For a moment, I was really worried that they might nerf Hunger of Hadar to remove the slurping noises. I get they’re trying to balance things, but I think we all know there should be room for exceptions here and there.
@adriel8498 unfortunately, WotC can't make everyone happy when balancing spells. It now upcast, but to avoid it from becoming OP, they had to make the tentacles less milky
A huge buff to Conjure Celestial was missed: the UA version stated that any creature could only benefit from the healing of the spell once. That part is gone now. So you can heal every ally with relative ease by 4d12 + spell casting modifier - every round - for ten minutes. Basically, every ally gains on average 31 healing per turn. With its long duration, you can just as well say that the party will be at max HP after every fight (unless someone died completely). Also you can pick up unconscious allies once per turn without any action. This is now an extremely strong healing spell (only heal or Mass Heal may be better in some circumstances when extreme burst healing is required) - that also does good damage. Crazy.
@@andyenglish4303 After every fight within the 10 minutes. It is generally assumed that ten minutes is often long enough that the spell lasts for multiple fights (although this typically does not happen at my tables). At least this is a typical argument when people talk about spells like spirit guardians.
@@Fenrush huh. i would imagine hour duration spells last multiple fights but a ten minute duration spell is only going to last if you go multiple encounters without a short rest and yeah my players seldom do as well.
With good team coordination it is actually 8d12 healing per round. Because it benefits from the same changes as spirit guardians, the team can run through it on their turns for healing and then the cleric can pass the spell over the team on their turn for a second heal each round
@@andyenglish4303 Way I see it, 10 minute spells covering multiple combats is situational to dungeon crawling. If you're traveling the wilderness or dealing with single encounter locations it's not going to last for a second combat. But, if you're raiding an orc den or skulking around the Dungeon of the Mad Mage, you'll probably be rolling initiative a few times in close succession (and/or I suppose running through the place triggering multiple combats under one initiative roll if the group is extra spicy).
The cleric improved divine intervention capstone is going to get so funny with the wish spell (1 free cast of it every 2d4 days, and immune to the stress condition when doing so) and being able to change feats. Beseech your god to remove your memories of being a chef and instead have a fey touch you
Yeah, it's kind of incredibly busted. If your 20th level party decides to take a month or two break, the cleric can just give everyone permanent resistance to all damage, no questions asked.
@@M9Seradon Ooh, could you link that page for me. I'm having trouble finding it. I thought there was no wish stress because that's what was in the playtest. If they changed that, that would definitely balance the ability some. It would be hard to justify ever using it for anything except replicating a lower level spell, because if you lose the ability to use it ever again, you just lose your capstone ability. That does change things quite a bit.
@@Shalakor Maybe, but that would still be too strong. If it's not an emergency, just cast wish at the end of the day and the damage you take from casting spells goes away at a long rest. Then all you have to deal with is a strength score of 3, which especially if you do it during downtime doesn't affect you that much.
It will take some testing to see the true extent, but now "Spirit Car-dians" seems like a legitimate tactic where you try to run it into as many enemies as possible, and this is amplified by the fact that you no longer have any obligation to have an enemy in the Emanation at the start of the turn. Combined with any caster that can cast Longstrider, you can do a drive-by attack on several melee enemies then retreat to a safe distance, wherein enemies that use their movement that step into it will immediately lose half their movement speed, potentially dropping them to zero. On any turn beyond the first, you can even take the Dodge action and basically act as a wall between the enemies and your party.
It gets even dumber: Allies can then grapple you (ideally with Tavern Brawler for full dragging speed) and drag you back the same way, dealing all that damage again. Repeat with as many allies as you desire, hundreds of damage each turn with a fully upcast Spirit Guardians and sufficient amounts of enemies.
Conjure Woodland Beings also seems to have a weird upcast. Looks like when they scaled it back to level 4 they didn’t change the upcast wording, so now it has no change at 5th level, but changes at every other level of upcast.
@@nschoenwald Combined with the 5d8 damage, it suggests that they didn't actually look at the body of the spell when changing the spell level, just decremented the spell level and moved on.
@@Luciacanarias this one was presented in the video. Other dnd UA-cam's show other spells, and there is a document going around with screenshots of most of the phb (pretty blurry)
I like the change to Spirit Guardians, et al. It's how many people thought it worked anyway. Frankly, I like my cleric running amock through the battlefield hitting all the enemies with damage.
I'm confused though, does it do damage when you move into range, when they move into range, and when they end their turn in range? So you can effectively get three hits? And I didn't see the "once per turn" text, did I just miss it? Or can a priest just dash back and forth 5' to pop a creature in and out 6+ times a turn?
@@garion046 Enemies can only take the damage now once per turn. So the spell (and -Spike Growth- likewise) has been nerfed, because the cheese grater exploit is patched, which was the highest damage possible in the game. Now it is a spell for large numbers of cannon fodder within movement range, and it doesn't work so well for single targets or enemies spread out. It's no longer a boss killer.
A few other interesting changes that caught my eye: Summon Fey now deals full force damage with a Fey Blade instead of a Shortsword and they can all fly now! Giant Insect is now like the Summon X spells, it has a very high HP calculation of 30 + 10 per Spell Level which might be a typo, regardless the Spider option has a 60 ft Web Bolt ranged attack that on hit automatically reduces a creature to 0 speed. Summon Undead (Ghost) automatically frightens on hit. Summon Undead (Putrid) automatically paralyzes when it hits a poisoned target (works great with Ray of Sickness or Mercy Monk). Witch Bolt has its range increased to 60 ft, its auto damage can be triggered even on a miss, initial attack damage is now 2d12 instead of 1d12, and most importantly its a Bonus Action to keep the auto damage going! Jump now lets you use your bonus action to jump 30 ft for 10 ft of speed!
Giant insect HP isnt a typo. Its the standred introduced with TCE. All summon spells from that module onwards were changed to X+10/Spell level HP*##*, along with scaling AC and multiattack. It was found that having one, resillent summon was far more enjoyable and easier to handle. Less dice rolls, less initiatives, less tokens for a smoother game. The lack of scaling is what made Beastmaster rangers litterally useless. Having a 10hp pet at L10 isnt fun. It starts being unfun at L5 when a single fireball oneshots your familiar and pet bear. *##* HP is usually 10xSpell level but some have a -10 penalty due to extra fast flying, healing, or other abilities. It equates to +5HP a level and is pretty reasonable. The bug (pun intended) is the lack of save and size restriction on web. It should either have a save for restrained with a breakout action, a cooldown, limited uses, etc. If I had to errata it as a DM I'd make it Weapon Mastery Slow: -10' move speed no save OR give it a save for restrained, and ends at the start of your bug's next turn. The latter would also allow monsters with specific restrained condition immunity work as intended. Either version should probably have a size restriction like a net... but to be fair the web spell doesnt. Witchbolt is a nice change its now mostly useless instead of completely useless. It still ends if they walk behind a tree during their turn (quasi faceteous way of saying gain full cover). Still, at least it has some utility now! PS I also love the jump change. It guarantees a minimum jump distance like a Jerbeen race's jump. It sucks a ton when you have a wizard or sorc with the spell and you get told you can tripple your jump distance, and you look at your Str (Athletics) score of -1 and realise you're probably still going to fail to clear that 10' gap or climb that tree.
@@rogerexcell249 Giant Insect's HP calcultion is likely an error as its missing the phrase "above 4" as this is how the Summon Spells usually have their HP calculated: Summon Aberrant: "40 + 10 for each spell level above 4" vs Giant Insect: "30 + 10 for each spell level" The other reason is the wording doesn't seem as clear as the new Find Steed's text: Find Steed:"5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)"
@@dominicl5862 Elemental Weapon (Druid, Paladin, Ranger) PHB'24 p268 Level 3 Transmutation Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
@@dominicl5862 Its identical from a quick look. PS. ty, I missed the missing "above 4", but that has at least been fixed in the latest update on the giant insect's stat block.
I could see a sorcerer taking a ranger dip for no-slot castings of Hunter’s Mark to set up their Scorching Rays in the same turn. Still probably better to go the Hex route for MAD purposes but it’s interesting
Conjure Minor Elementals had another big improvement: casting time. Is was 1 minute and now is 1 action! I noticed because I’m playing a multi class wizard/artificer with the cartomancer feat, which gives a free bonus action cast of any spell in your spell list (if you have that level spell slots) as long as the spell has a casting time of 1 action. …so yeah, I get a free quickened version of this spell every day now? SUPER potent.
Not just super potent. Game breaking. If you cast CME at lvl 8 and then scorching ray at lvl 7 it deals average of 368 dmg (320 from CME) assuming you hit all 8 rays. You can oneshot ancient dragons 😆😆
What do you mean by free bonus action cast?? Cartomancer is definitely meant to consume the spell slot when you imbue the spell into the card. Unless you mean that the quicken part was for free?
@@guzonjaguzic9742I was just combing the comments to see if anyone was talking about this with scorching ray. Idk if that spell changed any, but yeah that's crazy damage if it works together.
@@nenethe0177 So I meant free quickening mainly, since I know there are a variety of interpretations out there for the rest. My DM ruled it as not consuming a spell slot. I know this feat has some of the least clear and most controversial interpretations. He balanced/checked it by flavoring it as a deck of magical gizmos (artificer stuff) only usable by my PC which can break or be taken if it ever needs to be reigned in, but we also just have a 2 character party so giving the half-caster 1 more spell slot doesn’t exactly break things.
The fact that conjuration no longer means summoning a creature and now means creating an area denial or damage effect is almost as disappointing as the ranger. All the "conjure" spells are just fireball with a concentration duration. The entire school is literally just evocation with extra steps.
I believe that's where spell flavour is supposed to come in. Mechanicly it also speeds up combat with no extra tokens with AC HP etc etc. Instead of getting the DM to pick 10 random animals, get their tokens get their HP get their AC roll their initiative have you roll 10+ attacks etc etc etc.. Conjure Woodland you move the swarm, the animals therein are so numerous attacking them is pointless since they get replaced with another in the swarm shouly you try. You roll their target's save and they fail and you describe as the herd of boars dash out from the treeline of the surrounding forest charge past him and vanishes in the shrubs goring them for 10 damage. Your elemental isn't a circle puddle of damage on the ground but a massive floating orb of water, that lashed out with a tentacle, pulling him inside to begin drowning for 25 HP... The holy angel slowly marches across the battlefield, an avatar in the shape of your goddess, Eilistraee. Her clam singing sooths the wounds of your allies as her moonblade effortlessly slices your foes. Her nimble, godlike footwork making any attempt to retaliate an excercise in futility. It no doubt she's the originator of bladesinging... My warforged puppet isnt casting web, She's throwing out marionette wires and entangling the area. She isnt just casting holding monster but tying them up with the said same strings. She's not casting distant metamagic cure wounds using her infused pistol focus (material) as an artificer, she's loading a physical dart containing healing alchemy into one of the revolver's chambers and shooting it (somantic) into your vein while speaking words of reassurance (verbal)! (Goddess bless Laudinum, the miracle cure!) Pet spells still exist. Giant insect, all the TCE ones. Just multiple creature, need Monster manual just to reference stats ones are repalced. If you want lots of tokens on the map... Play a great old one. They can cast non concentration summon aberations. Conjurer is still WIP, as I dont see it released in the playtest. Its really hard to balance pets to be fun, and not slow a fight to a crawl.
