Psychic Lance is a strong spell in one specific situation - breaking concentration. Especially for wisdom or charisma casters who have low intelligence and fail the save, they are incapacitated and this breaks their concentration. If they make the save, they still have to make a concentration check so there's a consolation prize. It could be also used to break a self-casted invisibility by using the caster's name and bypasses the need to see the target.
The difficulty is knowing names, it can be rare to know the name of your enemy. Maybe with detect thoughts, but that’s a lot to concentrate on during a combat. However, if you know someone’s name, you have power over them ;)
@@rogerwilco2 Rangers can summon their dragon with a 1st lvl spell at full health and they don't require concentration so they could have summon beast or conjure animals at the same time. Sorcerers don't have summoning spells so it is a huge buff for them but wizzards have better options than that :P
Honestly I’d sooner compare it to summon aberration (star spawn) since it also gets bonus damage pending a save also you’ll almost never need to choose between summoning a celestial or a dragon spirit (only DSS gets both).
I think you should be able to combine Ashardalon’s Stride with Find Steed or the Beast Master’s companion after level 14, as you can target spells with the range of self on those summons. It might not be the most effective use of a third level spell slot, but a riding a horse with flaming hooves seems awesome!
This would be a very fun bard build. Magical secrets for find greater steed and flaming stride spells would let you get some serious mileage out of them.
FYI: the beastmaster does not require self. only The ranger to be both the caster and one of the targets. so bless(MC dip) would allow 4(R+B+PM1+PM2) creatures. self target spells get both rangers characters(beast and ranger). It's functionally the same with Ashardalon’s Stride but some people read comments and remember that over the real rules. The find steed spell ,however, is more limited but i think it still works.
Also: I honestly think the fact that they're hitting Purple/Green consistently is a really GOOD thing. It shows a lack of power creep, while also showing that they're dialed in to how the game really functions.
Something I noticed about Nathair's Mischief is that since it can force a save each turn, it can be used as a low cost way to burn though legendary resentences once you get to higher levels.
@@Nr4747 Blind is a very good modifier. It makes it so you can't cast spells and all attacks at disadvantage thus being a good counter for either melee or spellcaster enemies.
Mischief is a fun one with the careful spell metamagic. I’m pretty sure that the wording on careful spell means your allies would stay protected over multiple rounds, so you could cast it around your frontline and try to keep it on them. Binding ice just seems absurd. It’s lesser web with no concentration. That’s really good and at 2nd level, it’s pretty spammable at higher levels.
Yeah I agree, the comparison to Web completely missed that it’s a non-concentration spell. That’s just fantastic. Blindness/Deafness is saved entirely by the fact that it’s non-concentration. Consider that you can stack it with Web as a sorcerer or wizard. A creature stuck in both needs to have someone else use an action to help them get out of the ice (says “another creature” which says to me they can’t free themselves) which means they need someone to come within melee range and risk getting Webbed themselves. They can use actions to free themselves from the Web, but they’re stuck in place so they’re just going to have to make the save again next turn. It’s essentially permanent restrained and immobilized unless the enemies get very lucky.
@@MyNameIsNotPa Still it bones npc action economy which is a major win for the pcs. Downside is the con save, I avoid con saves at it tends to be monsters/NPCs highest save.
I came to the comment section to say exactly this. I think it's pretty good low level with the damage + control and at higher levels you just don't care about the damage. The freezing works even against ice-immune creatures! There are no non-concentration, non-situational, area control spells of lvl 2 or lower, so it becomes pretty good as a tool for harder combats level 6+. Not to mention even if the damage is low, it is still damage + control, which means forcing concentration checks wheter they save it or not. Against melee targets you basically hinder their effectiveness until they spend an action and against casters this is also good, since they will become easy targets and this effect does not fade away with teleportation.
I think the Sorcerer made out the best. They get all 7 spells, but as they have a small spell list, it helps them more than it helps the Wizard. They also get their first summoning spell, and it is one of the best summoning spells.
@@leodouskyron5671 I wish the draconic sorcorer got more melee tricks like claw attacks, wings, etc as they leveled to mirror the dragon disciple prestige class.
I don't know druids actually did really well with the spells here, both draconic spirit and draconic transformation work really well in the framework of a moon druid. Also as noted in the video draconic spirit synergizes with a shepard druid. The idea of a brontusarus or a mammoth flying around, with blindsight and a bonus action 6d8 breath weapon is effin terrifying.
Ashardalon’s Stride looks like it would be fun to play around it. A bladesinger could use a 5th level spell slot and longstrider to move 80 ft or 160 with a dash. If your friend put haste on you to double it and you get another action to dash with then you can move at incredible speeds. You could race through an enemy camp and do 3d6 fire damage to everything each turn for a minute, along with making a few attacks as you go! Total fire damage would be 30d6 if you touched the same things each time. It’s kinda silly but this also sounds like a lot of fun. A very hit and run character type build would be great to play around with.
Arshardalon's Stride would probably come in real handy for an Arcane Trickster. 100 feet of movement starting on the turn after you cast it, no opportunity attacks, and a bit of fire damage as you move? Very nice.
One note on the summon draconic spirit compared to summon celestial--the multiattack from the draconic spirit is non magical piercing near as I can tell, whereas the Celestial deals radiant damage with the multiattack so much less resisted. (The breath weapon can always get past damage resistances of course).
@@bigdream_dreambig As far as I know, no. Doesn't make the attacks magical for any of the other summon spells, at least. Obviously I don't have the new book.
@@KaitlynBurnellMath afaik any damage dealt by a spell is magical by default unless it's like, dropping an enemy out of the air and letting the ground do the damage
@@torunsmok5890 Damage from summons by default is non-magical unless otherwise specified (e.g. conjure animals deals non-magical damage by default, and Shepherd Druid has an ability to make it magical).
Treantmonk, I been watching too much. WE are thinking too much alike. I couldn't believe how good the conjuration spell was,. and even the 2nd level one was good. You didn't mention in your comparison to Web, that Nathair's Mischief can be moved every round. I think this is pretty great. Enemies might be able to leave the area of effect initially, but you can move it each round. I think this makes it equally as effective as Web, as web is static.
Although there's a 25% chance that the spell will cause those it hits to scatter, so that'll make it harder to just follow a clump of enemies around with it.
He definitely underrated Binding Ice as it is non concentration damage and control, it lingers even if they teleport, and it can stack with web to annihilate enemy action economy
That's what I was thinking. Non-Concentration battlefield control is nothing to sneeze at, either if it's because their speed is 0 or they waste an action to break free. I think it's more comparable to Grease than Shatter, IMO. It will by no means replace web, but it complements it very well.
It’s not the strongest but now there’s an early option for a huge area of cold damage. So you could cast Wall of Water, and then blast a rimes spell and it turns the water into a real wall. It’s weak but hey it’s there. Real wall at 5th level
Great video! As someone who's seen Ashardalon's Stride in action, I definitely think it should be at least green. An artificer enemy in my home game used it, and was able to escape from a losing battle with the party really easily, while doing them damage all the same! It thematically helps that he was a dragonborn as well.
Ashardalon's Stride can also do additional damage on turns that aren't yours-such as, if you're affected by a movement effect like College of Glamour's Mantle of Inspiration.
I already thought about combining this with the scout rouge's skirmisher ability that let's you move up to half of your speed as a recation when a creature ends their turn next to you.
@@Greenomb That seems like alot of investment for a mediocre trick. You’d need 3 Rogue levels and 5+ caster levels which don’t have much synergy with each other just to deal a few extra d6s.
@@M0ebius vengeance paladins get an ability to pursue targets, could combo with sorcerer levels and it'd be neat, plus stride will work with find steed which is badass
I think Rime's Binding Ice is an amazing spell 0 Movement is a bigger debilitating effect than most people think it keeps Creatures in place and the fact that someone has to waste an action to remove the hinder effect is amazingly useful and can be a catalyst for a turn of Tides in an encounter
Funny note about the summon's breath weapon: The way its worded, I think you get to choose the damage type for each individual creature it hits. I doubt that will ever be useful in basically any campaign, but its still fun to picture the rainbow dragon breath.
