Nord is good, but I like SurfShark a bit better. The extras that come with SurfShark are pretty nice. Nord definitely has the advantage in amount of servers though.
I love the baseline of 3rd level spells. You can Fly, raise the dead back to life, Summon demons from the depths of the abyss, manipulate the primordial elements with fireball, Erupting earth, Tidal wave and wind wall... And then you have "summon fast horse" and literally "speak with plants"
@Jason Walter ehh I would say it depends on the area, cuz I hear IRL plants do share, you can get a lot of information out of plants, they share nurturance to help struggling areas, like a tree which has it's roots entwined with other trees might request specific nurturance and the other trees would share with it, stuff like that. So a D&D/Pathfinder druid could do this sorta thing but on steroids, say for example the team is looking for a pyro, well ask the plants in a forest, if any plants have gone off the root network or communicated anything about burning, and bam you know where to go, or at least have a good idea as to the path the person your hunting has taken. On top of that think about how far an ancient tree which has had hundreds of years to grow has spread it's roots.... it could very well be the hub of information for a forest, or every plant in a city if a city built up around it! so while its no Fireball, Eldritch Blast, or even a Melf's Minute Meteor. smart usage of it could either lead the team somewhere important, away from danger, or to a target their hunting. and when you combine it with other spells (Pathfinder has a spell to make trees into self loading/firing catapults while concentration is held for example, so imagen 10 trees all being told by the druid "that guy there.... he wants to destroy the forest, so why don't we introduce him to Mr and Ms. Bolder?!" and them just picking up boulders and lobbing them at the enemy cuz "screw you this my home!") the spell could end up excessively dangerous in combat as well with some planning and clever usage :)
Happy holidays everyone! Remember that you matter, and I hope this video gave you some inspiration to try different spells/tactics or just gave you a chuckle.
@Ben Mash Some spells are fun as a player but not so fun as a DM. Trapping players in a Sleet Storm can be pretty boring if not done for a meaningful story purpose.
Speaking as a Druid, here: Sleet Storm is awesome, especially since it has no environmental limitation like Plant Growth does. It can muck up melee, ranged, *and* spell casters! Highly recommend it!
@@godsamongmen8003 Well if you've got a party, you can cast this at the back lines of the enemies so they can still fight the front lines while you've cut off half your enemies for a while. Or, you can save it to use as an escape spell. On a wider battlefield, it can be used to stop a huge number of enemies from doing anything at all. Other party members who have AoE that doesn't rely on sight can indiscriminately fire into the storm. Lightning Bolt, Tidal Wave, Cone of Cold, and other Cone/Line spells like this are good.
@@maxinesenior596 You can also send your melee fighters in to the storm to find the spell casters somewhat safely. You may fall prone here and there but you'll have a serious advantage over the spell casters. Since they won't be able to stand up, or see you until you're on top of them. They fall prone you hack them. You fall prone they do very little to you.
All fairnes don't rogues get like blind sight, AND they'd probably get advantage to hide and stealth checks in the storm, which makes their sneak attacks all the better
ShadowSpawn's multiattack says "The spirit makes a number of attacks equal to half this spell’s level (rounded down)." If cast at 3rd level, it does only 1 attack per round.
You can cast 3rd level spells at 5th caster level or higher... (formula is Caster leve +1 divided by 2, so you get 2nd level spells at level 3, 3rd level spells at level 5, 4th level spells at level 7th, 5th at 9, 6th at 11, 7th at 13, 8th at 15, 9th highest level magic at level 17)
@@magearamil8626 That has nothing to do with what the comment was haha if it's a 3rd level spell half rounded down would be 1, as they said. So 1 attack unless upcast
@@magearamil8626 The video was comparing the Shadowspawn to a 5th level fighter, so he was clearly thinking it would have two attacks within a 5th level party, where you first have access to 3rd level spells.
@@magearamil8626 get that 3.5 bull shit out of here. You think 5e player's characters care about caster level? LMAO they can't comprehend complex aspect like caster level. It's all about fractions when you multiclass in 5e are you a full 1/2 or 1/4 caster? You know because thats simplified.