Spirit Guardians and the new Conjure changes, along with Web, make me think WotC doesn’t understand the dynamics of combat. Some incredibly powerful spells that probably needed a reduction in how often their effect was applied. And i think even with SG, its been increased. Especially because it only involves moving the cleric rather than the enemies. Sigh.
True, I missed it has concentration on it. But still, for a 1st level spell slot, definitely could still be reasonable. Certainly better to have at higher levels than it previously was, but likely isn't going to make the cut on the most optimized lists
@@wassentme1891 Yeah, the concentration and small radius makes it so by the time you get the spell as an Archfey warlock you are going to seriously be questioning if its worth it to burn one of your spell slots on it. And as the slot's level increases it just becomes even more useless than the 5e version of the spell. At least with the 5e version you could take out multiple low hit-point creatures at higher levels.
@@wassentme1891 I mean, you could drop the spell as soon as they fail the save if you don't want to have it up. Just flashing them with incapacitated should break their concentration.
@ilovethelegend Definitely nice that Sleep can do that, but if you are using it to incapacitate one caster with a Wisdom save, might as well use Hideous Laughter and make him prone while you are at it. Even then it's situational, because dropping your Hypnotic Pattern to attempt to break concentration on their Wall of Force is not always the right move.
So, if someone else moves the caster or enemy creature on their turn then Spirit Guardians can hit again. Previously it required moving the enemy creature, which is more difficult. Now, the caster can voluntarily fail the saving throw to be grappled and moved (or pushed, depending on position). Probably stronger at early levels for other casters than using a cantrip. Great for using the Telekinesis feat too (backwards compatible?).
I don't see why you can't cast Spirit Guardians and just walk back and forth causing the spell to trigger multiple times on your turn. "Whenever the Emanation enters a creature's space"
Additionally, grapple and move the caster could affect multiple enemy creatures, making it the go to for basically anyone in a multiple enemy encounter if not casting an aoe spell themselves.
You know, this video addresses one of my peeves with the 2014 5e - the thing where spells can or can't go behind cover and so on. I'm really glad spells can't go behind cover anymore by default. Now if that's also true for all other magical effects, that would be awesome.
One spell I think could’ve been included here is Summon Undead. I know you made a necromancer build based off of this spell so I thought I’d leave a comment here. - The Ghostly option now inflicts frightened on hit without a saving throw, whereas it used to have a save. - The Putrid option now *paralyzes* on hit if the target is already poisoned, WITH NO SAVE. You can combo this with the new Ray of Sickness (save to inflict poison removed, it’s just an attack roll for the damage and poison), or with the a (chain) Warlock’s Quasit familiar’s attack (also no save to inflict poison). You can combine this with other class features like the Mercy Monk’s Hand of Harm to absolute devastate enemies with paralysis.
The new gimick for spirit guardians damage is definitely going to be moving the cleric off their turn. Whether from the cleric readying a move with their action, or an ally dragging them, or some other off turn move. Grapple monks are going to be a cleric's best friend
This has always been how it movement works: Any effect that slows a creature requires them to SPEND more movement. If your speed is halved, it means you have to use 10 feet to move 5 feet. So when you are out of the area that slowed you, your movement is still spent, this is how it has always worked.
@@rybiryj Under the "Difficult Terrain" rules it literally says: "You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day." The keyword here is COST, which means you have to expend 2 feet to move 1 foot. And other things in the game that refer to slowing you down also say the same, or similar rules.
@@NotYourAverageNothing All speed reductions work like this not just Difficult Terrain. If you are swapping between climbing, walking and flying it works like the OP said. Plant Growth works like this, difficult terrain works like this, mounting & dismounting works like this. There is no reason to think SG had some super special rules all to their own that behave differently from absolutely everything else in the game. I'm pretty sure Crawford even had a tweet clarifying it at some point. Just as a general rule of thumb if any content creator says "if you interpret the rules like this, you can do this broken combo" it means that isn't how the rule is supposed to be interpreted. Deliberate misreading of the rules in order to break the game is shockingly common.
@@agilemind6241 Unless you're referring to 2024 rules I don't know about, 1) It absolutely does not work that way. Speed reductions just change how much movement you have available to spend. Swapping between different speed types is its own separate rule. I have no idea where you're getting this from. I'm ready to eat my words. Can you site a page from a book? 2) Spirit Guardians is unique in that changes your speed rather than make movement cost more, it only does so while the creature is in the AOE, and it doesn't specify when the effect begins. If it just said that a creature that starts a turn within it had its speed halved it would be clear what happens when you leave (unless the intent is that you somehow get your movement back).
So making sure I'm getting this right. I can hasten or my tabaxi cleric and zoom about doing a Spirt Guardian Drive By on everyone. Then on ally turns, they can shove/pull/toss or otherwise toss enemies not currently in the radius of the Guardians to that radius for damage. And if they don't leave by the end of their turn when it comes about, they get zapped again. Then on my turn step back, then step back up to put them in the radius again and do damage, then step back so allies can then move them back into it on their turns.
As a DM I really like the streamlining of the conjure spells, but it feels a bit weird that they all turned into basically the same spell with different damage types and classes that access them. Wish they’d done things slightly differently.
No fun allowed. New players might get bored if a round takes longer than a tiktok-video, so no summoning here! All these streamlining changes are great and comfy, but isn't it too much 4e. No weird and quirky spells, every potential loophole is buried under common rules, and all the spells are identical. The difference between Conjure Animals and Spirit guardians is more like +6 holy sword vs +5 sharp sword than a separate spell. Spent a lot of time in 5e, but I'm not sure I will ever play 5.24 once.
@@Ant3rn I mean, to be fair, the new Conjure spells are less similar to each other than the old versions were to each other, just being different in creature type and CR as far as the text was concerned. The actual replacements are the Summon spells originally from Tasha's, which have different choices with different funky traits under each spell. Not saying I like everything about 5.24, but this was a poor example to make that particular point about.
@@Shalakorquestion, is 5.24 a treantmonk thing? I absolutely love it because it seems so disrespectful to this new edition, rightly so. Like it’s absolutely not good enough to be called 5.5, and it’s hardly even good enough to call 5.25, so 5.24 seems very fitting. But I’m just curious because I haven’t seen anyone else call it 5.24.
but now the problem with the Sleep spell is that for that first round they can still move and speak even if they fail the save (because incapacitated by itself is kinda nonsensical and useless) so if it were to be used for something like getting rid of some guards they would still be able to call out for help no problem, so honestly its worse than before for its intended purpose
Unfortunately that's not possible since the spell now requires concentration and can only affect a maximum of 4 creatures that are right next to each other.
@@senrith_ but the save now allows there to be tension. will the spell work on these guards? who knows, definitely not the rogue who would probably get into some shit if the spell fails and the guard(s) notices them.
@@deffdefying4803 even if it does work (fail their first save) they have a turn where they can freely move and raise the alarm by shouting (incapacitated allows this) before making a second save 6 seconds later.
Wait wait wait... they said they nerfed chill touch to a touch spell because changing the names of spells would mess with backwards compatibility but they changed Feeblemind to Befuddlement?
I mean, as far as the backwards compatibility rules are concerned, Befuddlement and Feeblemind are legally distinct spells that can be prepared alongside each other, so, technically, they really just lied about keeping all the spells from the original PHB instead.
I thought they wanted to keep spell names the same, like with all the conjure spells, but they changed feebleminds name. Wouldn't that mean the old version is still usable?
I plan on making copies of all the original spells, before they switch then up on d&d beyond. But I might treat befuddlement as lesser feeblemind because that's what it is.
@@brianhewett5123 I suspect this was a move along the lines of changing "race" to "species". "Feebleminded" used to be a synonym of "retarded", which could be seen as ableist. The whole thing makes me a little sad to be honest.
I like the way the old summon spells worked. Sure as a DM there was a little more effort, but I always found it worth it for the flavor that they gave to the game. Of course Hunter's Mark is stupid for spell that has become the tentpole for the Range, but what are you going to do? Just house rules it.
Them giving free castings of Hunter's Mark allows you to cast as a bonus action and it spells like scorching Ray in round one for 3 d6 a piece five if you're a bugbear
I was curious how to roleplay Feeblemind, and so searched for monsters with 1 intelligence and 1 charisma. I can't even find a beast that feeble. Insects, crustaceans, etc all have stronger minds than that. The only monsters I could find with 1 in both intellgence and charisma are Gelatinous Cube and Black Pudding. So that really puts Feeblemind into perspective. The ability to move slowly, feed oneself, and no thoughts more complicated than that.
Sleet Storm is nowhere near as large as it used to be, and breaks concentration on a Dex save now! It's now 40 ft high and 20ft radius, so that's been swapped from the 2014 edition. Its much less space, but I'm not sure if it makes it more tactically useful or less so.
Conjure Minor Elementals seems like it could actually make Valor Bards be effective damage dealers compared to the other martial classes, especially when paired with Booming Blade and an offhand with the nick property.
Bladesingers, too, especially if they grab a rogue or fighter level for Nick (although Bladesingers were already good damage dealers - they really didn't need the boost)
As a player, I am breathing a MASSIVE sigh of relief for the changes to formerly-Feeblemind. The mechanical effect is still steep, of course - especially as a Warlock main - but I’m so glad I no longer have to fear losing my character to that near-permanent intelligence loss. RP’ing a long-lived character struggling to remember any of their magic, instead of seeing them reduced to a feral animal, feels much more palatable to me.
What about all the entries in Tasha’s, Mordenkainen that says “as if affected by the feeblemind spell?” And what about items like Elemental Gems or Items of Commanding Elementals? “As if you had used the conjure elemental spell” Conjure Elemental was also the only creature that could really be summoned by a Glyph of Warding, is that spell now having obsolete text? Also the literal statblock for 5E elementals say they are created (and Planar Bound) by the Conjure Elemental Spell? (Or invisible stalker if Spell is Upcasted) How are elementals now created? Only through True Polymorph?
Stuff that is just the spell name I’m sure they’ll just treat as errata. “Whenever an effect mentions the spell Feeblemind, use Befuddlenent”. Not sure about conjuring though since those changes are so big
I REALLY wanted them to add Conjure Minor Elementals to the Ranger spell list cuz it looks really fun (and abusable) on a class with extra attack Let's hope they add it as part of a subclass' new spells
@@FabRD I’m planning a Gloomstalker/Circle Of Stars Druid. (Actually already play a 2014 version of this) with bonus action Radiant Arrow from starry form that damage will go up quick, and be very thematic.
@@adriel8498 Ah, so it includes any attack, including spell attacks. I forgot that in 2024, they stopped differentiating between weapon attacks, spell attacks, etc.