DM: Haha, I've grouped up fiends, undead, shambling mounds, and that horrible thing from the monster manual that actually decided to be resistant to Force. No blaster wizard can handle this encounter! Rainbow Dragon Breath:
Oddly enough, though it's in Fizban's so you'd expect it to work with the Drakewarden, Ashardalon's Stride would be a lot more fun with a 15+ Beastmaster. The Beastmaster doesn't NEED to use a bonus action for it's pet to attack, so there's not as much conflicting action economy, and with Longstrider and A's S on both the ranger and their pet they could potentially dish out 2d6 damage per round with no save using only their movement. The prevention of OA's would also be VERY good for setting up the Beast of the Land's Charge attack (or the other charge attack options from the PHB if you're not using Tasha's). Not OP by any stretch of the imagination, but quite neat.
Draconic Transformation: It is worth considering that if your character is flying 60 ft up in the air and breathes the cone straight down, that is a 40 ft radius circle that the breath weapon hits. It may not be a lot of damage for a 7th level spell, but it is really good damage for a bonus action over that massive area. Rime's Binding Ice: it is worth noting that afaik, the Kraken is the only monster that is immune to the secondary effect of this spell, since instead of being a status effect, it is a status effect-like effect. This makes it slightly better, IMO.
Ashardalon's Stride definitely does work with Find Steed, since the steed copies spells you cast with range of self, so this could be really good for a Paladin/Sorcerer, especially since they have the slots to upcast it.
Yeah, that's the way I read it, too. By default, it just does nothing since you aren't moving, the thing beneath you is. But, spread the effect to the mount, and you got a burning horse. There's a super, super cool skeletal, ghostly steed that leaves trails of blue fire build waiting to happen. Or ask your DM for your summoned mount to look like a motorcycle and become Ghostrider.
Even though it competes with other 3rd level spells, I'd like to try Ashardalon's Stride with a Bladesinger. When trying to melee as a Bladesinger, Bladesong gives you 10 ft of extra movement. The damage isn't that much, but the 30 ft of extra movement (Bladesong + this spell) and not provoking AoO sounds good for a hit a run tactic. Probably you can do more damage with other spells but running through the battlefield slashing and burning everything sounds awesome. Edit: Sad that takes two turns to set up.
Yeah, the fact that you need 2 bonus actions to Bladesing and cast Ash's Stride is not great. It is also Concentration, so you can't use it with Shadow Blade or Summon Fey. I do agree that the visual of running so fast you leave a trail of fire is pretty cool.
Speedy Speed Boy meme build wen? If I'm not mistaken, there's a race that can get us 35 starting move. We can grab the 10 from Monk 2, dip in rogue to Dash as a bonus action, pick up Haste, Longstrider, probably through an item, and our new fire escape, upcasted as much as possible. Take the feat for more movement, and I think there's a magic item for more. I'm probably forgetting something. Can we break a standard move of 100 feet, before Dashing? I think we get like, 55 just from race, Monk, and our Longstrider hat. I forget how much the feat gives, I never see it taken. We're one or two abilities or splatbooks away from Chuck's revival.
@@aprinnyonbreak1290 personally I prefer the 'every time you don't move you get double movement speed charge back' ability of tabaxi over a starting racial speed of 35
The 2 bonus action setup is the only real downside to this. add in 3 levels of rogue for Scout's skirmish ability and cunning action dash for a real win. Say you cast it at 7th level, you're a wood elf and you have blade song up. Your speed is 45 from wood elf and bladesong, plus another 40 from Ash's for 85 speed. Use your movement to run by every enemy on the battlefield. If you can't get everyone with just your movement, then dash for a whole lot more, then attack with booming blade and your extra attack on one creature. Move just 5 or 10 feet away. They will have to come to you, causing the booming blade rider to trigger. Then if they end their turn next to you, you use your reaction to run by everyone on the battlefield again. At this level everyone that you run by takes 5d6 damage without an attack roll, or saving throw.
I was really excited to see a new abjuration spell since it's my favorite school, but was kinda disappointed that it was 6th level for the benefits it gives. I still think it would be fun to use on an abjuration wizard, and it does restore a good chunk of your ward's hp since it is so high level
Ashardalons stride also allows a ranger to avoid disadvantage when primarily a bow user for being within 5 feet if an enemy. You will always be able to get out of melee range without provoking opportunity attacks and the speed increase is excellent for kiting.
Raulothim's Psychic Lance is an incredibly useful spell in any situation where you're trying to locate a creature disguised as another creature, by any means - transmutations, illusions, and so on - and because it isn't a divination spell, spells and items that protect against detection won't work. If you're ever in a "I'm the real one!" scenario - Doppelgangers, we've all been there - this provides a direct and helpfully-lethal solution that you can even use with your hands full! Also, if you're a villain trying to determine which of the two identical-looking trusted lieutenants that barged into your dining room mid-brunch is actually the hero in disguise, you can fling this spell out without putting down your cutlery, and it'll incapacitate the hero for the true trusted lieutenant to tie up for you, preventing him from engaging in a comical, slapstick fight on the table with your lieutenant at the expense of your fine china. We've all been there.
Nathair's mischief is great in combination with RAW careful spell. Ashardalon's stride is a bridge between zephyr strike and steel-wind strike. Raulothim's psychic lance is a good option for twinning or quickening; with either it's giving the caster's side an advantage in the action economy, on top of dealing damage. Summon draconic spirit with extended spell is juuuicy. Fizban's platinum shield is prime for twinning, albeit expensive in sorcery points.
Draconic Transformation I believe, can be assumed that you will hit more than 1 target each round, especially with the fly speed to get into position. if you are dealing with multiple targets, Then the 10 round damage is 60d8 to each creature. As a bonus action, I can see a lot of situations where this spell would carry
I never plan for the full 10 rounds personally. But even going by the 3 round standard I judge by, 18d6 in three 60 foot cones over three rounds is still good, in addition to the other benefits. Especially since it's a bonus action. If it was an action, yes, purple rating. But as a bonus action I'd rate it Green. You're still able to control the battlefield while dealing damage. Against singular foes, not as great but against swarms or flying enemies, excellent.
Ashardalon's Stride is a good escape spell too. Bonus action to cast, deals damage to enemies nearby, you don't trigger attacks of opportunity, and you get a movement speed boost. That sounds like a great "oh shit I am in melee and I don't want to be" spell with good escape potential, which also discourages enemies getting into melee with you for a minute due to inflicting damage when you inevitably run away. If misty step isn't enough to keep your wizard out of melee range for the whole fight, maybe this is.
Binding Ice really should have been an artificer spell as well. Shooting a big blast of cold is so artificer-like. Plus it would scale lovely due to Alchemist or Artillarist and Spell Storing Item. Just a good way to waste actions.
Something I noticed on Nathair's Mischief is that it omits the normal verbage for ending charm effects. Notably, if you attack it. This effect is great for my Armorer/Swords Bard, and really anyone that doesn't want to get hit by their target. I'd actually recommend that 3 of the 4 effects are fairly strong for mitigating incoming attacks at the levels you're most likely to use this spell, especially if you're able to force a choke point that ensures enemies have to use it.
A druid concentrating on draconic transformation, while animal shaped into a rat. The idea of a small rat running it's way through an enemy base releasing a breath weapon every 6 seconds is great.
I'll be playing the Battle Smith Artificer inspired in your Cyborg Beast Master build and I can't wait to cast Ashardalon's Stride combined with the Winged Boots infusion. I can already taste the fun!
