Remeber to grab your *FREE* *MAPS* (scroll down slightly on the page) and check out Dice Geek's Random Tables to save tons of prep time, or as a gift for a hardworking DM! www.drivethrurpg.com/browse/pub/9161/dicegeeks
I actually just got Random Tables 1, 2, 3, 4 and 5. I highly recommend them for any DMs. At the very least theyre super helpful when your party decides its time to derail the campaign or talk to random city folk you havent considered naming. I also suggest Universal NPC Emulator (UNE) for the Npc thing.
What know command? It literally a smart person's second counterspell. Why command to Forget Relax Kneel Strip Flee Dance Sing Hug Play Kiss Trip Grapple Love Swim Pay Cry
True Strike is great if you’re the King of 1s, like my friend who rolled a total of -2. He had advantage & reroll of nat 1s at the time. He had a -3 to dexterity. That means he rolled THREE ONES IN A ROW!
I’d argue just due to sheer versatility and potential game-breaking effects for relatively cheap that Plane Shift is the strongest 7th level spell, but simulacrum isn’t a bad choice by any means.
@@jackbarrow8810 if you use a 7th level spell to make a simulacrum then it wouldn’t have a 7th level spell slot. Since it would be a duplicate of the caster at the end of the casting.
@@DannySharesStories Though you could upcast it at 8th level, as could the simulacrum if you have the slots for it! And so on, and on, and on after every long rest. Shift a huge group of important NPCs across multiple planes, hell, teleport an entire city directly into Limbo. All you need is a lot of time and a loooot of simulacrums /simulacra.
@@platyclysm4633 The best thing to do before you reach 20th level, actually, is upcast Simulacrum to an eighth level spell. That way, it will have a level 7 spell slot available. Then it can cast Simulacrum on YOU rather than itself, and its simulacrum will also have a level 7 spell slot available. Ad infinitum, ad nauseum ... until you have a veritable army of characters with spells of every level from first through sixth ... with one (the last) who's still got a 7th level spell slot ...
Some of these choices I *agonised* over. Cantrips, 3rd level and 6th level especially. Others (Like 1st and 9th) I locked in instantly. What are your picks for the best spells in D&D?
@@thomaswillems6384 blast has no diminishing returns. You make one fake thing, it works. You constantly make fake things, enemies should get wise to it.
DnD Shorts: lists Eldritch Blast, Guidance, Find Familiar, Invisibility and Wish as the best spells for their level in the game. Genie Warlocks with Pact of the Tome and Book of Ancient Secrets: Interesting…
Warlocks can generally be incredibly fearsome opponents in the right campaign. Only having 2 spell slots screws you over in combat. If there's no combat though... #1 class for roleplay and illegal or morally questionable activities.
@@hieronymusnervig8712 They get multiple invocations that allow spells at will. The Ascendant Step levitate at will, One with Shadows and Shroud of Shadow are invisibility at will basically.
Booming blade should be up there as well tbh. U can build booming blade to do as much dmg if not more then eldritch blast. And that’s with agonizing blast and hex and that’s without having to use up a leveled spell slot and your concentration. Even if the enemy doesn’t move u still are giving major battlefield control and keep them locked in a certain place and can put them In between a rock and a hard place like either keeping them in some bad area spell or moving to get out of it but taking dmg to do so. The Dm needs to not metagame here tho cause unless the enemy is some smart spellcaster they shouldn’t know what was casted on them. Either way your getting use of this no matter what especially since your still getting extra dmg even on the initial hit. GFB is good too but not as amazing.
Important thing ab eldritch blast: even if the dice damage average is the same as firebolt, it’s widely accepted in optimization theory that more attacks is better than high damage because you have more chances to hit, so the damage will be more consistent across an adventuring day
@robinsimon4176 It may not be as strong, but it does let you do basic magic (That arguably should have been relegated to the realm of Skill checks). Which is a major boon to RP
The most recent errata actually changed Clone to remove the restriction on Small races, though it opens up other fun uses. It happened in the last month, and was overshadowed by the whole "Alignment" thing, but they did make a few changes to spells in the PHB. Which actually makes it an errata to fix the errata...
Correct, they removed the size limit on clone, now the vessel simply needs to be large enough to fit the creature to be cloned. So permenantly becoming and Adult Gold or Adult Red or Adult Amethyst dragon are back on the table.
You're gonna cast Clone with Wish anyway, so you don't need any of the components. They just happen. EDIT: Which is also why you're gonna cast Clone using Wish at the end of every single day you don't use up your level 9 spell already.
I feel like Shield might be arguable for 1st level, as might Gift of Alacrity. +5 AC on demand after you know you can block at least one hit, or most of the Alert feat for most of an adventuring day for 1 slot.
Shield is good on a wizard, but it really gets crazy on Eldritch Knights and other gosh builds. I like the utility of the familiar. It's so integral to the concept of wizards that I feel it should be a class feature instead of a spell.
@@MrJerks93 Yeah, but since it's a list of all spells you can count getting shield on other stuff and not just straight classed. Dip 1 level out of paladin for shield, and you can get super tanky on demand while also picking up some level 1 sorcerer or warlock features or whatever. Wizard can dip into cleric for armor or take armor feats and really maximize shield too. Heck, a battle master with spell storage ring and a friend can get it without being a caster at all. Shield probably takes armor combos like that to really push it over, but once you do its super silly. Familiars are definitely ultra useful and a spell a lot of classes will like to have even just as a single casting from magic initiate or something. Still, it's not something everyone in the party really needs so much as just somebody should get it. Also it's a lot less impressive if you're not a ritual caster. It also doesn't have a big combat impact unless you are cheesing with owl flyby help actions, in which case it's likely to get shot down. Still, if I could pick one 1st level spell to learn, I don't know if find familiar is actually the first pick for a lot of builds.
I just now realised... You can take Actions before combat, as long as you're seeing it coming. Your familiar can take the Help action. Initiative is an ability check. Your familiar can literally take its action every round before combat, to help you on your Initiative check RAW, can't it?
@@hieronymusnervig8712 Mechanically yes but rolling initiative is something that happen like instantly and since you need to make the familiar to use help before it starts, it could never work. the DM can also argue like how does familiar help you have a faster reaction time.
@@hieronymusnervig8712 I think that there is no mechanical reason why this cannot happen, but there are also two reasons why it likely won't usually. First, most combats in my experience just kind of break out and you don't get time before combat to know it will begin and ready stuff. If you could reliably know when battle was about to begin, spells and abilities like Bless and Sacred Weapon would shoot up even further in value but usually they are reigned in a bit by being your first action to cast. The other is that the familiar has to have some actual way to help in the activity. For an attack, the help action can be conceived of as a distracting action or blow attracting the enemies' attention at the right moment. Lifting a rock, the animal can also push on the rock to help a bit. For perception, the familiar can also scan the room with its senses. But what action can a familiar actually take to make your initiative better? Initiative in a combat is very contextual, so it probably can't just context free spam help action every 6 seconds in the off chance combat starts next round. If this were allowed in general, you don't really need a familiar. Your team can just daisy chain help actions as they move around and have mostly party wide initiative advantage at all times. So while RAW I think it is possible, I'm also certain it will not be allowed often or at all by most DMs and is more likely an oversight. At least not unless enemies get it too, and you have packs of wolves all chaining help actions for initiative advantage every encounter against you.
A friend of mine told me of a special thing known as the "Elk Bomb", uses conjure animal to summon a bunch of elk and have all of them use charge on 1 enemy at the same time, ending 64d8+64 amount of damage
OH yeah, a moon druid did this in a PVP our DM hosted. he summoned the elks, turned into a spider in bonus action. and he killed us all. guess what, our selfish DM (who got in a fight with us when we argued about this): hadn't read the spell. the druid had to give commands as well, meaning next turn the elks wouldn't atk because a spider can't talk. or he couldn't specifically choose ELKS as the video talks about it as well. so there you go, if the gods of RNG do conjure ELKS then yeah that is gonna wreck the very foundations of heaven
@@arian512 or cows or stench kows or rothes or ox or boars or deep rothes. Although giant owls, pteranodons, dimetrodons, wolves and velociraptors are also quite good.
@@arian512 The thing is that even if your DM decides to give you the "worst" group of the CR you pick, it's still really good. All animals are extra bodies on the field that are counted as your allies. Opportunity attacks, advantage etc. works the same with the animals as they do with your own allies.
@@floofzykitty5072 If the DM really decides to be an asshole, he could read the spell literally. "One beast of challenge rating 2 or lower" wouldn't mean a challenge rating 2 at all. Could still give you a single elk. And even if you chose the 8 beasts, 8 fish flopping around isn't really anything the enemies will get scared about.