Thanks so much for the video! I really like in depth analysis like this. The Conjure Elemental wording is really interesting. In my initial interpretation, it doesn't need the Spirit Guardians treatment because it's not really the same type of spell. Rather than being a field to avoid, it's a single target Restrain with damage that can be reapplied to another target (with coordination or good geometry, like a choke point to force an enemy into it, since the Elemental can't be moved) if the original target saves. The thing that really piqued my interest is that, in my initial interpretation as written, the target retains Restrained even if they are moved away from the elemental. Only a successful save ends the condition. Thus, since the initial save is only made if the elemental isn't already restraining someone, the same treatment isn't needed. I'm not really sure that is what they intended here, but that's how I read it. I also don't know the new rules about the Restrained condition, so there may be ways for the players to break that condition and reapply it, so maybe they should have added some clarification there.
I've noticed another change, that noone has mentioned yet (and I think it's crazy): Summon Undead Putrid Form: Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn. NO SAVING THROW! The Tasha's version gave the opponent a Save to withstand the paralyzation. not anymore. Same with the Ghost: Deathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next turn. NO SAVE! maybe an oversight? I don't know
First, thanks for doing this, dude. It's super cool and informative, and I really like your presentation style. Second, thanks for the positive outlook. References to nerd rage and getting irritated at things you want fixed, but which weren't, always make me laugh because it's such a common sentiment. The way you close is pitch perfect, too. Truly, just keep up the good work, man. It's appreciated.
Spirit Guardians: sounds like each of your allies could drag you around to cause to deal damage on their turns. Dimension Door: you can take your mount now. Woo! Hoo!! Lesser Restoration: no longer cures disease? Ruh - oh Raggy!
If you have the grappler feat you could grapple the cleric (with Spirit Guardians) around on your turn too with no movement penalty. So there might be more cheese you can do with Spiritual Guardians now.
Imo, the new bard will be the best class in the game by level 13. Take 2 levels of warlock for eldritch blast and use Conjure Minor Elementals at a very high level and you can out dpr the Fighter plus have 6th level wizard spells and eventually 9th level Wizard spells.
im really enjoying these update videos, ive never bought a wotc product before and chances are im still gonna use free online tools for everything, but i might be tempted to buy the new PHB as a coffee table book if the art is as good as everyone says it is
Does this mean Shepard druid's capstone now makes a giant pack of animals that do 9d10 damage to anything hostile that tries to get near you, but now can't actually body block people to protect you.
To be fair Sheppard druid would have to be remade to play with these new spells, the level 6th ability pf increasing the beast and feys hp is useless even with the summon spells. If you want to play Sheppard druid ask your DM to play with the old conjure spells or to homebrew the subclass
Spirit guardians got a buff as far as I'm concerned, you might lose some single target damage when you pull creatures in but you can easily hit every creature in most combats every turn. And for creature stuck in spirit guardians you will still get to double dip the damage
Also if another PC pull/push a creature inside the emanation it would force the save again, also having a PC carrying you cleric in the Battlefield. It is oncd per turn not once per round of combat so with teamwork you can force that save multiple times
Really exited for the feats video! If the dual wielder feat add attack on top of the nick propertie (yeah, by the text, you can make a BA attack if attack with a light weapon and maybe you can make it plus the nick propertie attack) Conjure minor elementals can be huge with two weapon fighters
I've seen the video... and I have to say that all the rules and feats surrounding "Two Weapon Fighting" are some of the most convoluted things I've ever seen. I'm not sure Chris' interpretation of them are correct.. I'm not sure they're not, its THAT confusing.
I haven't read the new PHB but from what I understand if you use the nick property to use your off hand to make an extra attack you can't use your bonus action to make another extra attack but it frees up your bonus action to do anything else
@@Rajellen By logic, as written in the book, nick propertie replaces the BA mechanic (as you said), but the redescription in the Dual Wielder Feat dictates "when attacking with a light weapon, you can use your bonus action to make an attack with a not two-handed weapon." This statement isn't referencing the typical two-weapon mechanic, but rather adding a new standalone feat mechanic to those already used. Therefore, you can use, for example, a rapier and a dagger and use the nick propertie of The dagger attack to activate the feat and thus carry out a new BA attack. The feat Dual Wielder redescription without referencing the normal use of two light weapons and extra attack with BA does something similar to what PoleArmMaster does when abandoning the "attack of opportunity" terminology to redescribe an autonomous reaction attack mechanic (isolating the effect of others AoO mechanical interactions).
@@thiagoknofel8982 sounds like upcoming errata then because I'm sure they didn't intend for you to be able to essentially wield three weapons at once. from just looking at the part in this video on Woodland Beings it's very clear they took it down a level without changing anything about it so the upcast section has weird inconsistencies LOL PHB24 version 1.0.1 coming to fix the shoddy editing ✨
I think the different in saving throws for conjure elemental is, that you cannot move it, so no risk of double damage. Additionally, allowing the target to remove the restrained condition at the start of their turns is beneficial. If it was at the end of your turn you had to potentially succeed on 2 saving throws to able to move away. Once to end restrained and then again at the start of your next turn. That would be very clunky. They could make the inital save at the end of your turn too. However, then a creature would lose their entire next turn as well after moving up to it, which can be forced by you or your party, making the spell more powerful.
I thought Jeremy Crawford had said that Wish would change so that the options that don’t replicate another spell wouldn’t necessarily cause the terrible strain effects. I’m sad that this doesn’t seem to be the case
@@TreantmonksTemple dang. At least as a DM I can always be persuaded by players with cool ideas of alternative uses of Wish or even just homebrew changes to this and other spells (which I’m totally going to do)
I don’t know if it’s written anywhere else in the rule book but the way spirit guardians is written, the spell description still implies you can shuffle back and forth to jiggle the emanation into and out of an enemy’s space to make them take the damage/save multiple times. This spell doesn’t have a “one save per creature per turn” clause that I saw written in the video on a different spell edit: never mind i am stupid
Well at least your party members can still push the enemies in your emanation as it is once per turn not once per round of combat. You still can do the back amd forth but with extra steps and teamwork
@@doctorbr2195 you can even walk your blender into an enemy on your turn, move back and hold your action to dash on someone's else turn, and then dash to hurt the creature again. Now on their turn they have the decision to move in and hit you forfeiting their chance to get out because of reduced speed or run away.
One minor correction in that a lot of older versions of grease also didn’t have the flammable effect. 3.5 doesn’t, and I can’t find any others that explicitly do, but then I haven’t been able to find the 4e version.
I think they imagine Conjure Minor Elementals is balanced by the fact that it's a 4th level Druid or Wizard spell - classes that aren't known for regularly making a lot of attacks every turn. And if you're multiclassing just for that then it's a pretty big investment. Might be a tasty pick for Valor/Swords Bards with Magical Secrets, though.
My take as well. To really get a lot of mileage out of it you need: -a source of additional attacks (Extra Attack, Action Surge, offhand weapon, Eldritch Blast, Wild Shape) -actually decent to-hit(not trivial to get INT or WIS attacks, though Bard can dip Warlock 1) -Quickened Spell (because it's an action cast time, otherwise you're wasting a round that you could have cast a control spell or blast spell instead--idk if Metamagic Adept is in 2024 or not) -good defenses, especially if in melee (War Caster, good armor proficiencies, etc etc) -no other pressing use of concentration The ways you can actually pull that off in a reasonable number of levels are pretty limited. The action cast time in particular is brutal--by the time most CME combos come online, I think you could probably just be casting Wall of Force or something and winning the encounter without needing a setup round. Otherwise I think you'll see a lot of situations where you're spending that fourth-level slot and getting less damage than a Fireball. If anything, the best user of it might be a 13+ Eldritch Knight, just on the back of being able to make attacks on the same round as casting it without having to make huge build investments (other than being a 13+ EK in the first place). Maybe you make something work with Monk 5/Druid 7, but I think for a lot of T2-T3 you're less than the sum of your parts there. Could be wrong.
Unless your a blade singer and decide to dual weild granted you can't blade singer at same time when you do that but 3 attacks up cast say at level 12 blade singer with a 6th level spell slot. Bam that's a lot of damage
@@Rajellen indeed. Any 7th-level Bladesinger can cast CME and activate Bladesong on turn 1 before destroying combat by adding CME damage to 3 attacks the following turns. If you also want to add your Dex modifier to the attack of the light weapon property and make it without using your bonus action, you can start 1 level of Fighter for Two-Weapon Fighting and Weapon Mastery of Scimitar (Nick) and Shortsword (Vex) for advantage on two out of three attacks. Alternatively, you can pick Dueling and Weapon Mastery of Quarterstaff (Topple) combined with the Magic Initiate Origin Feat (Shillelagh) for 2 attacks using Int (also Healing Word and Magic Stone/Thorn Whip).
Fun team idea: 1 Cleric with spirit guardians, x monks that excel in grappling. Since spirit guardians triggers once per turn per creature, each monk can trigger it on their turn by grabbing and dragging an enemy out and then in again. If they can grapple multiple creatures per turn (one creature per attack with extra attack) then could potentially trigger it twice on a monks turn for two enemies. (so long as grabbing works this way, haven't looked too deeply into the new rules)
Don't grapple the enemy, grab the cleric (who can willingly fail) and drag them around and hit all the enemies. Gets even better when step of the wind improves and you can just whisk the cleric 100+ feet around with no opportunity attacks
Fun team idea: 1 Cleric with Spirit Guardians + 1 Druid with Conjure Woodland Beings. The druid wildshapes into a Horse, and runs around the combat with 60 ft move speed hitting all enemies ending their turn within 15 ft of the Cleric, the Cleric moves and mounts the Druid who chooses to be a controlled mount giving it immediately the Dash action so both of them again move 60 ft around the battlefield hitting all the enemies.... 5d8 + 5d8 + 4d8 = 63 damage to all enemies in 1 round.
Love the Dimension Door change. It was a slight frustration in Campaign 1 of Critical Role where the only other party member Scanland could teleport with him was Pike and he could never do it with anyone else.
It looks like there is a definite hack for Spirit Guardian. That would be that on the Cleric's turn, they move to within 10' of the Creature. That would trigger a Saving Throw and Damage. Then if the creature chooses to move into melee with the Cleric, that would trigger another Saving Throw and Damage. Then finally, if one of the Cleric's Allies has a weapon mastery effect that can move the creature into the Spirit Guardians, that should be a third Turn that would trigger another Saving Throw and Damage. So while it may not be quite as straightforward as 2014 version, it sounds like, RAW, you can trigger Save and Damage multiple times per round on the same creature if the party is fighting tactically.
Summon undead now has a powerful interaction with a poisoned creature. The saving throw on putrid claw was removed so if you can get a creature poisoned without a saving throw, such as with a Quasit rend or a ray of sickness, the rotting claw can paralyze. Looks pretty sick! No pun intended
About hunter's mark, the new rules say you can't spend more then 1 spell slot on the same turn, but if you can cast spells without expending spell slots, you can cast thon on the same turn without limits, and ranger can cast hunter's mark without expending a spell slot, so a ranger with multiclass into circle of the wildfire druid can get scorthing ray, you can use hunter's marc and then scorthing ray on the same turn, then adding 1d6 of force damege per ray thanks to the new hunter's mark not requiring the attack to be a weapon attack, it can now be triggered by any attack roll. So using hunter's mark on a target, then upcasting scorthing ray to 9th level, it would be 10d6 fire damege +10d6 force damege if all of then hit without a crit, or maybe we might not even need to multiclass, if the new ranger's spell list include more spells with attack rolls, it might actualy work. Who knows, maybe the new ranger isn't as bad as we tought it was? Gonna have to play it to find out tough, guess i'll go back to looking for every tidbit of the new book i can find.