One thing you might not have considered is you can use binding ice in combination with web/Evard's black tentacles: this would mean creatures that make their ceck against web still have their speed reduced to zero and must now use another action to break free, so they have to stay in the web for another round and may potentially get stuck again, and if that appens they now have to use yet another action to try and break free
I know you're not a big fan of blasters (and I'm not either!) but man, is that transformation spell a blaster's dream. The fact that they could lay a blast spell (which generally do not require concentration) on TOP of that breath attack -- that really *is* quite a bit of AOE damage that the caster is capable of doing in that transformation. Low bar, I know, but it completely schools Tenser's Transformation lol. For bigger enemy hordes that aren't complete fodder, I could certainly see this as being an option for laying down the hurt.
That Ashardalon Stride spell seems like it has good synergy with Steel Wind Strike on a Bladesinger. Just teleporting around doing loads of force and fire damage, then run some laps after the teleporting
@@thegloatingstorm8323 ah, thats unfortunate. Still a decent combo though, I think, even if you can't hit them multiple times with it. Good AoE if you want to be Virgil lol
@@BobbyGentile I'm not sold on this spell as a 3rd level spell. It just competes with way to many game altering magic (haste, slow, fly, major image, hypnotic pattern). If it doubled speed like haste or the damage was upped to a couple dice maybe? Or better yet make it a second level spell and make the damage a d4 or something?
For good reason, I think we were all looking at Ashardalon's Stride for rangers and Bards with Find (Greater) Steed. But look at Draconic Transformation for those Find (Greater) Steed Bards. Now you can both fly, even if you picked one that normally couldn't, scouting a battlefield with Blindsight able to cover a 60ft radius. And then both of you get that 6d8 force damage per round, up to 12d8 damage. And while you'll probably have things to do with your action, your Greater Steed can just use its action to dash to get that cone in the best possible position. I wouldn't make a build around this, but if you happened to already be a Bard who wanted a Greater Steed, it's not a bad pick.
Don’t forget you can hold your action to dash when it’s not your turn, so you could run around and hit all the enemy creatures, hold your dash, then hit them all again at the start of the turn immediately following yours. Depending on how many creatures are in the fight that can pile up a considerable amount of no save d6’s. Especially when upcast to 4th level. The only real issue is that method eats up both your action and reaction, and probably leaves you right in the middle of melee with no reaction to cast shield
Ashardalon's stride seems like an amazing spell if you have a build that also has find steed or find greater steed. Having a controlled mount (warhorse) move around and dash for 160ft you can pretty much pass by every enemy on the field, granted 1d6 isn't much but maybe with up casting it makes it more interesting
in a T3 playtest i did, we fought against a named enemy party of similar power to us. one of them had an ability to blind people each round, and our bard kept getting hit by it. luckily, because we knew all their names, they were still able to be effective despite lacking line of sight (normally crippling for a spellcaster!)
Draconic transformation combined with the moon druid's wildshape could be a blast... Flying earth elemental breathing fire? Also feel like these kind of spells should be given access to through feats or something
Finding a way to use Ashardalon’s Stride with find steed could be very potent with you and your mount both gaining this effect and moving with it on the battlefield
A sorcadin might do alright out of Arshardalon's stride. Lots of movement, can reach a few enemies and keep yourself positioned between enemies and squishies, or run through to their squishies. A bit of damage, a bit of mobility. However, my first thought when you said about mounted was sitting on top of your "Find steed", casting it, and riding that round.
I think the Psychic lance is a bit better than you give it credit for. It targets int - a rare and mostly weak saving throw. Damage is low, but the main thing is the incapacitated that doesn't get broken by damage. You can basically wail on the enemy without them waking up. This is quite powerful. There aren't many spells or features that provide concentration-free non-breakable incapacitation.
I used this tonight with a level 12 Wildfire Druid, and it's VERY interesting. Why? Because you can ride the dragon, and your wildfire spirit can ride you (if you're medium sized). Only the wildfire spirit requires a bonus action command; the draconic spirit responds to a command with NO action required on your part. Further, both the wildfire spirit and the draconic spirit "takes [their] turn immediately after yours". With no other clarification on the order of the turns, acting like their turns overlap like a controlled mount's does seems fairly reasonable. This led to turns like this: Druid casts a ranged full action spell from flying distance, something like Scorching Ray, Flame Strike, or Heal, adding the bonus damage or heal to the roll. Command wildfire spirit to teleport the three of them away after the dragon's attacks. Dragon swoops in to deal its damage. Using this with the sole level 6 slot was a no-brainer, doing 3 attacks at 1d6+10 each and the breath weapon as well. Wildfire Spirit teleports us 15 feet above the enemy, damaging the enemy in the process, and we stay out of reach of opportunity attacks, essentially giving the draconic spirit Flyby. It rocked socks.
Fizbans platinum shield just has so much of its power giving so many different resistances. And they're all useful but very rarely will you need more than one let alone all of them at the same time. It's really a perfect spell if you're going to fight tiamat then probably the best 6th level spell to have and worth spending a 7th level spell slot to recast but otherwise loses a lot of the benefit.
Thought. On the Ash.Strider effects self, but that could effect your familiar as, yes? So both could travel parallel paths at a small distance to cover more ground.
Draconic Transformation was a great help to my Wizard who didn't really have much to do with her Bonus Action apart from Arcane Hand and Crown of Stars. I ended up liking Draconic Transformation more than these because our DM likes to use a lot of Minion type enemies in combats and it was a very good way to remove a lot of enemies off the table at once as a bonus action, being able to do something else with an Action. Hell, in a lot of cases of just positioning and stuff, Dodging was still a good choice. Definitely betters in games where the DM likes to use waves of enemies and have big combats that last for almost your full duration, to really get the most out of them, and I think that's where spells like this shine. Otherwise, if it's just against 1 guy, Crown of Stars I still think would work better with that Crit Chance and no concentration.
My friend cast Ashardalons Stride to outrun a Purple Worm. The worm spent its actions chasing him while his Allie’s peppered it with arrows and spells. They eventually defeated the worm.
Yooo Ashardalon's Stride sounds good on a melee ranger. On your turn you could cast that and Longstrider for +30ft speed, Plus 5ft from Roving gives us 65ft, 70 if your base speed is 35ft like with a Dhampir or Wood Elf. A dual wielding Fey Wanderer can go attack 3 enemies without Attacks of Opportunity and deal their Dreadful Strike + Ashardalon's damage to all three, that's cool.
Ashardalon stride sounds really good for bards with find steed/find greater steed,really underrated and at 3rd level each creature you pass by takes double damage from the spell(you and your steed),scaling even better at higher levels.I think its not purple but green or even better.Really underrated.
Rimes should be green or even sky blue. Not only is it the best blasting spell at 2nd lvl with a great AOE. The CC has no immunity and it competes favorably with some of the best cc spells of that lvl (hat tip for being non concentration). Crazy strong. Also you might be able to double dip Ashardalons stride if you ready movement (possibly triple dip with a mount)
I personally think that Mischief and Binding Ice should be reversed in the ranking. Mischief requires concentration and has a pretty high chance to not do anything outstandingly useful (between 25% and 50%, depending on how useful difficult terrain ends up being) while Binding Ice does not require concentration, deals decent AoE damage and can potentially hinder a large group of enemies from approaching the party - or at least soak up a bunch of actions that would have otherwise lead to attacks and spells aimed at the party.
Platinum shield is exactly what I homebrewed in as "greater shield" the upgrade of the first level "shield". You always see in anime, movies, and even promotional art a Wizard creating a shield for their whole team, and yet there's nothing in the game that mirrors that. Aoe Shield+Evasion.
Psychic Lance is a really good damage spell for 10th level Enchantment Wizard's most because it will target two creatures. If you add metamagic adept grab subtle spell and you can shut down two concentration spells without fear of counterspell. And knowing their name can hit invisible targets. It becomes really hard to avoid at that point
For Ashardalon's Stride, both the Ranger and the Artificer (via Replicate Magic Item: Spellwrought Tattoo) have access to Zephyr Strike, which is a Level 1 spell. If movement without provoking attack of opportunities is the part you need, it's probably much better in my opinion than Ashardalon's Stride.