Your damage calculation was way off. An Elk's charge adds 2d6 damage to the Ram attack, and Ram does 1d6+3 damage. With 8 Elk, that 3d6+3 x 8 = 24d6+24, and that's assuming that all Elks hit. If we take the average damage for simplicity sake, that's 7 (from charge) 6 (from ram). 13*8 = 104.
Clone was updated (again), in the December errats: "[New] Clone (p. 222). In the Components entry, “hold a Medium creature” is now “hold the creature being cloned.” In the description’s first sentence, “a living, Medium creature” is now “a living creature”. In the description’s second sentence, “a sealed vessel” is now “the vessel used in the spell’s casting.” So small clones are on the menu again!
Since dragon wrymlings are medium, you can technically turn into a gold dragon and clone yourself. The only problem is that you are a litteral baby dragon
@@lancecarlisle1749 dragons evolve like pokemons, they need a certain age and a fortune requirement, they also need to take increasingly long rests completely submerged in riches at every stage of evolution..
I can speak to the power of wall of force. In one campaign I was playing in my 5th level warlock/wizard (yes I know) got a sealing dagger. It was a custom magic item that was very rare I think?. But it had 2 charges and you could cast either banishment for one charge or wall of force for 2. The dagger was also a spellcasting focus. Many shenanigans insued. Including banishing myself from a demi plane to keep a evil demi god locked in his own plane. Kept him there for like a month or so. Took me like 2 weeks to meet back with the party though
Re: Clone. You say only medium creatures... There actually changing all those to "the creature you wish to..". It's part of the new errata for the PHB. "In the components entry, 'Hold a medium creature' is now 'Hold the creature being cloned" and in the discription's First sentence 'a living medium creature' is now 'a living creature'"
The "hold a Medium creature" could be argued that a Small creature would fit inside that container as well, though if they have used the errata to change it then that's good.
@@mikeunderwood734 it says that the container have to be large enough to hold a medium creature, not that it cannot be big enough to hold a gargantuan or colossal creature..
@@lyebatenkaitosofgluttony2452 Spiritual weapon, aid, misty step, shadow blade, silence, and mirror image are also really good 2nd lv spells. Silence can shut down a spellcaster especially if someone grapples them in the silence area, mirror image is good cause it’s a way u can literally stop a Nat 20 from hitting u since it could hit one of your clones instead, aid is good cause it’s more health and stacks with temp hp since sis just increases your overall health and isn’t temp hp, I shouldn’t need to explain y the others are amazing. Theirs just so many amazing 2nd lv spells (and then theirs find traps 😂).
I'd probably go Modify Memory as the best spell at 5th level. Incapacitating an enemy is always good, and if you get it with a single saving throw you end a one on one encounter pretty quickly. Plus... while not exactly 'ethical' it is mind control out there that, unlike suggestion, they do not remember as magical. Yes, shopkeeper, we already paid you for your entire inventory of magical items and healing potions. So we are just carting it out now. Also, with the ability to upcast (all the way to an entire life) for longer memory modifications you can easily become an ally or trusted advisor of just about anyone. And yes, Immortality is cool and all, but so is never failing. Which is what glibness does for a charisma caster. Guaranteed 15 on any Charisma check then you add modifiers to it. Auto shut down any spell with this pre cast with a caster with counterspell. Win any deception or persuasion or intimidation check out of combat. Very nice option.
Catapult is neat. Twinned 3d slot catapult double acid vial shot is 10d8 +4d6 to a single enemy. Remember twinned spell requires two targets, that atre the vials not the monster in case of a catapult:)
@@bilbospox "Twinned spell: When you cast a spell that targets only one -creature-..." I would be hardpressed to accept acid vials as creatures for this purpose.
I’m a new D&D player, and my first character (a druid) just got Conjure Animals in the last session. I summoned 8 Giant Owls, and it might be the coolest thing I’ve ever done
8:42 this feels like an easy workaround. When you're Adult Gold Dragon, simply use its Change Shape action to turn into something medium. (or large if you have someone around to enlarge/reduce you down) Start the Clone procedure so your clone grows as a humanoid, Dire Wolf, Warhorse, whatever. When you jump into the Clone, you're now an Adult Gold Dragon, in the form of whatever you Chaged Shape to be, with its (and therefore your) Intelligence, Wisdom and Charisma score, Alignment, hit points, Hit Dice, ability to speak, proficicencies, Legendary Resistance, lair actions, as well as the Change Shape action, which allows you to return to the dragons true form.
I really enjoy your videos partially due to the images you use, the jokey kind as well as the cool characters & beautiful landscapes. Never skip on the visuals and often rewind just tobsoak them in. Appreciate all you do!
I love when I, as the DM, get to teach my players to be mindful of their actions and its consequences after they cast Wish to accomplish something that breaks reality / pisses off deities / get the attentioon of elder cosmic beings.
Im actually building a melee mountain dwarf warlock marid genie. I'm going to use the first wish to bring back into my posession "emberfall", a legendary magical smithing hammer that was created using the ore from a fallin meteorite that landed slightly on the neighboring gnome clan in cogs basin. (Not useable in the campaign, just an item for the backstory) King Cog was annoyed that the dwarves stole it from their lands and after seeing all the magical weapons flow from mount khalagrigore and hurting the gnome artisan business...they decided to bore into mount khaligrigore to steal emberfall back. My characters great great grandfather was a part of the elite guard to the king and was charged with protecting emberfall. Strongrip Goldbelt was his name and he accidently dropped it into the fast flowing underground icetears river and thus ending the assault but staining the goldbelt name at such a magnificent loss. In enters Strongrip Goldbelts son Surefoot Goldbelt who was just admitted into the elite guard at the young age of 139 to follow in the footsteps of his great great grandfather. He went down to the ice tears river to practice his somersault hammer bops and ironically lost his footing and fell into the river. 7 turns and 4 drops later he sees a bright flash and.......falls towards a planet made entirely of water. Long story short he lands on the throne room floor of the citidel of 10 thousand pearls and the Padisha of the throne forces the dwarf to make a pact with Theewee who everyone knows she is the strongest Marid. The purpose of the pact was for the dwarf to make a wish back home so Theewee can close/secure the portal that leads to their underwater sanctuary. Unfotunately the Padasha granted him the ability to breathe underwater not to pronunciate well. He made a wish to return to mount Khalgddfrah tah and......he appeared at the start of campaign not sure if he is even in the same world as he is surrounded by strange names for places he has never heard of. Thewee is a tad might annoyed with the idiot dwarf that wasted the wish. For she is now in a less magical realm and it will take quite sometime to draw on the inate ley energies of this mundane world. The flavor for this is choosing devils sight improved pact weapon and later thirsting blade. A melee dwarf who distrusts raw magic which is why theewee reaches a hand out of the bottle to cast warlock spells like hex and blur to keep dum dum alive. It takes an action so he is always distracted and can't attack when i spell is cast. Because he will do anything to get emberfall back he is chaotic neutral. His distrust for magic was an unconscious warning that he would later succomb to the power and thus casting necromancy spells himself instead of theewee thus turning chaotic evil when he dips into those type of spells. But in the meantime elemental gift will be used to toss the dwarf around to safety because Theewee is overprotected of the small brained dwarf and needs him to make a wish when she gains the power for it. She gonna be big mad when he wishes for emberfall and decides to help finish the adventure.
One time in a D&D I’m a part of, we were having a boss fight, but our sorcerer casted fly on my fighter. Then I flew over the enemies, Warlock turned me into a giant ape, and we killed the mini-boss and 3 of his men.
Watched a few videos and got fun, informative D&D knowledge so finally decided to subscribe 😌 What really got me to subscribe instead of just watching: I wanted to see more of this charismatic, handsome, bearded brit shirtless during ad shorts. @4:20 😉
the thing with dragonborn have been retconned now. the new Dragonborn uses its Breath weapon as one of the attack in your Attack action. Breath Weapon When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
BUT you can have the spell Dragon breath on you and then use that :D so a Sorcerer twin Dragons breath on himself and the wizard/bard that then cast invisible on them both :D
I must say that I really appreciate that you don't hold back and just say what you would say in person. It's very genuine. Also that add was damn funny.
I once took down a gigantic boss werewolf by using mass suggestion on his pack of werewolf goons and sicking all ten of them on him and almost instantly killing him.
One really fun combo is a pact of tome warlock with eldritch blast, guidance and find familiar and ofcourse two other cantrips of choice and other rituals you can get your hands on.
In my games my Dm has a bunch of pre-made spinners and when I use conjure animals it a random spin which adds a lot of fun in our games when we get to battle
I have a character Idea that is a Wild Magic Sorcerer/Open Hand Monk Multiclass that started life as a chair. The back story being a 20th level wizard used true polymorph on a chair because he needed an assistant. Then the wizard died of old age, and the Halfling was now on his own. Gets taken in by a monastery and becomes a monk. Has wild magic sorcerery because of the Wizard using Magic to give him life. The entire point to this character would be to get the party to love him and then walk him into a cone of dispel magic so he turns back into a chair . . .