If the wish undoes the multiverse or affects the city of sigils or the lady of pain, the spell fails and the caster gets her image on their head as a warning
I’d be really curious to see a video about how everything officially settled with the interactions and synergy or discord between Two Weapon Fighting, the Two Weapon Fighting Fighter Fighting Style feat, the new Light weapon property, the Knick weapon mastery, and the Dual Weilder feat.
I know blade singer isn't in the phb, but a dual welding blade singer with conjure minor elementals is gonna be nuts. Upcast to 9th level for over 300 damage per turn 😂
Odd quirk of functionality for Spirit Guardians: since you can name the creatures you want unaffected, as written it works well as a doppelganger detector. 1. "I want my friend Bob the fighter to be unaffected." 2. Watch which Bob starts to smolder.
Oh, hey, I didn't notice that yet! that's great for 'locks and Abberant sorcerers. The clarification on how its darkness works is pretty nice too, it loses a tiny bit of defensive play, but it makes it so much easier to the party to attack stuff inside it.
Hunter's Mark with Eldritch Knight's Extra Attack + Eldritch Blast. Valor Bard for the CHA similarities for Warlocks + Eldritch Blast. Or some combination of Monk & Ranger + Nick & Flurry of Blows, drawing & stowing weapons.
The Conjure X spell now doesn't really conjure stuff anymore... just a flavored spirit guardian with extra features... I am sad because, with the old version, I had many cool outside options, such as scouting, tactics, etc. Really sad to lose options.
With respect, for me, at least, bringing forth an actual creature with lore behind it rather than some nebulous template just had more flavor, and more fun. If the spells needed to be adjusted, a scalpel could have been used. Adjusting the number of creatures conjured, only allowing a curated list of creatures, or saving time by mandating average damage were options. Instead, WOTC used a wrecking ball that disregarded not only many combat options such as help actions, grappling, and shoving, but also non-combat options. Summoners that brought forth "real" creatures backed thy in game lore has been part of D&D since the 1970's, and the game will be poorer for this loss.
Thank goodness, Hunger of Hadar finally scales with upcasting! I loved that spell at low levels, but hated that it completely lost its usefulness at middle and high tiers. Now, maybe it will still be useful for higher level Warlocks.
Honestly i kinda hate the new conjure spells. One of my favorite parts of playing a caster with summons was being able to add bodies and odd effects to block enemies and change up the battlefield. Now those spells have all been reduced to area of effect spells, something nost casters already have more than enough access to. While agree that the older spells needed reworking, i dont feel that this was the appropriate way to do so. Some of the spells were fine as they were. Conjure elemental let you summon a single powerful creature(stronger than 'summon elemental') but it had approriate drawbacks to offset the increase in power, such as the elemental becoming hostile if you lost concentration. I feel like moat of the problems with those spells came from either being able to summon hordes of weaker monsters and from having way too many options that could be randomly chosen. I think a better way to have fixed spells like Conjure Animals, and Conjure woodland Beings would be to have them act closer to the tasha's 'summon spells' by either letting you have 2 creatures( whoch seems much more manageable than 4+ creatures) or a single creature thats stronger, with fewer overall options (searching the entire monster manual for appropriate creatures, while fun, is a lot of work). A good way to offset the boost in power from thebtashas spells would likely be to have a possible detriment such as the hostility on losing concentration perhaps. Im kinda rambling at this point, but i just dont really think that these new options are going to feel like actual summoning spells anymore, but thats just IMO. 😅
I liked the UA Conjure Animals' attack rolls over the PHB's saving throws. It also makes sense that it does Slashing damage... but I liked Radiant better. Chris, I would really love to hear your thoughts on those two changes at some point.
RAW, UA Conjure Animals made their melee weapon attacks with disadvantage against any Prone creature, since they can only attack when an enemy is within 10 feet of them. In feedback, we told them it's a stupid interaction. Instead of fixing the Prone condition, WotC opted to only change this spell. Whether Slashing or Radiant is better will depend on the new MM (or whatever your DM uses).
I am not sure how to search comments, so this might have already been asked: RAW, if you have a move of 50 feet and cast the spell when you're 20 feet from an enemy, couldn't you do the following: 1. just move forward (toward the enemy) 5 feet, so it is now in the emanation. 2. the creature makes a saving throw (which they can only do once per turn) 3. success or failure, you could move back 5 feet (moving the emanation away from the creature) 4. move forward 5 feet (so the creature is in the emanation again) 5. the creature does not get to save (because they can only save once) so, a kind DM let's them keep their previous roll 6. repeat steps a total of 5 times. In the worst case (failure on the first save), the creature would take an average of 65 damage. In the best case, the creature takes an average of 32 damage.
I know I will ask my DM to retain the old conjure spells bexause I love the fantasy of being a sumonner and that new spells don't make that fanrasy for me
Thanks for all these great videos!! One question, is Animate Object unchanged? I would have expected it to get a stat block like the summon spells or something like that
Jeez. The Befuddlement thing is brutal. Pretty much a "You playing a spellcaster who isn't a wizard? Have fun not casting spells for a month because some archmage boss decided to pick you and your dice hate you." 8th level spell or not I will definitely be houseruling that as giving a player a saving throw every day at the minimum, quite possibly still letting them cast cantrips (or even leveled spells by making Arcane / Spellcasting mod checks). I get that you can remove it by casting greater restoration and all, but that's still a potentially devastating lingering effect to put on a player. I would, however, be fine with it dealing half damage on a successful save to compensate if need be. Additionally, the change to Hunter's mark with now allowing it to be used with spells is just yet one more instance of salt in the wounds of the new Ranger. They *specifically* say that it was kept with concentration to help prevent early game stacking with things like Hex and yet make it *EASIER* for Non-rangers to use the spell. *sigh*
We had the Dimension Door scenario play out at our table just this past weekend when our gnome stars druid wanted to teleport with someone else. Good fix. I’m not sure about some of these, but things like Sleep were OP for their level. It just sucks some old flavor out of the game. I’m looking forward to the new books overall. Thanks for the vids!
On spirit guardians style spells especially moonbeam if it works the same it will allow you to move it around and wrack up more targets than spells with much bigger area of effects in normal fights. Sure if people are packed in like sardines the bigger area of effects will hit more, but I've never seen it like that outside of mass combat scenarios.
Conjure celestial in the playtest also had a restriction that it could only heal each character once per casting of the spell. The damage may have been nerfed in the playtest, but it now heals 4d12 + mod every turn
Simulacrum remains the best way to cast wish for non spell duplication purposes. First one for me tends to be 'Simulacrum, cast wish to create a 25,000 gp pile of ruby dust.'
I like the idea of using Forced movement on the Cleric using Spirit Guardians now. "Oh you don't have something better to do? Better drag the cleric around by the scruff of their neck so you can affect folks with their spirit guardians on YOUR turn."
Im so glad they kept the slurping noises in Hunger of Hadar.
It's the most important effect for sure!
Ya but the tentacles aren’t “milky” anymore 😂
@benjaminmalisheski6494 the question was how on earth were acidic tentacles in nothing but darkness "milky", you can't see them!
@@benjaminmalisheski6494 And they're not described as rubbing against you. Not nearly kinky enough!
Our table called that spell "ASMR Tentacles"
For a moment, I was really worried that they might nerf Hunger of Hadar to remove the slurping noises. I get they’re trying to balance things, but I think we all know there should be room for exceptions here and there.
I too like my eldritch noodles! It's a good thing they didn't remove the slurping noises. 🤣😁🍜😉
Yeah, but not milky tentacles anymore 😢
@@adriel8498 I missed that! This is why they need to play test the changes they’re making to spells!
@adriel8498 unfortunately, WotC can't make everyone happy when balancing spells. It now upcast, but to avoid it from becoming OP, they had to make the tentacles less milky
@@SortKaffe Those lactose intolerant soyboy's have quite the lobby going. 🤣🤣🤣(I'm trolling since I too am slightly lactose intolerant) 😁
Hunger of Hadar now increases damage at higher levels!!!! this is a great change for warlock. very happy
YES YES YES!!!!! THIS IS ALL I WANTED!!!!! IM SO HAPPY!!!!!!
Non-flammable grease covering the ground is gonna be useful now for putting fires OUT
Oh yea! Its like Create of Destroy Water for Wizards! Good spot!
A huge buff to Conjure Celestial was missed: the UA version stated that any creature could only benefit from the healing of the spell once. That part is gone now. So you can heal every ally with relative ease by 4d12 + spell casting modifier - every round - for ten minutes. Basically, every ally gains on average 31 healing per turn. With its long duration, you can just as well say that the party will be at max HP after every fight (unless someone died completely). Also you can pick up unconscious allies once per turn without any action. This is now an extremely strong healing spell (only heal or Mass Heal may be better in some circumstances when extreme burst healing is required) - that also does good damage. Crazy.
Every fight? It's a 7th level spell!
@@andyenglish4303 After every fight within the 10 minutes. It is generally assumed that ten minutes is often long enough that the spell lasts for multiple fights (although this typically does not happen at my tables). At least this is a typical argument when people talk about spells like spirit guardians.
@@Fenrush huh. i would imagine hour duration spells last multiple fights but a ten minute duration spell is only going to last if you go multiple encounters without a short rest and yeah my players seldom do as well.
With good team coordination it is actually 8d12 healing per round. Because it benefits from the same changes as spirit guardians, the team can run through it on their turns for healing and then the cleric can pass the spell over the team on their turn for a second heal each round
@@andyenglish4303 Way I see it, 10 minute spells covering multiple combats is situational to dungeon crawling. If you're traveling the wilderness or dealing with single encounter locations it's not going to last for a second combat. But, if you're raiding an orc den or skulking around the Dungeon of the Mad Mage, you'll probably be rolling initiative a few times in close succession (and/or I suppose running through the place triggering multiple combats under one initiative roll if the group is extra spicy).
Grease now canonically is lube.
ill just cover myself in grease spell and be non-flammable.
"He slimed me, Ray."
Made it worthless
If you finish in exactly a minute, that is, minuteman...
yeah excited to use the new grease spell to extinguish my flaming allies
The cleric improved divine intervention capstone is going to get so funny with the wish spell (1 free cast of it every 2d4 days, and immune to the stress condition when doing so) and being able to change feats. Beseech your god to remove your memories of being a chef and instead have a fey touch you
Yeah, it's kind of incredibly busted. If your 20th level party decides to take a month or two break, the cleric can just give everyone permanent resistance to all damage, no questions asked.
The DnD Beyond article states you still suffer the casting stress from wish.
@@M9Seradon Ooh, could you link that page for me. I'm having trouble finding it. I thought there was no wish stress because that's what was in the playtest. If they changed that, that would definitely balance the ability some. It would be hard to justify ever using it for anything except replicating a lower level spell, because if you lose the ability to use it ever again, you just lose your capstone ability. That does change things quite a bit.
@@Bookworm159 Maybe you still suffer the stress, but the chance to lose Wish is what is waved?
