The "Outlier" spells that need fixed in D&D 5e, and how we do it with One D&D

  Рет қаралды 39,851

Treantmonk's Temple

Treantmonk's Temple

Күн бұрын

If you like what I do and would consider supporting this channel through Patreon:
/ treantmonkstemple
Timestamps:
0:00 Intro
0:24 General fixes needed
1:24 Identifying an outlier spell
3:42 Why we would "fix" outliers
5:30 Trigger Warning
7:24 Parameters
9:58 Ceremony (level 1)
10:55 Goodberry (level 1)
12:00 Shield (level 1)
13:16 Sleep (level 1)
14:40 Heat Metal (level 2)
16:07 Pass Without Trace (level 2)
16:50 Spike Growth (level 2)
18:33 Web (level 2)
19:26 Conjure Animals (level 3)
21:33 Fear (level 3)
22:09 Hypnotic Pattern (level 3)
22:18 Leomund's Tiny Hut (level 3)
22:46 Spirit Guardians (level 3)
23:16 Conjure Minor Elementals (level 4)
24:00 Conjure Woodland Beings (level 4)
24:53 Evard's Black Tentacles (level 4)
25:33 Polymorph (level 4)
27:05 Animate Objects (level 5)
28:46 Wall of Force (level 5)
29:04 Magic Jar (level 6)
31:09 Planar Ally (level 6)
32:10 Conjure Celestial (level 7)
33:14 Forcecage (level 7)
33:31 Simulacrum (level 7)
34:14 Feeblemind (level 8)
34:22 True Polymorph (level 9)
34:42 Shapechange (level 9)
35:03 Prismatic Wall (level 9)
35:14 Wish (level 9)
Join my discord:
/ discord
Follow me on Twitter:
/ chrishonkala