They have to take the Ritual Caster feat for Wizard, get their two first level ritual spells for free, and then can find Phantom Steed to copy into their Ritual book. Alarm and Find Familiar are two good choices for the first level spells, although Comprehend Languages, Detect Magic, Identify, and Unseen Servant are also good choices. Gental Repose, Leomund's Tiny Hut, Water Breathing, Contact Other Plane, and Rary's Telepathic Bond are also good ritual spells to search out along with Phantom Steed.
@@RoraighPrice Their limitation with rituals is the casting time. But there's many helpful rituals and role play opportunities. You can be a stoic fighter with an armadillo companion via _Find Familiar._ You can be a paranoid rogue who can't sleep without first putting down an _Alarm._ Or maybe a Barbarian who likes to be warm, dry and comfy no matter the weather with _Tiny Hut._ Keep in mind, Ritual Casting is a feat, and feats are an optional rule, but if your DM allows it, you can scribe any spell that's a level equal to half your level rounded up and that is from the class list you originally chose when picking up the feat. So for Phantom Steed, you would need to be level 5 in order to scribe and cast it. So check out those rituals. See what you can make use of in your party *_if_* you have an extra feat to spare.
@@quirk8841 I have always thought that Unseen Servant would be great to help a Bard put on a show. Or for a shop keep to stock shelves and the like. Find Familiar lets anyone have a familiar like you said, not just Wizards and Sorcerers. Leomund's Tiny Hut is great for long rests.
And you can cast a six level ritual (the only one) instant summons, expensive but its there. And if you're a half caster you get ritual spells faster then your normal spells and casting unseen servant through a window and then it opens window from inside, also can make it look like a poltergeist is inside or help carry the loot out, 10 pounds more loot than you could have carried. Many uses for rituals.
Through years of DMing and playing DnD with people from all over the world, I have never seen another player cast any one of these spells. What spells do you think are underrated?
I pick up Phantom Steed almost every time I get the chance to play a Wizard. It lets you have big Gandalf energy and makes you laugh at Tabaxi monks who literally became a cat person to go fast when they could've been anything else and just summoned a horse instead.
Conjure Animals is the more feral, spammier version of Summon Shadowspawn, giving you a bunch of beaters providing a lot of staying power *and* damage at the same time through sheer numbers. Any Beast that's on-par for the CR and can move in the environment will do well. While Druids know the spell is good, Rangers should follow suit to use it as it is a far stronger spell to concentrate on than Hunter's Mark. As for an actually underrated spell - Plant Growth. It has very high range, an enormous AoE that is even selective, slows down creatures even if they're immune to difficult terrain, has an Instantaneous duration (meaning it can't be dispelled or suppressed with an antimagic field) and not only does the Druid get it, Bards do as well.
Melf's Minute Meteors would be a great choice to imbue into an item that is then handed off to another character in the party. Everyone has a Concentration slot, even if they don't have a Spellcasting trait. If someone in the party lacks Bonus Action utility this can be a great way to pile on some extra damage.
@@silversun1736 Enlarge/Reduce works on both creatures and objects, and though it's concentration, Tiny Servant is not. So it seems entirely plausible to Enlarge the Tiny Servant to small size, but only after Tiny Servant spell was cast (since the Tiny Servant spell has to target a tiny object).
@@archmage1015 it's so often forgotten that Enlarge/Reduce works on objects. I once just cast it on a door that the Rogue was having issues lock picking. I just stood there as my smug boi Sorcerer afterwards.
~Makes video on DnD, with DnD in the channel name, tags, written multiple times in the description and mentioned all throughout the video~ RU-vid: Ahh, another Monster Hunter video, jolly good!
Don't forget, Tiny Servant can be any object, meaning if you want to commit some sneaky arson, you can cast the spell on a bomb, give the servant a matchstick, and let it run away to a specific place to detonate itself.