@@Shalakor Maybe, but that would still be too strong. If it's not an emergency, just cast wish at the end of the day and the damage you take from casting spells goes away at a long rest. Then all you have to deal with is a strength score of 3, which especially if you do it during downtime doesn't affect you that much.
It will take some testing to see the true extent, but now "Spirit Car-dians" seems like a legitimate tactic where you try to run it into as many enemies as possible, and this is amplified by the fact that you no longer have any obligation to have an enemy in the Emanation at the start of the turn. Combined with any caster that can cast Longstrider, you can do a drive-by attack on several melee enemies then retreat to a safe distance, wherein enemies that use their movement that step into it will immediately lose half their movement speed, potentially dropping them to zero. On any turn beyond the first, you can even take the Dodge action and basically act as a wall between the enemies and your party.
This is the BG3 cleric meta and it is glorious.
The Spirit Guardians + Dodge wall tactic hasn't changed at all. The Divine Lawnmower, however, is coming in force.
It gets even dumber:
Allies can then grapple you (ideally with Tavern Brawler for full dragging speed) and drag you back the same way, dealing all that damage again.
Repeat with as many allies as you desire, hundreds of damage each turn with a fully upcast Spirit Guardians and sufficient amounts of enemies.
Oh my. Colby is gonna have a field day with this.
Pair this with the new monk when they get their lvl 10 Hightened Focus. Hell yeah
My gnome wizard rejoices at the new Dimension Door!
Conjure Woodland Beings also seems to have a weird upcast. Looks like when they scaled it back to level 4 they didn’t change the upcast wording, so now it has no change at 5th level, but changes at every other level of upcast.
That has to be a mistake that will errata'd. It makes no sense.
Lack of proofreading to meet the deadline, hell yeah
@@nschoenwald Combined with the 5d8 damage, it suggests that they didn't actually look at the body of the spell when changing the spell level, just decremented the spell level and moved on.
where can i find the spells?
@@Luciacanarias this one was presented in the video. Other dnd UA-cam's show other spells, and there is a document going around with screenshots of most of the phb (pretty blurry)
I have a feeling that if you can see through the Hunger of Hadar area, you should probably take Psychic damage from what you see
Nice one
I like the change to Spirit Guardians, et al. It's how many people thought it worked anyway. Frankly, I like my cleric running amock through the battlefield hitting all the enemies with damage.
I'm confused though, does it do damage when you move into range, when they move into range, and when they end their turn in range? So you can effectively get three hits?
And I didn't see the "once per turn" text, did I just miss it? Or can a priest just dash back and forth 5' to pop a creature in and out 6+ times a turn?
Nevermind, I'm blind it's down at the bottom.
It might have been how people thought it worked, but tbh I think SG needed a nerf, not a bulldozer buff.
I still see exploitable combos here where party members carry the cleric around with new grappler feat and you force that save 5× per round
@@garion046 Enemies can only take the damage now once per turn. So the spell (and -Spike Growth- likewise) has been nerfed, because the cheese grater exploit is patched, which was the highest damage possible in the game.
Now it is a spell for large numbers of cannon fodder within movement range, and it doesn't work so well for single targets or enemies spread out. It's no longer a boss killer.
A few other interesting changes that caught my eye:
Summon Fey now deals full force damage with a Fey Blade instead of a Shortsword and they can all fly now!
Giant Insect is now like the Summon X spells, it has a very high HP calculation of 30 + 10 per Spell Level which might be a typo, regardless the Spider option has a 60 ft Web Bolt ranged attack that on hit automatically reduces a creature to 0 speed.
Summon Undead (Ghost) automatically frightens on hit. Summon Undead (Putrid) automatically paralyzes when it hits a poisoned target (works great with Ray of Sickness or Mercy Monk).
Witch Bolt has its range increased to 60 ft, its auto damage can be triggered even on a miss, initial attack damage is now 2d12 instead of 1d12, and most importantly its a Bonus Action to keep the auto damage going!
Jump now lets you use your bonus action to jump 30 ft for 10 ft of speed!
Giant insect HP isnt a typo. Its the standred introduced with TCE. All summon spells from that module onwards were changed to X+10/Spell level HP*##*, along with scaling AC and multiattack. It was found that having one, resillent summon was far more enjoyable and easier to handle. Less dice rolls, less initiatives, less tokens for a smoother game. The lack of scaling is what made Beastmaster rangers litterally useless. Having a 10hp pet at L10 isnt fun. It starts being unfun at L5 when a single fireball oneshots your familiar and pet bear. *##* HP is usually 10xSpell level but some have a -10 penalty due to extra fast flying, healing, or other abilities. It equates to +5HP a level and is pretty reasonable.
The bug (pun intended) is the lack of save and size restriction on web. It should either have a save for restrained with a breakout action, a cooldown, limited uses, etc.
If I had to errata it as a DM I'd make it Weapon Mastery Slow: -10' move speed no save OR give it a save for restrained, and ends at the start of your bug's next turn. The latter would also allow monsters with specific restrained condition immunity work as intended. Either version should probably have a size restriction like a net... but to be fair the web spell doesnt.
Witchbolt is a nice change its now mostly useless instead of completely useless. It still ends if they walk behind a tree during their turn (quasi faceteous way of saying gain full cover). Still, at least it has some utility now!
PS I also love the jump change. It guarantees a minimum jump distance like a Jerbeen race's jump. It sucks a ton when you have a wizard or sorc with the spell and you get told you can tripple your jump distance, and you look at your Str (Athletics) score of -1 and realise you're probably still going to fail to clear that 10' gap or climb that tree.
@@rogerexcell249 Giant Insect's HP calcultion is likely an error as its missing the phrase "above 4" as this is how the Summon Spells usually have their HP calculated:
Summon Aberrant: "40 + 10 for each spell level above 4"
vs
Giant Insect: "30 + 10 for each spell level"
The other reason is the wording doesn't seem as clear as the new Find Steed's text:
Find Steed:"5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)"
Hey can u check if there's any changes to Elemental Weapon spell, ty!
@@dominicl5862
Elemental Weapon (Druid, Paladin, Ranger)
PHB'24
p268
Level 3 Transmutation
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
@@dominicl5862 Its identical from a quick look.
PS. ty, I missed the missing "above 4", but that has at least been fixed in the latest update on the giant insect's stat block.
I could see a sorcerer taking a ranger dip for no-slot castings of Hunter’s Mark to set up their Scorching Rays in the same turn. Still probably better to go the Hex route for MAD purposes but it’s interesting
I can't believe they didn't remove the slurping noises from Arms of Hadar. They really just don't care at all about closing the martial caster gap.
lol 🏅
😂😂😂 really that agenda from 5e haters are so fallacious
Conjure Minor Elementals had another big improvement: casting time. Is was 1 minute and now is 1 action!
I noticed because I’m playing a multi class wizard/artificer with the cartomancer feat, which gives a free bonus action cast of any spell in your spell list (if you have that level spell slots) as long as the spell has a casting time of 1 action. …so yeah, I get a free quickened version of this spell every day now? SUPER potent.
Not just super potent. Game breaking. If you cast CME at lvl 8 and then scorching ray at lvl 7 it deals average of 368 dmg (320 from CME) assuming you hit all 8 rays. You can oneshot ancient dragons 😆😆
What do you mean by free bonus action cast?? Cartomancer is definitely meant to consume the spell slot when you imbue the spell into the card. Unless you mean that the quicken part was for free?
@@guzonjaguzic9742I was just combing the comments to see if anyone was talking about this with scorching ray. Idk if that spell changed any, but yeah that's crazy damage if it works together.
@@nenethe0177 So I meant free quickening mainly, since I know there are a variety of interpretations out there for the rest. My DM ruled it as not consuming a spell slot. I know this feat has some of the least clear and most controversial interpretations. He balanced/checked it by flavoring it as a deck of magical gizmos (artificer stuff) only usable by my PC which can break or be taken if it ever needs to be reigned in, but we also just have a 2 character party so giving the half-caster 1 more spell slot doesn’t exactly break things.
It says "whenever you make an attack". Should this be interpreted as attack action, attack roll or just anything that causes damage?
The fact that conjuration no longer means summoning a creature and now means creating an area denial or damage effect is almost as disappointing as the ranger.
All the "conjure" spells are just fireball with a concentration duration.
The entire school is literally just evocation with extra steps.
I believe that's where spell flavour is supposed to come in. Mechanicly it also speeds up combat with no extra tokens with AC HP etc etc. Instead of getting the DM to pick 10 random animals, get their tokens get their HP get their AC roll their initiative have you roll 10+ attacks etc etc etc..
Conjure Woodland you move the swarm, the animals therein are so numerous attacking them is pointless since they get replaced with another in the swarm shouly you try. You roll their target's save and they fail and you describe as the herd of boars dash out from the treeline of the surrounding forest charge past him and vanishes in the shrubs goring them for 10 damage.
Your elemental isn't a circle puddle of damage on the ground but a massive floating orb of water, that lashed out with a tentacle, pulling him inside to begin drowning for 25 HP...
The holy angel slowly marches across the battlefield, an avatar in the shape of your goddess, Eilistraee. Her clam singing sooths the wounds of your allies as her moonblade effortlessly slices your foes. Her nimble, godlike footwork making any attempt to retaliate an excercise in futility. It no doubt she's the originator of bladesinging...
My warforged puppet isnt casting web, She's throwing out marionette wires and entangling the area. She isnt just casting holding monster but tying them up with the said same strings. She's not casting distant metamagic cure wounds using her infused pistol focus (material) as an artificer, she's loading a physical dart containing healing alchemy into one of the revolver's chambers and shooting it (somantic) into your vein while speaking words of reassurance (verbal)! (Goddess bless Laudinum, the miracle cure!)
Pet spells still exist. Giant insect, all the TCE ones. Just multiple creature, need Monster manual just to reference stats ones are repalced. If you want lots of tokens on the map... Play a great old one. They can cast non concentration summon aberations. Conjurer is still WIP, as I dont see it released in the playtest. Its really hard to balance pets to be fun, and not slow a fight to a crawl.
Spirit Guardians and the new Conjure changes, along with Web, make me think WotC doesn’t understand the dynamics of combat. Some incredibly powerful spells that probably needed a reduction in how often their effect was applied. And i think even with SG, its been increased. Especially because it only involves moving the cleric rather than the enemies. Sigh.
Sleep is actually a reasonable anti-caster tool now, since incapacitation breaks concentration
It requiring concentration itself makes it less useful.
True, I missed it has concentration on it. But still, for a 1st level spell slot, definitely could still be reasonable. Certainly better to have at higher levels than it previously was, but likely isn't going to make the cut on the most optimized lists
@@wassentme1891 Yeah, the concentration and small radius makes it so by the time you get the spell as an Archfey warlock you are going to seriously be questioning if its worth it to burn one of your spell slots on it. And as the slot's level increases it just becomes even more useless than the 5e version of the spell. At least with the 5e version you could take out multiple low hit-point creatures at higher levels.
@@wassentme1891 I mean, you could drop the spell as soon as they fail the save if you don't want to have it up. Just flashing them with incapacitated should break their concentration.
