D&D (2024) What's your favorite NEW spell for 5.24e?

What's your favorite NEW spell for 5.24e?



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AmerginLiath

Adventurer
I love the new cantrips, but especially like Elementalism mostly for flavor though.
Cantrips that let the caster do random tricks and Be Magical also beat out damage dealers for pure awesomeness. This spell lets you casually light your torch AND fill your glass? That’s more Wizard than shooting rays out of your fingertips any day…
 


Mistwell

Crusty Old Meatwad (he/him)
I think I'll make a case for Yolande's Regal Presence. For combats with many foes.

It's best on a PC with a high movement speed. Like a Wood Elf (35' move) with Longstrider (free spell with Woodelf +10 speed) and the Speedy feat (+10 speed). So you have a 35+10+10 = 55 speed.

Maybe Dance Bard (Inspiring Movement uses Bardic Inspiration to move half speed as reaction), since it's a Bard spell.

You cast the spell then run around the field of combat making sure every foe is passed (if you can) within at least 10 feet. Everyone takes 4d6, is pushed 10' and knocked prone (save for half). A foe comes within 5' of you on their turn they take more damage, and might be knocked prone and pushed. But if they make their save that's OK, you use your reaction and a bardic inspiration to move another 25' (no opportunity attack) tagging even more foes with damage, knock prone and push.

And because the game is more melee combat oriented now, your melee-types will all be getting advantage to attack these prone foes.

You might not even take a Magic action on your turn after that. Might be better to just dash around with this spell.

It's a pretty good spell, when facing groups of enemies.
 

Rabulias

the Incomparably Shrewd and Clever
Tasha's Bubbling Cauldron is 70HP (assuming 20 Int) worth, same as the Heal spell. But takes 10 minutes to cast and several actions to drink.
Tasha's bubbling cauldron is 1 Action to cast, 10 minutes duration, so it's not bad.
 

Stalker0

Legend
The bubbling cauldron is the most interesting spell by far, not even close to me. The variety of possible potions and how they might be used creatures just a huge amount of versatility and flavor
 

Quickleaf

Legend
5.24e has a fair number of entirely new spells. I am presenting the ten I'm aware of, though there are many that have the same name as before but entirely different mechanics I am not including, and there are also some from supplement books not originally in the PHB that are now in the PHB that I won't be including. This is just brand new spells! Please choose up to 3.

A brief summary of these:

Arcane Vigor (Sorc/Wiz): 2nd lev bonus action range self: Use 1 to 2 of your Hit Dice and gain those hit points plus your spellcaster mod. At higher levels: 1 more die for each.
👎🏼 It's 4e's Healing Surge but restricted to a spell. Not a fan of this way of integrating Hit Dice expenditure. Magic does enough already.

Divine Smite (Pal): Yes, the same Paladin ability, now it's a spell. Lev 1 bonus action after a hit: 2d8 radiant, +1d8 if fiend or undead. At higher levels: 1d8 for each
👎🏼 Better as a core feature because (a) that better supports paladin players who don't want to deal with spells, and (b) if you do want to engage with spells, it's better as a core feature because then you don't need to prepare Divine Smite as a spell, giving you one more spell to prepare.
Elementalism (Druid/Src/Wiz): Cantrip, action range 30 feet. Create of: light breeze, thin shroud of dust or word in dirt, harmless embers and scented colored smoke in 5ft cube that lights candles lamps and torches, or spray of cool mist or a cup of water.
Seems like they're trying to consolidate several elemental-themed cantrips that have more interesting effects than this one. If they are going to make new cantrips, should make them interesting.

Fount of Moonlight (Brd/Dru): 4th level action range self (concentration 10 mins): Bright light 20/dim light 20, resistance to radiant, your melee attacks deal extra 2d6 radiant, after you take damage from creature in 60' that creature saves (Con) or blinded until end of your next turn.
It seems so much like a paladin spell. I don't know how they're assigning these to class lists.