One great area of versatility I've employed with the triple M is with Transmuted Spell. I have a character who was given Metamagic Adept for free by the DM, and having the option to transmute the meteors into various elements has helped the group out a fair few times. A pack of fire hounds and a fire Minotaur really didn't appreciate my "Melf's Minute Hailspheres", and when we were attacked by a group of Mad Max style raiders, they probably regretted bringing metal chariots against my "Melf's Minute Sparkshots"
@@hasanmuttaqin464 sadly it only lets you transmute between Fire, Cold, Lightning, Thunder, Acid or Poison, but its still a great variety of options to choose from
M3's biggest downside is that it's a Concentration spell, so there's a lot of other things that could compete with it, like Hypnotic Pattern, which can straight up end encounters. There are also definitely cases where you want that 8d6 of Fireball damage now in order to kill the enemy in 1-2 rounds instead of having them survive out 3-4 rounds instead due to drawing out the 12d6 damage over 3 rounds.
But consider this: MMM's effect can be called upon on bonus actions. On even stronger enemies, you can sling both spells in one turn for 2d6 per meteor, and then alongside them, 8d6 for, in essence, 12d6 in one turn, but now 12d6 on three separate turns if you have the slots. Or just upcast fireball because fuck it.
Totally agree with you. I almost always take both Hypnotic Pattern and Fireball on arcane casters. This way groups of enemies will almost never be an issue. The faster groups are dealt with the less potential incoming damage there will be. Counterspell is also a spell I usually take. It is boring I know but when you need it you really need it especially at higher level play.
the 8d6 is AoE they are different purpose spells really, fireball for single target is fine but is meant to clear out clusters M3 is 'fuck you in particular' and not in any particular hurry, Fireball is 'fuck that whole area in general and quickly' Fireball is generally considered a good spell specifically for its wide AoE for its not 8d6 on a single target its 8d6 on mister orc and his 3 friends
@@xarglethegreat And it is one of the most satisfying spells to cast in my opinion. Who doesn't want to throw down a whole bunch of dice on the table. It is fun and that is also an important to me at least.
@@xarglethegreat M3 is also more poweful to upcast, with two more meteors per extra level (for 4d6 more fire damage in total) rather than Fireball's extra 1d6 in raw damage. The d6 stacks quickly if it's a big horde, but then you still have more meteors to tack on an extra 2d6 twice over for the bigger bois that still lived.
Huh, scorching ray plus minute meteors could be an awesome combo of spells for my phoenix sorcerer, thanks to how each individual ray and meteor gains a bonus damage equal to her Cha mod with mantle of flames.
I love Triple M, it gives my wizard some bonus action economy, and that's always really helpful. I will usually Fireball on my main action, and whack enemies with Triple M as a bonus action. Makes me a way better DPS caster. I use this spell all the time. I have no idea why nobody else in my parties has caught on and used this spell yet.
I personally like flaming sphere. You can use your bonus action to damage one enemy per turn, and anyone who doesn’t use their own movement to run away from it takes more damage. Just fun for making the people dance to escape the fires. Plus it sets any flammable objects and surfaces on fire, so you can carve up the terrain with lines of fire.
Not to be confused with his father, Gary Gygax, the creator of D&D who's first mage character is Mordenkainen. Another fun fact though, Gary Gygax goes by his middle name publicly. His full name is Ernest Gary Gygax.
Gotta say: That Sleet Storm? Very, VERY cool! I was sleeping on it before, but now I'm gonna make am elementalist who TRULY uses the elements to their advantage!
be a 6th level lore bard, pick up Find Steed and Melf's Minute Meteors, cast Melf's Minute Meteors while mounted on your Find Steed; you can now cast "fireball" as a bonus action for 3 rounds/times, on top of your regular casting
While id love this it doesn't work according to JC, any spell that has range of self but can target others like smite spells or aura of vitality don't work with find steed. A dm may rule otherwise.
@@Morganwrath What? Why? The only thing stated on the statblock is that you can essentially share self-buffs with the horse. There's nothing saying you can't fire Minute Meteors yourself while riding.
