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Earth, Storm, and Fire: A guide to elements
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<blockquote data-quote="Gavin O." data-source="post: 7514595" data-attributes="member: 6941440"><p><strong>Radiant</strong></p><p></p><p><strong>Cantrip</strong></p><p><span style="color: #0000ff"><strong>Sacred Flame</strong></span> (Cleric) 1d8 damage is fine, its a Dex save instead of an attack roll, and has the useful benefit of ignoring cover. </p><p><span style="color: #800080"><strong>Word of Radiance</strong></span> (Cleric) In order for this to be good, you need two targets, which means you need to have two enemies within 5 feet of you. It's situational, but it can be okay. </p><p><strong></strong></p><p><strong>Level 1</strong></p><p><span style="color: #800080"><strong>Divine Favor</strong></span> (War Cleric, Paladin) Bonus Action cast, adds 1d4 radiant damage to all of your weapon attacks for one minute. A little weak, especially since it requires your concentration. </p><p><span style="color: #00ffff"><strong>Guiding Bolt</strong></span> (Cleric, Celestial Warlock) 4d6 damage is pretty good at level 1, and the effect is also good, giving an ally advantage and encouraging focus fire. Doesn't scale well though. </p><p></p><p><strong>Level 2</strong></p><p><span style="color: #800080"><strong>Branding Smite</strong></span> (Paladin, Hexblade Warlock) 2d6 damage is really bad for second level, the rider that stops invisibility is very situational but can be extremely important when it comes up. </p><p><strong>Moonbeam </strong>(Druid, Ancients Paladin) 2d10 damage isn't great for second level, but this has a small AOE with a situational but okay rider, plus it lasts 10 rounds. Needing your whole action to move it hurts this a lot though</p><p></p><p><strong>Level 3</strong></p><p><strong>Blinding Smite</strong> (Paladin) 3d8 damage is pretty bad for third level, but this blinds the target until they make a Constitution save, which is pretty good. </p><p><strong><span style="color: #800080">Crusader's</span> <span style="color: #0000ff">Mantle</span></strong> (Paladin) The effectiveness of this spell depends greatly on party composition. If you're in a party of all melee extra attack characters this can be <span style="color: #0000ff"><strong>great</strong></span>, in a more balanced party isn't not nearly as good. </p><p><span style="color: #00ffff"><strong>Spirit Guardians</strong></span> (Cleric, Crown Paladin) This spell is incredible. 3d8 damage per round, friendly AOE with a wide radius, slows enemies, lasts 100 rounds, and scales well. If you're playing a radiant blaster, this is basically mandatory. </p><p></p><p><strong>Level 4</strong></p><p><span style="color: #0000ff"><strong>Guardian of faith</strong></span> (Cleric, Devotion/Crown Paladin, Celestial Warlock) 60 damage is really good for a level 4 spell (Disintegrate at level 6 only deals about 75, and does nothing on a miss) and this lasts for 8 hours and doesn't require concentration. Shame it can't move</p><p><strong>Sickening Radiance</strong> (Sorcerer, Warlock, Wizard) 4d10 damage isn't great for a level 4 spell, but the area is massive and the range is good. One level of Exhaustion only gives disadvantage on ability checks, which probably won't be very useful in combat. The saving grace of this spell is how good it is against invisible enemies, since it doesn't require you hit them with an attack to reveal them like Branding Smite does.</p><p></p><p><strong>Level 5</strong></p><p><span style="color: #800080"><strong>Dawn</strong></span> (Cleric, Wizard) 4d10 damage is pretty bad for a 5-th level spell, and the saves after the initial blast only happen at the end of a creature's turn (so it can take its turn to move out of the effect) plus this hits your allies. </p><p><span style="color: #00ffff"><strong>Destructive Wave</strong></span> (Paladin) 10d6 damage is pretty good for 5th level (same as a fireball upcast to level 5), though only half of it is radiant. This is also friendly, plus it knocks prone. </p><p><span style="color: #800080"><strong>Flame Strike</strong></span> (Cleric, Devotion Paladin, Fiend/Celestial Warlock) 8d6 damage is the same as fireball, a spell that's two levels lower than this, plus this one has a smaller area. </p><p><strong><span style="color: #00ffff">Holy Weapon</span></strong> (Cleric, Paladin) Bonus action cast, lasts an hour, adds 2d8 damage per hit to someone's weapon (doesn't have to be yours) and you can trade in the buff for a large friendly AOE that blinds. Just <span style="color: #0000ff"><strong>good </strong></span><span style="color: #000000">if somehow nobody in your party has extra attack. </span></p><p><span style="color: #000000"></span><span style="color: #ff0000"><strong>Wall of Light</strong></span><span style="color: #000000"> (Sorcerer, Warlock, Wizard) I'm not a fan of walls that creatures can just walk through, and 4d8 damage isn't enough of a punishment to dissuade a creature from doing so. The special attack you get is also really weak, and eats up some of the wall each time you use it. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Level 6</strong></span></p><p><span style="color: #000000"><strong>Forbiddance</strong> (Cleric) This spell is extremely situational, but it could be extremely good. If you have a town that you need to defend from zombies or something, one casting of this will make the whole town pretty much immune to incursions from some creature types for a day (almost no creature can afford to take 5d10 damage per round for several hours) That said, it's entirely campaign-specific, so I can't really give it a great rating. </span></p><p><span style="color: #000000"></span><span style="color: #0000ff"><strong>Sunbeam</strong></span><span style="color: #000000"> (Druid, Sorcerer, Wizard) Lines are generally not a great AOE type, but the damage would be respectable even if this only hit one creature. For 10 rounds you can use your action to fire off a laser that deals 6d8 damage and blinds on hit. Not bad. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Level 7</strong></span></p><p><span style="color: #000000"><strong>Crown of Stars</strong> (Sorcerer, Warlock, Wizard) This takes seven rounds to get full damage out of and can only hit one target, but it can do pretty good damage when combined with other spells since it only uses your bonus action on rounds after the first, and it doesn't require concentration. Could see some use in long battles. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Level 8</span></p><p><span style="color: #000000"></span><span style="color: #800080"><strong>Sunburst</strong></span><span style="color: #000000"> (Druid, Sorcerer, Wizard) 12d6 damage is pretty weak for an 8-th level spell (fireball upcast to 8 deals more) but this spell has a massive 60-foot radius and it blinds. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Class abilities </strong></span></p><p><span style="color: #000000"></span><span style="color: #0000ff"><strong>Radiance of the Dawn</strong></span><span style="color: #000000"> (Light Cleric 2) For the low(?) cost of your Channel Divinity, you get a friendly AOE that deals 2d10+your cleric level radiant damage. Great early on. </span></p><p><span style="color: #000000"></span><strong><span style="color: #00FFFF">Divine Smite</span></strong> (Paladin 2) 2d8 damage (+1d8 per level of the spell slot) that can't miss, doesn't take any action to apply, and has no limit on the number of times you can use it per turn is excellent. </p><p><span style="color: #00ffff"><strong>Divine Fury</strong></span> (Zealot Barbarian 3) 1d6+barbarian level damage (once per turn) that costs you nothing to use is great. </p><p><span style="color: #0000ff"><strong>Radiant Sun Bolt</strong></span> (Sun Soul Monk 3) Gives you a laser beam that scales as you gain monk levels. Strong because you can spend one ki to shoot it twice as a bonus action. </p><p></p><p>Feats</p><p>(Nothing?)</p><p></p><p>Level dips</p><p><span style="color: #0000ff"><strong>Light Cleric 5 </strong></span>Gets you access to the great radiant spells available to clerics, up to and including the amazing Spirit Guardians, plus one use of Radiance of the Dawn for an extra blast. </p><p><span style="color: #00ffff"><strong>Paladin 2 </strong></span><span style="color: #000000">Turn all of your spell slots into more radiant damage with Divine smite. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="Gavin O., post: 7514595, member: 6941440"] [B]Radiant[/B] [B]Cantrip[/B] [COLOR=#0000ff][B]Sacred Flame[/B][/COLOR] (Cleric) 1d8 damage is fine, its a Dex save instead of an attack roll, and has the useful benefit of ignoring cover. [COLOR=#800080][B]Word of Radiance[/B][/COLOR] (Cleric) In order for this to be good, you need two targets, which means you need to have two enemies within 5 feet of you. It's situational, but it can be okay. [B] Level 1[/B] [COLOR=#800080][B]Divine Favor[/B][/COLOR] (War Cleric, Paladin) Bonus Action cast, adds 1d4 radiant damage to all of your weapon attacks for one minute. A little weak, especially since it requires your concentration. [COLOR=#00ffff][B]Guiding Bolt[/B][/COLOR] (Cleric, Celestial Warlock) 4d6 damage is pretty good at level 1, and the effect is also good, giving an ally advantage and encouraging focus fire. Doesn't scale well though. [B]Level 2[/B] [COLOR=#800080][B]Branding Smite[/B][/COLOR] (Paladin, Hexblade Warlock) 2d6 damage is really bad for second level, the rider that stops invisibility is very situational but can be extremely important when it comes up. [B]Moonbeam [/B](Druid, Ancients Paladin) 2d10 damage isn't great for second level, but this has a small AOE with a situational but okay rider, plus it lasts 10 rounds. Needing your whole action to move it hurts this a lot though [B]Level 3 Blinding Smite[/B] (Paladin) 3d8 damage is pretty bad for third level, but this blinds the target until they make a Constitution save, which is pretty good. [B][COLOR=#800080]Crusader's[/COLOR] [COLOR=#0000ff]Mantle[/COLOR][/B] (Paladin) The effectiveness of this spell depends greatly on party composition. If you're in a party of all melee extra attack characters this can be [COLOR=#0000ff][B]great[/B][/COLOR], in a more balanced party isn't not nearly as good. [COLOR=#00ffff][B]Spirit Guardians[/B][/COLOR] (Cleric, Crown Paladin) This spell is incredible. 