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

  • Thread starter Thread starter lowkey13
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Find Traps 16
True Strike 22

Find traps can at least save the party from death. Many traps are in corridors or on doors at the end of a hallway, so if you cast the spell you will know where the trap is at. It's not going to be the way you came, so it's in front of you. Many other times it's fairly obvious where a trap would be if there is one there, so the spell effectively lets you know where those are as well. True strike is virtually worthless outside of a few very narrow situations.
 

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Find traps 11
True Strike 23

Find Traps 15
True Strike 21

I have seen True Strike being usefully cast a a cantrip.

I have never seen find traps being used in play.

Bad cantrip > worse 2nd level spell.
Out of curiosity, how was it useful? I keep looking for a scenario but haven't found one. Was it a case of "not enough movement to attack in melee and no throwing weapons?"

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Yeah, the best use for True Strike seems to be during social encounters you think might turn into a fight. That, and one use items you really want advantage with. Some DMs even rule that you don't lose Concentration on one spell until you have successfully cast another Concentration spell, allowing you to gain the benefit on the second spell. Not every DM makes that ruling, but it's available for those that do.

Find Traps 12
True Strike 18
 

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