@@Morganwrath That makes absolutely no sense. Find steed is when u cast a spell that targets only u (aka self like MMM) then it works. Also it never specifies it has to be a self spell specifically. Like it can be a spell that’s touch but targeting only u so u can cure wounds yourself and heal u and your steed. I see no reason y this wouldn’t work. The second u cast it so it targets more then u then it no longer affects your steed but if keep it so it only affects u then it also affects your steed. Seems pretty simple. Also all smite spells can only target yourself (they r all self). Idk maybe I’m just not understanding what your saying but this seems incredibly dumb.
@@davidstratton696 not my ruling man its what Jeremy Crawford said, again a dm may rule otherwise i probably would but according to the creators its meant to be self buffs only can't be spells that can be used yo target others to damage them . You're preaching to the quoir im afraid. I absolutely want to be a spirit bard with a horse that can vampiric touch while i also vampiric touch but I looked up the sage advice on it immediately after watching this video and its not RAI.
@@Morganwrath That’s dumb. Just seems so unnecessary. I mean it’s not like this was just a one time mistake either they also did the same thing with share spells in the Beastmaster (then again the Beastmaster itself in the phb was a mistake lol). Also u say it can’t be used on spells that can also target others that have the ability to do dmg does that mean cure wounds can’t work? If so that’s even more bs. That’s seems like one of the best uses of it (haste as well which should also work since u can target yourself).
When I leveled up and say phantom stead I knew I needed it. And then I found out I could customize it, so obviously I made it look like a giant chicken with a Sombrero
It is specified in the long rest that casting a spell interrupts the rest so no, you can't rest 7 hours, cast and then sleep 1 hour to recover the spell slot Edit: I was wrong, you actually can do it :3
This is a common and understandable misinterpretation of the Long Rest rules, but you actually can cast a spell during a long rest, as long as your spellcasting activity totals less than one hour. You can read thelong rest rules in full here, or check the information that pops up on screen in the video: roll20.net/compendium/dnd5e/Resting#content I hope that helps!
I'm sorry but it's not "1 hour of: walking, fighting, casting a spell..." It's "1 hour of walking, fighting (any amount as specified in the video too) or casting a spell (intended as any spell)"
@@simoleo9755 Ulimately it could be read both ways, I have always understood it the original way, but you've definitely made it clear to me in a way nobody else ever has why people say different! I never understood the confusion before, but now I do! Thank you for explaining so well! Ultimately, as with all things, I'd ask my DM in a game, as both interpretations of the text make sense so they would make the call!
@@DnDShorts I read it again and i think you are right since an ambush while the party is resting doesn't actually interrupts the long rest, pretty powerful tho, this makes spellcasters more powerful than non caster, even more than they were before. Now i have even more reasons to play sorcerer as my main class
My favourite part about MMM is that, in conjunction with War Mages, once it's cast, you can use Arcane Deflection with impunity, as while you can now only cast cantrips for a turn, you still have a levelled spell locked and loaded, and since you can direct the Meteors to two separate spots within the 120ft range, you can deal hurt across three different points of the map, with each meteor and your cantrip aimed at a different target (potentially 9 targets at once if they all clump up within the Meteors 5ft damage radius). Also, once you gain Durable Magic at level 10, you can stack that to a +4 AC or a +6 to a saving throw, all while having that level of damage output ready.
Man, my eyes have really been opened to Sleet Storm, what a diamond in the rough that thing is! I've gotta check it out sometime on a future character (cough BBEG cough)
Edit: this doesn't actually work :/ Melf's Minute Meteors is extra strong if you are a draconic sorcerer. At level 6, you can add your spellcasting modifier to each of the meteor's rolls. So if you have 18 charisma, that's 12d6 + 24 fire damage, as opposed to fireball's 8d6 + 4 fire damage.
