D&D 5E Elemental Evil companion spells underwhelming?

For draconic sorcerers, the elemental spells let you add your Charisma modifier to damage with your element. Some of those types of spells might be weaker for a general caster, but for a sorcerer with the correct element they are better choices than the alternatives. I think they had this in mind during design.
 

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Yeah.... but oil costs money, needs to be transported, has a very limited range, probably need to roll to hit, then has to be lit, and only lasts 2 rounds.

Well, oil's a bit better than that, but the main advantage is that anyone can do it, and that you don't need to spend a cantrip slot on it. I mean, probably a trade-off worth making a lot of the time, just another reminder for me that basic items are not nothin'.
 

For draconic sorcerers, the elemental spells let you add your Charisma modifier to damage with your element. Some of those types of spells might be weaker for a general caster, but for a sorcerer with the correct element they are better choices than the alternatives. I think they had this in mind during design.

That is an excellent point that makes Flame Arrow an impressive choice for dragon sorcerers. Even if it takes time and concentration, and taking into account there's no half damage on a miss, 12d6 + 60 damage is impressively efficient use of a spell slot.
 
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* ADHW doesn't really bring much that is new to the table for a precious 8th level slot (unless one is a necromancer)....BUT the 60 foot radius of Sunburst is frequently more of a liability than a benefit in a dungeon setting at least. (Although by 15th level a character more than likely has plenty of scalable area damage spells that could more easily be used in enclosed settings).

The biggest advantage sunburst has over ADHW is the blindness that it can inflict. There are also far fewer creatures that are resistant or immune to radiant damage than necrotic.

* Snilloc's Snowball Swarm vs Shatter: The snowball swarm doesn't make a booming sound that can be heard halfway across the dungeon, nor does it destroy all the hard-won loot lying on deceased enemies. These are not inconsiderable benefits...though many DMs may handwave these issues.

Shatter doesn't harm worn or carried objects or magical items.
 

Yes, but a 3rd level slot? More importantly, a 3rd level spell known?

Well the only other combat spells have at 3rd level are lightning arrow and Conjure Barrage

Lightning arrow is an 4d8 lightning and 2d8 to each creature within 10 feet, save for half. (with ranger's crappy DC)

Conjure Barrage is a 60ft cone for 3d8 damage, save for half. (with ranger's crappy DC)

Volley Flame Arrows is 10ft radius AOE, enemies only, for 1d8+1d6+Dex damage which can be used on regular attacks, no waste target, for multiple turns, and stacks with sharpshooter.

Basically the Best option for an archer ranger.
 

Horrid Wilting's damage is on par with one round of Incendiary Cloud, or a hit from a 1-round-charged Delayed Blast Fireball. I think the designers' idea was that despite its limitations, if it did much more damage it'd be a "must-have" spell and those are to be avoided. Even as it is, it interacts nicely with several of the Necromancer specialization benefits so it's still fairly attractive to those particular Wizards. For everyone else it's very situational, and for a spell appearing in a random supplement I'm OK with that.

Horrid Wilting is an inferior spell. If it were 12d8 or had an additional effect like sunburst, it would be on par.

Incendiary Cloud lasts 10 rounds. It does the same in one round that a spell that lasts 10 rounds does. Delayed Blast Fireball with 1 round charge does 13d6 for up to 78 points and an average 45 as a 7th level spell with more potential damage if you can wait longer. Horrid Wilting does 10d8 for an average of 45 damage. It is a cube, so it doesn't hit as wide an area. It's a 7th level spell disguised as an 8th level spell.
 

I was looking the spells over again. Some of them are good for certain builds. An Eldritch Knight with Thunderclap would do very well when surrounded by enemies. There are definitely some interesting options for niche builds.
 

The biggest advantage sunburst has over ADHW is the blindness that it can inflict. There are also far fewer creatures that are resistant or immune to radiant damage than necrotic.



Shatter doesn't harm worn or carried objects or magical items.
Belive concern was over fallen but not yet looted foes.
 

The only advantages I can think of that Flame Arrows brings over Hunter's Marks is multiple simultaneous targets, and targets that have piercing damage resistance, but not fire damage resistance.

So, I agree that it's weak, if you (the ranger) have to cast it yourself. If you can convince your friend (don't recall who has it on their list at the moment) to cast it on your arrows, it's ok. :)

In other words, targets like barbarians in enraged mode...
 

Yes, like raging barbarians, although the difference is slight.

Max damage is the same using either spell. (8 from the arrow, 6 from the spell = 14)
With Hunter's Mark, the barbarian takes 14/2 = 7.
With Flame Arrows, the barbarian takes 8/2 + 6 = 10.

Not sure if that alone is worth a 3rd level spell. Minigiant's point about using it with the Volley ability is more compelling.
 

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