D&D (2024) 2024 Spell Changes

I'd totally missed the earlier comment about how they buffed Spirit Guardians.

So, enemies need to make a Wisdom save or take the damage 'whenever the Emanation enters a creature's space, but only once per turn'. So the Cleric should be running around the battlemap to tag every enemy once, then your party should grapple the Cleric and drag them around the place on their turns, to hit everyone more times.

'People said playing Clerics was so passive and centered around Spirit Guardians... so we'll make that more active!'
 
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Maybe. It really is a different spell now ... and doesn't actually make their mind feeble.

It does not reduce stats, doesn't stop conversation and doesn't really even stop all spell casting. Based on descriptions I've read, RAW I believe it will only stop spells from being cast using an action, so it presumably won't stop rituals, things that have long casting time, bonus action spells or reaction spells. You might even be able to get off action spells using ready action (depends on the specific wording of the magic action and the ready action). In exchange for this it does a lot more damage.

TBH I think sleep should have been renamed too since it doesn't put enemies to sleep.
Befuddlement (the renamed Feeblemind) prevents you from casting spells, period, or taking the Magic Action (so no magic items either, and possibly some special abilities).

Sleep does put enemies to sleep, just not instantaneously. They have to fail two saves to fall asleep. The first round makes them drowsy, I guess, making them Incapacitated — can't speak, can't take any actions/bonus actions/reactions, and lose concentration. They can basically take one turn to move before collapsing in a snoring heap.
 

I'd totally missed the earlier comment about how they buffed Spirit Guardians.

So, enemies need to make a Wisdom save or take the damage 'whenever the Emanation enters a creature's space, but only once per turn'. So the Cleric should be running around the battlemap to tag every enemy once, then your party should grapple the Cleric and drag them around the place on their turns, to hit everyone more times.

'People said playing Clerics was so passive and centered around Spirit Guardians... so we'll make that more active!'

They buffed Spirit Guardians?

blinks

Wow.

I'm trying to come up with something coherent to say in response to finding that out and am failing.
 

I'd totally missed the earlier comment about how they buffed Spirit Guardians.

So, enemies need to make a Wisdom save or take the damage 'whenever the Emanation enters a creature's space, but only once per turn'. So the Cleric should be running around the battlemap to tag every enemy once, then your party should grapple the Cleric and drag them around the place on their turns, to hit everyone more times.

'People said playing Clerics was so passive and centered around Spirit Guardians... so we'll make that more active!'
Heh. Graft a 10th level monk to them using Step of the Wind. 100' of Acrobatic Movement (can walk across walls or liquids) while not provoking opportunity attacks. Each additional monk just adds to the cuisinart.
 

So the Cleric should be running around the battlemap to tag every enemy once, then your party should grapple the Cleric and drag them around the place on their turns, to hit everyone more times.
Monk 10 is going to be nasty.

They buffed Spirit Guardians?

blinks

Wow.

I'm trying to come up with something coherent to say in response to finding that out and am failing.
More of a nerf, as it's harder to double dip damage.
 

They also buffed spirit guardians by making it so you don’t have to see the creatures you want to be unaffected by it when you cast it. You can just designate whoever you want no matter where they are.

That was one element I liked – you have to be careful because if you cast the spell while the rogue is sneaking off somewhere or while the wizard is invisible or whatever, then they can be affected by the spirits too. Now doesn’t matter where they are. Just “designate” them and they’re fine.
 
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I'd totally missed the earlier comment about how they buffed Spirit Guardians.

So, enemies need to make a Wisdom save or take the damage 'whenever the Emanation enters a creature's space, but only once per turn'. So the Cleric should be running around the battlemap to tag every enemy once, then your party should grapple the Cleric and drag them around the place on their turns, to hit everyone more times.

'People said playing Clerics was so passive and centered around Spirit Guardians... so we'll make that more active!'
The cleric's best action on their turn could be to walk around, return to their starting position, then ready an action to move again when their next-in-initiative buddy says "pineapple".
 

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