@@yournewmessiah3582 I agree 100%. There are many people, like the 2 dudes on the Dungeon Dudes channel, who rank the spare the dying cantrip as a useless cantrip by the rules of 5e. The Dungeon Dudes even gave it a "D" ranking. The problem is that the 5e rules absurdly have it that the healer's kit has the same effect as spare the dying (except for the grave domain cleric subclass) which is a non-magical kit which can be purchased at a low cost. I think that it is absurd that a non-magical kit in the hand of anyone could save someone's life in 6 seconds. When I DM I'm going to make the healer's kit as written, a magic item with a more expensive cost. I will change the rules for non-magical healer's kit such that it depends on the training of the person using it and the type of injury being treated. For spare the dying I will use the One D&D (6th edition) rules as I heard they will be.
@@williammeek4078You are so wrong about the mending cantrip, even if you have a DM that doesn't appreciate it. For example, mending can fix a leaky ship and a rope bridge to save your character's life. Mending can reseal an important letter for a spying mission. Mending can fix a broken key. Mending can fix a broken part of a door or window in an infiltration mission so that the infiltration mission remains a secret. Mending can be used as a security device to cause custom made metal hand cuffs that seal with no key required, and a wagon wheel that won't move until mending cantrip is cast to deter theft of a wagon or cart. The same will work with cloth to make sealed pouches for gems built into the character's garments. If a medusa monster turns an ally to stone and that stone head is broken off it can be fixed with mending before turning stone back to flesh. Of course there is mending clothes, armor, weapons, shoes, tents, and straps. Keep in mind that every time a character is hit with something sharp it is likely that clothing will be cut. In the middle ages cloth was hand woven not machine made so cloth was more expensive in that pre-industrial society. If a character has to rapidly cut off the leather straps of armor, it can be fixed. It could also be used to win the favor of NPCs for example repairing the cracked statue of the town founder etc. Mending could be used to make money by taking broken items thrown out and repairing them for sale. For example, a valuable antique vase that was broken and thrown out, could be repaired with mending and sold for big money. Also, captured broken armor and weapons can be repaired and sold. The type of DMs and players that don't see mending cantrip's potential I'm guessing are teenage fools and early 20 somethings who have never been a boy scout on a camp out in the woods and are obsessed only with the combat side of D&D, I'm curious, would that describe you?
Mage Hand has come in handy countless times throughout the course of my adventuring lifetimes. Using both the standard 30 ft of movement and double that with Distant Spell metamagic, I have opened doors to test for traps, operated unreachable mechanisms, moved and retrieved items as needed, tied or otherwise secured ropes across vertical and horizontal distances when wanting to conserve spell slots or in the case of more than one person needing to cross/climb, as a diversion / distraction (visual, knocking something over, tapping shoulder and disappearing, etc.), for intimidation on NPCs with low magical awareness, which was especially useful in conjunction with other cantrips such as Prestidigitation and Minor Illusion, and in a plethora of other instances. Some of the more involved actions required moderate to high skill checks of course. All in all this is a great cantrip, and I for one get a lot of mileage out of my cantrips and low-level spells to maximize creativity and role-playing, and conserve higher spell slots for more appropriate situations.
I am going to listen to this entire video multiple times. Thx for putting all the spell descriptions and uses all in one place. Perfect for audio listeners like myself
my favorite thing about message is that it requires you to point at the person. I always picture a bunch of people standing around pointing at each other not saying anything
In leomund’s tiny hut you can cast glyph of warding on a pebble and throw it outside the hut, it would take any enemy outside by surprise since they can’t see inside it and also the explosion can’t go through the dome and hit you. And then the wizard can short rest and restore one or multiple glyph of warding spells. Could even store other spells in it if I remember correctly so it could be even stronger
Because noone in their right mind allows garbage setting specific content taht isnobjectively imbalanced. Like the recently demoted and "partnered" critrole homebrew echo knight. Its an ask first situation if you want to play weird homebrew or setting specific content.
@@shavedata5436 a fellow Wizard in my Party managed to Summon it two Times. He's now dead too. But the Spell ist pretty reliant to resist the damage. We fought a Paladin and he crit 2 Times and the Dragon was gone, because we took the Elemental resistence Not the Spiritual ones.
