Level Up (A5E) Resplendent Refraction is too good vs. Sunbeam and other concentration area damage spells

Tessarael

Adventurer
The 4th level spell Resplendent Refraction is too good. It is significantly better than the 6th level Sunbeam spell, which only has the benefit of being a 60' line rather than 30'. I'd suggest dropping the damage in bright light from 5d10 to 4d10, and maybe keeping the blindness to a rare variant of it.

Here's a comparison of Resplendent Refraction vs. some other level 3+ spells that can inflict area of effect damage across multiple rounds:
  • 3rd Call Lightning as an action 3d10 (16.5) lightning, 4d10 (22) at 4th level, +d10 (27.5) in storm, Dexterity save halves, 5' radius, only works if roof 100'+ above. Concentration 10 min.
  • 3rd Hunger of Hadar does 2d6 cold (3d6 at 4th level with the PHB'24 version) + 2d6 (14 or 17.5 at 4th) acid if fail Dexterity save, blinding + difficult terrain in that 20' radius. Concentration 1 min.
  • 4th Black Tentacles does 3d6 bludgeoning (10.5), and restrains creatures that fail their save. 20' square. Difficult terrain. Concentration 1 min.
  • 4th Resplendent Refraction, as an action in bright light does 5d10 (27.5) radiant, Constitution save halves, 30' line, blinds to end of their next turn if fail save. Concentration 1 min.
    • Note: It is a bonus action to cast Resplendent Refraction, then a standard action to fire the beams. You can cast it on someone else - it is range touch.
  • 4th Sickening Radiance does 4d10 (22) radiance damage, Constitution save for none, one fatigue level + stopping invisibility as they glow if they fail their save, 30' radius. Concentration 10 min.
  • 4th Wall of Fire does 5d8 fire (22.5), Dexterity save halves, 60' long wall or 20' diameter circle. Concentration 1 min.
  • 5th Cloudkill does 5d8 poison (22.5). 20' radius. Concentration 10 min. Heavily obscured area. The fog moves away from you 10' each round, flowing along the ground and downwards.
  • 5th Eldritch Cube does 5d6 psychic (17.5), Intelligence save halves, 10' cube. Concentration 1 min. You can move the cube 10' as a bonus action.
  • 5th Insect Plague does 4d10 piercing (22), Constitution save halves, 20' radius. Concentration 10 min. Lightly obscured area.
  • 5th Jallarzi's Storm of Radiance does 2d10 radiant + 2d10 thunder (22), Constitution save halves, 10' radius. Concentration 1 min. Blinded and deafened while in the area and cannot cast verbal component spells.
  • 5th Maelstrom 6d6 bludgeoning (21), Strength save halves, 30' radius. Concentration 1 min. Pulled 10' towards the center of the area if fail the save.
  • 5th Wall of Light does 4d8 radiant (18), Constitution save halves, 60' long wall, blinds if fail save with another save on each of its turns. Concentration 10 min.
  • 6th Raving Roots does 5d6 bludgeoning (17.5), Dexterity save to avoid being restrained. 30' square. Concentration 1 min. Damages walls and ceilings, collapse of which also does 5d6 bludgeoning.
  • 6th Sunbeam does 6d8 radiant (27), Constitution save halves, 60' line, blinds to end of your next turn if fail save. Concentration 1 min. Oozes and Undead have disadvantage on the save.
Comparing average damage by spell slot level for a few of the higher damage concentration spells, we have:

3rd 4th 5th 6th Comments
Call Lightning 16.5 22.0 27.5 33.0 +5.5 in a storm
Cloud Kill - - 22.5 27.0
Insect Plague - - 22.0 27.5
Jal.'s Storm of Radiance - - 22.0 27.5
Resplendent Refraction - 27.5 33.0 38.5 Blinded on failed save. Damage assumes in bright light.
Resplendent Refraction - 22.0 27.5 33.0 Nerfed from 5d10 to 4d10
Sunbeam - - - 27.0 Blinded on failed save
Wall of Fire - 22.5 27.0 31.5
Wall of Light - - 18.0 22.5 Blinded on failed save

If we drop Resplendent Refraction from 5d10 to 4d10, then it is consistent with the damage scaling of other spells. Call Lightning cast in a storm for the extra +d10 is better than this, but only 5' radius and quite situational.

Thoughts?
 
Last edited:

log in or register to remove this ad

Yes, it's a little better than other options. With A5E, I'd recommend treating non-core spells as Rare Spells- that is, they're not available by default.
 

I think most of the A5E non-core spells are balanced. It's good to give the spellcasters some variety, but yes, also good to keep some in reserve as a treasure reward.
 

Remove ads

Top