Fizban's Platinum Shield has one oddity in the way the rules are written. The range is stated as 60 feet, but the bonus action specifies you can move the shield to within 60 feet "of of the field." I read that to mean that you could theoretically daisy chain it out to a much longer distance over the course of a few rounds. Probably not a lot of times this will come up, but it's something to note.
Apparently, yes. Spell's range limits only initial casting; any continuous effects from it work even if the caster walks away afterward. If it isn't the case, the spell directly says so (Witch Bolt).
Nathair's Mischief is a gift to the Arcane Trickster: * Illusion school qualifies as an ordinary spell choice * Using simple magic to create chaos is thematic * Moving the spell each turn does not use action or bonus action (very rare spell feature) * No verbal component allows caster to remain hidden * Works well with Magical Ambush feature (when first cast)
I think these spells are quite good. Biggest thing I wanna know is why Clerics didn't get Fizban's Platinum Shield. This spell screams Cleric to me and TBH, it doesnt really scream wizard. And for that matter, why didnt Paladin get Ashardalon's stride? Maybe cause it would make find steed even better? If so, I can understand that one but still.
i don't think nathair's mischief is forced movement, it specifies they spend their movement to move to a random direction, which is similar to dissonant whispers, so that should still provoke opportunity attacks.
Psychic Lance is the juice for School of Enchantment wizards, especially at level 10. You've probably got a powerful concentration effect that you can cast at 5th level, but you need something to do on your further turns, and you can target two creatures instead of one.
I think Ashardalon's Stride deserves a higher ranking than purple, the movement buff it gives is actually *really* potent especially when stacked with Longstrider. Put Longstrider and Ashardalon's Stride on yourself, you have a 60 foot movement without any actions. You can walk as far as the enemy can generally Dash, and you can still blast at them while you do it because you're not spending your Action dashing. Just for getting away, Ashardalon's is great. Also, a fun use-case might be taking this spell through Magical Secrets as a Lore Bard, and then also taking Find (Greater) Steed. That allows you to put the spell on yourself and the steed. Or, be a 15th level Beastmaster. Rime's Binding Ice, I think the fact that the debuff isn't Concentration is actually pretty damn good and gives it utility in cases I'd otherwise cast Web to play keep-away. Conversely, I think the randomness of Nathair's Mischief and the fact that 2 of the effects are near-useless means I'd rank it purple at best.
So Platinum Shield is basically a beef up Protection from Energy. It give you Half Cover (+2 AC and Dex save), Evasion and damage resistance. Basically the worst a Breath Weapon of Chromatic Dragons (excluding White Dragons) gonna do to the PC protected by this spell is 1/4 the damage. So that 82 fire damage of an Adult Red Dragon will be 21 damage instead
Ashardslon’s stride is the first thing to make me wish the boots of the winding path were brought back into the game. That would be very useful as at the moment you need to save some of your movement to get to a safe place, so you can’t use it all to run around enemies. With the boots you could teleport back to where you started so assuming that location was safe, you’d be free to spend all of the movement you have burning enemies up.
@@exomancer3632 Oh, I thought they got removed when artificer went from UA to Tashas. They did rework it so it's not really the same as it was in the UA, but its honestly just a straight upgrade from the UA version, and the only downside is the 2 higher level requirement.
Just imagine tabaxi zooming at 480 ft in 6 seconds (2 double dash with rougue multiclass) 1 round after casting ashardalon's stide at lv 9 or 540 ft with mobile feat ahah
I'd really love to try out Ashardalon's Stride on my Alchemist. They've a base speed of 40 (in game reasons). 50 with Longstrider. 60 with Elixir. 80 with Ashardalon's Stride. 160 with my Shield Guardian or party Sorc casting haste on me. 480' with those dash actions. I just levelled to 12, so could maybe grab mobile. 1d6 damage is pretty puny though and I can't think of a ton of times enemies were so spread out that a different spell couldn't do the job ok. You really need to be upcasting it too which makes me inclined to dip Wizard (which I wanted to do anyways).
So a circle of moon druid with draconic transformation can turn into a flying, blindsight enabled brontosaurus or mammoth that just happens to have a 6d8 breath weapon as a bonus action on top of stompy stomp. Goin to pull that bullshit on my next character. Also belly flopping brontosaurus from on high makes me giggle.
I think the best thing about Psychic Lance is its RP value. The ability to just say a creature's name and be able to not only hit them without seeing them, but to also even just test if they're nearby or not isn't something I'd pass up easily.
Psychic Lance is a strong spell in one specific situation - breaking concentration. Especially for wisdom or charisma casters who have low intelligence and fail the save, they are incapacitated and this breaks their concentration. If they make the save, they still have to make a concentration check so there's a consolation prize. It could be also used to break a self-casted invisibility by using the caster's name and bypasses the need to see the target.
Not even just invisibility, fog cloud can also be broken with this and there might be others that I’m not thinking of that have a similar effect.
It would be great for an enchantment school wizard since they get a free twin spell for enchantments.
It would also be interesting for a NPC sorcerer assassination attempt as they walk by a target whose name they know....
The difficulty is knowing names, it can be rare to know the name of your enemy. Maybe with detect thoughts, but that’s a lot to concentrate on during a combat. However, if you know someone’s name, you have power over them ;)
@@papersage69 also aberrant Mind Sorcerer. They can pick it with psionic sorcery.
Summon Draconic spirit is like all the perks of the new dragon ranger in one single spell. Can hardly believe how good that spell is.
Yeah, this really seems to buff most of the casters, especially sorcerer and wizard, at the expense of everyone else.
@@rogerwilco2 Rangers can summon their dragon with a 1st lvl spell at full health and they don't require concentration so they could have summon beast or conjure animals at the same time. Sorcerers don't have summoning spells so it is a huge buff for them but wizzards have better options than that :P
A lvl 10 Enchanter Wizard will probably love Raulothim's Psychic Lance because of Split Enchantment, love it
In Celestial Spirit's defense, it's attacks are radiant, while most of the dragon spirit's damage is nonmagical piercing.
unless you are playing a shepherd druid
@@docnevyn5814 I think mighty summoner only affects beasts and feys. But it would be sweet if it worked on all tasha-like summoning spells.
I think celestial summon is better simply for that fact and it up casts to 6th level better cause it’s melee attacks do more damage
Honestly I’d sooner compare it to summon aberration (star spawn) since it also gets bonus damage pending a save also you’ll almost never need to choose between summoning a celestial or a dragon spirit (only DSS gets both).
I think you should be able to combine Ashardalon’s Stride with Find Steed or the Beast Master’s companion after level 14, as you can target spells with the range of self on those summons. It might not be the most effective use of a third level spell slot, but a riding a horse with flaming hooves seems awesome!
With a Beast Companion you would have to watch out that you and your companion don't accidentally burn each other though.
This would be a very fun bard build. Magical secrets for find greater steed and flaming stride spells would let you get some serious mileage out of them.
FGS a Nightmare and viola
FYI: the beastmaster does not require self. only The ranger to be both the caster and one of the targets. so bless(MC dip) would allow 4(R+B+PM1+PM2) creatures. self target spells get both rangers characters(beast and ranger). It's functionally the same with Ashardalon’s Stride but some people read comments and remember that over the real rules. The find steed spell ,however, is more limited but i think it still works.
Also: I honestly think the fact that they're hitting Purple/Green consistently is a really GOOD thing. It shows a lack of power creep, while also showing that they're dialed in to how the game really functions.
I think that especially for sorcerers and wizards, this is still a boost.
Something I noticed about Nathair's Mischief is that since it can force a save each turn, it can be used as a low cost way to burn though legendary resentences once you get to higher levels.
