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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Seed Bomb & Cobra's Spit Design
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<blockquote data-quote="Tessarael" data-source="post: 9728700" data-attributes="member: 12909"><p><a href="https://a5e.tools/spell/cobras-spit" target="_blank">Cobra's Spit</a> is poorly designed in my opinion, because it cannot be used until your next turn when you have another action to do so. I agree that it should be usable the turn you cast the spell. The nice thing about Cobra's Spit is that it is range self, so a wild shaped A5E Druid can cast it as spells that are range self or range touch can be cast while in a wild shape.</p><p></p><p>Except for Cobra's Spit being usable in wild shape, these other spells are much better in my opinion:</p><ul> <li data-xf-list-type="ul"><a href="https://a5e.tools/spell/call-lightning" target="_blank">Call Lightning</a>: 3d10 lightning damage in 5' radius, save for half, inflicts damage the round it is cast, concentration 10 minutes.</li> <li data-xf-list-type="ul"><a href="https://a5e.tools/spell/moonbeam" target="_blank">Moonbeam</a>: 3d10 radiant cast at 3rd level in 5' radius, save for half, 120' range, damages the round it is cast, conc. 1 minute.</li> <li data-xf-list-type="ul"><a href="https://dnd5e.wikidot.com/spell:erupting-earth" target="_blank">Erupting Earth</a>: 3d12 bludgeoning damage in 20' cube, save for half, 120' range, that ground becomes difficult terrain.</li> <li data-xf-list-type="ul"><a href="https://www.dndbeyond.com/spells/2402-tidal-wave" target="_blank">Tidal Wave</a>: 4d8 bludgeoning knocking targets prone, 30'x10' area, save for half and not prone, 120' range.</li> </ul><p>I don't think that being usable in wild shape is sufficient justification for the spell's design, particularly as Artificers also get the spell. So I would recommend errata that Cobra's Spit be usable on the turn it is cast.</p><p></p><p>As a 2nd level spell, <a href="https://a5e.tools/spell/seed-bomb" target="_blank">Seed Bomb</a> is good, doing 4d6 piercing in a 5' radius if creatures therein fail their Dexterity saving throw, and having an additional effect as well depending on the type of seed. I agree that it would be nice if you could throw a seed on the same turn as you cast a spell, but the spell does not require concentration, and you can pass the seeds to others to throw. So I think Seed Bomb is okay as written. There are combat situations where you are waiting for targets to get closer, and casting the spell then, or in other cases where you have a round of preparation time makes sense.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9728700, member: 12909"] [URL='https://a5e.tools/spell/cobras-spit']Cobra's Spit[/URL] is poorly designed in my opinion, because it cannot be used until your next turn when you have another action to do so. I agree that it should be usable the turn you cast the spell. The nice thing about Cobra's Spit is that it is range self, so a wild shaped A5E Druid can cast it as spells that are range self or range touch can be cast while in a wild shape. Except for Cobra's Spit being usable in wild shape, these other spells are much better in my opinion: [LIST] [*][URL='https://a5e.tools/spell/call-lightning']Call Lightning[/URL]: 3d10 lightning damage in 5' radius, save for half, inflicts damage the round it is cast, concentration 10 minutes. [*][URL='https://a5e.tools/spell/moonbeam']Moonbeam[/URL]: 3d10 radiant cast at 3rd level in 5' radius, save for half, 120' range, damages the round it is cast, conc. 1 minute. [*][URL='https://dnd5e.wikidot.com/spell:erupting-earth']Erupting Earth[/URL]: 3d12 bludgeoning damage in 20' cube, save for half, 120' range, that ground becomes difficult terrain. [*][URL='https://www.dndbeyond.com/spells/2402-tidal-wave']Tidal Wave[/URL]: 4d8 bludgeoning knocking targets prone, 30'x10' area, save for half and not prone, 120' range. [/LIST] I don't think that being usable in wild shape is sufficient justification for the spell's design, particularly as Artificers also get the spell. So I would recommend errata that Cobra's Spit be usable on the turn it is cast. As a 2nd level spell, [URL='https://a5e.tools/spell/seed-bomb']Seed Bomb[/URL] is good, doing 4d6 piercing in a 5' radius if creatures therein fail their Dexterity saving throw, and having an additional effect as well depending on the type of seed. I agree that it would be nice if you could throw a seed on the same turn as you cast a spell, but the spell does not require concentration, and you can pass the seeds to others to throw. So I think Seed Bomb is okay as written. There are combat situations where you are waiting for targets to get closer, and casting the spell then, or in other cases where you have a round of preparation time makes sense. [/QUOTE]
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Seed Bomb & Cobra's Spit Design
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