D&D (2024) Spirt Guardians

If it's 1/round, then you lose the teamwork.

Also it would be a pain to track.
There is teamwork and there is logic.

if someone pulls you out of radiation and back in and back out and back in, you are getting less radiation on you.
I dont know if that less radiation will have any effect on you being damaged, but it's sure not more radiation so you would need to get more damage.
 

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Of course, none of this eliminates other ways of dragging Clerics around, such as on wheeled carts or riding a floating disc (I'm imagining a Centaur Wizard with floating disc cast as a ritual while using expeditious retreat to Dash 80' around the battlefield whilst using the Disengage action)!
 

There is teamwork and there is logic.

if someone pulls you out of radiation and back in and back out and back in, you are getting less radiation on you.
I dont know if that less radiation will have any effect on you being damaged, but it's sure not more radiation so you would need to get more damage.
It's not radiation. It's protective spirits emanating from the cleric, who go after only enemies, slow their speed, and then attack when a creature enters the emanation or decides to stay in it. So I imagine it's mostly the edge of the emanation which has the attacking spirits and most of the rest is slowing spirits.
 

It's not radiation. It's protective spirits emanating from the cleric, who go after only enemies, slow their speed, and then attack when a creature enters the emanation or decides to stay in it. So I imagine it's mostly the edge of the emanation which has the attacking spirits and most of the rest is slowing spirits.
so what is you stay exactly at the edge of spirits for 6 seconds?
how many instances of damage should you get?
 

It's not radiation. It's protective spirits emanating from the cleric, who go after only enemies, slow their speed, and then attack when a creature enters the emanation or decides to stay in it. So I imagine it's mostly the edge of the emanation which has the attacking spirits and most of the rest is slowing spirits.
If its the edge, then why do people in the middle get hit?

The radiation analogy is apt, or simpler, a bonfire. if being in a fire only burns you once, going in and out of the fire won't burn you twice.

The spell is also good enough as is without the cheese.
 

There is teamwork and there is logic.
Logic doesn't apply to magic.
if someone pulls you out of radiation and back in and back out and back in, you are getting less radiation on you.
And the person holding the radiation will get the most.
And radiation isn't affected by who you think is a friend.
And radiation doesn't stop sharply at 15'.

Teamwork is fun, and D&D should strive to be fun.
 


I dislike the 2024 Spirit Guardians changes because the upper bound on the spell's utility is now dependent on what your group considers creative versus what your group considers ridiculous.
So you don't support my option to pay 300gp per spirit guardians spell in any town or city (per Chpt 6 under spell casting services) and choose to have it cast while being launch through the air by catapult or trebuchet for mass aerial combat? Cuz it sounds like something I would put into a web comic. I can picture the masses of flying clerics now.... 🙃
It's not an oversight.

Monk Level 10 Abiity: "Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks."

We know this was tested during playtesting for this specific spell.
There are also other abilities too.

If we look at the dance bard that college grants movement on an enemy's turn with inspiring movement then we can have a damage from the cleric's spirit guardians on the cleric's turn, damage from the bard's regal presence on the bard's turn, damage from both on an enemy's turn restricted by bardic inspiration dice and enemy movement, the forced movement of the opponents from the regal presence effects, plus any additional spells either casts while running around concentrating on these emanation effects that might also force movement.

I think that sounds like fun, but it might be moving into rabbit-hole territory as we start looking at how to leverage movement and damage. It turns into a group trying figure out how to move the most number of opponents on the most number of turns and starts to look more like virtual pinball than combat. ;-)
 


This is actually a buff to melee types, not a buff to the spellcaster. It's them using their abilities to move an emanation around the room. Some melee types were given abilities specifically for this kind of thing, like the monk's new ability to move for free with another PC.
Let's just say that this is not a gameplay style that I like so I don't really care if the new rules were designed to encourage it.

I think I will either stick with the 2014 spirit guardians or ban the spell entirely. The 2014 version is already a no-brainer for every cleric. These changes just make it even more of one. To me, that is bad design.

Common sense.
There is no such thing. Everyone's idea of what counts as "common" is different.
 
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