember that Sorcerers and Wizards can just take Magic Initiate Druid/Cleric for Healing Word or Cure Wounds. Both of which has had their healing die doubled. Healing Word is still best as it's a bonus action and can be used on an ally from long range, also most comparable to Vigor as a bonus action spell, at the same level (2) it's 4d4+Mod (I think 10avg+Mod) that can target you or an ally vs 2d6+Mod (7avg+Mod) that uses hit die and can only target you. I know not everyone is taking Magic Initiate or this spell with it... but I feel like a lot of Wizards are going to know Healing Word or Cure Wounds. (Taking Shillelagh with it is also funny.)
I'm definitely looking forward to seeing how much true strike changed.
I love that you can now use something like fey touched misty step and a leveled spell on the same turn. Even if it doesn't seem super useful, I do like arcane vigor giving wizards a means of healing in combat.
Yes, and my wife just asked the question about the Periapt of Wound Closure, which doubles HP received by expending Hit Dice.
Thank god for the action surge / spell slot change
I am 100% swapping out Firebolt for Sorcererous Burst. Being able to change the element so my blue draconic sorcerer can deal lightning damage at long range with a cantrip is awesome. It will be at least 3d8+6 damage.
And if i have a reason to think the enemy is vulnerable to another damage type, take advanatge of that. Heck yeah.
Sorcerous burst seems nice to me, may not be min-maxed but the wild card damage thing means it's never going to be unusable due to target immunities. (Well, unless you're fighting a Tarasque that is, and I'm not sure who'd be daft enough to try and cast cantrips at one of those!)
Thumbnail goes so hard
Planar Binding explicitly talks about how the creature might be unwilling and how it interacts with that. You absolutely cannot make someone *want* to do something with it.
However dominate person is worded in a way that sounds like you will be able to command someone to fail saving throws, as you twist their mind into wanting them to do the things you command.
To me it's silly to suggest that someone could compel a creature to willingly fail a saving throw. That's a game mechanic. You're not mind controlling your GM, it's a character. "I order you to fail your saving throw against my spell." "What's a saving throw?"
@@JamCliche Pcs and monsters are now aware of what saves are to some extent as you can willingly fail them. But just order them to not resist your spell.
@@JamCliche It's more willingness to resist an effect, dodging something vs not dodging something, etc
@@JamCliche It doesn't matter what the creature wants or desires. You just command them to give in to the new spell being cast on them. That's a command they have to follow. You can phrase it in many many many many ways without using game language like saving throw. Like for example: "I command you to not resist my spell that's being cast on you". or "I command you to give in to my spell being cast on you".
You thoughts on sorcerous burst misses a very critical point. This is basically Chromatic Orb as a cantrip. The ability to select which damage type you want is great. It gives you the option to use whatever the opponent is not resistant too. It also doesn't cost a spell slot. Yes other spells can do more damage than this, but it is the utility of no spell slot and select your desired damage type that makes it great. Plus, now that Wizards nurfed casting spells to 1 spell slot per turn, this will get around that if you are hastened or use meta magic.
That's the same reason why you pick firebolt and ray of frost together and I do that every time.
A croc that breathes fire. Dangerous enough as is.
Guess it can now cook its food b4 eating
Sorcererous burst is useful since you can ignore resistances by just choosing a different damage type. Fire is resisted by like half the monster manual.
You cant force something to fail a recast spell. When start casting the second concentration spell you break concentration on the first meaning the target is no longer under you influence to follow your instructions and can resist. With 2 casters though this might work.
I think I kinda like Sorcerous Burst. It might not be the most optimal cantrip, but the effect is kinda fun. But the thing I like the most is the damage type options. If you fight a creature that is immune to your usual cantrips, or vulnerable to one of the damage types from Sorcerous Burst, you can get some nice additional damage. It's not amazing, but I like the versatility.
The new Tasha's spell looks like a lot of fun. It really fits the whole Tasha's aesthetic, and it has an interesting and useful effect. I'm a fan.
Appeal of a sorcerer casting sorcerers burst is its flexible damage type. Circumstantial but a positive nonetheless
11:29 Fount of Moonlight could combo with Wildshape Multiattack, College of Swords bard's Extra Attack, Action Surge, the Nick Weapon Mastery, and/or Dual Wielder? I believe with 2 levels of Fighter, and then 7 bard, so level 9, in a turn where you use Action Surge, you could do 8 attacks for an additional 16d6 damage. So it takes a setup round, but it's 10 minute concentration so you might be able to get it off before combat starts. Overall I think it's good, but you do have to build around it.
As an amendment, yes Conjure Elementals is a better combo with all this stuff I was on about, but only if your enemies stay within the spells AoE(?) That thing can do bonkers damage.
I think you’re greatly undervaluing the chosen damage type of sorcerous burst tbh
I think you have made an oversight with comparing Yolande's Regal Presence with spirit guardians. Unlike Spirit guardians Regal Presence's effect procs when the AOE enters a creatures area. This makes it more like a mixture of Ashardalon's Stride and Spirit Guardians and also means that the area of effect is directly proportional to the caster's speed, meaning you can potentially target hundreds of creatures every turn if you happen to be up against an army and have access to things that boost your speed by alot.
I also really like the idea of someone blitzing through a massive army and leaving behind a 20ft trench with people kneeling on each side.
Unlike Pact Tactics, you apparently have not seen the changed Spirit Guardians (and Conjure Animals, Conjure Woodland Beings and the like). So maybe this was not an oversight ;)
If you look in the index in the back of the book, I believe it states that Feeblemind was in fact replaced with Befuddlement. I seem to recall hearing that on another recent youtube video.
I sense some meme potential with jallarzi's, since it's once every turn. The hard part is convincing the party to all spec into it.
I'm curious about the new "only one spell slot per turn" rule and how it interreacts with warlock. Can warlock use more than one spell slot per turn since they're slots are technically pact slots (my guess would be no) but I am guessing they can use they're arcanum and a spell slot, and even the new way spell invocations work should also allow for multiple spells per turn. I'm thinking warlock sorcerer just got a whole lot better if you can use your quicken spell for casting a spell with a spell slot and then use an invocation or arcanum spell. ( The quicken spell thing got answered further into the video, but there has to be other ways to cast those spells on a bonus action)
Didn't the invocations that allow one to cast a spell without using a spell slot get removed?