Psikerlord#
Explorer
Arcane Recovery. Also Abjurors and Alarm. And Transmuters and Illusionists both have resources that reset on a short rest.
Fighter/Wizards and Warlock/Wizards are fairly common too.
Aj true enough
Arcane Recovery. Also Abjurors and Alarm. And Transmuters and Illusionists both have resources that reset on a short rest.
Fighter/Wizards and Warlock/Wizards are fairly common too.
Tensor's Floating Disk capacity is 500lb maximum.
If I have to choose between rope trick and any one from among invisibility, mirror image, misty step, scorching ray, see invisibility, or web, which I would have to do since each spell known means choosing not to learn another (with free spells from gaining a level) or involves spending money that I might rather spend elsewhere, then I am almost always going to skip rope trick.None of those requirements come even remotely close to the massive benefits the spell returns for any group
Something that I just started wondering: Should we assume that TFD even functions above water? The description says it floats above the "ground" and talks about how well it can / can't handle elevation changes but says nothing about interaction with liquids.
rope trick in a dungeon with a responsive enemy or random encounters is OP in my view. in wilderness or city adventure its UP.If I have to choose between rope trick and any one from among invisibility, mirror image, misty step, scorching ray, see invisibility, or web, which I would have to do since each spell known means choosing not to learn another (with free spells from gaining a level) or involves spending money that I might rather spend elsewhere, then I am almost always going to skip rope trick.
It's a good spell, yes, but it isn't the only good spell - and the benefit of it (a short rest) I can already get without casting a spell, unlike the other spells I mention.
So yeah, the requirements are close to the benefits - it is your estimation of the benefits which are off, since you have elevated "can do what you can already succeed at doing more often than not" to higher position than "gives you a capability you wouldn't otherwise have."
What I expect is for things to be balanced. I expect that if a party of air-breathing humans want to venture underwater, they should have to expend SOME resources to do so.
Why? All that means is there is a resource tax JUST to start the adventure. Do you have water breathing? Check Yes or No. If No skip the adventure. That isnt even remotely fun, interesting, or "challenging".
That's a matter of perspective... and play style. If the GM prepares something and that is the adventure, then sure, it's a tax for entry. If the campaign's more of a sandbox, it's not a tax, it's a key to unlock that adventure. Without the key, you simply investigate some other adventure area.
So again, the DM wasted a lot of time designing a place the party wont/cant go without being down some spell slots. Its basically the "dungeon that saps resources just to go there". Like an adventure in the city of brass! Boy it must be fun to only spend your slots on protection from fire Mr Cleric! Alternately we can use a pinch of hand-wave-ium to get to the fun part.