I wouldn’t say a tweet from JC that happened before rest trick was known by the community answering a question related to ambushes really proves that it’s RAI. That a stretch, while the section on designing spells in the DMG that says that 24 hour spells can be benefited from the day after casting but 8 hours can’t, proves that it’s probably not RAI for you as a non warlock to have any way to benefit from an 8 hour duration spell after regaining the slot you used to cast it unless the spells duration is actually longer than 8 hours That being said this is what extended spell is for
Just a couple of small corrections: On Magic Stone: It uses your ability modifier, not your attack modifier. Since your Tiny Servants' proficiency bonus never changes, this combo will eventually slow down in efficiency. Still, a fun combo to contemplate! :) On the summon spells: You have to upcast them to get more than 1 attack ;)
As a GM I've always ruled that the "at least one hour of walking, fighting, casting spells, or similar adventuring activity" meant 1 hour of walking or ANY fighting/ANY casting spells. I understand this may not be the case, but think I'll keep it due to how these rules were written with a 5 encounter day in mind, and can count on one hand the number of times my players have had more than 2 a day
I had created once 13 tiny servants, pretty much all of them died making a bridge for my illithid necromancy wizard, since I had the strenght of a branch and couldn't jump properly and my skeletons were holding off a yeti, 8 bony boyos are hard to kill, he had been mumbling all day and night that, that day he had lost more than what could be acceptable, 21 "friends" "perished" by letting him live, and that's how he developed depression and an understanding for feelings such as guilt.
Sorry, as a DM I got stuck on the fact that you were playing a Mind Flayer. Please say your party started at least at level 5, because otherwise that is too OP for a PC.
@@Jeremiah90526 IDK about the original poster, but a cool way to play an otherwise OP monster as a PC is to say that it's an immature version of the monster, and so the PC version gets balanced versions of the powers, which could potentially scale up with custom feats. You could even do this with dragonborn. Suppose they are just immature forms of dragons?
@@Jeremiah90526 One way I manage stronger races being played is by just taking them and making them into a player race (so instead of their set ability scores, they get a +2 to their highest and +1 to their second highest [granted, TCoE can make them whatever anyway], and they get a few racial features roughly equivalent to their monster features). So monsters are definitely harder than others (for example: vampires) given how many features they have and how strong those features are, but that can sometimes be circumvented (like having the player use the Dhampir race and just say they're a vampire that "hasn't fully turned" or similar).
It is questionable whether a DM would allow a PC to perform a ritual spell while actively controlling (I mean riding) a horse that is travelling at 100ft every 6 seconds.
My favorite thing to do with tiny servant was to cast it on a box or bucket. Have the servant hold/use magic items or small slingshot from a distance 😅. Had my tiny servant shooting while riding on top my owl who was using dragon's breath 🤣🤣🤣
@@Syphaxis o they were 😋❤️ they took out most of an orc camp with the help of a deck of illusions, knight and four guards goating them into a fog cloud to fight. They would be taking damage and couldn't tell the guards were illusions 🤣
I feel like a lot of these would only work as described if you have the worlds most lax DM. When my PC's are casting a ritual they're either sitting cross legged and meditating, or dancing around in a circle chanting for 10 minutes, not riding a horse at breakneck speeds. And I believe sage advice flipped and said you can't cast spells during a rest as that doesn't count as light activity.
MMM on your bonus actions and use fireball as your main action, then your getting 36d6 damage over 3 turns. I’ve got a friend that uses MMM with grease though, and it’s an amazing crowd control
one mistake: attacking in combat doesn't break concentration. *however* casting a spell with a cast time longer than 1 action DOES require that you spend your action every turn casting it. so combat breaking out would stop your casting if you wanted to use your action for anything else. edit: and for the tiny servant/magic stone combo: its still a pretty efficient idea, but its not free. casting magic stone every turn would prevent you from casting a leveled spell using your action.
A technical detail on Phantom Steeds for the party. Technically, yes, the spell does not require concentration. However, casting any spell as a ritual requires 1) concentration while casting and 2) your action each round. So in a 4 to 5 player party, the caster is essentially totally occupied for 44 to 55 minutes of every hour. That player should probably not be able to make any ability checks while doing this, or at the very least have disadvantage on them. That includes things like animal handling, perception and initiative checks. Probably reasonable to call for a check against exhaustion if they're employing this strategy for a full day of travel.
Buy a cart for your Steed to pull set yourself in the back and start casting. Someone can ride on the Steed and pull you and you can cast as needed from the flat cart if worried tie yourself to the cart.
The fastest people in our world can run a marathon (26.2 miles) in just over 2 hrs which basically equates their awesomeness to a Phantom Steed for twice the duration.