@ilovethelegend Definitely nice that Sleep can do that, but if you are using it to incapacitate one caster with a Wisdom save, might as well use Hideous Laughter and make him prone while you are at it.
Even then it's situational, because dropping your Hypnotic Pattern to attempt to break concentration on their Wall of Force is not always the right move.
So, if someone else moves the caster or enemy creature on their turn then Spirit Guardians can hit again. Previously it required moving the enemy creature, which is more difficult. Now, the caster can voluntarily fail the saving throw to be grappled and moved (or pushed, depending on position). Probably stronger at early levels for other casters than using a cantrip. Great for using the Telekinesis feat too (backwards compatible?).
I don't see why you can't cast Spirit Guardians and just walk back and forth causing the spell to trigger multiple times on your turn. "Whenever the Emanation enters a creature's space"
@@TheHighestNoon because the spell specifically says a creature can only take the damage once on a turn
Additionally, grapple and move the caster could affect multiple enemy creatures, making it the go to for basically anyone in a multiple enemy encounter if not casting an aoe spell themselves.
Or have a friendly monk run you around the battlefield with the improved step of the wind 😂
Hunter's Mark: still not worth basing an entire class around.
You know, this video addresses one of my peeves with the 2014 5e - the thing where spells can or can't go behind cover and so on. I'm really glad spells can't go behind cover anymore by default. Now if that's also true for all other magical effects, that would be awesome.
One spell I think could’ve been included here is Summon Undead. I know you made a necromancer build based off of this spell so I thought I’d leave a comment here.
- The Ghostly option now inflicts frightened on hit without a saving throw, whereas it used to have a save.
- The Putrid option now *paralyzes* on hit if the target is already poisoned, WITH NO SAVE. You can combo this with the new Ray of Sickness (save to inflict poison removed, it’s just an attack roll for the damage and poison), or with the a (chain) Warlock’s Quasit familiar’s attack (also no save to inflict poison). You can combine this with other class features like the Mercy Monk’s Hand of Harm to absolute devastate enemies with paralysis.
The new gimick for spirit guardians damage is definitely going to be moving the cleric off their turn. Whether from the cleric readying a move with their action, or an ally dragging them, or some other off turn move. Grapple monks are going to be a cleric's best friend
This has always been how it movement works: Any effect that slows a creature requires them to SPEND more movement. If your speed is halved, it means you have to use 10 feet to move 5 feet. So when you are out of the area that slowed you, your movement is still spent, this is how it has always worked.
Source?
@@rybiryj Under the "Difficult Terrain" rules it literally says:
"You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day."
The keyword here is COST, which means you have to expend 2 feet to move 1 foot.
And other things in the game that refer to slowing you down also say the same, or similar rules.
Spirit Guardians is different though. It's halved speed, not difficult terrain.
@@NotYourAverageNothing All speed reductions work like this not just Difficult Terrain. If you are swapping between climbing, walking and flying it works like the OP said. Plant Growth works like this, difficult terrain works like this, mounting & dismounting works like this. There is no reason to think SG had some super special rules all to their own that behave differently from absolutely everything else in the game. I'm pretty sure Crawford even had a tweet clarifying it at some point. Just as a general rule of thumb if any content creator says "if you interpret the rules like this, you can do this broken combo" it means that isn't how the rule is supposed to be interpreted. Deliberate misreading of the rules in order to break the game is shockingly common.
@@agilemind6241 Unless you're referring to 2024 rules I don't know about,
1) It absolutely does not work that way. Speed reductions just change how much movement you have available to spend. Swapping between different speed types is its own separate rule. I have no idea where you're getting this from. I'm ready to eat my words. Can you site a page from a book?
2) Spirit Guardians is unique in that changes your speed rather than make movement cost more, it only does so while the creature is in the AOE, and it doesn't specify when the effect begins. If it just said that a creature that starts a turn within it had its speed halved it would be clear what happens when you leave (unless the intent is that you somehow get your movement back).
So making sure I'm getting this right. I can hasten or my tabaxi cleric and zoom about doing a Spirt Guardian Drive By on everyone. Then on ally turns, they can shove/pull/toss or otherwise toss enemies not currently in the radius of the Guardians to that radius for damage. And if they don't leave by the end of their turn when it comes about, they get zapped again. Then on my turn step back, then step back up to put them in the radius again and do damage, then step back so allies can then move them back into it on their turns.
It's actually easier than that since you just need an ally to grapple you and move you around the field to do the damage
@@FabRD a little 5 foot bump from someone's TK feat (the save I can voluntarily save) could do that toot hen. Nice. Spirit Guardian drive by engage!
Even dumber, have a Monk with Tavern Brawler in your party that just grapples and drags you past all of those enemies that you just Drive By-ed.
As a DM I really like the streamlining of the conjure spells, but it feels a bit weird that they all turned into basically the same spell with different damage types and classes that access them. Wish they’d done things slightly differently.
No fun allowed. New players might get bored if a round takes longer than a tiktok-video, so no summoning here!
All these streamlining changes are great and comfy, but isn't it too much 4e. No weird and quirky spells, every potential loophole is buried under common rules, and all the spells are identical. The difference between Conjure Animals and Spirit guardians is more like +6 holy sword vs +5 sharp sword than a separate spell.
Spent a lot of time in 5e, but I'm not sure I will ever play 5.24 once.
@@Ant3rn I mean, to be fair, the new Conjure spells are less similar to each other than the old versions were to each other, just being different in creature type and CR as far as the text was concerned. The actual replacements are the Summon spells originally from Tasha's, which have different choices with different funky traits under each spell. Not saying I like everything about 5.24, but this was a poor example to make that particular point about.
@@Shalakorquestion, is 5.24 a treantmonk thing? I absolutely love it because it seems so disrespectful to this new edition, rightly so. Like it’s absolutely not good enough to be called 5.5, and it’s hardly even good enough to call 5.25, so 5.24 seems very fitting. But I’m just curious because I haven’t seen anyone else call it 5.24.
@@littleoldmanboy I mean, it's also just 5E + 2024, so it's probably not Just a Treantmonk thing. Others have probably though of it as well.
but now the problem with the Sleep spell is that for that first round they can still move and speak even if they fail the save (because incapacitated by itself is kinda nonsensical and useless) so if it were to be used for something like getting rid of some guards they would still be able to call out for help no problem, so honestly its worse than before for its intended purpose
In the new PHB, the Incapacitated condition now states that you can't speak while affected by it.
I love the new Sleep. I want to try it with the Arcane Trickster’s Magical Ambush and sneak around putting all the guards to sleep.
Unfortunately that's not possible since the spell now requires concentration and can only affect a maximum of 4 creatures that are right next to each other.
wtf, you could that better with the OLD Sleep. Guards have 11hp and would get no save.
@@senrith_ but the save now allows there to be tension. will the spell work on these guards? who knows, definitely not the rogue who would probably get into some shit if the spell fails and the guard(s) notices them.
@@deffdefying4803 even if it does work (fail their first save) they have a turn where they can freely move and raise the alarm by shouting (incapacitated allows this) before making a second save 6 seconds later.
@@senrith_ Incapacitated 24 specifically disallows speaking unless it was changed again since the playtest.
Wait wait wait... they said they nerfed chill touch to a touch spell because changing the names of spells would mess with backwards compatibility but they changed Feeblemind to Befuddlement?
I am befuddled by this decision.
SMH. By that reasoning they should have changed it to cold damage as well
I mean, as far as the backwards compatibility rules are concerned, Befuddlement and Feeblemind are legally distinct spells that can be prepared alongside each other, so, technically, they really just lied about keeping all the spells from the original PHB instead.
@@Shalakor well it depends on if it included text saying that this spell replaces the spell of the old name which I believe it does?
Thank you for all your hard work. I hope these videos really take off. I value your insights and I hope this pushes you past the 100K mark!
I thought they wanted to keep spell names the same, like with all the conjure spells, but they changed feebleminds name. Wouldn't that mean the old version is still usable?
I plan on making copies of all the original spells, before they switch then up on d&d beyond. But I might treat befuddlement as lesser feeblemind because that's what it is.
@@brianhewett5123 I suspect this was a move along the lines of changing "race" to "species". "Feebleminded" used to be a synonym of "retarded", which could be seen as ableist.
The whole thing makes me a little sad to be honest.
Excited to teleport a friendly dragon with me with the new version of Dimension Door
I like the way the old summon spells worked. Sure as a DM there was a little more effort, but I always found it worth it for the flavor that they gave to the game. Of course Hunter's Mark is stupid for spell that has become the tentpole for the Range, but what are you going to do? Just house rules it.
Them giving free castings of Hunter's Mark allows you to cast as a bonus action and it spells like scorching Ray in round one for 3 d6 a piece five if you're a bugbear
I was curious how to roleplay Feeblemind, and so searched for monsters with 1 intelligence and 1 charisma. I can't even find a beast that feeble. Insects, crustaceans, etc all have stronger minds than that. The only monsters I could find with 1 in both intellgence and charisma are Gelatinous Cube and Black Pudding. So that really puts Feeblemind into perspective. The ability to move slowly, feed oneself, and no thoughts more complicated than that.
Sleet Storm is nowhere near as large as it used to be, and breaks concentration on a Dex save now!
It's now 40 ft high and 20ft radius, so that's been swapped from the 2014 edition. Its much less space, but I'm not sure if it makes it more tactically useful or less so.
Conjure Minor Elementals seems like it could actually make Valor Bards be effective damage dealers compared to the other martial classes, especially when paired with Booming Blade and an offhand with the nick property.
When Valor Bards access Magical Secrets at level 10, upcast CME will hit like a truck
Bladesingers, too, especially if they grab a rogue or fighter level for Nick (although Bladesingers were already good damage dealers - they really didn't need the boost)
As a player, I am breathing a MASSIVE sigh of relief for the changes to formerly-Feeblemind. The mechanical effect is still steep, of course - especially as a Warlock main - but I’m so glad I no longer have to fear losing my character to that near-permanent intelligence loss. RP’ing a long-lived character struggling to remember any of their magic, instead of seeing them reduced to a feral animal, feels much more palatable to me.
Feeblemind is meant to be a horrifying spell.
What about all the entries in Tasha’s, Mordenkainen that says “as if affected by the feeblemind spell?”
And what about items like Elemental Gems or Items of Commanding Elementals? “As if you had used the conjure elemental spell”
Conjure Elemental was also the only creature that could really be summoned by a Glyph of Warding, is that spell now having obsolete text?
Also the literal statblock for 5E elementals say they are created (and Planar Bound) by the Conjure Elemental Spell? (Or invisible stalker if Spell is Upcasted) How are elementals now created? Only through True Polymorph?
Stuff that is just the spell name I’m sure they’ll just treat as errata. “Whenever an effect mentions the spell Feeblemind, use Befuddlenent”. Not sure about conjuring though since those changes are so big
Those items will be in the DMG and overwrite old items
the Summon spells (from Tasha's) still exist. If a creature required Conjure Elemental before, Summon Elemental seems a reasonable step-in.
Isn't this exactly why they said they weren't changing names? Why'd they change this one?
@@shadow-faye “feeble” is less politically correct than their new standards
My Ranger/Druid multiclass build is gonna love Conjure Minor Elementals lol
It wouldn’t make much sense for a squishy wizard to be hitting enemies but it seems like a great spell for a hypothetical 2024 expansion Bladesinger.
