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D&D 5E Surprise underrated abilities

The same level spell Bless gives +D4 to hit for 3 PCs. For a 5 PC party with an average of 50% chance to hit a fairly tough foe, that's an increase of 15% more damage per round. Since Faerie Fire gives everyone Advantage (+5 to hit in the 50% case, but usually ~+4.5 to hit), that's an increase of 50% more damage per round. More than 3 times as powerful as Bless. Granted, Bless is not limited to just the targets in the initial area of effect, but then again, Bless doesn't find invisible foes.

In that case, Bless is 25% more hits, not 15%.
 

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KarinsDad

Adventurer
Assuming the caster can catch all the opponents in a 20' cube and they all fail their dexterity saves, at least.

True. But, the issue is more for a single BBEG or a few lieutenants.

It is even more important to realize that once PCs get to say level 5, the PC casting Faerie Fire can cast it round after round after round if the foe he wants to hit keeps saving. Sooner or later, the foe will almost always fail the save. When fighting a Dragon or a Beholder or a Lich, the super increase in damage is worth casting it multiple rounds in a row until it sticks (or cast by multiple PCs until it sticks).

And the odds of it working against most foes on the first cast is usually in the 50% to 70% range. Saving is the exception instead of the rule.

Sure, it might not work right away. But when it does, it is incredibly powerful. The number of resources required by a party not using that spell vs. one using that spell is significantly greater for the same level of threats.
 

No it's not. It's 25% more hits for 60% of the PCs instead of 50% more hits for 100% of the PCs.

It's a 15% increase in damage compared to a 50% increase in damage.

Oh, you're limiting this to Bless I, instead of III, and you're assuming homogeneous damage output across the party? All right then, in that case your number is correct.
 

We cast darkness in the alley where the baddies were (who all had three attacks and each had twice our hit points and there were as many of them than there were of us!), and then the wizard cast fear. Instead of spending their turns attacking us three times, they spent their turns moving away from the wizard, at half speed because darkness.

Do you have a reference on the half speed thing, or is it just a DM ruling? I can't remember if 5E imposes a movement penalty for being blinded.
 

I agree, but he's brand new at DMing (second session). He was very bummed about how quickly we leveled the Dragon Turtle, but the real problem was the Faerie Fire spell which allowed us to damage it 60% faster (my PC's to hit went from 35% to 58%). Faerie Fire (IMO) is just flat out broken.

Web and EBT are better than FF in most ways.
 

KarinsDad

Adventurer
Oh, you're limiting this to Bless I, instead of III, and you're assuming homogeneous damage output across the party? All right then, in that case your number is correct.

Basically. Rough rule of thumb, comparing a first level spell with a first level spell.

Even in the case of Bless, there is no guarantee that the heavy damage dealing melee/ranged PCs are within 30 feet of the caster.
 

KarinsDad

Adventurer
Web and EBT are better than FF in most ways.

Once a save is failed, FF is a constant help. Web and EBT are relatively easy to get out of. In fact, once the save is failed, the only way to get rid of FF is to break the caster's concentration or to prevent an attacker from seeing the FF target. There are quite a few more ways to bypass Web and EBT. Plus, you are comparing a first level spell with higher level spells. They should be better.

But in reality, they are not always better. Yes, restrained means that the foe has disadvantage on its attacks, but an NPC can do something as easy as lighting a torch to get out of a Web spell. For big strong foes, a Web is often a one round hindrance, even if the Dex save is failed. Ditto for EBT.

FF tends to last the entire fight, and if the BBEG makes his save, just cast it again next round. First level spells tend to be a dime a dozen compared to higher level spells.
 

Coredump

Explorer
Bless lets you target the PCs that benefit from it the most. Its reliable.
FF lets you target the enemies in a small cube, and you have to hope they fail their dex save. Its not as reliable, and Legendary resistance stops it in its tracks.

Using the 50% hit chance is easier.... it also skews things towards the faerie fire.




Yes, you *could* cast FF over and over and over again until the Dex save fails.... but now you are taking up the casters actions over and over and over. Could have just cast Bless and moved on to other spells.
 

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