Mage hand has saved my life so, so many times. I use it to hold a shield far away from me and distract enemies. I never thought of using it against possible traps or things like that though
I discovered your channel recently and i' binge watching all of it. Love your videos. PS:: I tried your link for the spell card but only find the PHB spells and not all of them.
Shillelagh: One of my first characters ever was a Lore Bard/Great Old One Warlock, Pact of the Tome. Casting Shillelagh first thing was an absolute must. And, because I used the Tasha's option for additional spells, I also had access to Booming Blade. I should mention this character was also a Harengon, so my go-to strategy was to cast Shillelagh first round, then hit them with either Vicious Mockery or Mind Sliver (I had so many cantrips). Second round, I would get in their face, use my Shillelagh to whack them with Booming Blade, then Rabbit Hop away. Chill Touch: Same campaign. Yes, I had Chill Touch, too. This was Tomb of Annihilation, and the DM had found an interesting custom stat block for Acererak. He was immune to Necrotic damage, but every other turn or so, I'd hit him with Chill Touch to keep him from regenerating. Not gonna lie, he's still one of my favorite characters I've gotten to play, and I'm keeping his build saved in case I get a one-shot where we're 11th level or so.
One clarification, Armor of Agathys can be learned as an upcastable spell 5? useful ways. A 1 level dip in Warlock, the Mark of Warding Dwarf, the Clockwork Sorcerer, the Bards magical secrets feature,and now the Dragonlance settings Divinely Favored Feat. Armor of Agathys is even better for other casters because they can upcast it higher than 5th level and have more slots. It lasts an hour and isn’t concentration. Consider a mark of warding (+2 con +1 int) bladesinger wizard who casts armor of Agathys and then casts blade Ward instead of using an extra attack. If they get hit by something else, they can absorb elements, Silvery Barbs, or shield (for ranged attacks) as their reaction. They have a much higher AC as well. And Armor of Agathys now lasts twice as long and can deal higher damage being upcast.
Another example would be a Tempest Cleric who takes Metamagic Adept Transmutation to cast armor of Agathys as lightning damage instead of cold. At 7th level they have AoA cast and Spirit guardians. An enemy is 20 ft away and has to use 25 ft to get up melee range with the Cleric (die to spirit guardians). They take 3d8 radiant from entering into SG. They unleash a flurry of attacks. The first one hits. The attacker deals 16 damage and the Cleric makes their Concentration check. The Cleric uses their reaction. The attacker takes 2d8+20 lightning damage and is moved 20 ft away. The attacker can not reach the Cleric again because it would take 25 more ft. To reach them. Even if he could, he decides it’s probably better to stay far away and throw his low damaging javelin instead of risking taking more damage.
hello, thank you for helping me sleep. this is great as it is just engaging enough to get my mind off life but not enough to keep me awake. i haven't played dnd much but it's interesting to get to know the mechanics better. maybe some day i can find a game to join. 😂
You can always stack rocks on a trap with mage hand to trigger it instead. I had a DM who let me use mage hand to cast cantrips, specifically Shield (which I could cast as a cantrip due to a boon I picked in my epic campaign, shit was BA-ROKEN).
my favorate fun fact is that with teleport you can RAW: teleport to the moon with even a basic telescope. I'd love to do a version of tomb of horrors where you end up on the moon.
45:33 I can totally imagine a player walking up to someone with just a blanket or net and throw it over someone and cast immoveavle object on the blanket or net
Silence is an incredible spell and anyone who disagrees just failed their intelligence check! Just kidding y'all. 🙂 In my experience it has been very useful and here are just a few examples: - used in conjunction with minor illusion, and a decent stealth roll, to walk undetected right past an open window with someone staring out - party was linked with rary's telepathic bond and discussing our interaction with the Crystal Golem in front of us, dwarf wizard was about to go all Leeroy Jenkins with a Shatter spell, so I cast Silence and did so with Subtle metamagic, by the time the dwarf figured out what was going on he was grappled by the Barbarian and we were able to conclude our discussion with the creature - taking out guards without alerting anyone else to our presence - subtle casting it on an enemy spellcaster at the start of combat so that they more than likely waste a turn and spell slot while also protecting party - silencing the boom of an out of combat thunderstep when needed
On Polymorph as RAW you don't have to make a concentration check or can cancel the concentration before the time of the spell. "The transformation lasts for the duration, or until the target drops to 0 hit points or dies."