In the rules for travel it's stated that a mount can allow you to go at double the fast pace for one hour, but because you have to summon a new steed every hour they will always be fresh and ready to go at 26 miles per hour
@@cubicengineering4715 That would be true, except for the spell specifically stating how far one phantom steed can travel in an hour = 13 miles. The 5e version is a major nerf from the 3.5 version speed and abilities of the steed were based on caster level (20 ft / caster level, max 240) - running on mud, water walk, air walk, and finally flying at 14th level! Now, was that a steed fit for a mage, or what?
Summon Shadowspawn: Best Tasha's summon spell. Unfortunately, that's not very good. 35 hp sounds like a lot, but this means it will die in generally 2-4 hits, which can be as little as one enemy turn focused on it, especially with it's really low AC. It will not last more than a few turns at best, and at worst, you waste a slot for a small hp sack. Phantom steed: Wizard go zoom zoom. Fantastic spell. No real reason not to take it. Sleetstorm: The best part about this spell is that it allows any of your ranged attacks, like a warlock or fighter to attack normally, but blocks off with its massive area enemy spellcasters and melees. And it's most impactful effects require 0 saves, fantastic back up option, generally one of my lv6 pick up on wizards. MMM: If only this spell wasn't concentration. As it is, just look at spirit guardians. Tiny Servant: Magic stones go brrrr
*** BTW, NordVPN is the sponsor of this video *** @0:06 Summon Shadowspawn @2:23 Phantom Steed @4:17 NordVPN is the sponsor of this video @5:36 Sleet Storm @7:26 Melf's Minute Meteors @9:11 Tiny Servant *** BTW, NordVPN is the sponsor of this video ***
For Druids especially it's a great spell. It lasts up to a minute, has a 40' radius, and functions like a super Fog Cloud(which, btw, is itself useful all the way up to level 20). Heavy Obscurement shuts down ranged attacks of all kinds, from end to end it's 80' of difficult terrain, every turn they must make a Dex Save or fall Prone, and any turn in which a spell caster starts within the effect they must specifically make a Concentration Check to maintain their spell. While it often isn't relevant, Sleet Storm also douses any exposed flames. So if there is a small fire in a town or village, for example, you can put it out.
I wonder if a genie warlock could make their lamp a tiny servant and when they get high enough level have everyone inside it and have the lamp do 7 hours of travel. hahahaha.
I'll tell you a couple of reasons why people choose Fireball instead of Melf's Minute Meteors: 1. It's concentration, so you can't have another concentration spell running at the same time that could buff/debuff/deal damage while you throw instantaneous spells around. It can also end early, meaning you will lose out on the remaining damage. 2. You will have to use your bonus action each turn to time you want to fling them at enemies. Depending on your class/items you might really need those bonus actions for something else. 3. Its range is shorter. Fireball's range is 150 + 20 ft. while Melf's range is only 120 + 5 ft. 4. It's way worse when being upcasted. Since upcasting increases the number of meteors instead of their damage, this means it will take even longer to get all the damage out there. However, the damage does increase by 2d6 for every higher spell slot instead of 1d6 like you get from Fireball, so I guess that's something. Edit: The damage actually increases by 4d6 per slot since it creates 2 meteors per spell level, so it is actually a great spell to upcast dealing a respectable 24d6 damage at 9th level. However, as I said it takes a long time to get that damage out there and it still eats away your bonus actions.
Didn't even mention the 2 best reasons (imo) a wizard should always use phantom steed. Phantom steed can have Spider Climb cast on it ( better tie yourself into the saddle though) And the no 1. best reason. Phantom steed can have Dragons Breath cast on it. Otherwise excellent video! I always saw tiny servant as an inferior animate dead because it lasts 8 hours not 24 but now i have more respect for it.
Man, I've been wanting to play a Illusionary Steed + Mounted Combatant Arcane Trickster Whip user for years now, but just cannot seem to find a game where the GM is OK with both a focus on mounted fighting AND allows feats.
