• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Surprise underrated abilities

Keep in mind, re: faerie fire and spirit guardians, that their real duration is "until the caster takes a solid hit and fails her concentration save". One of the clerics imc uses it a lot, and when savvy enemies shot him full of arrows, it made him realize that casting spirit guardians is painting a target on his chest.
 

log in or register to remove this ad

Keep in mind, re: faerie fire and spirit guardians, that their real duration is "until the caster takes a solid hit and fails her concentration save". One of the clerics imc uses it a lot, and when savvy enemies shot him full of arrows, it made him realize that casting spirit guardians is painting a target on his chest.

If they're using arrows, why cast it? You generally cast it when there are massed melee enemies. You use the Dodge action and let the party pound them. Spiritual Guardians is the end all, be all. When it is useful, it's very useful. It's one of those spells you can build party strategies around.
 

If they're using arrows, why cast it? You generally cast it when there are massed melee enemies. You use the Dodge action and let the party pound them. Spiritual Guardians is the end all, be all. When it is useful, it's very useful. It's one of those spells you can build party strategies around.

He cast it because they were facing a mass of hobgoblins, some in melee range and others hanging back and firing. Of course, it needn't be arrows interrupting his concentration- it could be anything (that does damage).
 

He cast it because they were facing a mass of hobgoblins, some in melee range and others hanging back and firing. Of course, it needn't be arrows interrupting his concentration- it could be anything (that does damage).

I find that flaming oil slinging opponents are quite effective. Cheap, widely accessible, and you don't need a caster on your side with an AoE. Oh, and dodging doesn't do jack squat since it's not an attack roll.
 


Fireball's significant advantages over Spirit Guardians include: range, almost twice the area (706 sq feet vs 1256 sq feet), almost twice the damage (28 vs 14.5), and not taking up your concentration.

Well, the latter two are fireball's significant disadvantage. Fireball does more damage, once. Spirit guardians deals 14.5 every round for up to 100 rounds with just the one spell slot...

Keep in mind, re: faerie fire and spirit guardians, that their real duration is "until the caster takes a solid hit and fails her concentration save". One of the clerics imc uses it a lot, and when savvy enemies shot him full of arrows, it made him realize that casting spirit guardians is painting a target on his chest.

By mid-single-digit levels, a decent cleric with AC 18+ and Resilient Con 16+ should be happy for your ranged combatants to spend their actions that way. He's likely one of the hardest targets in the party, and if he does roll a 1 or 2 on a concentration check, he can just cast the spell again. A 3rd-level spell that damages and slows enemies in melee and neutralizes ranged enemies all at the same time seems surprisingly effective.
 


Read the rest of the description. Throw it on the ground and not the person, like a Molotov cocktail. Anyone in the area will take damage, and dodging is rendered moot.

Only if they enter the area or end their turn there. Both are easy to avoid doing. If damage occurred when you START your turn there you might have a case.
 

Only if they enter the area or end their turn there. Both are easy to avoid doing. If damage occurred when you START your turn there you might have a case.

Seeing as the whole point of the spell is to be in a certain area to have it inflict damage, then throwing a firebomb is pretty darn effective because it either a) forces them to move out of the area, thus making their spell worthless if there are no enemies there anymore for the spell to affect, or b) forces a concentration check if the caster stays in the area

I'd also note that "entering the area" is the same as having you in the area when it explodes, especially if you are sitting in the burning area for a while before it gets to your turn. Same logic as pushing a target into an area spell when it isn't their turn. I.e., the affect isn't triggered when it's your turn and you intentionally move into said area--it is effective the first time your PC is exposed to the area.
 

Seeing as the whole point of the spell is to be in a certain area to have it inflict damage, then throwing a firebomb is pretty darn effective because it either a) forces them to move out of the area, thus making their spell worthless if there are no enemies there anymore for the spell to affect, or b) forces a concentration check if the caster stays in the area

I'd also note that "entering the area" is the same as having you in the area when it explodes, especially if you are sitting in the burning area for a while before it gets to your turn. Same logic as pushing a target into an area spell when it isn't their turn. I.e., the affect isn't triggered when it's your turn and you intentionally move into said area--it is effective the first time your PC is exposed to the area.

Maybe this is a playstyle difference, but as far as I'm concerned the point of the spell is not to "be in a certain area," it is to "be within a certain distance of enemies." There's nothing that ties you to a specific area--it's a mobile spell. Even if you manage to fill up a solid 15' x 15' area with nine firebombs, so that the cleric has nowhere to go without getting roasted or moving more than 15' away from where his enemies are right now... there's nothing preventing him from moving where the enemies aren't, and then letting the other PCs follow. If the enemies had a good ranged capability you wouldn't be fighting at Spirit Guardians range anyway, so they pretty much have to either follow you or break contact. And if they were willing to break contact and flee, Spirit Guardians wouldn't be attractive in the first place. Add that all up and I just can't see more than maybe 10% of situations where flaming oil is actually helpful in countering Spirit Guardians. That 10% is composed of 1% pitched battles on a fixed defensive position, and 9% times when somebody can grapple the cleric and hold him in the flames.

I strongly disagree with your ruling on "entering the area." I think spells and effects which are phrased that way are phrased that way for a reason. I don't consider creating an area around a creature to be equivalent to "entering the area". If you rule that way, Moonlight becomes a mobile deathray doing double damage and Evard's Black Tentacles forces two saves doing 6d6 + restraining before the target ever gets a chance to respond, at the cost of an action. Both of these spells become incredibly good under that interpretation, and I don't believe that's intended. So why would I apply a different interpretation to burning oil? Clearly burning is supposed to be something which takes a few seconds to burn you, so you have the chance to move out of it on your turn without getting burned.

Final point: if your ruling were applied to burning oil, no one would ever throw it as an improvised weapon the way the PHB suggests, because it would be strictly inferior.

Given the way you're ruling burning oil I can see why you'd use it against Spiritual Guardians: it is, as you say, an auto-hit. But it doesn't work by PHB rules as I read them.
 

Into the Woods

Remove ads

Top