Just realised you could become an adult gold dragon by becoming a Gold Dragon Wyrmling and then waiting a few centuries for you to grow up. Loved this vid
Some spells fluctuate highly in value depending on your level like twinning out polymorph at 5 is disgusting but scales off hard. Shield is great later but awful to waste your limited slots on early. So kinda hard to pick best spells when their value is situational.
There is one feat that is the most OP for any one. Arcane adept (I think, I'm too lazy to to look it up). Taking find familiar, mend, and prestidigitation (or w/e cantrip you like best) is amazing on basically anyone. I like it just from a role playing perspective, being able to say I'm using prestidigitation and mending to set up camp and clean and repair all my gear between fights is a great way to keep my character busy
You know one way to get around the stress of casting Wish is to have your simulacrum cast it for you. Just use wish and wish for a Simulacrum instantly, then have the simulacrum cast wish. Repeat every long rest (or short if you're a wizard)
Here's my list Lv0: Mage hand (think about it. It's one of the most useful things there is, a literal hand) Lv1: Identify Lv2: Enhance ability Lv3: Aura of vitality Lv4: Banishment Lv5: Wall of force Lv6: Globe of invulnerability (antimagic field is overkill) Lv7: Conjure celestial (have you seen what a couatl can do?) Lv8: Dominate monster Lv9: Wish (Or "absolute counterspell")
I think Pass Without Trace, Spike growth, and Web are the best 2nd level spells. I'd also put Misty Step, Darkness, and maybe Aid ahead of Invisibility. And now vortex warp.
@@BigPurpleCarrot not really, do the math on sorlock repelling blast through spike growth, there's plenty more forced movement too, the damage out paces nearly everything, dragging enemies through is the best damage in game hands down, using mounts, haste/potion of speed, or summons. Web is super high impact at level 3, and is still great at L20, higher level spells can be better but cost much premium on resources, Web is a bargain always.
@@SpiderWaffle Not every party comp can take advantage of it though. And at the end of the day there are a multitude of ways to deal damage but invisibility is unmatched in its utility
@@BigPurpleCarrot That's fair, especially if you value out of combat utility a lot. Dao Genie and Halfling (Lotusden) has made Spike Growth available to all Sorlocks now though. Further, any character in any party can get mounts. Find Steed and Phantom Steed are common spells too. I tend to weight combat higher when ranking things since it's much more objective and 90% of the rules are about it.
True Polymorph is pretty good, in part because (Pre-Fizban) dragons which can turn into humanoids can raid their Innate Spellcasting which gets gradually stronger with each new humanoid with innate spellcasting. Arguably some creatures' regular spellcasting, but it's difficult to say what would and would not be a class feature on a case by case basis. Dragons with Innate Spellcasting can also combo well with simulacra chains or spamming Sansuri's Simulacrum.
Personally, my pick for THE best 9th level spell is Foresight. After a 1 minute casting time, you have advantage on _everything_ for 8 hours straight with no concentration; bonus points if you have either Extended Spell or Twinned Spell through Metamagic Adept, letting you either double the duration to a whopping 16 hours straight with no concentration or apply Foresight to two party members. On top of all of this, you can't be surprised and all attacks have disadvantage against you. It's great on yourself, but also great on the Fighter, Monk, Barbarian, and especially the Rogue.
7th level, teleport and plane shift are both insanely useful in and outside combat, and I always have a soft sport for reverse gravity as good control that is a damage dealer in a pinch.
If my DnD group ever encounters a True Polymorph + Clone scenario I will totally adopt the rules to include small creatures. I think having only medium creatures is a bit too limited for a 9th level spell, but I agree that a gold dragon clone is too op for my campaign.
feather fall is highly situational, it's just in the situation it is needed that it can be the difference between life or death. But I'd still say shield or find familiar are more useful overall.
I had a really fun time with true polymorph. I was separated from the party on a solo mission and was ambushed by a random shadow entity. On the first round I turned him into a potted plant which ended combat right away and then gave the potted plant to the owner of the nearest house and said, good day.
Eldritch Blast is great. I just wish it had a variant for each subclass of Warlock. I like to think Celestial would have a healing eldritch blast that would heal 1d10 plus charisma
@@maxgustafsson7802 Also out of battle, never need to rest because just cantrip everybody back up to full health. Literally only if everybody uses up class features/spell slots or to avoid levels of exhaustion.
Me as a dm am just watching this video, realizing every single time my players level up to a point where they get new level spell slots, they pick the spells in this list...
For the clone dragon thing, just make the clone a dragon wyrmling. You'll have to wait quite a while to get the most out of your new body but it would still work
Conjure woodland creatures let’s you summon 8 pixies to get polymorph 8 times off of one slot, at the same level as normal polymorph. Therefore conjure woodland creatures is the best 4th level spell.
You can actually cast big wishes without it disappearing forever. You get the bard to clone themselves with the wish spell prepared and then they use the wish technically they may die upon the wish but you can do some insane wishes without harm to the user
Wall of Force is insanely fun to use, if you have height advantage and/or other casters in the party. Creating a wall around a foe (eg, a medium creature, with a 10ft spaced wall around them, so they have 4 spots they can stand on), and then having another caster drop a Flaming Sphere next to the enemy, and they’re taking fire damage per turn, AND you can constantly slam the ball into them each turn too. You turn it into a giant oven for roasting them alive! My favourite use though was that our party ran into a Frost Giant. Given that you can create a Wall of Force in a spherical shape of a 10ft radius (20ft diameter), my wizard Mylo centred that point on the giant’s midpoint, completely surrounding him in a bubble of force. It was a great way to take such a powerful enemy out of play until everything else was defeated and the party had readied all their attacks to strike the giant the moment I dropped concentration.
@@Drekromancer Another good idea that one of my group came up with was to create a dome of force over a group of enemies, and then have a second caster summon a "cloud" spell inside it (since it emerges at the area you point to, and doesn't have to move THROUGH the wall, they all become trapped inside with the cloud). Better still, unless your DM is a dick about it, even if they cast something to create wind, even the wind can't get out of the dome of force, thus it can't disperse the cloud spell. It's great for the likes of Cloudkill for damage, or even Stinking Cloud if you want to disable people for ages without killing them.
How is hypnotic pattern not in the 3rd level list? As a DM, this spell just ended sooo many encounters. And even non-combat ones... So much better than fireball.
My submission for best 1st level spell would probably be Shield. It can stop the auto hitting Magic Missile and gives you a +5 to AC against both the triggering attack (due to it being a reaction spell) and all subsequent attacks until you next turn. If you're the last in initiative and you get attacked first, it could literally save your life several times over.
I have story to back up the polymorph claim. My party and I were traversing a maze when we were ambushed by a demon hound (I forget what creature it was exactly) and I ended up going last in initiative. I got to see all my friends attacks do virtually nothing and the hound almost one shot our paladin. With only one fourth level spell slot, I decided to Hail Mary it and try to polymorph it, and it ended up failing it’s save throw. Ironically, I had turned it into a turtle to make it do less damage, but when I picked it up it hit me with a crit bite attack. We tried throwing it over the maze wall, but the maze was protected by wind wall and the turtle flew through the air team rocket style.
This is a great list, Mine is subject to change but is as follows. Cantrip: Eldritch Blast 1st Lvl: Find Familiar 2nd Lvl: Spiritual Weapon 3rd Lvl: Leomund's Tiny Hut 4th Lvl: Polymorph 5th Lvl: Wall of Force 6th Lvl: Mass Suggestion 7th Lvl: Simulacrum 8th Lvl: Animal Shapes 9th Lvl: Wish
Tiny hut is really awesome. Great way to stifle a DM that utterly refuses to let the party ever rest unmolested. A rookie dm got so angry that he had an npc poison and kill the bard so he could terrorize us every time we tried to rest. Tldr.. we asked the DM to leave because he seemed to enjoy making the players miserable
Anyone else pissed that sorcerers get neither true polymorph nor shapechange? So the descendant of a dragon can never use their draconic magic to become a dragon. Meanwhile wizards get both spells because ofc they do.
Hypnotic Pattern really belongs on the runners up list for 3rd level I think, and arguably belongs in the top spot itself - it's very possibly the most powerful crowd control effect at any level, and that gives it the ability to tip over the balance of almost any encounter.
