D&D (2024) How do we feel about the new spells


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@Vishy fishy first, welcome to the site.

I have not played with the new spells that much yet to make great comments. I have a little and low level so far. There are some I like such as true strike and chromatic orb and others that I feel should have been changed such as spirit guardians and even guidance/resistance since there is no limit on them.
 







Some people only seem to come here to trash the game so I think it depends on whether you thought the previous versions were any good at all. So you have to take some of this with a grain of salt.

Overall I like the changes that I've seen so far.
  1. People might actually take True Strike now, the 2014 version was pointless. I still haven't seen it used though because most people who could benefit from it don't really want to be in melee or just don't realize how it's been changed.
  2. Sleep now becomes useful at all levels. Yes, it's a save or fall asleep but the limited area of affect also comes into play. Before it was an overpowered spell at lower levels and at higher levels people only used it if they could do a lot of AOE damage to bring down the HP, if it was ever used at all.
  3. Healing in combat is now a bit better and more likely to be used for things other than bringing people back from 0.
  4. As much as I may not like that my paladin now has to use a bonus action to cast a smite spell, the nerf was probably needed.
  5. I like the counterspell changes. A con save isn't perfect but the automatic counter, along with losing the spell slot, was annoying. It also rewards players who invest in feats like warcaster.
  6. Haven't seen the conjure spells used much, but they used to be a pain in the posterior and the changes seem like an improvement.
  7. Still a bit on the fence about the shapechange and polymorph changes. Shapechanging druids were significantly OP at lower levels IMHO and the new version seems better. Polymorphed creatures now having temp HP instead of actual HP may not seem like a big deal but temp HP can't be healed which helps with balance.
  8. Spirit guardians is clarified, although I'm still considering house ruling potential damage to once per round. So far it hasn't been an issue.
  9. Spiritual weapon being concentration is tough but it does stop some abuse, especially when combined with spirit guardians.
I may change my mind when we get to higher levels, but that's what I've seen.
 

People might actually take True Strike now, the 2014 version was pointless. I still haven't seen it used though because most people who could benefit from it don't really want to be in melee or just don't realize how it's been changed.
True strike works with ranged attacks.
Grab a light crossbow and you got 1d8+Int at 80', with 2 damage types to pick from including radiant which is probably the best. It's the best pure damage cantrip.

Also note you can't swap weapons easily without the Attack action.

Spirit guardians is clarified, although I'm still considering house ruling potential damage to once per round. So far it hasn't been an issue.
IMO, just don't deal damage with out of turn movement. (I.e. no readying to dash, or monk dragging you around).
 

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