3d8 damage per round, friendly AOE with a wide radius, slows enemies, lasts 100 rounds, and scales well. If you're playing a radiant blaster, this is basically mandatory. [B]Level 4[/B] [COLOR=#0000ff][B]Guardian of faith[/B][/COLOR] (Cleric, Devotion/Crown Paladin, Celestial Warlock) 60 damage is really good for a level 4 spell (Disintegrate at level 6 only deals about 75, and does nothing on a miss) and this lasts for 8 hours and doesn't require concentration. Shame it can't move [B]Sickening Radiance[/B] (Sorcerer, Warlock, Wizard) 4d10 damage isn't great for a level 4 spell, but the area is massive and the range is good. One level of Exhaustion only gives disadvantage on ability checks, which probably won't be very useful in combat. The saving grace of this spell is how good it is against invisible enemies, since it doesn't require you hit them with an attack to reveal them like Branding Smite does. [B]Level 5[/B] [COLOR=#800080][B]Dawn[/B][/COLOR] (Cleric, Wizard) 4d10 damage is pretty bad for a 5-th level spell, and the saves after the initial blast only happen at the end of a creature's turn (so it can take its turn to move out of the effect) plus this hits your allies. [COLOR=#00ffff][B]Destructive Wave[/B][/COLOR] (Paladin) 10d6 damage is pretty good for 5th level (same as a fireball upcast to level 5), though only half of it is radiant. This is also friendly, plus it knocks prone. [COLOR=#800080][B]Flame Strike[/B][/COLOR] (Cleric, Devotion Paladin, Fiend/Celestial Warlock) 8d6 damage is the same as fireball, a spell that's two levels lower than this, plus this one has a smaller area. [B][COLOR=#00ffff]Holy Weapon[/COLOR][/B] (Cleric, Paladin) Bonus action cast, lasts an hour, adds 2d8 damage per hit to someone's weapon (doesn't have to be yours) and you can trade in the buff for a large friendly AOE that blinds. Just [COLOR=#0000ff][B]good [/B][/COLOR][COLOR=#000000]if somehow nobody in your party has extra attack. [/COLOR][COLOR=#ff0000][B]Wall of Light[/B][/COLOR][COLOR=#000000] (Sorcerer, Warlock, Wizard) I'm not a fan of walls that creatures can just walk through, and 4d8 damage isn't enough of a punishment to dissuade a creature from doing so. The special attack you get is also really weak, and eats up some of the wall each time you use it. [B]Level 6[/B] [B]Forbiddance[/B] (Cleric) This spell is extremely situational, but it could be extremely good. If you have a town that you need to defend from zombies or something, one casting of this will make the whole town pretty much immune to incursions from some creature types for a day (almost no creature can afford to take 5d10 damage per round for several hours) That said, it's entirely campaign-specific, so I can't really give it a great rating. [/COLOR][COLOR=#0000ff][B]Sunbeam[/B][/COLOR][COLOR=#000000] (Druid, Sorcerer, Wizard) Lines are generally not a great AOE type, but the damage would be respectable even if this only hit one creature. For 10 rounds you can use your action to fire off a laser that deals 6d8 damage and blinds on hit. Not bad. [B]Level 7[/B] [B]Crown of Stars[/B] (Sorcerer, Warlock, Wizard) This takes seven rounds to get full damage out of and can only hit one target, but it can do pretty good damage when combined with other spells since it only uses your bonus action on rounds after the first, and it doesn't require concentration. Could see some use in long battles. Level 8 [/COLOR][COLOR=#800080][B]Sunburst[/B][/COLOR][COLOR=#000000] (Druid, Sorcerer, Wizard) 12d6 damage is pretty weak for an 8-th level spell (fireball upcast to 8 deals more) but this spell has a massive 60-foot radius and it blinds. [B]Class abilities [/B] [/COLOR][COLOR=#0000ff][B]Radiance of the Dawn[/B][/COLOR][COLOR=#000000] (Light Cleric 2) For the low(?) cost of your Channel Divinity, you get a friendly AOE that deals 2d10+your cleric level radiant damage. Great early on. [/COLOR][B][COLOR=#00FFFF]Divine Smite[/COLOR][/B] (Paladin 2) 2d8 damage (+1d8 per level of the spell slot) that can't miss, doesn't take any action to apply, and has no limit on the number of times you can use it per turn is excellent. [COLOR=#00ffff][B]Divine Fury[/B][/COLOR] (Zealot Barbarian 3) 1d6+barbarian level damage (once per turn) that costs you nothing to use is great. [COLOR=#0000ff][B]Radiant Sun Bolt[/B][/COLOR] (Sun Soul Monk 3) Gives you a laser beam that scales as you gain monk levels. Strong because you can spend one ki to shoot it twice as a bonus action. Feats (Nothing?) Level dips [COLOR=#0000ff][B]Light Cleric 5 [/B][/COLOR]Gets you access to the great radiant spells available to clerics, up to and including the amazing Spirit Guardians, plus one use of Radiance of the Dawn for an extra blast. [COLOR=#00ffff][B]Paladin 2 [/B][/COLOR][COLOR=#000000]Turn all of your spell slots into more radiant damage with Divine smite. [/COLOR] [/QUOTE]
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