I REALLY wanted them to add Conjure Minor Elementals to the Ranger spell list cuz it looks really fun (and abusable) on a class with extra attack
Let's hope they add it as part of a subclass' new spells
@@DukeTrout Scorching ray it's the way to go!, 2d6+2d8 per ray? Wtf
@@FabRD I’m planning a Gloomstalker/Circle Of Stars Druid. (Actually already play a 2014 version of this) with bonus action Radiant Arrow from starry form that damage will go up quick, and be very thematic.
@@adriel8498 Ah, so it includes any attack, including spell attacks. I forgot that in 2024, they stopped differentiating between weapon attacks, spell attacks, etc.
Thanks so much for the video! I really like in depth analysis like this.
The Conjure Elemental wording is really interesting. In my initial interpretation, it doesn't need the Spirit Guardians treatment because it's not really the same type of spell. Rather than being a field to avoid, it's a single target Restrain with damage that can be reapplied to another target (with coordination or good geometry, like a choke point to force an enemy into it, since the Elemental can't be moved) if the original target saves. The thing that really piqued my interest is that, in my initial interpretation as written, the target retains Restrained even if they are moved away from the elemental. Only a successful save ends the condition. Thus, since the initial save is only made if the elemental isn't already restraining someone, the same treatment isn't needed. I'm not really sure that is what they intended here, but that's how I read it. I also don't know the new rules about the Restrained condition, so there may be ways for the players to break that condition and reapply it, so maybe they should have added some clarification there.
The Legend has returned with another great and informative video thank your Chris for you work.
Bladesingers are salivating over the new conjure minor elementals 😮
I've noticed another change, that noone has mentioned yet (and I think it's crazy):
Summon Undead
Putrid Form:
Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
NO SAVING THROW! The Tasha's version gave the opponent a Save to withstand the paralyzation. not anymore.
Same with the Ghost:
Deathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next turn.
NO SAVE!
maybe an oversight? I don't know
14:11 I don’t know why, but the way you read Hunger of Hadar’s description made me laugh!
First, thanks for doing this, dude. It's super cool and informative, and I really like your presentation style.
Second, thanks for the positive outlook. References to nerd rage and getting irritated at things you want fixed, but which weren't, always make me laugh because it's such a common sentiment. The way you close is pitch perfect, too. Truly, just keep up the good work, man. It's appreciated.
Spirit Guardians: sounds like each of your allies could drag you around to cause to deal damage on their turns.
Dimension Door: you can take your mount now. Woo! Hoo!!
Lesser Restoration: no longer cures disease? Ruh - oh Raggy!
I think they might be removing disease lol as paladin are no longer immune to it either. Unless they make contagion a deadly spell now
If you have the grappler feat you could grapple the cleric (with Spirit Guardians) around on your turn too with no movement penalty. So there might be more cheese you can do with Spiritual Guardians now.
I can't believe fog and clouds stop at doorways and walls now. absurd
Im so proud i noticed immediately what the difference in dimension door is. I love playing small casters and this has always been a huge issue for me
Yes! Literally was refreshing your channel just to see this.
Imo, the new bard will be the best class in the game by level 13. Take 2 levels of warlock for eldritch blast and use Conjure Minor Elementals at a very high level and you can out dpr the Fighter plus have 6th level wizard spells and eventually 9th level Wizard spells.
Excellent
Hunters mark + Magic missile = New meta
im really enjoying these update videos, ive never bought a wotc product before and chances are im still gonna use free online tools for everything, but i might be tempted to buy the new PHB as a coffee table book if the art is as good as everyone says it is
The new sleep is also a concentration breaker when you use it in a caster. Very good. 👍
Does this mean Shepard druid's capstone now makes a giant pack of animals that do 9d10 damage to anything hostile that tries to get near you, but now can't actually body block people to protect you.
To be fair Sheppard druid would have to be remade to play with these new spells, the level 6th ability pf increasing the beast and feys hp is useless even with the summon spells.
If you want to play Sheppard druid ask your DM to play with the old conjure spells or to homebrew the subclass
Hunters mark with a monk unarmed strike. Extra 1d6 force damage. Could be interesting with ranger monk multiclass
Spirit guardians got a buff as far as I'm concerned, you might lose some single target damage when you pull creatures in but you can easily hit every creature in most combats every turn. And for creature stuck in spirit guardians you will still get to double dip the damage
Also if another PC pull/push a creature inside the emanation it would force the save again, also having a PC carrying you cleric in the Battlefield.
It is oncd per turn not once per round of combat so with teamwork you can force that save multiple times
Really exited for the feats video! If the dual wielder feat add attack on top of the nick propertie (yeah, by the text, you can make a BA attack if attack with a light weapon and maybe you can make it plus the nick propertie attack) Conjure minor elementals can be huge with two weapon fighters
I've seen the video... and I have to say that all the rules and feats surrounding "Two Weapon Fighting" are some of the most convoluted things I've ever seen. I'm not sure Chris' interpretation of them are correct.. I'm not sure they're not, its THAT confusing.
@@earthen105i thinking the same, that rulling became so much confusing
I haven't read the new PHB but from what I understand if you use the nick property to use your off hand to make an extra attack you can't use your bonus action to make another extra attack but it frees up your bonus action to do anything else
@@Rajellen By logic, as written in the book, nick propertie replaces the BA mechanic (as you said), but the redescription in the Dual Wielder Feat dictates "when attacking with a light weapon, you can use your bonus action to make an attack with a not two-handed weapon."
This statement isn't referencing the typical two-weapon mechanic, but rather adding a new standalone feat mechanic to those already used. Therefore, you can use, for example, a rapier and a dagger and use the nick propertie of The dagger attack to activate the feat and thus carry out a new BA attack.
The feat Dual Wielder redescription without referencing the normal use of two light weapons and extra attack with BA does something similar to what PoleArmMaster does when abandoning the "attack of opportunity" terminology to redescribe an autonomous reaction attack mechanic (isolating the effect of others AoO mechanical interactions).
@@thiagoknofel8982 sounds like upcoming errata then because I'm sure they didn't intend for you to be able to essentially wield three weapons at once. from just looking at the part in this video on Woodland Beings it's very clear they took it down a level without changing anything about it so the upcast section has weird inconsistencies LOL
PHB24 version 1.0.1 coming to fix the shoddy editing ✨
That's a good change for Fireball. I'm glad to see it.
I think the different in saving throws for conjure elemental is, that you cannot move it, so no risk of double damage. Additionally, allowing the target to remove the restrained condition at the start of their turns is beneficial. If it was at the end of your turn you had to potentially succeed on 2 saving throws to able to move away. Once to end restrained and then again at the start of your next turn. That would be very clunky.
They could make the inital save at the end of your turn too. However, then a creature would lose their entire next turn as well after moving up to it, which can be forced by you or your party, making the spell more powerful.
I thought Jeremy Crawford had said that Wish would change so that the options that don’t replicate another spell wouldn’t necessarily cause the terrible strain effects. I’m sad that this doesn’t seem to be the case
He did say that.
@@TreantmonksTemple dang. At least as a DM I can always be persuaded by players with cool ideas of alternative uses of Wish or even just homebrew changes to this and other spells (which I’m totally going to do)
I don’t know if it’s written anywhere else in the rule book but the way spirit guardians is written, the spell description still implies you can shuffle back and forth to jiggle the emanation into and out of an enemy’s space to make them take the damage/save multiple times. This spell doesn’t have a “one save per creature per turn” clause that I saw written in the video on a different spell
edit: never mind i am stupid
Yes it does. At the end of the paragraph where it lists damage it says creatures can only make the save once per turn.
@@danielfocke oh you're right, I'm just freaking blind. uh, whoops!
Well at least your party members can still push the enemies in your emanation as it is once per turn not once per round of combat.
You still can do the back amd forth but with extra steps and teamwork
@@doctorbr2195 you can even walk your blender into an enemy on your turn, move back and hold your action to dash on someone's else turn, and then dash to hurt the creature again. Now on their turn they have the decision to move in and hit you forfeiting their chance to get out because of reduced speed or run away.
One minor correction in that a lot of older versions of grease also didn’t have the flammable effect. 3.5 doesn’t, and I can’t find any others that explicitly do, but then I haven’t been able to find the 4e version.
I think they imagine Conjure Minor Elementals is balanced by the fact that it's a 4th level Druid or Wizard spell - classes that aren't known for regularly making a lot of attacks every turn. And if you're multiclassing just for that then it's a pretty big investment.
Might be a tasty pick for Valor/Swords Bards with Magical Secrets, though.
My take as well. To really get a lot of mileage out of it you need:
-a source of additional attacks (Extra Attack, Action Surge, offhand weapon, Eldritch Blast, Wild Shape)
-actually decent to-hit(not trivial to get INT or WIS attacks, though Bard can dip Warlock 1)
-Quickened Spell (because it's an action cast time, otherwise you're wasting a round that you could have cast a control spell or blast spell instead--idk if Metamagic Adept is in 2024 or not)
-good defenses, especially if in melee (War Caster, good armor proficiencies, etc etc)
-no other pressing use of concentration
The ways you can actually pull that off in a reasonable number of levels are pretty limited. The action cast time in particular is brutal--by the time most CME combos come online, I think you could probably just be casting Wall of Force or something and winning the encounter without needing a setup round. Otherwise I think you'll see a lot of situations where you're spending that fourth-level slot and getting less damage than a Fireball.
If anything, the best user of it might be a 13+ Eldritch Knight, just on the back of being able to make attacks on the same round as casting it without having to make huge build investments (other than being a 13+ EK in the first place). Maybe you make something work with Monk 5/Druid 7, but I think for a lot of T2-T3 you're less than the sum of your parts there. Could be wrong.
Unless your a blade singer and decide to dual weild granted you can't blade singer at same time when you do that but 3 attacks up cast say at level 12 blade singer with a 6th level spell slot. Bam that's a lot of damage
@@Rajellen indeed. Any 7th-level Bladesinger can cast CME and activate Bladesong on turn 1 before destroying combat by adding CME damage to 3 attacks the following turns. If you also want to add your Dex modifier to the attack of the light weapon property and make it without using your bonus action, you can start 1 level of Fighter for Two-Weapon Fighting and Weapon Mastery of Scimitar (Nick) and Shortsword (Vex) for advantage on two out of three attacks. Alternatively, you can pick Dueling and Weapon Mastery of Quarterstaff (Topple) combined with the Magic Initiate Origin Feat (Shillelagh) for 2 attacks using Int (also Healing Word and Magic Stone/Thorn Whip).
note that it doesnt specify what sort of attacks you make - thus you could reasonably make spell attacks or Wildshape attacks.