Jallarzi's Storm of Radiance (War/Wiz): 5th lev action range 120' (concentration 1 min): 10ft radius 40' high, creatures in area blinded and deaf, cant cast spells with V component, take 4d10 damage (1/2 Radiant, 1/2 Thunder) con save for 1/2, saves when spell enters your area, or ends turn there, but save only 1x a turn. Higher levels +2d10 each.
👎🏼 Very very powerful, with the double whammy of being blinded and unable to cast Verbal spells (most spells). However, it's also interacting with monster changes where you have the stupid "this is clearly a spell, but it's not listed as a spell, nor are the components listed so...."

It reminds me of the DNDBeyond comment about "frustrating for monsters, but fun for players" (paraphrasing). Another way to think about this spell – would this be fun to use against players? My instinct is players would quickly learn to hate this spell.

Power Word Fortify (Brd/Cler): 7th lev action range 60: split 120 temp HP among up to 6 creatures in range however you choose to split it.
👎🏼👎🏼 One of the most common complaints of higher level play is Hit Point bloat leading to (a) unbeatable PCs and (b) grindy combat. Throwing around temporary hit points like big bags of candy is certainly not going to address that issue, and more likely exacerbate it.

Sorcerous Burst (Src): Cantrip, action range 120ft: Ranged spell attack for 1d8 of energy type of your choosing. Exploding dice on rolling an 8 (so roll an 8, add another d8). Upgrades 1d8 at 5th, 11th, and 17th.
👍🏼👍🏼 Exploding dice are fun!

Starry Wisp (Brd/Dru): Cantrip, action range 60ft: Ranged spell attack for 1d8 radiant, until end of your next turn target emits 10' radius dim light and cannot benefit from Invis condition. Upgrades 1d8 at 5th, 11th, and 17th.
👎🏼 A cantrip that negates the ability to Hide (as in 2024 Hide = Invisibility), with no way to thwart it besides Dispel Magic? I see that actively harming the enjoyment of players enjoying the rogue/ranger types and similarly neutering ambush-type elite monsters. Not a fan.

Tasha's Bubbling Cauldron (War/Wiz): 6th lev action range 5' duration 10mins: Creates immovable cauldron filled with common or uncommon potion of your choice in vials in quantity equal to spellcasting mod. Bonus action for you or ally to grab 1 potion vial from cauldron. Potions disappear if not consumed prior to next casting of spell.
👎🏼 I'm assuming the spell does not come with a table of quick reference potions/descriptions? These sorts of things look fun on paper and lead to drag in play, IME. I wonder how this got playtested.

Yolande's Regal Presence (Brd/Wiz): 5th level action range self (concentration 1 min): 10ft emanation, Wis save when emanation enters foes space, foe enters emanation, or ends turn there (but 1 save per turn only), take 4d6 psychic damage, prone, and pushed 10', save for 1/2
👍🏼 Seems a bit confusing on how Pushing working in the context of entering foe's space / foe entering emanation's space... seems to imply that the Push is in relation to the vector of approach. Otherwise it's a fine spell.
 

Amrûnril

Adventurer
My nomination would be True Strike (mechanically an entirely new spell, even if it takes on a preexisting name). If one likes the idea of magic users making alternating weapon attacks with major spells (either in general or for a particular character concept), this provides a way of doing so while keeping up with the game's expectations for at-will damage scaling.
 

Mistwell

Crusty Old Meatwad (he/him)
👎🏼 Better as a core feature because (a) that better supports paladin players who don't want to deal with spells, and (b) if you do want to engage with spells, it's better as a core feature because then you don't need to prepare Divine Smite as a spell, giving you one more spell to prepare.

It's automatically prepared without using one of your preparations, and also castable once per day without a spell slot.
 

Mistwell

Crusty Old Meatwad (he/him)
My nomination would be True Strike (mechanically an entirely new spell, even if it takes on a preexisting name). If one likes the idea of magic users making alternating weapon attacks with major spells (either in general or for a particular character concept), this provides a way of doing so while keeping up with the game's expectations for at-will damage scaling.
Yeah I figure I will do another thread on spells with the same name as before but were entirely changed.
 

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