Spiritual weapon used to be big game, but by now so many bonus action options have come out, that it isn't anymore. It is not a bad spell, but the damage is not very high. That movement speed is seriously hampering, often there is 1 or even 2 times in a battle it just moves and doesn't attack. This is usually how I see spiritual weapon used: - Bonus action, it attacks. - next turn, oh the fighter went down, bonus action healing word. - next turn, oh the enemy is no longer in range of spiritual weapon, bonus action move it. - next turn, bonus action attack, but the combat is already decided. Anyway, something like a web spell or Tasha's mind whip seems way more impactful.
Tasha's Mind whip falls into the same catergory of power creep I kept mentioning. Honestly, looking back I probably would have picked it over dissonant whispers.
Contingency greater invisibility triggering on a sentence and then using steelwind stike ends fights before they started. Yes I do have this on a bugbear. 😅😅
Rough outing for a lot of the spell selections, imo. Ray of Frost over EB? Dissonant Whispers over Shield? Spiritual Weapon over Web? Slow over Hypnotic Pattern? Greater Invisibility over Dimension Door? SWS over WoF? Sunbeam over Scatter? Draconic Transformation over Forcecage? Sunburst or Incendiary cloud over Maze or Dark Star or Animal Shapes?
For first level spells, Ice Knife would be up there for me I think.. ranged spell attack but on hit or miss, it still explodes for AOE damage As for who has the best list, you are all winners! Also... Legend of Dragoon is one of the best games to come from the PS1 era
I prefer command over dissonant whispers. Dissonant whispers makes them move away at their speed outside their turn, meaning they can come back with 1 move, and attack on the same turn. So they lose 0 turns. Command run means they dash away on their next turn, losing 1 whole turn, most likely on the turn after that, they have to dash to get back to the fight, meaning they lose 2 turns. Dissonant whispers deals more damage, but both will make the target provoke opportunity attacks, and that is where the real damage is. Also command is amazing on the upcast. Both spells are good, but command just seems better overall
Thats a fair point. But if you take one 5ft step back they just cant get back in range of you without dashing. So while they dont miss 2 potential turn actions, they would at least miss 1 which technically you could just run back from and repeat the same process. Command is one of those spells I want to like but feels so bad to cast since its a save or suck spell spell. Definitley a good call out though!
@@ThisCrits Specifically from commands text for example commands: "Flee: The target spends its turn moving away from you by the fastest available means." So pretty sure that means dashing away. Save or suck is genrally something to stear away from, but as a first level spell with no concentration, it is pretty good. It was also compared to Dissonant whispers, which is basically also a save or suck spell, I know it technically deals a little bit of damage even on a save, but it is not much. Also command upcasts really well, which might be less of a consideration for your list specifically. But command is pretty good bang for your buck at every spell level up to 5th or something like that. Personally I was also more on dissonant whispers once, but that was mostly because I discovered it first, after having played with both, command won me over. Maybe on a level 1 or 2 character dissonant whispers is better, because the damage still be a relevant part of the spell, but at that level I don't think I would want either, because they basically just deal with 1 enemy for half your spell slots.
Spiritual weapon used to be big game, but by now so many bonus action options have come out, that it isn't anymore.
It is not a bad spell, but the damage is not very high. That movement speed is seriously hampering, often there is 1 or even 2 times in a battle it just moves and doesn't attack. This is usually how I see spiritual weapon used:
- Bonus action, it attacks.
- next turn, oh the fighter went down, bonus action healing word.
- next turn, oh the enemy is no longer in range of spiritual weapon, bonus action move it.
- next turn, bonus action attack, but the combat is already decided.
Anyway, something like a web spell or Tasha's mind whip seems way more impactful.
Tasha's Mind whip falls into the same catergory of power creep I kept mentioning. Honestly, looking back I probably would have picked it over dissonant whispers.
there is not so much spells we got on higher lvl choices soooo, i think yall pick great spells WOOOOHHHHOOOOOOOOO jnj and lee videoooos
WOOOOOOOOOHOOOOOOOOOO
For the mathematicians out there 5 x 6 is 30, not 35. Love you, BB
Napkin math did me dirty!
@@ThisCrits napkins… amirite?
He must have been using Confidence Blast because it destroyed my ability to math.
Greater invisibility is clearly a combat spell, it only lasts 1 minute, as opposed to regular invisibility being 1 hour.
100000%
Was waiting for shapechange, was disappointed. Secretly GOATed 9th lvl spell
Fully agree there
Contingency greater invisibility triggering on a sentence and then using steelwind stike ends fights before they started.
Yes I do have this on a bugbear. 😅😅
I wish your DM luck! xD
Rough outing for a lot of the spell selections, imo.
Ray of Frost over EB?
Dissonant Whispers over Shield?
Spiritual Weapon over Web?
Slow over Hypnotic Pattern?
Greater Invisibility over Dimension Door?
SWS over WoF?
Sunbeam over Scatter?
Draconic Transformation over Forcecage?
Sunburst or Incendiary cloud over Maze or Dark Star or Animal Shapes?
For first level spells, Ice Knife would be up there for me I think.. ranged spell attack but on hit or miss, it still explodes for AOE damage
As for who has the best list, you are all winners! Also... Legend of Dragoon is one of the best games to come from the PS1 era
hahah now your making me want to play it!
i love catapult
My brother loves that spell lol
I played waaay too much legend of dragoon
Josh now has a new friend!
Banana
Banana
I prefer command over dissonant whispers.
Dissonant whispers makes them move away at their speed outside their turn, meaning they can come back with 1 move, and attack on the same turn. So they lose 0 turns.
Command run means they dash away on their next turn, losing 1 whole turn, most likely on the turn after that, they have to dash to get back to the fight, meaning they lose 2 turns.
Dissonant whispers deals more damage, but both will make the target provoke opportunity attacks, and that is where the real damage is.
Also command is amazing on the upcast.
Both spells are good, but command just seems better overall
Thats a fair point. But if you take one 5ft step back they just cant get back in range of you without dashing. So while they dont miss 2 potential turn actions, they would at least miss 1 which technically you could just run back from and repeat the same process.
Command is one of those spells I want to like but feels so bad to cast since its a save or suck spell spell. Definitley a good call out though!
@@ThisCrits
Specifically from commands text for example commands:
"Flee: The target spends its turn moving away from you by the fastest available means." So pretty sure that means dashing away.
Save or suck is genrally something to stear away from, but as a first level spell with no concentration, it is pretty good.
It was also compared to Dissonant whispers, which is basically also a save or suck spell, I know it technically deals a little bit of damage even on a save, but it is not much.
Also command upcasts really well, which might be less of a consideration for your list specifically. But command is pretty good bang for your buck at every spell level up to 5th or something like that.
Personally I was also more on dissonant whispers once, but that was mostly because I discovered it first, after having played with both, command won me over.
Maybe on a level 1 or 2 character dissonant whispers is better, because the damage still be a relevant part of the spell, but at that level I don't think I would want either, because they basically just deal with 1 enemy for half your spell slots.