Fun team idea: 1 Cleric with spirit guardians, x monks that excel in grappling. Since spirit guardians triggers once per turn per creature, each monk can trigger it on their turn by grabbing and dragging an enemy out and then in again. If they can grapple multiple creatures per turn (one creature per attack with extra attack) then could potentially trigger it twice on a monks turn for two enemies. (so long as grabbing works this way, haven't looked too deeply into the new rules)
Don't grapple the enemy, grab the cleric (who can willingly fail) and drag them around and hit all the enemies. Gets even better when step of the wind improves and you can just whisk the cleric 100+ feet around with no opportunity attacks
Fun team idea: 1 Cleric with Spirit Guardians + 1 Druid with Conjure Woodland Beings. The druid wildshapes into a Horse, and runs around the combat with 60 ft move speed hitting all enemies ending their turn within 15 ft of the Cleric, the Cleric moves and mounts the Druid who chooses to be a controlled mount giving it immediately the Dash action so both of them again move 60 ft around the battlefield hitting all the enemies....
5d8 + 5d8 + 4d8 = 63 damage to all enemies in 1 round.
Love the Dimension Door change. It was a slight frustration in Campaign 1 of Critical Role where the only other party member Scanland could teleport with him was Pike and he could never do it with anyone else.
“Non-flammable grease”
You can’t tell me what to do at my tables, Wizards.
It looks like there is a definite hack for Spirit Guardian. That would be that on the Cleric's turn, they move to within 10' of the Creature. That would trigger a Saving Throw and Damage. Then if the creature chooses to move into melee with the Cleric, that would trigger another Saving Throw and Damage. Then finally, if one of the Cleric's Allies has a weapon mastery effect that can move the creature into the Spirit Guardians, that should be a third Turn that would trigger another Saving Throw and Damage. So while it may not be quite as straightforward as 2014 version, it sounds like, RAW, you can trigger Save and Damage multiple times per round on the same creature if the party is fighting tactically.
the hack is for a player to grapple and drag the cleric around the field
Summon undead now has a powerful interaction with a poisoned creature. The saving throw on putrid claw was removed so if you can get a creature poisoned without a saving throw, such as with a Quasit rend or a ray of sickness, the rotting claw can paralyze.
Looks pretty sick! No pun intended
About hunter's mark, the new rules say you can't spend more then 1 spell slot on the same turn, but if you can cast spells without expending spell slots, you can cast thon on the same turn without limits, and ranger can cast hunter's mark without expending a spell slot, so a ranger with multiclass into circle of the wildfire druid can get scorthing ray, you can use hunter's marc and then scorthing ray on the same turn, then adding 1d6 of force damege per ray thanks to the new hunter's mark not requiring the attack to be a weapon attack, it can now be triggered by any attack roll.
So using hunter's mark on a target, then upcasting scorthing ray to 9th level, it would be 10d6 fire damege +10d6 force damege if all of then hit without a crit, or maybe we might not even need to multiclass, if the new ranger's spell list include more spells with attack rolls, it might actualy work.
Who knows, maybe the new ranger isn't as bad as we tought it was? Gonna have to play it to find out tough, guess i'll go back to looking for every tidbit of the new book i can find.
they mentioned that Wish had a specific clause pertaining to the Lady of Pain, can you elaborate on that at all ?
If the wish undoes the multiverse or affects the city of sigils or the lady of pain, the spell fails and the caster gets her image on their head as a warning
Why replace a feat with Wish when you could just use it to know an additional feat?
"I use wish to send love poems to the Lady of Pain"
Why this stuff with the Lady of Pain? She is most powerful being?@@miguelangelus959
@@Xorrin "you're transported into her mazes. This particular maze is heart-shaped"
I’d be really curious to see a video about how everything officially settled with the interactions and synergy or discord between Two Weapon Fighting, the Two Weapon Fighting Fighter Fighting Style feat, the new Light weapon property, the Knick weapon mastery, and the Dual Weilder feat.
I know blade singer isn't in the phb, but a dual welding blade singer with conjure minor elementals is gonna be nuts.
Upcast to 9th level for over 300 damage per turn 😂
why tf did they take the hunter‘s mark upcasting from the ua, it was perfect
Odd quirk of functionality for Spirit Guardians: since you can name the creatures you want unaffected, as written it works well as a doppelganger detector.
1. "I want my friend Bob the fighter to be unaffected."
2. Watch which Bob starts to smolder.
it's so nice that hunger of hadar can finally be upcasted
@@jesperthomsen9324 True!!! As a Warlock main it becomes not great to cast at higher levels. I’m very happy with this.
Oh, hey, I didn't notice that yet! that's great for 'locks and Abberant sorcerers. The clarification on how its darkness works is pretty nice too, it loses a tiny bit of defensive play, but it makes it so much easier to the party to attack stuff inside it.
@@comradewarners It's to bad that other spells like sleep have become completely useless for warlocks.
Hunter's Mark with Eldritch Knight's Extra Attack + Eldritch Blast. Valor Bard for the CHA similarities for Warlocks + Eldritch Blast. Or some combination of Monk & Ranger + Nick & Flurry of Blows, drawing & stowing weapons.
@@xiongray imagine a 5 Ranger/2 Fighter/X Druid build. Conjure Minor Elementals at 8th level with dual wield feat and light weapons. Insane damage!
Goodberry is broken! The berries last until the spell ends. It's an instantaneous spell.
The Conjure X spell now doesn't really conjure stuff anymore...
just a flavored spirit guardian with extra features...
I am sad because, with the old version, I had many cool outside options, such as scouting, tactics, etc.
Really sad to lose options.
Yup, completley agree, so much flavour and utility lost
A Pathfinder moment of "all this cool description is just an area of damage"
you have the Summon spells for that.
With respect, for me, at least, bringing forth an actual creature with lore behind it rather than some nebulous template just had more flavor, and more fun. If the spells needed to be adjusted, a scalpel could have been used. Adjusting the number of creatures conjured, only allowing a curated list of creatures, or saving time by mandating average damage were options. Instead, WOTC used a wrecking ball that disregarded not only many combat options such as help actions, grappling, and shoving, but also non-combat options. Summoners that brought forth "real" creatures backed thy in game lore has been part of D&D since the 1970's, and the game will be poorer for this loss.
Hunger of Hadar can now also be upcasted!
I'm just happy Wall of Stone's permanency didn't get removed 😗💨
So so so very glad they fixed Hunger of Hadar!
Thank goodness, Hunger of Hadar finally scales with upcasting! I loved that spell at low levels, but hated that it completely lost its usefulness at middle and high tiers. Now, maybe it will still be useful for higher level Warlocks.
Color spray is good now! Wow!
Honestly i kinda hate the new conjure spells. One of my favorite parts of playing a caster with summons was being able to add bodies and odd effects to block enemies and change up the battlefield. Now those spells have all been reduced to area of effect spells, something nost casters already have more than enough access to.
While agree that the older spells needed reworking, i dont feel that this was the appropriate way to do so. Some of the spells were fine as they were. Conjure elemental let you summon a single powerful creature(stronger than 'summon elemental') but it had approriate drawbacks to offset the increase in power, such as the elemental becoming hostile if you lost concentration. I feel like moat of the problems with those spells came from either being able to summon hordes of weaker monsters and from having way too many options that could be randomly chosen.
I think a better way to have fixed spells like Conjure Animals, and Conjure woodland Beings would be to have them act closer to the tasha's 'summon spells' by either letting you have 2 creatures( whoch seems much more manageable than 4+ creatures) or a single creature thats stronger, with fewer overall options (searching the entire monster manual for appropriate creatures, while fun, is a lot of work). A good way to offset the boost in power from thebtashas spells would likely be to have a possible detriment such as the hostility on losing concentration perhaps. Im kinda rambling at this point, but i just dont really think that these new options are going to feel like actual summoning spells anymore, but thats just IMO. 😅
I liked the UA Conjure Animals' attack rolls over the PHB's saving throws. It also makes sense that it does Slashing damage... but I liked Radiant better. Chris, I would really love to hear your thoughts on those two changes at some point.
RAW, UA Conjure Animals made their melee weapon attacks with disadvantage against any Prone creature, since they can only attack when an enemy is within 10 feet of them. In feedback, we told them it's a stupid interaction. Instead of fixing the Prone condition, WotC opted to only change this spell. Whether Slashing or Radiant is better will depend on the new MM (or whatever your DM uses).
Where is the vid on counterspell?? Am I missing it?
I am not sure how to search comments, so this might have already been asked:
RAW, if you have a move of 50 feet and cast the spell when you're 20 feet from an enemy, couldn't you do the following:
1. just move forward (toward the enemy) 5 feet, so it is now in the emanation.
2. the creature makes a saving throw (which they can only do once per turn)
3. success or failure, you could move back 5 feet (moving the emanation away from the creature)
4. move forward 5 feet (so the creature is in the emanation again)
5. the creature does not get to save (because they can only save once) so, a kind DM let's them keep their previous roll
6. repeat steps a total of 5 times.
In the worst case (failure on the first save), the creature would take an average of 65 damage. In the best case, the creature takes an average of 32 damage.
r.i.p the nice fluff of planar binding on conjured elementals and having them guard your base (or the BBEG's base). This sucks so much,
I know I will ask my DM to retain the old conjure spells bexause I love the fantasy of being a sumonner and that new spells don't make that fanrasy for me
Was really hoping that this class would talk about true strike as that got an interesting change too.
Thanks for all these great videos!! One question, is Animate Object unchanged? I would have expected it to get a stat block like the summon spells or something like that
Jeez. The Befuddlement thing is brutal. Pretty much a "You playing a spellcaster who isn't a wizard? Have fun not casting spells for a month because some archmage boss decided to pick you and your dice hate you."
8th level spell or not I will definitely be houseruling that as giving a player a saving throw every day at the minimum, quite possibly still letting them cast cantrips (or even leveled spells by making Arcane / Spellcasting mod checks). I get that you can remove it by casting greater restoration and all, but that's still a potentially devastating lingering effect to put on a player. I would, however, be fine with it dealing half damage on a successful save to compensate if need be.
Additionally, the change to Hunter's mark with now allowing it to be used with spells is just yet one more instance of salt in the wounds of the new Ranger. They *specifically* say that it was kept with concentration to help prevent early game stacking with things like Hex and yet make it *EASIER* for Non-rangers to use the spell. *sigh*
i mean your dice hating you sucks regardless of class, even wizards could fumble the save despite their higher INT save modifier.
We had the Dimension Door scenario play out at our table just this past weekend when our gnome stars druid wanted to teleport with someone else. Good fix. I’m not sure about some of these, but things like Sleep were OP for their level. It just sucks some old flavor out of the game. I’m looking forward to the new books overall. Thanks for the vids!
On spirit guardians style spells especially moonbeam if it works the same it will allow you to move it around and wrack up more targets than spells with much bigger area of effects in normal fights. Sure if people are packed in like sardines the bigger area of effects will hit more, but I've never seen it like that outside of mass combat scenarios.
Conjure celestial in the playtest also had a restriction that it could only heal each character once per casting of the spell. The damage may have been nerfed in the playtest, but it now heals 4d12 + mod every turn
Simulacrum remains the best way to cast wish for non spell duplication purposes. First one for me tends to be 'Simulacrum, cast wish to create a 25,000 gp pile of ruby dust.'
I like the idea of using Forced movement on the Cleric using Spirit Guardians now. "Oh you don't have something better to do? Better drag the cleric around by the scruff of their neck so you can affect folks with their spirit guardians on YOUR turn."
I think clerics may just need intelligent mounts now.