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D&D 5E Survivor Worst Spells: FIND TRAPS IS THE WORST!

KarinsDad

Adventurer
Honestly when Sword and Weird have fallen, I'm going to be very torn.

On the one hand True Strike is truly bad, but on the other it's free.

Meanwhile Find Traps can be somewhat useful with a lenient DM, but requires a limited resource.

True Strike is not free. It costs a valuable cantrip slot.
 

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OB1

Jedi Master
Find Traps 38 - Cross post correction + my vote up
True Strike 49
Weird 2- Cross post correction + my vote down
 



Sacrosanct

Legend
True Strike is not free. It costs a valuable cantrip slot.

He means you can cast it over and over without spending any resources. It's "free" because it doesn't cost anything to cast, whereas a 2nd level spell does.

IMO, FT is the worst spell. Too late for me to vote and make any sort of difference, but the whole point of traps is that you never know where they might be, and FT is an instant spell. So you're spending a 2nd level slot hoping there is a trap in range for you to see, and sucks to be you if that trap is 121 feet away. That spell really needs to be durational. Heck, even make it concentration for balance reasons if you want.
 

KarinsDad

Adventurer
He means you can cast it over and over without spending any resources. It's "free" because it doesn't cost anything to cast, whereas a 2nd level spell does.

IMO, FT is the worst spell. Too late for me to vote and make any sort of difference, but the whole point of traps is that you never know where they might be, and FT is an instant spell. So you're spending a 2nd level slot hoping there is a trap in range for you to see, and sucks to be you if that trap is 121 feet away. That spell really needs to be durational. Heck, even make it concentration for balance reasons if you want.

I knew what he meant. I was just pointing out that there truly is a significant cost for True Strike.

FT is meant to be a confirmation in a location where the party has a strong suspicion that traps exist. In most games, the DM is not going to do some d__k move like "The table was in your way, so you don't detect the trap". But by casting it, the PCs know that a given room or chest (limiting your line of sight to just the chest) or whatever has a trap. At that point, they can prepare other protection or buff spells (and not waste them by using them at the wrong time), and take other actions (like spreading out or moving away) to minimize harm. FT is obviously a meh spell, but I can think of good uses for it. Other players seem to think that PCs are already suspicious, so that they can just use their skills. I think that you cast FT in extremely probable locations and get confirmation first, and then buff skills and such. If you are wrong, you are wrong. Yes, it costs a 2nd level resource. But at least you are not trying to detect traps unbuffed/unprotected or alternatively wasting buff/protection spells when nothing is there. I agree with you. In a 200 foot long lit empty corridor, it's basically worthless. In interesting locations, maybe not.


As for voting, you can still do so. It's once per day.
 


Iry

Hero
Find Traps 40
True Strike 45
Weird 2

You basically have to hope your DM takes pity on you when you cast Find Traps.
 

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