Would a creature use their resistances for something so minor?
@@20storiesunder Incapacitated isn't minor at all
@@1033515 True, but that one's only a 25% chance - decent, but not guaranteed to burn through multiple legendary resistances.
@@Nr4747 Blind is a very good modifier. It makes it so you can't cast spells and all attacks at disadvantage thus being a good counter for either melee or spellcaster enemies.
@@frking100 perhaps, but I would be interested in how many creatures with legendary resistances have blindsight
Mischief is a fun one with the careful spell metamagic. I’m pretty sure that the wording on careful spell means your allies would stay protected over multiple rounds, so you could cast it around your frontline and try to keep it on them.
Binding ice just seems absurd. It’s lesser web with no concentration. That’s really good and at 2nd level, it’s pretty spammable at higher levels.
Yeah I agree, the comparison to Web completely missed that it’s a non-concentration spell. That’s just fantastic. Blindness/Deafness is saved entirely by the fact that it’s non-concentration. Consider that you can stack it with Web as a sorcerer or wizard. A creature stuck in both needs to have someone else use an action to help them get out of the ice (says “another creature” which says to me they can’t free themselves) which means they need someone to come within melee range and risk getting Webbed themselves. They can use actions to free themselves from the Web, but they’re stuck in place so they’re just going to have to make the save again next turn. It’s essentially permanent restrained and immobilized unless the enemies get very lucky.
@@Skyhigh91100 sadly it says “it or another creature” must take the action to free it.
@@MyNameIsNotPa Still it bones npc action economy which is a major win for the pcs. Downside is the con save, I avoid con saves at it tends to be monsters/NPCs highest save.
I came to the comment section to say exactly this. I think it's pretty good low level with the damage + control and at higher levels you just don't care about the damage. The freezing works even against ice-immune creatures! There are no non-concentration, non-situational, area control spells of lvl 2 or lower, so it becomes pretty good as a tool for harder combats level 6+. Not to mention even if the damage is low, it is still damage + control, which means forcing concentration checks wheter they save it or not.
Against melee targets you basically hinder their effectiveness until they spend an action and against casters this is also good, since they will become easy targets and this effect does not fade away with teleportation.
Binding Ice Combos crazily with web aswell, keeps stuff in the ranger for the longer term restrain.
Really grateful for your effort in making your videos Night Mode-friendly! Thank you thank you
I think the Sorcerer made out the best. They get all 7 spells, but as they have a small spell list, it helps them more than it helps the Wizard. They also get their first summoning spell, and it is one of the best summoning spells.
proportionally sure, but its an equivalent buff to the two despite one class being weaker. I don't understand why sorc only spells are so rare.
100%
The Draconic Sorcerer needed more for them in this book so at least all sorcerers making out well is something.
@@leodouskyron5671 I wish the draconic sorcorer got more melee tricks like claw attacks, wings, etc as they leveled to mirror the dragon disciple prestige class.
I don't know druids actually did really well with the spells here, both draconic spirit and draconic transformation work really well in the framework of a moon druid. Also as noted in the video draconic spirit synergizes with a shepard druid. The idea of a brontusarus or a mammoth flying around, with blindsight and a bonus action 6d8 breath weapon is effin terrifying.
I think these are the most creative spells we've seen so far too in anything since the Player's Handbook.
Ashardalon’s Stride looks like it would be fun to play around it. A bladesinger could use a 5th level spell slot and longstrider to move 80 ft or 160 with a dash. If your friend put haste on you to double it and you get another action to dash with then you can move at incredible speeds. You could race through an enemy camp and do 3d6 fire damage to everything each turn for a minute, along with making a few attacks as you go! Total fire damage would be 30d6 if you touched the same things each time.
It’s kinda silly but this also sounds like a lot of fun. A very hit and run character type build would be great to play around with.
I have this image in my head of my arty/wiz character running through an army of enemies making a huge firey wake.
Arshardalon's Stride would probably come in real handy for an Arcane Trickster. 100 feet of movement starting on the turn after you cast it, no opportunity attacks, and a bit of fire damage as you move? Very nice.
Handy for a blade singer and a fey wanderer as well. Pick Tabaxi and go to town.
@@Hyde_Hill hexblade also.
@@torunsmok5890 Warlocks don't get it as a spell though.
With the random nature of Nathair’s Mischief this spell would be fitting for a wild magic sorcerer.
Lance is a great spell for dealing with invisible targets that are trying to maintain concentration.
One note on the summon draconic spirit compared to summon celestial--the multiattack from the draconic spirit is non magical piercing near as I can tell, whereas the Celestial deals radiant damage with the multiattack so much less resisted. (The breath weapon can always get past damage resistances of course).
🤔 The fact that it's a spirit summoned by a spell doesn't make its physical attacks magical? That's a shame.
@@bigdream_dreambig As far as I know, no. Doesn't make the attacks magical for any of the other summon spells, at least. Obviously I don't have the new book.
nice I was a bit bummed at first view that dragon summon seemed like a power creep of all other tasha summons, but this makes up for it a bit
@@KaitlynBurnellMath afaik any damage dealt by a spell is magical by default unless it's like, dropping an enemy out of the air and letting the ground do the damage
@@torunsmok5890 Damage from summons by default is non-magical unless otherwise specified (e.g. conjure animals deals non-magical damage by default, and Shepherd Druid has an ability to make it magical).
Treantmonk, I been watching too much. WE are thinking too much alike. I couldn't believe how good the conjuration spell was,. and even the 2nd level one was good. You didn't mention in your comparison to Web, that Nathair's Mischief can be moved every round. I think this is pretty great. Enemies might be able to leave the area of effect initially, but you can move it each round. I think this makes it equally as effective as Web, as web is static.
Although there's a 25% chance that the spell will cause those it hits to scatter, so that'll make it harder to just follow a clump of enemies around with it.
He definitely underrated Binding Ice as it is non concentration damage and control, it lingers even if they teleport, and it can stack with web to annihilate enemy action economy
Stacking Rime's Binding Ice on top of creatures caught in a Web or Entangle spell seems like you could lock them down perhaps for the entire combat.
That's what I was thinking. Non-Concentration battlefield control is nothing to sneeze at, either if it's because their speed is 0 or they waste an action to break free. I think it's more comparable to Grease than Shatter, IMO.
It will by no means replace web, but it complements it very well.
@@seacliff217 since people say that Shatter is the poor mans version of Fireball, then Binding Ice is the poor mans version of Sypnatic Static lol
It’s not the strongest but now there’s an early option for a huge area of cold damage. So you could cast Wall of Water, and then blast a rimes spell and it turns the water into a real wall. It’s weak but hey it’s there. Real wall at 5th level
Great video! As someone who's seen Ashardalon's Stride in action, I definitely think it should be at least green. An artificer enemy in my home game used it, and was able to escape from a losing battle with the party really easily, while doing them damage all the same! It thematically helps that he was a dragonborn as well.
Ashardalon's Stride can also do additional damage on turns that aren't yours-such as, if you're affected by a movement effect like College of Glamour's Mantle of Inspiration.
I already thought about combining this with the scout rouge's skirmisher ability that let's you move up to half of your speed as a recation when a creature ends their turn next to you.
Or you can use the Ready action to move after your turns over, literally doubling the damage potential of this spell
@@Greenomb That seems like alot of investment for a mediocre trick. You’d need 3 Rogue levels and 5+ caster levels which don’t have much synergy with each other just to deal a few extra d6s.
@@M0ebius vengeance paladins get an ability to pursue targets, could combo with sorcerer levels and it'd be neat, plus stride will work with find steed which is badass
I think Rime's Binding Ice is an amazing spell 0 Movement is a bigger debilitating effect than most people think it keeps Creatures in place and the fact that someone has to waste an action to remove the hinder effect is amazingly useful and can be a catalyst for a turn of Tides in an encounter
Rime’s Binding Ice seems really good for Eldritch knight.
