D&D (2024) 2024 Player's Handbook preview: "New Spells"


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Explain it to me like I'm a schoolkid: What's wrong with Shield?
It is fine for wizards in cloth amor but it is a bit annoying on high AC characters as it is practically impossible to hit a character for the DM.

This is especially the case in games with not a lot of fights between long rests, as low level slots are basically unlimited.
 

It is fine for wizards in cloth amor but it is a bit annoying on high AC characters as it is practically impossible to hit a character for the DM.

This is especially the case in games with not a lot of fights between long rests, as low level slots are basically unlimited.
So what?

Disengage from shielded character, Shield spell is not a WoW "taunt" so you must bash on it while it lasts.

if 22 AC tank is now 27 AC, I'm sure there are more squishier PCs to whack on for that round.
 

Explain it to me like I'm a schoolkid: What's wrong with Shield?
It isn't a problem when used by a normal caster who usually have AC of 11 to 15 (mage armor) consider the opportunity cost. It become a problem when optimizer try very hard to maximum character's AC like get (magic) med/heavy armor and other AC bonus items on top of Shield.
 

It isn't a problem when used by a normal caster who usually have AC of 11 to 15 (mage armor) consider the opportunity cost. It become a problem when optimizer try very hard to maximum character's AC like get (magic) med/heavy armor and other AC bonus items on top of Shield.
Even without magic items, a single level dip for heavy armor, shield / shield spell is 25 AC. For level 1-10 that means most monsters you fight will barely have a chance of hitting you.
 


I think the issue with Shield is it is an iconic spell that is very popular.

It is pretty difficult to dial back popular options while at the same time trying to increase the popularity of the game. There are numerous options that would make Shield a more balanced spell, for example:

1. Works on one attack per spell slot level (so 1st level slot the AC bonus is in effect against the trigger attack only, cast at 5th level it works on the trigger attack and the next 4 attacks before your turn ..... so if you are soloing a Malarith you would cast it at 8th level :p

2. Keep as is, but can't cast spells on your next turn after it is cast.

3. Make it flat 20AC, +1 for every slot above 1st.

Any of these make it far less prone to abuse, however at the end of the day while Shield is complained about by many DMs it is also THE MOST POPULAR spell in the game and DMs who want to actually find players to play with don't usually ban it even if they don't like it. Players who admit it is OP also routinely take it.
I would potentially go with another option:

4. Shield's AC bonus = Proficiency Bonus. This means at low level, the bonus from Shield will only be +2, which can still help in a pinch. It will take until level 13 for it to reach the usual +5 AC bonus. At upper levels, it can reaches at most +6, which is only +1 better than it presently is.
 
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I would potentially go with another option:

4. Shield's AC bonus = Proficiency Bonus. This means at low level, the bonus from Shield will only be +2. It will take until level 13 for it to reach the usual +5 AC bonus. At upper levels, it can reaches at most +6, which is only +1 better than it presently is.
It just become a useless spell, at low level +2 won't do much cause only 10% chance per attack it can turn a hit to miss; at high level +6 also won't do much due to 5e character's AC don't increase much, but monster's attack bonus increase A LOT cause monster ability score can be 20+ and their CR often higher than party's level so their PB is also higher.

EDIT: So it will only be useful when used by optimizars who make AC already very high to impossible to hit without crit. I know its current form already is, but change it to +PB hurt normal player more than optimizars.
 
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I feel the Sword Coast would come across better if handling the regions separately. Some regions organize around a main city, others dont.

• Icewind
• Neverwinter
• Waterdeep
• Baldurs Gate
• Amn
• Tethyr
• Calimshan

Each of these can be a separate setting.
Back in 2e and 3e, these were three or four different regions:
  • The North/Savage Frontiers: From Waterdeep east to Anauroch, and then everything north of that.
  • The Western Heartlands: From Waterdeep south to Amn, and west of Cormyr/Sembia/Dalelands.
  • The Lands of Intrigue: Amn, Tethyr, Calimshan.
  • Waterdeep itself can either be considered its own thing given the amount of detail or part of the North.
"The Sword Coast" is more of a terrain feature that crosses all four of these regions. I always interpreted it as being just the actual coast and the land nearby – I wouldn't call Evereska or Berdusk part of the Sword Coast, anymore than I would consider Las Vegas to be part of the West Coast. But they're both part of the Western Heartlands region.
 

On the subject of shield, I really like the mechanics of the Soulknife's Psi-Bolstered Knack ability, and I think a few spells would be more balanced if they worked in a similar fashion. For example:

Shield: lasts 8 hours. You create a shield of force. You are proficient with it while you wield it. When you are hit by an attack, you may roll 1d4 and add the result to your AC, potentially causing the attack to miss. Once it has turned an attack from a hit to a miss, the spell ends.

Bless: lasts 8 hours. Each of the targets gain one Bless die, a d4. If a target misses with an attack roll, the target may roll the Bless die and add the number rolled to the attack roll, potentially turning a miss into a hit. Once a target has turned a missed attack roll into a hit, the Bless die is expended and the spell ends for that target.

Guidance: lasts 8 hours. The target gains one Guidance die, a d4. If a target fails an ability check, the target may roll the Guidance die and add the number rolled to the check, potentially turning failure into success. Once a target has turned a failed ability check into a success, the Guidance die is expended and the spell ends. The target cannot gain another Guidance die until it has finished a short rest or a long rest.

Resistance: lasts 8 hours. The target gains one Resistance die, a d4. If a target fails a saving throw, the target may roll the Resistance die and add the number rolled to the saving throw, potentially turning a failed saving throw into a success. Once a target has turned a failed saving throw into a success, the Resistance die is expended and the spell ends. The target cannot gain another Resistance die until it has finished a short rest or a long rest.
 

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