32:00 Find Familliar actually is even more busted once you unlock 2nd level spell slots (Warlocks cant do this sadly), Xanathars Guide added the spell Dragon's Breath, which is a touch spell. Some dm's may not allow this based on the attack action rule, but technically you don't make a spell attack with Dragon's Breath. With this, you can have your familiar with flyby rain dragonfire down throughout your encounters. And if the enemies don't have good/any ranged attacks you might not even need to enter combat as the party, instead letting your 1hp familiar burn down an entire phase spider nest while safely hiding hundreds of feet away. My buddy did this as a Cleric/wizard multiclass, clearing out a nest of shambling mounds solo by just using 1 lvl 2 spellslot, without even entering initiative. The Dm took a break after that.
I was really confused until I looked at the video description. If this isn't a perfect example of why youtube shouldn't automate anything I don't know what is
Dwarf-shield fighter, master combat-1 cleric level. Sunfire fighter build. Get a tower shield with holy symbol and abuse rush, action surge and combat dice. Run in and explode. Take the feat that allows you to add shield ac for dex saves and reduces damage. Around 22 ac and decent magic protection. moving cover and aoe burst damage.
TLDR: I would argue that Magic Stone is one of, if not the highest single target cantrips in the game, even more than Eldritch Blast. The wording of magic stone: "You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it." Key emphasis on the sentence: "You or someone else can make a ranged spell attack with one of the pebbles by throwing it or HURLING IT WITH A SLING." As well as: "On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier." Now, I would argue that when choosing to use a sling, the magic stones become ammo, be definition, for said sling. Thus, hurling a magic stone from a sling would do Sling damage + Magic Stone damage. The precedent set for this is with Magic Arrows of +1, 2 and 3 quality. Normal arrows dont increase damage, however the fact that arrows CAN increase damage means they CAN have a damage modifier added to them. And thus, Magic Stone as sling ammo. Now, magic stone doesnt scale like other damaging cantrips. It does however work WITH extra attack. If im right this would mean before level 5 (when cantrips scale AND when classes get extra attack, typically) Sling+magic stone damage would be 1d4+dex+ 1d6+Spellmod, assuming a +1 and +3 to dex / spellmod, a fighter would be doing on average of 30 damage on the first turn with action surge, and 20 dmg on subsequent turns, with a +2 to hit from fighting style oh and at level 4 picking up sharpshooter feat. The hit chance still uses your spellmod btw, not dex. Eldritch Blast from a warlock with agonizing blast and hex would do 1d10+3+1d6 (assuming cha of +4, from picking up ASi at lvl 4) for an average of 13. Assuming most hits land as ur using Sharpshooter wisely, the warlock should almost never surpass the fighter in damage. Magic Stone is only outclassed by EB once all the invocations are added to EB. Pushing, Slowing, even pulling if needed, are huge for battelfield control. But in terms of RAW damage, EB doesnt win out, ever, vs a fighter.
Casting a cantrip uses your action. So, assuming you had three pebbles enchanted, casted yourself through magic initiate, etc. That's 30 the first round, 20 the next round, and then 0, and 20 the next three rounds. 4 round combat standard would also have that 0 earlier as well. If you didn't prep it that's 0 and 3 rounds of 20. Or 15 dpr (60/4) If you're using another caster it's only fair to split the damage. And shutdown spells can be generally more useful than raw damage It's not enough pebbles...now if the # of pebbles grew as you increased level.....
@@andrewandsueniemeyer6958 Magic Stone uses your bonus action to cast.....also, what are these numbers? They supposed to be damage? Cause i can get the damage much higher than 30 on turn 1, and 20 on turn 2.... Turn 1: 54 AVERAGE damage. with a max of 84 dmg Turn 2: 18 average with a max of 26 Turn 3: same as turn 2, this damage is baseline, requiring no resources. And all that is without a magic sling as a level 5 battlemaster fighter with 3 for the attack mod (be it spellcasting or str/dex)
Depending on your Dm and your house definition of pebble, this spell can become even more interesting. If your DM lets you use coins and gems as pebbles you can use them to distract kobolds/goblins during combat. Theres also no rules about the pebbles you cast this on, if another class like a wizard or better, warlock equip the pebbles as an improvised weapon they can use spells like magic weapon or go hardcore and bind them as pact weapons. Your dm can also give you magical stones to cast this spell on, possibly adding more effects to the attack. Or my favorite, rp a geologist and search for natural deposits of phosphorus and or potassium. Throw a ton of small explosive stones in a bag of holding, cast magic stone, you and/or your ranged attacker have explosive ammo now.