Since you worked on the idea that you get to pick monsters for Conjure Animals, your fourth level spell should be Conjure Woodland Beings so you can conjure 8 pixies all of whom can cast polymorph and/or invisibility
Lots of people use find familiar as an owl to help with flyby. In our games, you have to stick around to help. Makes it a lot less broken. Still an incredibly useful and fun spell. Also, we had low gold in the start, so it was a risk to use familiar in battle.
I feel like that nerfs it too much. I mean it gives people more of a reason to pick other ones which is good but if your gonna apply this rule I feel it should only apply to the owl since that’s the whole reason your doing it. I mean of course the owl is the only one with flyby so it’s the only one that can get away freely but the enemy could’ve used up their reaction or their reaction could’ve been taking away from them.
2nd level, aid and Spiritual weapon are very strong options for cleric in terms of value, and I think misty step is very good as the first available teleport (bonus action makes it real spicy on half casters, but it isn't huge for full casters unless they have spells that are concentration that can be used every turn as an action like Sunbeam)
As fun as polymorph can be, here’s a suggestion: Conjure Minor Elemental. Why? Chwingas, CR0 Tiny Elemental. Eight magical gifts is an absolutely absurd buff. “But wait, Sage Advice says DMs choose what elementals are summoned, no DM is going to summon eight Chwingas!” Well you see, the beauty of it is that the player still gets to choose the number of elementals, the challenge rating and the location they’re summoned in! Furthermore, there are no other tiny creatures at CR0. So if you get a container or space so small it can only fit eight tiny creatures… well the DM gets to choose, he just chooses from a list of one option.
I was playing a one shot which was basically just: kill the blue dragon-riding storm giant while on an airship - the storm giant realised destroying the airship would kill us fastest, so began doing that. Once it was clear we were about to go down, our wizard casted wall of force beneath us as a platform. it was cool
Been 30 years since I played dnd but wall of force is a banger. Had a dude with a wand of force which could cast the spell and it recharged by absorbing the wall when you were finished. Also a +5 bastard sword (OP light sabre really wikid). Dispel Magic was a must in the day
I'm so tired of people saying eldritch blast is the best cantrip it's the best damaging cantrip but the best cantrip in general is prestidigitation it's one spell but it has 100 uses and its available to more classes
i tend to send people on walks or swims like "I suggest you swim out to see for the next 8 hours" or "I suggest you walk west word for the next 8 hours"
Sending someone out to sea would in all likelihood kill them, since it’s unlikely they would be able to continue swimming for that long and would end up drowning. Then comes the problem of whether that counts as a suicidal action Sending them for long walks, though, is perfectly fine and hilarious
I have thought about a headhunter character her captures their targets alive by true polymorphing them into coins and collecting them in a book or something. The spells so good.
1 Shield (SBarbs) 2 Pass Without Trace (MStep) 3 Hypnotic Pattern (CAnimals) 4 Polymorph (Banish) 5 Wall of Force 6 Mass Suggestion (Contingency) 7 Simulacrum (FCage) (rule of cool = RGravity) 8 Maze (Illusory Dragon best war battlefield control spell) (rule of cool = Dark Star) 9 Wish (TPoly) (rule of cool = Meteor Swarm)
I think either Spike Growth or Enlarge/Reduce are the best 2nd level spells. Spike Growth is a amazing spell in combat and Enlarge/Reduce is great for out of combat shenanigans.
I agree that True Polymorph is a solid runner up, especially with prep time. Had one character that used it to become a Dao, Cast Wall of Stone and Stone Shape to make 5' cubes, revert, and use subsequent castings to turn the cubes into minions, preferably stuff like Cranium Rats and Couatls. The fun thing is, if they die or are otherwise dispelled, they revert to 5' stone cubes, each weighing 18750lbs (the weight of an eighth of a petrified Gelatinous Cube), with an AC of 15 and 1800 HP if you're going through opposing sides, 2545 if going through hypotenuse corners. Spectacular if you have a swarm of minions.😈
My first familiar belongs to my Genasi Wizard it is a Kaprosuchus. Has a gold body, turquoise belly, ruby red stripe between the two main colors... and i got to resummon it with a green dragon's Draconic Fundamentum... so now it can blow poison / acid like a green dragon. I like find familair so far. 😁 to be fair, our DM was pretty cool with my selection.
This would be my list: 0) Guidance: +d4 on nearly any skill check? Yes please. (hon: Eldritch Blast and Green Flame Blade) 1) Find Familiar: The options on this spell are insane. (hon: Silvery Barbs and Hex) 2) Maximilian's Earthen Grasp: Hold person with damage every round. (hon: Locate Object and Spiritual Weapon) 3) Dispel Magic: End any magical effect. Better than counterspell with the debuff (hon: Bestow Curse and Leomund's Tiny Hut) 4) Sickening Radiance: This is awesome mixed with crowd control, as six levels of Exhaustion = death. (hon: Banishment and Phantasmal Killer) 5) Teleportation Circle: Teleport to any town in the game. (hon: Tree Stride and Wall of Force) 6) Soul Cage: Heals and stops creatures from reincarnating. (hon: Heal and Globe of Invulnerability) 7) Forcecage: Better than Wall of Force, as no concentration and it lasts an hour. (hon: Reverse Gravity and Mirage Arcane) 8) Demiplane: Keep your stuff in a pocket realm that can't be intruded. (hon: Clone and Glibness) 9) Foresight: Advantage on your stuff and Disadvantage on opponents for 8 hours. (hon: Wish and Prismatic Wall)
Remeber to grab your *FREE* *MAPS* (scroll down slightly on the page) and check out Dice Geek's Random Tables to save tons of prep time, or as a gift for a hardworking DM! www.drivethrurpg.com/browse/pub/9161/dicegeeks
whats that pokemon uve used in the vid. its incredibly cute. and i dont know pokemon
@@enjaded7222 its furret
@@enjaded7222 The Pokemon who is walking on screen is Furret! The others featured briefly are Noctowl and Alolan Ratata
I actually just got Random Tables 1, 2, 3, 4 and 5. I highly recommend them for any DMs. At the very least theyre super helpful when your party decides its time to derail the campaign or talk to random city folk you havent considered naming.
I also suggest Universal NPC Emulator (UNE) for the Npc thing.
What know command?
It literally a smart person's second counterspell.
Why command to
Forget
Relax
Kneel
Strip
Flee
Dance
Sing
Hug
Play
Kiss
Trip
Grapple
Love
Swim
Pay
Cry
And now we need a "Worst Spell of Every Level" video.
Cantrip: True Strike
True strike is good for big spells
Lvl 2: Find traps
Demi-plane, reading it and actually thinking what it means... it isn't worth the 8th level spell slot.
@@machathefox I really like it on acid arrow. D4s are my favorite die
True Strike is great if you’re the King of 1s, like my friend who rolled a total of -2. He had advantage & reroll of nat 1s at the time. He had a -3 to dexterity. That means he rolled THREE ONES IN A ROW!
I’d argue just due to sheer versatility and potential game-breaking effects for relatively cheap that Plane Shift is the strongest 7th level spell, but simulacrum isn’t a bad choice by any means.
Make a simulacrum and cast plane shift twice 😁
@@jackbarrow8810 if you use a 7th level spell to make a simulacrum then it wouldn’t have a 7th level spell slot. Since it would be a duplicate of the caster at the end of the casting.
@@DannySharesStories Though you could upcast it at 8th level, as could the simulacrum if you have the slots for it! And so on, and on, and on after every long rest. Shift a huge group of important NPCs across multiple planes, hell, teleport an entire city directly into Limbo. All you need is a lot of time and a loooot of simulacrums /simulacra.
@@platyclysm4633 The best thing to do before you reach 20th level, actually, is upcast Simulacrum to an eighth level spell. That way, it will have a level 7 spell slot available. Then it can cast Simulacrum on YOU rather than itself, and its simulacrum will also have a level 7 spell slot available. Ad infinitum, ad nauseum ... until you have a veritable army of characters with spells of every level from first through sixth ... with one (the last) who's still got a 7th level spell slot ...
Plane Shift would be great without that Tuning Fork requirement.
Some of these choices I *agonised* over. Cantrips, 3rd level and 6th level especially. Others (Like 1st and 9th) I locked in instantly. What are your picks for the best spells in D&D?
Well I thank you for your agony and this video was great 👍
Really? Blast has pretty much always been considered absolutely top tier.
Invisibility isn't as good as Enhance Ability.
@@ChazTheYouthful For damage, yes, but imo the 'best' cantrip would be something like Minor Illusion
@@thomaswillems6384 blast has no diminishing returns. You make one fake thing, it works. You constantly make fake things, enemies should get wise to it.
DnD Shorts: lists Eldritch Blast, Guidance, Find Familiar, Invisibility and Wish as the best spells for their level in the game.