I think the main reason why most of the spells (exception is sleet storm) are underused is that the spellcasters that have access to them is either wizard only or just one other spellcaster
Enemies abound. If your party is ranged smart or illusive it’s basically 8th level dominate monster on a int save for a third level spell. That good. As long as the Barbarian doesn’t rush in to combat
You can only ride a Phantom Steed for the spell's duration. The duration ends when the steed takes damage. So basically it stops moving and to move on you'll have to dismount it, which you have 1 minute to do. Otherwise it's an awesome and underrated non-combat spell that allows the whole party to ride tireless horses all day all night without worry of them dying in combat, dying of exhaustion, getting starved or eaten by monsters at night.
I think that ultimately comes down to the DM's interpretation. Still, IMO it would be pretty lame to make a spell that's a higher level essentially useless compared to its 2nd level counterpart.
The problem with melfs minute meteor is that it is concentration compared to fireball. And you already have tons of good concentration spells prepared as a good wizard.
I'm pretty sure Phantom Steed can die if it takes enough damage (13 avarage hp). It only gives you 1 minute to dismount after the hour is done instead of just disappearing from under you. P.S. It says that the creature is horselike. I suppose it's up to the DM to decide if a giant pug is horselike enough.
Yeah. RAW it's a Riding Horse with a funny appearance. On the Find Steed spell though there is a Mastiff to carry Small characters. Find Greater Steed offers a Direwolf. So the DM might allow it. It is, after all, just aesthetic flavoring, something that is actively encouraged by TCE.
Not me thinking that 'minute' in Melph's Minute Meteors referred to the interval of time, making the whole spell like an advertisment for minute rice...
Melf’s Minute Meteors was a staple of my element bending Wu Jen Mystic. Truly a fantastic spell, especially when combined with area denial and forced movement so you are usually hitting at least 3 enemies each turn.
I love sleet storm. I once used it on the rim of an active volcano to make scores of evil henchmen slip and fall into the lava. Good times were had... by me. 😈🤣
@@DnDShorts Perfectly fine! Now for a small side thing I noticed that seems really powerful (maybe something that can be turned into le content?) The Fey Wanderer Ranger subclass gets a feature at 11th Level that lets you cast Summon Fey without components OR concentration! Pretty op right? You can just summon up 3 dudes and have them start flooding the battle with chaos!
Mm, hard disagree on minute meteors. At 5th level concentration spells are essential to a caster's effectiveness. Using that concentration on minute meteors is a complete waste. The fact it only barely outperforms fireball in *some* situations means it just cannot be worth that concentration.
My concept for my Wizard/Artificer is that he's taken to creating random things from a combination of his abilities to create interesting new ways to potentially weaponize or commodify magic, depending on what's needed. His Phantom Steed will be a BIRD scooter.
The magic stone thing immediately made me think of some kind of toymaker Wiz or Artificer character that makes those little old-school soldier dolls with some cannons and sends them in to battle.
I think it would be a really great idea if you said which classes had access to these spells. As a somewhat new person to dnd myself it helps to know what classes have access to the spells because then I can more properly how to use them.
I always struggle to use spells that obscure sight. Like if I cast it on my location my party cant see the enemy and cant do damage but if I cast it on the enemy my party cant see it to do damage.
I had my tiny servant poison a wicked King by pouring a vial of Purple Worm Poison into his goblet as we distracted him...I apologize to the wincing players who know what Purple Worm Poison does... And since it was an object who poisoned the King we were blameless ;)
@@Zombiewithabowtie Our table ruled that any Poison can inflict effects be it injury or ingestion due to it entering the body via open wound, injection, or ingestion.
In no particular order here are mine, I intentionally chose different spells but I still like your list. 5 - Asharadan’s Stride 4 - Blink 3 - Thunderstep 2 - Slow 1 - Stinking Cloud
This one was just amazing^^ Introduced a new ally and enemy faction last session, so now I got some cool things both of them can pull of to screw with or help the party!
I once had an Artificer that used Tiny Servant on useful things like horns that would patrol the campsite and honk if alerted, but my favorite was the Tiny Servant bear trap I set up on a shelf by a door and told h It to jump onto anyone that comes through. Used to do this often in Inns, only every actually got a guy once but it was so worth it.
