D&D 5E Survivor Worst Spells: FIND TRAPS IS THE WORST!

  • Thread starter Thread starter lowkey13
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Find Traps 11
True Strike 11

As a DM, I would allow the use of Find Traps to identify True Strike as a poor choice.
 
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Find Traps 10
True Strike 10

So this will probably be my last vote.
While both are valid contenders, Find Traps is far easier to fix than True Strike.

True Strike is also clearly a failed attempt at a "Take aim" mechanic, and would of been much better off as just that.
 

While both are valid contenders, Find Traps is far easier to fix than True Strike.

True Strike is also clearly a failed attempt at a "Take aim" mechanic, and would of been much better off as just that.

Really? I feel that Find Traps is too vague to be useful, especially as a second level spell. I've had players try to argue that the spell should reveal natural hazards (potential rockslides, unstable buildings, etc), even though the spell descriptions says otherwise.

Make True Strike a bonus action to cast and suddenly it becomes much more useful. Make it so you can cast it on another creature and it is even more useful, however it is probably no longer a cantrip then. Just my opinion though... I also stopped voting when then two spells were tied in the 30's
 




Really? I feel that Find Traps is too vague to be useful, especially as a second level spell. I've had players try to argue that the spell should reveal natural hazards (potential rockslides, unstable buildings, etc), even though the spell descriptions says otherwise.

Make True Strike a bonus action to cast and suddenly it becomes much more useful. Make it so you can cast it on another creature and it is even more useful, however it is probably no longer a cantrip then. Just my opinion though... I also stopped voting when then two spells were tied in the 30's

Sure just stick a duration on Find Traps and you've an alright spell.
True Strike however... make it a bonus action and you still have to wait until next turn.
Remove next turn and you've a bonus action cantrip that grants advantage to one attack: meh for every martial class except rogue past level 5, and a must-take for rogues.

With trying to fix True Strike you end up with something either too powerful or something still too weak (or, in some cases, both).
 



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