Genie Warlocks with Pact of the Tome and Book of Ancient Secrets: Interesting…
Warlocks can generally be incredibly fearsome opponents in the right campaign. Only having 2 spell slots screws you over in combat. If there's no combat though...
#1 class for roleplay and illegal or morally questionable activities.
@@hieronymusnervig8712 They get multiple invocations that allow spells at will. The Ascendant Step levitate at will, One with Shadows and Shroud of Shadow are invisibility at will basically.
@@StarAllKungfu true plus the mask of many faces, literally just ripping off on changelings
Booming blade should be up there as well tbh. U can build booming blade to do as much dmg if not more then eldritch blast. And that’s with agonizing blast and hex and that’s without having to use up a leveled spell slot and your concentration. Even if the enemy doesn’t move u still are giving major battlefield control and keep them locked in a certain place and can put them In between a rock and a hard place like either keeping them in some bad area spell or moving to get out of it but taking dmg to do so. The Dm needs to not metagame here tho cause unless the enemy is some smart spellcaster they shouldn’t know what was casted on them. Either way your getting use of this no matter what especially since your still getting extra dmg even on the initial hit.
GFB is good too but not as amazing.
Important thing ab eldritch blast: even if the dice damage average is the same as firebolt, it’s widely accepted in optimization theory that more attacks is better than high damage because you have more chances to hit, so the damage will be more consistent across an adventuring day
I vote for prestidigitation hand down.
@@williammeek4078 imagine thinking presti is better than guidance
@@robinsimon4176 i don’t have to imagine. It is just facts.
You can also split it across targets although, if firebolt crits it's much more impactful
@robinsimon4176
It may not be as strong, but it does let you do basic magic (That arguably should have been relegated to the realm of Skill checks). Which is a major boon to RP
The most recent errata actually changed Clone to remove the restriction on Small races, though it opens up other fun uses. It happened in the last month, and was overshadowed by the whole "Alignment" thing, but they did make a few changes to spells in the PHB. Which actually makes it an errata to fix the errata...
Correct, they removed the size limit on clone, now the vessel simply needs to be large enough to fit the creature to be cloned. So permenantly becoming and Adult Gold or Adult Red or Adult Amethyst dragon are back on the table.
@@HallowedKeeper_ As long as you can find a big enough jar for it.
@@Janoha17 ... or make.
You're gonna cast Clone with Wish anyway, so you don't need any of the components. They just happen.
EDIT: Which is also why you're gonna cast Clone using Wish at the end of every single day you don't use up your level 9 spell already.
@@SaintDaisley well every single 1d4 long rests where you haven't used your 9th level spell.
I feel like Shield might be arguable for 1st level, as might Gift of Alacrity. +5 AC on demand after you know you can block at least one hit, or most of the Alert feat for most of an adventuring day for 1 slot.
Shield is good on a wizard, but it really gets crazy on Eldritch Knights and other gosh builds.
I like the utility of the familiar. It's so integral to the concept of wizards that I feel it should be a class feature instead of a spell.
@@MrJerks93 Yeah, but since it's a list of all spells you can count getting shield on other stuff and not just straight classed. Dip 1 level out of paladin for shield, and you can get super tanky on demand while also picking up some level 1 sorcerer or warlock features or whatever. Wizard can dip into cleric for armor or take armor feats and really maximize shield too. Heck, a battle master with spell storage ring and a friend can get it without being a caster at all. Shield probably takes armor combos like that to really push it over, but once you do its super silly.
Familiars are definitely ultra useful and a spell a lot of classes will like to have even just as a single casting from magic initiate or something. Still, it's not something everyone in the party really needs so much as just somebody should get it. Also it's a lot less impressive if you're not a ritual caster. It also doesn't have a big combat impact unless you are cheesing with owl flyby help actions, in which case it's likely to get shot down. Still, if I could pick one 1st level spell to learn, I don't know if find familiar is actually the first pick for a lot of builds.
I just now realised...
You can take Actions before combat, as long as you're seeing it coming.
Your familiar can take the Help action.
Initiative is an ability check.
Your familiar can literally take its action every round before combat, to help you on your Initiative check RAW, can't it?
@@hieronymusnervig8712 Mechanically yes but rolling initiative is something that happen like instantly and since you need to make the familiar to use help before it starts, it could never work. the DM can also argue like how does familiar help you have a faster reaction time.
@@hieronymusnervig8712 I think that there is no mechanical reason why this cannot happen, but there are also two reasons why it likely won't usually. First, most combats in my experience just kind of break out and you don't get time before combat to know it will begin and ready stuff. If you could reliably know when battle was about to begin, spells and abilities like Bless and Sacred Weapon would shoot up even further in value but usually they are reigned in a bit by being your first action to cast.
The other is that the familiar has to have some actual way to help in the activity. For an attack, the help action can be conceived of as a distracting action or blow attracting the enemies' attention at the right moment. Lifting a rock, the animal can also push on the rock to help a bit. For perception, the familiar can also scan the room with its senses. But what action can a familiar actually take to make your initiative better? Initiative in a combat is very contextual, so it probably can't just context free spam help action every 6 seconds in the off chance combat starts next round.
If this were allowed in general, you don't really need a familiar. Your team can just daisy chain help actions as they move around and have mostly party wide initiative advantage at all times.
So while RAW I think it is possible, I'm also certain it will not be allowed often or at all by most DMs and is more likely an oversight. At least not unless enemies get it too, and you have packs of wolves all chaining help actions for initiative advantage every encounter against you.
A friend of mine told me of a special thing known as the "Elk Bomb", uses conjure animal to summon a bunch of elk and have all of them use charge on 1 enemy at the same time, ending 64d8+64 amount of damage
OH yeah, a moon druid did this in a PVP our DM hosted. he summoned the elks, turned into a spider in bonus action. and he killed us all.
guess what, our selfish DM (who got in a fight with us when we argued about this): hadn't read the spell. the druid had to give commands as well, meaning next turn the elks wouldn't atk because a spider can't talk. or he couldn't specifically choose ELKS as the video talks about it as well. so there you go, if the gods of RNG do conjure ELKS then yeah that is gonna wreck the very foundations of heaven
@@arian512 or cows or stench kows or rothes or ox or boars or deep rothes. Although giant owls, pteranodons, dimetrodons, wolves and velociraptors are also quite good.
@@arian512 The thing is that even if your DM decides to give you the "worst" group of the CR you pick, it's still really good. All animals are extra bodies on the field that are counted as your allies. Opportunity attacks, advantage etc. works the same with the animals as they do with your own allies.
@@floofzykitty5072 If the DM really decides to be an asshole, he could read the spell literally. "One beast of challenge rating 2 or lower" wouldn't mean a challenge rating 2 at all. Could still give you a single elk. And even if you chose the 8 beasts, 8 fish flopping around isn't really anything the enemies will get scared about.
Your damage calculation was way off.
An Elk's charge adds 2d6 damage to the Ram attack, and Ram does 1d6+3 damage. With 8 Elk, that 3d6+3 x 8 = 24d6+24, and that's assuming that all Elks hit.
If we take the average damage for simplicity sake, that's 7 (from charge) 6 (from ram). 13*8 = 104.
I was half expecting Silvery Barbs on every level because you can upcast it. Thank you for making an actual list. ^^
Clone was updated (again), in the December errats: "[New] Clone (p. 222). In the Components entry, “hold a Medium creature” is now “hold the creature being cloned.” In the description’s first sentence, “a living, Medium creature” is now “a living creature”. In the description’s second sentence, “a sealed vessel” is now “the vessel used in the spell’s casting.”
So small clones are on the menu again!
Damn, so the dragon trick works again!! HYPE!
@@DnDShorts just gotta find the biggest jar ever
Where do I find these updates?
I want to read them over sometime without having to go buy a new PHB
Errata is already plural... Erratum is the singular. Like agenda and agendum.
@@MarkLewis... he probably mistyped A with S hence the lack of A in "errats"
Very nice list, as always! You should do a list for every spellcasting class, that’d be awesome
That's a great idea!
Since dragon wrymlings are medium, you can technically turn into a gold dragon and clone yourself. The only problem is that you are a litteral baby dragon
wraiths can age you i think
or the wish spell could probably age you as well.
@@amberphoenixfire3510 never ever ever use wish beyond what it was meant to do
I’m not seeing the downside. Now I get to grow bigger and angrier!
@@lancecarlisle1749 dragons evolve like pokemons, they need a certain age and a fortune requirement, they also need to take increasingly long rests completely submerged in riches at every stage of evolution..
I can speak to the power of wall of force. In one campaign I was playing in my 5th level warlock/wizard (yes I know) got a sealing dagger. It was a custom magic item that was very rare I think?. But it had 2 charges and you could cast either banishment for one charge or wall of force for 2. The dagger was also a spellcasting focus. Many shenanigans insued. Including banishing myself from a demi plane to keep a evil demi god locked in his own plane. Kept him there for like a month or so. Took me like 2 weeks to meet back with the party though
Re: Clone.