I'm taking Summon Shadow Spawn for my Hexblade Warlock for the flavor but I always thought Summon Fey was a touch stronger. Still love the effects of Shadow Spawn though and the flavor implications are exponentially cooler.
@@Zombiewithabowtie yeah that would be a good fit for shadow sorcs. They're keeping the summoning spells away from that class for some reason, maybe Twinned but I'm not sure that spell would count since it doesn't have a target.
Very interesting take on it.. definitely planning a mad leonin wizard with many tiny servants guarding a captive elf maiden as a "new" 1 shot for my players
The easiest way is with a familiar with blindsight, or having someone polymorph you into a beast with blindsight, or wildshape into a beast with blindsight/tremorsense. Usually though you don't *need* blindsight yourself, there are many ways of exploiting heavy obscurement with options like Animate Objects or Tiny Servant, who can attack just fine (thanks to their own blindsight) while you blast with spells that don't require sight, or use that opportunity to prepare for when the enemy stumbles out of the storm. At higher levels there are also options to give yourself true sight or blind sense etc. Hope that helps with your decision! EDIT: Forgot the easiest way of all, the blind fighting style, although you probably don't want to go in the Storm yourself to fight, as you'll almost certainly lose concentration on it!
I have always ran with the 1 hour long rest rule, but it can only be things that are not exerting yourself (fighting, casting leveled spells, making fun of the barbarian). Also have always used the 'two short rests counts as just one long rest.
My party’s sorcerer made small Woden carvings of the other characters and when I send them into fights they occasionally bring out the Mini Shifting Saviors
Shadow spawn "just make sure youre a good distance away when you use it" Yeah considering my ENTIRE PARTY are ranged characters... I dont think that will be a problem... We have a ranger, Necromancy and a Druid(shepherd)
Just a few things I'd like to mention: First Sleet storm's heavy obscurement applies to the entire cylinder. It's not a wall around the edges it's the entire area, so if you have a familiar in there they'd be blinded too thus making it impossible to see what you're shooting at. You can still shoot them, you know where they are unless they hide but it'll just be a normal roll, you get disadvantage from being unable to see them but that gets cancelled out by the advantage you get for them being blinded. Also the target inside can still attack you with spells, they're not helpless. Sleet storm only gives disadvantage on those attacks because they're blinded. So they can't use sight based spells but a shocking number of spells don't require sight anyway. Also, the Tiny Servant+Magic stone combo isn't THAT strong. For one, the only class that can do the combo without multiclassing or using a feat is the artificer, but they won't be reaching it's maximum potential until level 15. A wizard trying to do this has several problems, they either have to multiclass into artificer or use a feat like magic initiate since they can't learn magic stone - it's not in their spell list. If they use magic initiate the combo becomes possible to do at full power at level 8, however the downside is wisdom will have to be raised over intelligence or dexterity, effectively kneecapping the rest of your class - especially blade singer as dex and int are very important for them. The other option is to multi-class into artificer for one level, but this means you won't be able to cap out int until level 9, but you'd arguably be better off not multi-classing because level 9 is when you get access to 5th level spells normally. Still a pretty neat combo, but you'd have to build towards it. Honestly I'd prefer to use it as my main gimmick rather than try to do it alongside something else.
Magic Stone can be obtained by high elves or half elves. I agree though it's not all powerful as he makes it seem. If you're running 1 tiny servant, you're simply adding a small damage bonus action to your economy. If you're running 3 tiny servant, you're spending every turn casting magic stone (And the rules for handing them all out are a bit finnicky in combat.)
@@LazyLemming2 High elves and high elf descended half elves get their cantrip from the wizard spell list. So they can't get magic stone that way. Edit: Artificer Initiate would allow a wizard to do this feat full power at level 8 without needing to dump int or dex
On my eloquence Bard I took Shadowspawn as a magical secret. Man It's fun to just summon this nightmarish creature to work for me. Great summonable spell. Even more fun with Glyph of Warding. Have a little fear gang going when you need it :D