Funny note about the summon's breath weapon: The way its worded, I think you get to choose the damage type for each individual creature it hits. I doubt that will ever be useful in basically any campaign, but its still fun to picture the rainbow dragon breath.
DM: Haha, I've grouped up fiends, undead, shambling mounds, and that horrible thing from the monster manual that actually decided to be resistant to Force. No blaster wizard can handle this encounter!
Rainbow Dragon Breath:
@@aprinnyonbreak1290 the gay dragon reigns supreme
Oddly enough, though it's in Fizban's so you'd expect it to work with the Drakewarden, Ashardalon's Stride would be a lot more fun with a 15+ Beastmaster. The Beastmaster doesn't NEED to use a bonus action for it's pet to attack, so there's not as much conflicting action economy, and with Longstrider and A's S on both the ranger and their pet they could potentially dish out 2d6 damage per round with no save using only their movement. The prevention of OA's would also be VERY good for setting up the Beast of the Land's Charge attack (or the other charge attack options from the PHB if you're not using Tasha's). Not OP by any stretch of the imagination, but quite neat.
Draconic Transformation: It is worth considering that if your character is flying 60 ft up in the air and breathes the cone straight down, that is a 40 ft radius circle that the breath weapon hits. It may not be a lot of damage for a 7th level spell, but it is really good damage for a bonus action over that massive area.
Rime's Binding Ice: it is worth noting that afaik, the Kraken is the only monster that is immune to the secondary effect of this spell, since instead of being a status effect, it is a status effect-like effect. This makes it slightly better, IMO.
30feet radius
@@Fr4nZeR my bad, typo. good catch.
giving a fire immune npc riding a find greater steed nightmare the Ashardalon's Stride spell sounds like a fun encounter.
With Ashardalon you *could* get a lot of damage by using the Ready Action to move your speed on a different turn but in the same round
Ashardalon's Stride definitely does work with Find Steed, since the steed copies spells you cast with range of self, so this could be really good for a Paladin/Sorcerer, especially since they have the slots to upcast it.
Yeah, that's the way I read it, too.
By default, it just does nothing since you aren't moving, the thing beneath you is. But, spread the effect to the mount, and you got a burning horse.
There's a super, super cool skeletal, ghostly steed that leaves trails of blue fire build waiting to happen.
Or ask your DM for your summoned mount to look like a motorcycle and become Ghostrider.
Imagine the Lore Bard who takes find steed and ashardalons stride as magical secrets
My Enchantment wizard is definetley getting Psychic lance!
Even though it competes with other 3rd level spells, I'd like to try Ashardalon's Stride with a Bladesinger. When trying to melee as a Bladesinger, Bladesong gives you 10 ft of extra movement. The damage isn't that much, but the 30 ft of extra movement (Bladesong + this spell) and not provoking AoO sounds good for a hit a run tactic. Probably you can do more damage with other spells but running through the battlefield slashing and burning everything sounds awesome.
Edit: Sad that takes two turns to set up.
Yeah, it seems like a mini haste almost
Yeah, the fact that you need 2 bonus actions to Bladesing and cast Ash's Stride is not great. It is also Concentration, so you can't use it with Shadow Blade or Summon Fey.
I do agree that the visual of running so fast you leave a trail of fire is pretty cool.
Speedy Speed Boy meme build wen?
If I'm not mistaken, there's a race that can get us 35 starting move. We can grab the 10 from Monk 2, dip in rogue to Dash as a bonus action, pick up Haste, Longstrider, probably through an item, and our new fire escape, upcasted as much as possible. Take the feat for more movement, and I think there's a magic item for more. I'm probably forgetting something.
Can we break a standard move of 100 feet, before Dashing? I think we get like, 55 just from race, Monk, and our Longstrider hat. I forget how much the feat gives, I never see it taken.
We're one or two abilities or splatbooks away from Chuck's revival.
@@aprinnyonbreak1290 personally I prefer the 'every time you don't move you get double movement speed charge back' ability of tabaxi over a starting racial speed of 35
The 2 bonus action setup is the only real downside to this. add in 3 levels of rogue for Scout's skirmish ability and cunning action dash for a real win. Say you cast it at 7th level, you're a wood elf and you have blade song up. Your speed is 45 from wood elf and bladesong, plus another 40 from Ash's for 85 speed. Use your movement to run by every enemy on the battlefield. If you can't get everyone with just your movement, then dash for a whole lot more, then attack with booming blade and your extra attack on one creature. Move just 5 or 10 feet away. They will have to come to you, causing the booming blade rider to trigger. Then if they end their turn next to you, you use your reaction to run by everyone on the battlefield again. At this level everyone that you run by takes 5d6 damage without an attack roll, or saving throw.
I was really excited to see a new abjuration spell since it's my favorite school, but was kinda disappointed that it was 6th level for the benefits it gives. I still think it would be fun to use on an abjuration wizard, and it does restore a good chunk of your ward's hp since it is so high level
I could see this being a decent twin spell target against an epic monster with a big dex hitting attack, like a dragon.
ashardalon's stride seems really good with increased mobility AND free extra damage that you just need to run past an enemy to deal.
Ashardalons stride also allows a ranger to avoid disadvantage when primarily a bow user for being within 5 feet if an enemy. You will always be able to get out of melee range without provoking opportunity attacks and the speed increase is excellent for kiting.
Raulothim's Psychic Lance is an incredibly useful spell in any situation where you're trying to locate a creature disguised as another creature, by any means - transmutations, illusions, and so on - and because it isn't a divination spell, spells and items that protect against detection won't work. If you're ever in a "I'm the real one!" scenario - Doppelgangers, we've all been there - this provides a direct and helpfully-lethal solution that you can even use with your hands full!
Also, if you're a villain trying to determine which of the two identical-looking trusted lieutenants that barged into your dining room mid-brunch is actually the hero in disguise, you can fling this spell out without putting down your cutlery, and it'll incapacitate the hero for the true trusted lieutenant to tie up for you, preventing him from engaging in a comical, slapstick fight on the table with your lieutenant at the expense of your fine china. We've all been there.
Nathair's mischief is great in combination with RAW careful spell. Ashardalon's stride is a bridge between zephyr strike and steel-wind strike. Raulothim's psychic lance is a good option for twinning or quickening; with either it's giving the caster's side an advantage in the action economy, on top of dealing damage. Summon draconic spirit with extended spell is juuuicy. Fizban's platinum shield is prime for twinning, albeit expensive in sorcery points.
Draconic Transformation I believe, can be assumed that you will hit more than 1 target each round, especially with the fly speed to get into position. if you are dealing with multiple targets, Then the 10 round damage is 60d8 to each creature. As a bonus action, I can see a lot of situations where this spell would carry
I never plan for the full 10 rounds personally. But even going by the 3 round standard I judge by, 18d6 in three 60 foot cones over three rounds is still good, in addition to the other benefits. Especially since it's a bonus action. If it was an action, yes, purple rating. But as a bonus action I'd rate it Green. You're still able to control the battlefield while dealing damage. Against singular foes, not as great but against swarms or flying enemies, excellent.
Ashardalon's Stride is a good escape spell too. Bonus action to cast, deals damage to enemies nearby, you don't trigger attacks of opportunity, and you get a movement speed boost.
That sounds like a great "oh shit I am in melee and I don't want to be" spell with good escape potential, which also discourages enemies getting into melee with you for a minute due to inflicting damage when you inevitably run away.
If misty step isn't enough to keep your wizard out of melee range for the whole fight, maybe this is.
Binding Ice really should have been an artificer spell as well.
Shooting a big blast of cold is so artificer-like. Plus it would scale lovely due to Alchemist or Artillarist and Spell Storing Item. Just a good way to waste actions.
At first glance it seems like Nathair's Mischief could work with Malleable Illusions, would would make it fantastic for illusionist wizards.