You say only medium creatures... There actually changing all those to "the creature you wish to..". It's part of the new errata for the PHB. "In the components entry, 'Hold a medium creature' is now 'Hold the creature being cloned" and in the discription's First sentence 'a living medium creature' is now 'a living creature'"
The "hold a Medium creature" could be argued that a Small creature would fit inside that container as well, though if they have used the errata to change it then that's good.
@@mikeunderwood734 it says that the container have to be large enough to hold a medium creature, not that it cannot be big enough to hold a gargantuan or colossal creature..
These aren’t bad, I’m impressed! Possible alternatives:
Cantrip: Guidance
2nd: Web. Web web web web.
6th: Contingency
8th: Maze.
2nd: Pass Without Trace
@@lyebatenkaitosofgluttony2452 Spiritual weapon, aid, misty step, shadow blade, silence, and mirror image are also really good 2nd lv spells. Silence can shut down a spellcaster especially if someone grapples them in the silence area, mirror image is good cause it’s a way u can literally stop a Nat 20 from hitting u since it could hit one of your clones instead, aid is good cause it’s more health and stacks with temp hp since sis just increases your overall health and isn’t temp hp, I shouldn’t need to explain y the others are amazing.
Theirs just so many amazing 2nd lv spells (and then theirs find traps 😂).
There’s so many amazing 3rd level spells that I think they need their own entire video, but I agree that conjure animals is amazing.
I'd probably go Modify Memory as the best spell at 5th level. Incapacitating an enemy is always good, and if you get it with a single saving throw you end a one on one encounter pretty quickly. Plus... while not exactly 'ethical' it is mind control out there that, unlike suggestion, they do not remember as magical. Yes, shopkeeper, we already paid you for your entire inventory of magical items and healing potions. So we are just carting it out now. Also, with the ability to upcast (all the way to an entire life) for longer memory modifications you can easily become an ally or trusted advisor of just about anyone.
And yes, Immortality is cool and all, but so is never failing. Which is what glibness does for a charisma caster. Guaranteed 15 on any Charisma check then you add modifiers to it. Auto shut down any spell with this pre cast with a caster with counterspell. Win any deception or persuasion or intimidation check out of combat. Very nice option.
My early game “must takes” include Catapult, Heat Metal, and Shatter. The sheer utility of all of them inside AND outside of combat is great
Catapult is neat. Twinned 3d slot catapult double acid vial shot is 10d8 +4d6 to a single enemy. Remember twinned spell requires two targets, that atre the vials not the monster in case of a catapult:)
@@bilbospox "Twinned spell: When you cast a spell that targets only one -creature-..." I would be hardpressed to accept acid vials as creatures for this purpose.
2nd- spike growth. With all of the movement options available now every player in the party can potentially take advantage of this for extra damage.
I’m a new D&D player, and my first character (a druid) just got Conjure Animals in the last session. I summoned 8 Giant Owls, and it might be the coolest thing I’ve ever done
Profile pic checks out.
@@Drekromancer I didn't even think of that hahaha!
8:42 this feels like an easy workaround. When you're Adult Gold Dragon, simply use its Change Shape action to turn into something medium. (or large if you have someone around to enlarge/reduce you down) Start the Clone procedure so your clone grows as a humanoid, Dire Wolf, Warhorse, whatever. When you jump into the Clone, you're now an Adult Gold Dragon, in the form of whatever you Chaged Shape to be, with its (and therefore your) Intelligence, Wisdom and Charisma score, Alignment, hit points, Hit Dice, ability to speak, proficicencies, Legendary Resistance, lair actions, as well as the Change Shape action, which allows you to return to the dragons true form.
I really enjoy your videos partially due to the images you use, the jokey kind as well as the cool characters & beautiful landscapes. Never skip on the visuals and often rewind just tobsoak them in.
Appreciate all you do!
I love when I, as the DM, get to teach my players to be mindful of their actions and its consequences after they cast Wish to accomplish something that breaks reality / pisses off deities / get the attentioon of elder cosmic beings.
Im actually building a melee mountain dwarf warlock marid genie. I'm going to use the first wish to bring back into my posession "emberfall", a legendary magical smithing hammer that was created using the ore from a fallin meteorite that landed slightly on the neighboring gnome clan in cogs basin. (Not useable in the campaign, just an item for the backstory) King Cog was annoyed that the dwarves stole it from their lands and after seeing all the magical weapons flow from mount khalagrigore and hurting the gnome artisan business...they decided to bore into mount khaligrigore to steal emberfall back. My characters great great grandfather was a part of the elite guard to the king and was charged with protecting emberfall. Strongrip Goldbelt was his name and he accidently dropped it into the fast flowing underground icetears river and thus ending the assault but staining the goldbelt name at such a magnificent loss. In enters Strongrip Goldbelts son Surefoot Goldbelt who was just admitted into the elite guard at the young age of 139 to follow in the footsteps of his great great grandfather. He went down to the ice tears river to practice his somersault hammer bops and ironically lost his footing and fell into the river. 7 turns and 4 drops later he sees a bright flash and.......falls towards a planet made entirely of water. Long story short he lands on the throne room floor of the citidel of 10 thousand pearls and the Padisha of the throne forces the dwarf to make a pact with Theewee who everyone knows she is the strongest Marid. The purpose of the pact was for the dwarf to make a wish back home so Theewee can close/secure the portal that leads to their underwater sanctuary. Unfotunately the Padasha granted him the ability to breathe underwater not to pronunciate well. He made a wish to return to mount Khalgddfrah tah and......he appeared at the start of campaign not sure if he is even in the same world as he is surrounded by strange names for places he has never heard of. Thewee is a tad might annoyed with the idiot dwarf that wasted the wish. For she is now in a less magical realm and it will take quite sometime to draw on the inate ley energies of this mundane world. The flavor for this is choosing devils sight improved pact weapon and later thirsting blade. A melee dwarf who distrusts raw magic which is why theewee reaches a hand out of the bottle to cast warlock spells like hex and blur to keep dum dum alive. It takes an action so he is always distracted and can't attack when i spell is cast. Because he will do anything to get emberfall back he is chaotic neutral. His distrust for magic was an unconscious warning that he would later succomb to the power and thus casting necromancy spells himself instead of theewee thus turning chaotic evil when he dips into those type of spells. But in the meantime elemental gift will be used to toss the dwarf around to safety because Theewee is overprotected of the small brained dwarf and needs him to make a wish when she gains the power for it. She gonna be big mad when he wishes for emberfall and decides to help finish the adventure.
One time in a D&D I’m a part of, we were having a boss fight, but our sorcerer casted fly on my fighter. Then I flew over the enemies, Warlock turned me into a giant ape, and we killed the mini-boss and 3 of his men.
Watched a few videos and got fun, informative D&D knowledge so finally decided to subscribe 😌
What really got me to subscribe instead of just watching: I wanted to see more of this charismatic, handsome, bearded brit shirtless during ad shorts. @4:20 😉
the thing with dragonborn have been retconned now.
the new Dragonborn uses its Breath weapon as one of the attack in your Attack action.
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
BUT you can have the spell Dragon breath on you and then use that :D
so a Sorcerer twin Dragons breath on himself and the wizard/bard that then cast invisible on them both :D
I must say that I really appreciate that you don't hold back and just say what you would say in person. It's very genuine. Also that add was damn funny.
I once took down a gigantic boss werewolf by using mass suggestion on his pack of werewolf goons and sicking all ten of them on him and almost instantly killing him.
How? Werewolves don't deal magical damage.
@@ChazTheYouthful idk ask my DM somehow it worked
@@BrookeA12 yeah raw werewolves can't actually hurt each other which is kinda hilarious
@@ChazTheYouthful i believe the goons were homebrewed as well and were given attacks that were magical
@@BrookeA12 Why would they? It doesn't make any difference against players whether or not they deal magical damage.
One really fun combo is a pact of tome warlock with eldritch blast, guidance and find familiar and ofcourse two other cantrips of choice and other rituals you can get your hands on.
Best Cantrip is Prestidigitation IMO. It does so many things and makes life more convenient. Eldritch Blast is good but not worth your soul.
I like minor illusion more than prestidigitation, because it doesn't have a verbal component and more range, but both are fun and usefull.
What about Guidance though?
The flavor cantrips
Minor illusion
Guidance
These three cantrips are the best.