Correction: there is literally no situation in which Spare the Dying is more useful than healing, and because every single class that has access to Spare the Dying has access to healing, there's pretty much no situation in which you are going to absolutely need this and be out of level 1 spell slots. There are dozens of cantrips that have more use than this.
1:24:46 calculate a passive perception using intelligence and if it’s above the DC then they are able to tell somethings off and might decide to investigate
might be wrong about spirit guardians though. pretty sure it deals damage whether entering the aoe was voluntary or not. crawford said they consider forcing a creature into the area clever play, but that moving in and out over and over doesn't work, as it's only the first time each turn.
Am I missing something about banishment? There's lots of spells that take one or multiple enemies out of the fight temporary in levels 1-3. What makes banishment special? Tasha's gets you similar results at level 1 and both are concentration. And just based on how turn by turn party action economy usually plays out (in my experience) the fact the target can't come back with banishment does not seem to make up for a 3 spell level difference
I find it fascinating how people ignore certain sorcerer subclasses which allow you to swap out from other spell lists as long as it's of a certain School of magic. Clockwork soul sorcerers actually have access to armor of agathys.
The simulacrum is guarenteed to lose access to the wish spell as soon as it uses it, due to it never being able to cast any 9th level spell again after using its one and only 9th level spell slot.
Why do you say you need the 1500 gp to cast Wish as Simulacrum when the Wish spell clearly says you don't need any costly components? The spell just happens.
I find it funny how many people get the rules for Conjure Animals wrong. The person casting the spell picks the creatures, the spell description only says that the DM has the stats for the chosen creatures not that the DM chooses the creatures.
Mage hands can lift up to 1k lbs, can melee, and is Even better at pushing or throwing target's (given it has almost 2x the strength of a level 24 barbarian)
it literally says 'small marking or symbol' on prestidigitation while small allows *some leeway* 'the side of a building' is not small, unless its a mouse house ffs. And armor of agathys can be cast by a few classes (namely sorc or bard) and with a feat, *any* class can cast it. cleric with warlock casting feat dropping level 9 aoa over and over again is pretty damn gross.
Fuck you, I wanted to take a small nap and went to sleep listening to something else. Woke up 3 hours later at 1:36:00. At least my subconscious mind knows the best spells below 4th. Maybe I can finally play DND in my sleep
You actually extremely underestimated the prismatic wall damage. They take the damage four times going through the sphere twice going up, and twice going down, plus the fall damage from the splat at the end
If warlocks are intended to be "cantrip casters", then why do both wizards and sorcerers have more and better cantrip lists? Warlocks cast cantrips like bards, not great. Considering warlocks' limits on casting leveled spells, they should have better access to cantrips.
Because everyone thinks Eldridge Blast is the best Offensive cantrip because it is a 1d10 force damage per tier. Realistically it is a good damage type but as cantrip go Firebolt is better damage on a hit and chill touch is more useful. The other half is that Warlocks have invocations that you can choose to make EB more effective and hex complements EB better because of the same damage multiple bolts design where Firebolt is one attack but is more potent at each tier. Wizards and Sorcerers have more and better Cantrips but Warlocks can do a lot more with their recommend Cantrip than the Others can. Ironically I usually suggest a Sorcerer lvl on a Warlock for the 1st lvl slots for shield/hellish rebuke and Sorcerer starts with 4 Cantrips so you can triple your starting Cantrips and lose very little for progression.
spare the dying is acctually so bad. like ... just use medicine... and worse than that there is a skill for that: the ppl who could get spare the dying are more often than not wis based so with a medicine proficiency the dc 10 can be hit pretty relliably. and if you already killed the enemy(which you propably should bc action economy and stuff) you can have the entire party medicine so... . and if you use an action to do essentially nothing in combat you have pretty much already lost. and if the dm was rlly evil they could just hit the stailized allie and destabilize them again(in the hopes that you make the mistake of casting spare the dying again ;) )
Just accept it for what it is, a video that you are meant to watch in parts if at all. Realistically this is the easy part of the ideal design of making each spell it's own video. But hundreds of 1-2 minute videos take time to make.