*mindblown*
Something I noticed on Nathair's Mischief is that it omits the normal verbage for ending charm effects. Notably, if you attack it. This effect is great for my Armorer/Swords Bard, and really anyone that doesn't want to get hit by their target. I'd actually recommend that 3 of the 4 effects are fairly strong for mitigating incoming attacks at the levels you're most likely to use this spell, especially if you're able to force a choke point that ensures enemies have to use it.
A druid concentrating on draconic transformation, while animal shaped into a rat. The idea of a small rat running it's way through an enemy base releasing a breath weapon every 6 seconds is great.
These are all really cool spells in my opinion. Ashardalon's Stride is a stand out.
I'll be playing the Battle Smith Artificer inspired in your Cyborg Beast Master build and I can't wait to cast Ashardalon's Stride combined with the Winged Boots infusion. I can already taste the fun!
One thing you might not have considered is you can use binding ice in combination with web/Evard's black tentacles: this would mean creatures that make their ceck against web still have their speed reduced to zero and must now use another action to break free, so they have to stay in the web for another round and may potentially get stuck again, and if that appens they now have to use yet another action to try and break free
I know you're not a big fan of blasters (and I'm not either!) but man, is that transformation spell a blaster's dream. The fact that they could lay a blast spell (which generally do not require concentration) on TOP of that breath attack -- that really *is* quite a bit of AOE damage that the caster is capable of doing in that transformation. Low bar, I know, but it completely schools Tenser's Transformation lol.
For bigger enemy hordes that aren't complete fodder, I could certainly see this as being an option for laying down the hurt.
Ashardalon's Stride + Find Familiar + Ring of spell storing. A familiar using dash, zipping around every enemy dealing 3d6 damage every round...
I will probably never get to play a character who casts these spells, but it's Friday and Treantmonk posted a video about magic. I like.
Glad to see some pretty well designed spells here, this makes the idea of a draconic sorcerer (flavor-wise) a lot more appealing.
That Ashardalon Stride spell seems like it has good synergy with Steel Wind Strike on a Bladesinger. Just teleporting around doing loads of force and fire damage, then run some laps after the teleporting
Just remember that you can only hit the same creature with this once per turn
@@thegloatingstorm8323 ah, thats unfortunate. Still a decent combo though, I think, even if you can't hit them multiple times with it. Good AoE if you want to be Virgil lol
@@BobbyGentile I'm not sold on this spell as a 3rd level spell. It just competes with way to many game altering magic (haste, slow, fly, major image, hypnotic pattern). If it doubled speed like haste or the damage was upped to a couple dice maybe? Or better yet make it a second level spell and make the damage a d4 or something?
Moon Druids can use Draconic Transformation then wildshape to have wings and a breath weapon on their beast/elemental.
If adhardalon's stride did work with phantom steed that would be a very evocative mental image
For good reason, I think we were all looking at Ashardalon's Stride for rangers and Bards with Find (Greater) Steed.
But look at Draconic Transformation for those Find (Greater) Steed Bards. Now you can both fly, even if you picked one that normally couldn't, scouting a battlefield with Blindsight able to cover a 60ft radius. And then both of you get that 6d8 force damage per round, up to 12d8 damage. And while you'll probably have things to do with your action, your Greater Steed can just use its action to dash to get that cone in the best possible position.
I wouldn't make a build around this, but if you happened to already be a Bard who wanted a Greater Steed, it's not a bad pick.
Don’t forget you can hold your action to dash when it’s not your turn, so you could run around and hit all the enemy creatures, hold your dash, then hit them all again at the start of the turn immediately following yours.
Depending on how many creatures are in the fight that can pile up a considerable amount of no save d6’s. Especially when upcast to 4th level. The only real issue is that method eats up both your action and reaction, and probably leaves you right in the middle of melee with no reaction to cast shield
The ice cone spell really should be available to druids also taking in how they added cone of cold to druids too in tashas.
Ashardalon's stride seems like an amazing spell if you have a build that also has find steed or find greater steed.
Having a controlled mount (warhorse) move around and dash for 160ft you can pretty much pass by every enemy on the field, granted 1d6 isn't much but maybe with up casting it makes it more interesting
in a T3 playtest i did, we fought against a named enemy party of similar power to us. one of them had an ability to blind people each round, and our bard kept getting hit by it. luckily, because we knew all their names, they were still able to be effective despite lacking line of sight (normally crippling for a spellcaster!)
Draconic transformation combined with the moon druid's wildshape could be a blast...
Flying earth elemental breathing fire?
Also feel like these kind of spells should be given access to through feats or something
for Rime's Binding Ice it also doesn't make a loud noise when trying not to alert people semi nearby as a minor upside
Finding a way to use Ashardalon’s Stride with find steed could be very potent with you and your mount both gaining this effect and moving with it on the battlefield
A sorcadin might do alright out of Arshardalon's stride. Lots of movement, can reach a few enemies and keep yourself positioned between enemies and squishies, or run through to their squishies. A bit of damage, a bit of mobility. However, my first thought when you said about mounted was sitting on top of your "Find steed", casting it, and riding that round.
I guess my question would be whether the caster and steed do damage to each other when riding together.
I think the Psychic lance is a bit better than you give it credit for. It targets int - a rare and mostly weak saving throw. Damage is low, but the main thing is the incapacitated that doesn't get broken by damage. You can basically wail on the enemy without them waking up. This is quite powerful. There aren't many spells or features that provide concentration-free non-breakable incapacitation.
I used this tonight with a level 12 Wildfire Druid, and it's VERY interesting. Why? Because you can ride the dragon, and your wildfire spirit can ride you (if you're medium sized). Only the wildfire spirit requires a bonus action command; the draconic spirit responds to a command with NO action required on your part. Further, both the wildfire spirit and the draconic spirit "takes [their] turn immediately after yours". With no other clarification on the order of the turns, acting like their turns overlap like a controlled mount's does seems fairly reasonable.
This led to turns like this:
Druid casts a ranged full action spell from flying distance, something like Scorching Ray, Flame Strike, or Heal, adding the bonus damage or heal to the roll. Command wildfire spirit to teleport the three of them away after the dragon's attacks.
Dragon swoops in to deal its damage. Using this with the sole level 6 slot was a no-brainer, doing 3 attacks at 1d6+10 each and the breath weapon as well.
Wildfire Spirit teleports us 15 feet above the enemy, damaging the enemy in the process, and we stay out of reach of opportunity attacks, essentially giving the draconic spirit Flyby.
It rocked socks.
Ashardalon’s Stride + Maneuvering Attack/Mantle of Inspiration. Self Combo is with Rogue Scout's Skirmisher.
Fizbans platinum shield just has so much of its power giving so many different resistances. And they're all useful but very rarely will you need more than one let alone all of them at the same time. It's really a perfect spell if you're going to fight tiamat then probably the best 6th level spell to have and worth spending a 7th level spell slot to recast but otherwise loses a lot of the benefit.
Ashardalon’s Stride might not work with Phantom Steed, but I could see great use of this from a Sorcerer 5/Paladin 5 that has Find Steed.
Thought. On the Ash.Strider effects self, but that could effect your familiar as, yes? So both could travel parallel paths at a small distance to cover more ground.
Draconic Transformation was a great help to my Wizard who didn't really have much to do with her Bonus Action apart from Arcane Hand and Crown of Stars. I ended up liking Draconic Transformation more than these because our DM likes to use a lot of Minion type enemies in combats and it was a very good way to remove a lot of enemies off the table at once as a bonus action, being able to do something else with an Action. Hell, in a lot of cases of just positioning and stuff, Dodging was still a good choice.
Definitely betters in games where the DM likes to use waves of enemies and have big combats that last for almost your full duration, to really get the most out of them, and I think that's where spells like this shine. Otherwise, if it's just against 1 guy, Crown of Stars I still think would work better with that Crit Chance and no concentration.