I think prestidigitation is better to have in a day-to-day life but for adventurers, EB is better due to its versatility and damage
Yes that is my favorite cantrip
In my games my Dm has a bunch of pre-made spinners and when I use conjure animals it a random spin which adds a lot of fun in our games when we get to battle
I have a character Idea that is a Wild Magic Sorcerer/Open Hand Monk Multiclass that started life as a chair. The back story being a 20th level wizard used true polymorph on a chair because he needed an assistant. Then the wizard died of old age, and the Halfling was now on his own. Gets taken in by a monastery and becomes a monk. Has wild magic sorcerery because of the Wizard using Magic to give him life. The entire point to this character would be to get the party to love him and then walk him into a cone of dispel magic so he turns back into a chair . . .
That's awesome.
@@mr.mephitis2492 Thank you! I still haven't gotten to play him but one of these days i will! lol
Just realised you could become an adult gold dragon by becoming a Gold Dragon Wyrmling and then waiting a few centuries for you to grow up. Loved this vid
They un-changed it last patch, so it doesn't have the size limit anymore
Some spells fluctuate highly in value depending on your level like twinning out polymorph at 5 is disgusting but scales off hard. Shield is great later but awful to waste your limited slots on early. So kinda hard to pick best spells when their value is situational.
There is one feat that is the most OP for any one. Arcane adept (I think, I'm too lazy to to look it up). Taking find familiar, mend, and prestidigitation (or w/e cantrip you like best) is amazing on basically anyone. I like it just from a role playing perspective, being able to say I'm using prestidigitation and mending to set up camp and clean and repair all my gear between fights is a great way to keep my character busy
Important to note, if you’re using the fizban’s dragonborn, your breath weapon DOES count as an attack.
I am a first time dm with a group of people who have never played before, dice geeks was so helpful to me making an interesting plot
Playing d&d with this dude is either a nightmare or the best time ever!😆🎉
My favorite mass suggestion is “travel to the other side of (insert name of current plane of existence)”
I laughed harder than I should have at "Invisibility! Didn't see that one coming."
You know one way to get around the stress of casting Wish is to have your simulacrum cast it for you. Just use wish and wish for a Simulacrum instantly, then have the simulacrum cast wish. Repeat every long rest (or short if you're a wizard)
Here's my list
Lv0: Mage hand (think about it. It's one of the most useful things there is, a literal hand)
Lv1: Identify
Lv2: Enhance ability
Lv3: Aura of vitality
Lv4: Banishment
Lv5: Wall of force
Lv6: Globe of invulnerability (antimagic field is overkill)
Lv7: Conjure celestial (have you seen what a couatl can do?)
Lv8: Dominate monster
Lv9: Wish (Or "absolute counterspell")
Minor illusion is the best cantrip in my opinion.
You can illusion a crate or rock, and than crouch inside of it for perfect stealth.
I think Pass Without Trace, Spike growth, and Web are the best 2nd level spells.
I'd also put Misty Step, Darkness, and maybe Aid ahead of Invisibility. And now vortex warp.
Pass without trace is great but web and spike growth get outmatched by higher level spells unlike invisibility
@@BigPurpleCarrot not really, do the math on sorlock repelling blast through spike growth, there's plenty more forced movement too, the damage out paces nearly everything, dragging enemies through is the best damage in game hands down, using mounts, haste/potion of speed, or summons. Web is super high impact at level 3, and is still great at L20, higher level spells can be better but cost much premium on resources, Web is a bargain always.
@@SpiderWaffle Not every party comp can take advantage of it though. And at the end of the day there are a multitude of ways to deal damage but invisibility is unmatched in its utility
@@BigPurpleCarrot That's fair, especially if you value out of combat utility a lot. Dao Genie and Halfling (Lotusden) has made Spike Growth available to all Sorlocks now though. Further, any character in any party can get mounts. Find Steed and Phantom Steed are common spells too. I tend to weight combat higher when ranking things since it's much more objective and 90% of the rules are about it.
True Polymorph is pretty good, in part because (Pre-Fizban) dragons which can turn into humanoids can raid their Innate Spellcasting which gets gradually stronger with each new humanoid with innate spellcasting.
Arguably some creatures' regular spellcasting, but it's difficult to say what would and would not be a class feature on a case by case basis.
Dragons with Innate Spellcasting can also combo well with simulacra chains or spamming Sansuri's Simulacrum.
- turn into Gold Dragon
- use Dragon Polymorph to turn into medium humanoid
- cast Clone on yourself
- Profit
As usual awesome work good sir. Also, you are the only one who makes me enjoy watching the commercial.
Personally, my pick for THE best 9th level spell is Foresight. After a 1 minute casting time, you have advantage on _everything_ for 8 hours straight with no concentration; bonus points if you have either Extended Spell or Twinned Spell through Metamagic Adept, letting you either double the duration to a whopping 16 hours straight with no concentration or apply Foresight to two party members. On top of all of this, you can't be surprised and all attacks have disadvantage against you. It's great on yourself, but also great on the Fighter, Monk, Barbarian, and especially the Rogue.
7th level, teleport and plane shift are both insanely useful in and outside combat, and I always have a soft sport for reverse gravity as good control that is a damage dealer in a pinch.
the next time you think bard is a weak class, remember it can take any spell it wants from any list on top of its cartoonish utility and control
For 9th level if I read it properly Storm of Vengeance is pretty insane. All you need is a team that let's you concentrate.
If my DnD group ever encounters a True Polymorph + Clone scenario I will totally adopt the rules to include small creatures. I think having only medium creatures is a bit too limited for a 9th level spell, but I agree that a gold dragon clone is too op for my campaign.
Alternative title - Why you should be always be Wizard.
Cantrip: Guidance
1st: Find Familiar
2nd: Invisibility
3rd: Hypnotic Pattern
4th: Polymorph
5th: Wall of Force
6th: Heroes Feast
7th: Simulacrum
8th: Holy Aura
9th: Wish
very surprised hypnotic pattern wasn't on the list of alternative 3rd level spells
Can we also mention feather fall? It’s hella useful.
feather fall is highly situational, it's just in the situation it is needed that it can be the difference between life or death. But I'd still say shield or find familiar are more useful overall.
I had a really fun time with true polymorph. I was separated from the party on a solo mission and was ambushed by a random shadow entity. On the first round I turned him into a potted plant which ended combat right away and then gave the potted plant to the owner of the nearest house and said, good day.
Eldritch Blast is great. I just wish it had a variant for each subclass of Warlock. I like to think Celestial would have a healing eldritch blast that would heal 1d10 plus charisma
Healing cantrips are a big "Nono" in DnD balancing, because you now have a free way to get people back into the fight
@@maxgustafsson7802 Also out of battle, never need to rest because just cantrip everybody back up to full health. Literally only if everybody uses up class features/spell slots or to avoid levels of exhaustion.
"we're going to build a force wall and your life is going to pay for it"
Me as a dm am just watching this video, realizing every single time my players level up to a point where they get new level spell slots, they pick the spells in this list...
For the clone dragon thing, just make the clone a dragon wyrmling. You'll have to wait quite a while to get the most out of your new body but it would still work
Conjure woodland creatures let’s you summon 8 pixies to get polymorph 8 times off of one slot, at the same level as normal polymorph. Therefore conjure woodland creatures is the best 4th level spell.
You can actually cast big wishes without it disappearing forever.
You get the bard to clone themselves with the wish spell prepared and then they use the wish technically they may die upon the wish but you can do some insane wishes without harm to the user
I like to homebrew the clone spell myself, by every multiplier of 1.5x gold added onto the spell you can raise one of its stats by 1.
Wall of Force is insanely fun to use, if you have height advantage and/or other casters in the party.
Creating a wall around a foe (eg, a medium creature, with a 10ft spaced wall around them, so they have 4 spots they can stand on), and then having another caster drop a Flaming Sphere next to the enemy, and they’re taking fire damage per turn, AND you can constantly slam the ball into them each turn too. You turn it into a giant oven for roasting them alive!
My favourite use though was that our party ran into a Frost Giant. Given that you can create a Wall of Force in a spherical shape of a 10ft radius (20ft diameter), my wizard Mylo centred that point on the giant’s midpoint, completely surrounding him in a bubble of force. It was a great way to take such a powerful enemy out of play until everything else was defeated and the party had readied all their attacks to strike the giant the moment I dropped concentration.
Amazing. What a compelling argument for the power of battlefield control!
@@Drekromancer Another good idea that one of my group came up with was to create a dome of force over a group of enemies, and then have a second caster summon a "cloud" spell inside it (since it emerges at the area you point to, and doesn't have to move THROUGH the wall, they all become trapped inside with the cloud). Better still, unless your DM is a dick about it, even if they cast something to create wind, even the wind can't get out of the dome of force, thus it can't disperse the cloud spell.
It's great for the likes of Cloudkill for damage, or even Stinking Cloud if you want to disable people for ages without killing them.
