D&D (2024) The new warlock (Packet 7)

When Spirit Shroud does more than 2.5 times as much damage as Hex when both are upcast to the same level either it's way overtuned or Hex is seriously undertuned. When one of them does 10 DPR more than the other this has a serious impact on your DPR calculations.
Hex is a level 1 spell. Spirit Shroud is level 3.

Your comparing up cast burning hands to fireball.

Also, hex last 24 hours at this level. So you could use the other slots to smite on non-crits.

Assuming the 6 encounters * 3 rounds each = 18 rounds. Then you could hex + smite every other round. Averaging to an unmissable 1d6 per attack.

3d6 Hex * 3 attacks * .6 = 6.3
Hex crit = 0.525
+6d6 * evey other round = 10.5
Smite crit = .525
= 17.85 > 17.55 spirit shroud

So no, spirit should is the problem.

3 attacks with +1d6 on someone with multiple 5th level slots is over tuned.

And let's not forget. You still have a circle of death, force cage, and whatever your subclass gives.

Though on the other side, you have d8 hit dice. So you're a bit squishy.
 

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Hex is a level 1 spell. Spirit Shroud is level 3.
Both are being upcast at level 5. Spirit Shroud cast at level 3 or 4 only does 1d8 damage, which is more than but not overwhelmingly more than the 1d6 of Hex and is balanced against the shorter duration and range limitation. The problem is the Spirit Shroud upcast.
Assuming the 6 encounters * 3 rounds each = 18 rounds. Then you could hex + smite every other round. Averaging to an unmissable 1d6 per attack.
This assumes a 24 hour concentration spell keeps concentration across that many encounters.
Though on the other side, you have d8 hit dice. So you're a bit squishy.
d8 hit dice, light armour, no defensive spells as you've gone all in on offence rather than are using an Armour of Agathys, the two defensive combat invocations are both awful (the False Life THP don't scale and Mage Armour's almost useless) the only self heal being allowing you to spend your hit dice in combat via Lifedrinker, you're a melee build without even a working Eldritch Blast, and when you go down you lose concentration on that hex.
 

Both are being upcast at level 5. Spirit Shroud cast at level 3 or 4 only does 1d8 damage, which is more than but not overwhelmingly more than the 1d6 of Hex and is balanced against the shorter duration and range limitation. The problem is the Spirit Shroud upcast.
Burning hands upcast to 5 is still weaker than fireball upcast to 5.

It's pretty normal for higher level spells to be better.
This assumes a 24 hour concentration spell keeps concentration across that many encounters.
Same assumption we made for spirit shroud. Also there is 1 extra slot.

Also, I didn't include advantage prone on smite gives.
d8 hit dice, light armour, no defensive spells as you've gone all in on offence rather
Celestial gives lots of extra HP.

Fiend gives THP.

Archfey had a lot of invisibility.

Or since my calculations rely on hex,
Go with GOO. Give disadvantage to Con and grab a topple weapon. If they don't fall on your first attack, smite. Your party would like that too.


So yea, overtuned.

IMO

Don't scale Thirsting Blade (which will nerf spirit shroud like you want).

Scale Lifedrinker instead, maybe 1d4 -> 4d4.
 


Burning hands upcast to 5 is still weaker than fireball upcast to 5.

It's pretty normal for higher level spells to be better.
Fireball is a poor example because Fireball is intentionally super broken. They did that because Fireball and Lightning Bolt are the iconic D&D damage spells, and they didn't want any chance they'd be sidelined by other choices. So those two are about 2d6 stronger than they should be for whatever level you cast them at.
 

Fireball is a poor example because Fireball is intentionally super broken. They did that because Fireball and Lightning Bolt are the iconic D&D damage spells, and they didn't want any chance they'd be sidelined by other choices. So those two are about 2d6 stronger than they should be for whatever level you cast them at.
Fireball, lightning bolt, shield and magic missile all need a good nerf beating, but y'all aren't ready for that conversation by the likes of the counterspell debate...
 


And Spirit Shroud at L3 is d8 while Hex is d6. This is fine.

At L5 Spirit Shroud leaps to 2d8. This is where the problem comes in.
Meanwhile

Spirit Guardians
3 conjuration
Casting Time: 1 action
Range: Self (15-foot radius)
Target: Self (15-foot radius)
Components: V S M (A holy symbol)
Duration: Up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
 

Fireball, lightning bolt, shield and magic missile all need a good nerf beating, but y'all aren't ready for that conversation by the likes of the counterspell debate...
I have seen fireball and lightning bolt used quite a bit and I think they are ok. Magical blasting is an inefficient use of magic.
Control is the way to go, control spells can shut down fights.
I would agree with regard to shield but you are going to have to convince me that magic missile is overpowered.
 

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