Psychic Lance looks really fun, some damage and take away their actions on a rare Int save, sounds like a party, also the mental image is great.
Not to mention, like you said for clockwork sorcerer, this is now the first summon spell all sorcerers get
My friend cast Ashardalons Stride to outrun a Purple Worm. The worm spent its actions chasing him while his Allie’s peppered it with arrows and spells. They eventually defeated the worm.
Yooo Ashardalon's Stride sounds good on a melee ranger. On your turn you could cast that and Longstrider for +30ft speed, Plus 5ft from Roving gives us 65ft, 70 if your base speed is 35ft like with a Dhampir or Wood Elf.
A dual wielding Fey Wanderer can go attack 3 enemies without Attacks of Opportunity and deal their Dreadful Strike + Ashardalon's damage to all three, that's cool.
Ashardalon stride sounds really good for bards with find steed/find greater steed,really underrated and at 3rd level each creature you pass by takes double damage from the spell(you and your steed),scaling even better at higher levels.I think its not purple but green or even better.Really underrated.
:D
Of note. Sorcerers just got a summoning spell... all of the sorcerers just got a summoning spell.
Rimes should be green or even sky blue. Not only is it the best blasting spell at 2nd lvl with a great AOE. The CC has no immunity and it competes favorably with some of the best cc spells of that lvl (hat tip for being non concentration). Crazy strong. Also you might be able to double dip Ashardalons stride if you ready movement (possibly triple dip with a mount)
I personally think that Mischief and Binding Ice should be reversed in the ranking. Mischief requires concentration and has a pretty high chance to not do anything outstandingly useful (between 25% and 50%, depending on how useful difficult terrain ends up being) while Binding Ice does not require concentration, deals decent AoE damage and can potentially hinder a large group of enemies from approaching the party - or at least soak up a bunch of actions that would have otherwise lead to attacks and spells aimed at the party.
Platinum shield is exactly what I homebrewed in as "greater shield" the upgrade of the first level "shield". You always see in anime, movies, and even promotional art a Wizard creating a shield for their whole team, and yet there's nothing in the game that mirrors that. Aoe Shield+Evasion.
Psychic Lance is a really good damage spell for 10th level Enchantment Wizard's most because it will target two creatures. If you add metamagic adept grab subtle spell and you can shut down two concentration spells without fear of counterspell. And knowing their name can hit invisible targets. It becomes really hard to avoid at that point
For Ashardalon's Stride, both the Ranger and the Artificer (via Replicate Magic Item: Spellwrought Tattoo) have access to Zephyr Strike, which is a Level 1 spell. If movement without provoking attack of opportunities is the part you need, it's probably much better in my opinion than Ashardalon's Stride.
Fizban's Platinum Shield has one oddity in the way the rules are written. The range is stated as 60 feet, but the bonus action specifies you can move the shield to within 60 feet "of of the field."
I read that to mean that you could theoretically daisy chain it out to a much longer distance over the course of a few rounds. Probably not a lot of times this will come up, but it's something to note.
Apparently, yes. Spell's range limits only initial casting; any continuous effects from it work even if the caster walks away afterward. If it isn't the case, the spell directly says so (Witch Bolt).
Nathair's Mischief is a gift to the Arcane Trickster:
* Illusion school qualifies as an ordinary spell choice
* Using simple magic to create chaos is thematic
* Moving the spell each turn does not use action or bonus action (very rare spell feature)
* No verbal component allows caster to remain hidden
* Works well with Magical Ambush feature (when first cast)
I think these spells are quite good.
Biggest thing I wanna know is why Clerics didn't get Fizban's Platinum Shield. This spell screams Cleric to me and TBH, it doesnt really scream wizard.
And for that matter, why didnt Paladin get Ashardalon's stride? Maybe cause it would make find steed even better? If so, I can understand that one but still.
i don't think nathair's mischief is forced movement, it specifies they spend their movement to move to a random direction, which is similar to dissonant whispers, so that should still provoke opportunity attacks.
The stride with booming blade is really good
The Mad Lads did it, they gave the Sorcerer a Summon… and the best one at that.
Yes, I know about the Summons Aberrent Mind and Clockwork get
I've been eagerly waiting to see your opinions on theses man! Love your stuff!
Psychic Lance is the juice for School of Enchantment wizards, especially at level 10. You've probably got a powerful concentration effect that you can cast at 5th level, but you need something to do on your further turns, and you can target two creatures instead of one.
I think Ashardalon's Stride deserves a higher ranking than purple, the movement buff it gives is actually *really* potent especially when stacked with Longstrider. Put Longstrider and Ashardalon's Stride on yourself, you have a 60 foot movement without any actions. You can walk as far as the enemy can generally Dash, and you can still blast at them while you do it because you're not spending your Action dashing. Just for getting away, Ashardalon's is great.
Also, a fun use-case might be taking this spell through Magical Secrets as a Lore Bard, and then also taking Find (Greater) Steed. That allows you to put the spell on yourself and the steed. Or, be a 15th level Beastmaster.
Rime's Binding Ice, I think the fact that the debuff isn't Concentration is actually pretty damn good and gives it utility in cases I'd otherwise cast Web to play keep-away.
Conversely, I think the randomness of Nathair's Mischief and the fact that 2 of the effects are near-useless means I'd rank it purple at best.
So Platinum Shield is basically a beef up Protection from Energy. It give you Half Cover (+2 AC and Dex save), Evasion and damage resistance. Basically the worst a Breath Weapon of Chromatic Dragons (excluding White Dragons) gonna do to the PC protected by this spell is 1/4 the damage. So that 82 fire damage of an Adult Red Dragon will be 21 damage instead
Ashardslon’s stride is the first thing to make me wish the boots of the winding path were brought back into the game.
That would be very useful as at the moment you need to save some of your movement to get to a safe place, so you can’t use it all to run around enemies. With the boots you could teleport back to where you started so assuming that location was safe, you’d be free to spend all of the movement you have burning enemies up.
They're still in the game. As a 6th level artificer infusion.
@@exomancer3632 Oh, I thought they got removed when artificer went from UA to Tashas. They did rework it so it's not really the same as it was in the UA, but its honestly just a straight upgrade from the UA version, and the only downside is the 2 higher level requirement.
Rime's binding ice is a non verbal component spell. And I can see some ways to use it that adds a little more to this spell.
Wow. I’m going to retcon my Druid to take Summon Draconic Spirit! Dang what a good spell!
Just imagine tabaxi zooming at 480 ft in 6 seconds (2 double dash with rougue multiclass) 1 round after casting ashardalon's stide at lv 9
or 540 ft with mobile feat ahah
I'd really love to try out Ashardalon's Stride on my Alchemist.
They've a base speed of 40 (in game reasons). 50 with Longstrider. 60 with Elixir. 80 with Ashardalon's Stride. 160 with my Shield Guardian or party Sorc casting haste on me. 480' with those dash actions. I just levelled to 12, so could maybe grab mobile.
1d6 damage is pretty puny though and I can't think of a ton of times enemies were so spread out that a different spell couldn't do the job ok.
You really need to be upcasting it too which makes me inclined to dip Wizard (which I wanted to do anyways).
For the celestial spirit I would homebrew the healing touch to be able to be used a number of times equal to half the level of the spell
Draconic spirit gives a scribe wizard a rainbow of damage types to color his spells with.
So a circle of moon druid with draconic transformation can turn into a flying, blindsight enabled brontosaurus or mammoth that just happens to have a 6d8 breath weapon as a bonus action on top of stompy stomp. Goin to pull that bullshit on my next character. Also belly flopping brontosaurus from on high makes me giggle.
Ashardalon's Stride is absolutely absurd
I think the best thing about Psychic Lance is its RP value. The ability to just say a creature's name and be able to not only hit them without seeing them, but to also even just test if they're nearby or not isn't something I'd pass up easily.