Dammit, I even listen to the entire ads. Too bloody entertaining.
I'm still playing with the thought of turning my whole party into small puppets one by one using true polymorph... :D
How is hypnotic pattern not in the 3rd level list?
As a DM, this spell just ended sooo many encounters. And even non-combat ones...
So much better than fireball.
Oh yeah, that should also be on there, there are a ton of amazing third level spells!
My submission for best 1st level spell would probably be Shield. It can stop the auto hitting Magic Missile and gives you a +5 to AC against both the triggering attack (due to it being a reaction spell) and all subsequent attacks until you next turn. If you're the last in initiative and you get attacked first, it could literally save your life several times over.
I have story to back up the polymorph claim. My party and I were traversing a maze when we were ambushed by a demon hound (I forget what creature it was exactly) and I ended up going last in initiative. I got to see all my friends attacks do virtually nothing and the hound almost one shot our paladin. With only one fourth level spell slot, I decided to Hail Mary it and try to polymorph it, and it ended up failing it’s save throw. Ironically, I had turned it into a turtle to make it do less damage, but when I picked it up it hit me with a crit bite attack. We tried throwing it over the maze wall, but the maze was protected by wind wall and the turtle flew through the air team rocket style.
This is a great list, Mine is subject to change but is as follows.
Cantrip: Eldritch Blast
1st Lvl: Find Familiar
2nd Lvl: Spiritual Weapon
3rd Lvl: Leomund's Tiny Hut
4th Lvl: Polymorph
5th Lvl: Wall of Force
6th Lvl: Mass Suggestion
7th Lvl: Simulacrum
8th Lvl: Animal Shapes
9th Lvl: Wish
Tiny hut is really awesome. Great way to stifle a DM that utterly refuses to let the party ever rest unmolested. A rookie dm got so angry that he had an npc poison and kill the bard so he could terrorize us every time we tried to rest. Tldr.. we asked the DM to leave because he seemed to enjoy making the players miserable
Anyone else pissed that sorcerers get neither true polymorph nor shapechange? So the descendant of a dragon can never use their draconic magic to become a dragon. Meanwhile wizards get both spells because ofc they do.
My favorite combo is dimensional door, then Eldritch Blast with pull to pull them inside the door, then shut the door
“Eldritch blast build your own war crime” best line hands down
Conjure animals is SO op if the player gets to choose
Best D&D channel
Hypnotic Pattern really belongs on the runners up list for 3rd level I think, and arguably belongs in the top spot itself - it's very possibly the most powerful crowd control effect at any level, and that gives it the ability to tip over the balance of almost any encounter.
Since you worked on the idea that you get to pick monsters for Conjure Animals, your fourth level spell should be Conjure Woodland Beings so you can conjure 8 pixies all of whom can cast polymorph and/or invisibility
I need to know more about the pet weasel named poptart.
Thank you for the nice, fun and allways informative Videos!
Surprised Conjure woodland beings doesn’t win out for fourth level since it effectively lets you cast 8 polymorph’s with pixies
If you get the pixies it's absolutely bonkers yeah! But if you get anything else I find it a little underwhelming personally!
Lots of people use find familiar as an owl to help with flyby. In our games, you have to stick around to help. Makes it a lot less broken. Still an incredibly useful and fun spell. Also, we had low gold in the start, so it was a risk to use familiar in battle.
I feel like that nerfs it too much. I mean it gives people more of a reason to pick other ones which is good but if your gonna apply this rule I feel it should only apply to the owl since that’s the whole reason your doing it. I mean of course the owl is the only one with flyby so it’s the only one that can get away freely but the enemy could’ve used up their reaction or their reaction could’ve been taking away from them.
2nd level, aid and Spiritual weapon are very strong options for cleric in terms of value, and I think misty step is very good as the first available teleport (bonus action makes it real spicy on half casters, but it isn't huge for full casters unless they have spells that are concentration that can be used every turn as an action like Sunbeam)
As fun as polymorph can be, here’s a suggestion: Conjure Minor Elemental. Why? Chwingas, CR0 Tiny Elemental. Eight magical gifts is an absolutely absurd buff.
“But wait, Sage Advice says DMs choose what elementals are summoned, no DM is going to summon eight Chwingas!”
Well you see, the beauty of it is that the player still gets to choose the number of elementals, the challenge rating and the location they’re summoned in! Furthermore, there are no other tiny creatures at CR0. So if you get a container or space so small it can only fit eight tiny creatures… well the DM gets to choose, he just chooses from a list of one option.
I was playing a one shot which was basically just: kill the blue dragon-riding storm giant while on an airship - the storm giant realised destroying the airship would kill us fastest, so began doing that. Once it was clear we were about to go down, our wizard casted wall of force beneath us as a platform. it was cool
Been 30 years since I played dnd but wall of force is a banger. Had a dude with a wand of force which could cast the spell and it recharged by absorbing the wall when you were finished. Also a +5 bastard sword (OP light sabre really wikid).
Dispel Magic was a must in the day
I'm so tired of people saying eldritch blast is the best cantrip it's the best damaging cantrip but the best cantrip in general is prestidigitation it's one spell but it has 100 uses and its available to more classes
i tend to send people on walks or swims
like
"I suggest you swim out to see for the next 8 hours"
or
"I suggest you walk west word for the next 8 hours"
Sending someone out to sea would in all likelihood kill them, since it’s unlikely they would be able to continue swimming for that long and would end up drowning. Then comes the problem of whether that counts as a suicidal action
Sending them for long walks, though, is perfectly fine and hilarious
“build your own war crime” can’t wait to make a warlock
I have thought about a headhunter character her captures their targets alive by true polymorphing them into coins and collecting them in a book or something. The spells so good.
1 Shield (SBarbs)
2 Pass Without Trace (MStep)
3 Hypnotic Pattern (CAnimals)
4 Polymorph (Banish)
5 Wall of Force
6 Mass Suggestion (Contingency)
7 Simulacrum (FCage) (rule of cool = RGravity)
8 Maze (Illusory Dragon best war battlefield control spell) (rule of cool = Dark Star)
9 Wish (TPoly) (rule of cool = Meteor Swarm)
the end of the sponsor segment got me ngl
I think either Spike Growth or Enlarge/Reduce are the best 2nd level spells.
Spike Growth is a amazing spell in combat and Enlarge/Reduce is great for out of combat shenanigans.
"Build your own warcrime"
thankful I had no drink to spit, and I am stealing that term
For third level I love bestow curse since if you have a high spell save then basically you can stop one monster from basically using there turn
I agree that True Polymorph is a solid runner up, especially with prep time. Had one character that used it to become a Dao, Cast Wall of Stone and Stone Shape to make 5' cubes, revert, and use subsequent castings to turn the cubes into minions, preferably stuff like Cranium Rats and Couatls. The fun thing is, if they die or are otherwise dispelled, they revert to 5' stone cubes, each weighing 18750lbs (the weight of an eighth of a petrified Gelatinous Cube), with an AC of 15 and 1800 HP if you're going through opposing sides, 2545 if going through hypotenuse corners. Spectacular if you have a swarm of minions.😈
My first familiar belongs to my Genasi Wizard
it is a Kaprosuchus. Has a gold body, turquoise belly, ruby red stripe between the two main colors... and i got to resummon it with a green dragon's Draconic Fundamentum... so now it can blow poison / acid like a green dragon.
I like find familair so far. 😁
to be fair, our DM was pretty cool with my selection.
3:37 best way to make it fair. Is right 100 beast names (the same one a couple times is allowed). And roll percentage dices.
This would be my list:
0) Guidance: +d4 on nearly any skill check? Yes please. (hon: Eldritch Blast and Green Flame Blade)
1) Find Familiar: The options on this spell are insane. (hon: Silvery Barbs and Hex)
2) Maximilian's Earthen Grasp: Hold person with damage every round. (hon: Locate Object and Spiritual Weapon)
3) Dispel Magic: End any magical effect. Better than counterspell with the debuff (hon: Bestow Curse and Leomund's Tiny Hut)
4) Sickening Radiance: This is awesome mixed with crowd control, as six levels of Exhaustion = death. (hon: Banishment and Phantasmal Killer)
5) Teleportation Circle: Teleport to any town in the game. (hon: Tree Stride and Wall of Force)
6) Soul Cage: Heals and stops creatures from reincarnating. (hon: Heal and Globe of Invulnerability)
7) Forcecage: Better than Wall of Force, as no concentration and it lasts an hour. (hon: Reverse Gravity and Mirage Arcane)
8) Demiplane: Keep your stuff in a pocket realm that can't be intruded. (hon: Clone and Glibness)
9) Foresight: Advantage on your stuff and Disadvantage on opponents for 8 hours. (hon: Wish and Prismatic Wall)