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

If you take True Strike you know it's going to work, in the super limited way that True Strike actually works. You don't even get that benefit with Find Traps.

Find Traps 41
True Strike 43
Weird 2
 

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Harzel

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.

Good points, but then I wonder why Weird and Sword were not stronger contenders. They are very costly to cast and you only get access to at most 16 7th-9th level spells for free. Sure, you might find them somewhere and be able to copy them into your book, but that is probably quite rare. And even if that happened, why would you ever prep them?
 





Yunru

Banned
Banned
I'm not following that assertion. Find Traps can be good if the DM changes how it works, but the same DM can't change how True Strike works?

Find Traps 38
True Strike 41

Find Traps is quite vague on what it detects. Hostile monsters might trigger it, for example.
True Strike, however, is quite clear cut on what it can and can't do.

Tying it up:
Find Traps 39
True Strike 39
 


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