Пікірлер: 1 000
@JJV7243
@JJV7243 10 ай бұрын
Conjure animals - should tell the player to use the "Swarm" stat block if you summon more than 2 beasts for combat purposes. This would allow you to summon a horde of bunnies, but not clog down the action economy.
@tibot4228
@tibot4228 10 ай бұрын
The same goes for Animate Objects.
@JJV7243
@JJV7243 10 ай бұрын
@@tibot4228 Yep - its totally a reasonable mechanic for that spell as well.
@DeadpoolAli
@DeadpoolAli 10 ай бұрын
Ok so just did math on 8 raptors summoned at levels9-12 (profiency is +4). Your average damage is like 56 dpr. If you just use swarm mechanic that it rolls the attack roll collectively 2 attacks (which raptors have) and use the suggested avg damage x 8 (you summon 8 creatures). Your dpr is 46 damage per round. Except now its a simple two die rolls for the attack. It's just one die roll for something like wolves or giant bats. Allow the player to distribute the totaled damage among the battle field so it feels fair and still makes positioning feel tactical. The damage seems like a nerf but remember swarm rules makes it half damage when half the creatures die off. So in raw when you had 1 or 2 wolves/raptors left it wouldn't do much damage, with this your still doing 23 damage all the way up to "1hp". Also this would make opportunity attacks a bit stronger cuz your rolling the collective damage. So it has lower nerf but higher sustainable damage! A very nice side grade imo. This would be extremely fast at the table with two, usually one attack roll per swarm and one set collective hit points to track!!!
@gyorgyor7765
@gyorgyor7765 10 ай бұрын
Love this idea or a variant of it.
@kdaviper
@kdaviper 10 ай бұрын
​@@DeadpoolAlimeteor swarm, meet meet-eater swarm
@AndrewBrownK
@AndrewBrownK 10 ай бұрын
Will you do a similar video on "underpowered outliers"? I'd love to see your take on True Strike, Barkskin, etc
@CivilWarMan
@CivilWarMan 10 ай бұрын
For True Strike specifically, I've been assuming that it'll get the same treatment as Guidance and Resistance (i.e. reaction when someone misses an attack roll in order to add 1d4 to the attack). Though considering that the Guidance and Resistance changes were introduced in the first few UAs, but we are now 7 playtests in with no similar change to True Strike, I'm starting to wonder if that's another change they are going to start backpedaling on for some reason.
@patrickbodiou3357
@patrickbodiou3357 10 ай бұрын
True strike bonus action casting ! Barkskin 16 ac and 8 temp hp(+1/+4 per upcast level)
@Sunny_Haven
@Sunny_Haven 10 ай бұрын
Yesss that’d be lovely.
@garydworetsky9025
@garydworetsky9025 10 ай бұрын
True Strike - you can spend a bonus action to increase the duration by 1 round, up to a limit of 1 minute. The spell ends when you make an attack roll.
@nathanarnold6464
@nathanarnold6464 10 ай бұрын
Barkskin was already reworked in an earlier 1D&D playtest.
@NageIfar
@NageIfar 10 ай бұрын
The thing about Fear is that at the end of the day it's a 30ft cone. And these are very hard to position. Meanwhile Hypnotic Pattern is extremely easy to place. It's really the same advantage that Fireball has over Lightning Bolt - only one of them requires any sort of positioning.
@nayber2352
@nayber2352 10 ай бұрын
I would say a better fix for fear is allow allies to use the help action to end the effect on them ( like hypnotic pattern), or do the bg3 thing where they make the save each turn, but also drop their weapons Otherwise the two spells are just too similar.
@JJV7243
@JJV7243 10 ай бұрын
I kinda agree. Also with fear they might literally run away from your vision the MOMENT you use the spell (they could cut line of sight), thus it naturally kinda counters itself.
@timeforsuchaword
@timeforsuchaword 10 ай бұрын
@@nayber2352 I don't think that works because the creatures are dashing away, meaning the helping creature is likely going to need to use its action to dash just to get close enough.
@nayber2352
@nayber2352 10 ай бұрын
@@timeforsuchaword yeah I've thought more about it and changed my mind, I think fear should be no concentration, 1 turn effect where enemies drop their weapons and run away (but don't dash) This way it's basically a short ranged, less versatile,AOE command at the cost of a third level slot vs first level, and it no longer competes with hypnotic pattern
@timeforsuchaword
@timeforsuchaword 10 ай бұрын
​@@nayber2352 So the creature would use their movement to move away, then they use their action (or bonus action in some some cases) to move back and their item interaction to pick their weapon back up, if they had one. Or they use their action to do something from range. I don't think many people would take that over an upcast command spell.
@Trafoder
@Trafoder 10 ай бұрын
Beyond these outlier spells, there are spells like Fabricate that need their rules tightened up a little. It’s one of my favorite spells, but I’ve been at multiple tables that ban it solely because it’s used as a money printer.
@TreantmonksTemple
@TreantmonksTemple 10 ай бұрын
Tightening up and clarifying wording is almost a universal requirement for PHB spells
@archmagemc3561
@archmagemc3561 10 ай бұрын
Well gold is useless in 5e, so just don't include it. Remove attumement slots, and give your players lots of fun magic items. Problem fixed. But yes fixing Fabricate means fixing the core treasure system, and thats a lot of work for these guys so they wont do it.
@MaMastoast
@MaMastoast 10 ай бұрын
@@archmagemc3561 Gold wasnt useless in the main campaign I used to play in. As a wizard I was constantly starved for money
@archmagemc3561
@archmagemc3561 10 ай бұрын
@@MaMastoast its useless once your past like 7. magic items cost too much, you either get too much or too little, and most campaigns don't let you even buy magic items. its just a bad system.
@theepicduck6922
@theepicduck6922 10 ай бұрын
@MaMastoast Same for clerics. I think gold should have a purpose beyond scroll crafting, at least (which is a strictly Xanathar system).
@KatieGimple
@KatieGimple 10 ай бұрын
My theory is that the Conjure spells are just straight up being replaced mechanically by Tasha's Summon spells, just tweaked a bit to fit the different spell levels
@MumboJ
@MumboJ 10 ай бұрын
I think the phb conjure spells can serve a niche for summoning multiple creatures at once, since the tasha summons are always a single creature. They should definitely be changed to templates though, and maybe standardise them to always 4 creatures (or maybe 1 creature per spell level for upcasting).
@matteopolloni4601
@matteopolloni4601 10 ай бұрын
hope they disappear: they really slow down the game especially for new players (and they are no optional spells in some different book, they are in the PhB: they are a nightmare XD)
@The_Crimson_Witch
@The_Crimson_Witch 10 ай бұрын
​@@MumboJIMO the best way to get the thematics of summoning multiple creatures in a way that doesn't break the mechanics is to use swarms. So you're summoning multiple creatures under one statblock. Cause *actually* summoning multiple creatures slows down the game and makes your fellow players despise you 😂
@moonlight2870
@moonlight2870 10 ай бұрын
As they should
@leodouskyron5671
@leodouskyron5671 10 ай бұрын
Tasha’s spells have one minor issue (well two) that make them not a fit replacement. GP gating (because not all DMs are good with that) and the damage they do and can take (by virtue of being single creatures) is lesser. Easy to fix that to keep the power levels but they do need to fix that for the average table (aka tables that don’t have any of us at the table).
@alexirmendoza3600
@alexirmendoza3600 10 ай бұрын
In comics media, we have characters that use force fields/force field like projections [Raven, Invisible Woman, Green Lantern, etc.] They are shown to need to concentrate on the barrier both whenever they are hit or when the projection is hit. Let's imagine this but in DnD. We can "nerf" wall of force and force cage by allowing the trapped creature to attack the cage/wall itself. Since the cage/wall is not a creature, most spells will not work on them and elemental damage is not really that much of a concern. It can be made so that hitting the cage will force the spellcaster to make a concentration save based on the amount of damage the wall/cage receives. Give the wall/cage the same AC as the spell caster's DC in order to show how hard it is to even make a dent on the construct. This way, monsters and martial player characters without teleportation are not auto removed from combat. The worst feeling for a barbarian or fighter is the feeling of being put in a corner unable to do anything. What do you hit when you are in a force cage/wall of force? How does one get out. If a spellcaster casted a wall of force in a dungeon then triggered a poison smoke trap, any martial would be dead without magic. Edit: I just watched the vid and I like the HP option as well. This gives a clear goal for the people trapped in the cage and provides with an progress bar which shows them that their actions are contributing to something and is inching them closer to their intended result.
@tibot4228
@tibot4228 10 ай бұрын
This is really cool!
@Jesse_Carl
@Jesse_Carl 10 ай бұрын
Great! Another way to achieve this is to let the spell caster use their bonus action to give the wall a significant number of temporary hit points. That way, if the spell caster is trying, they can keep a weak opponent blocked by the spell indefinitely (which seems thematically correct to me).
@nin0f
@nin0f 10 ай бұрын
This is actually genius
@falconnm
@falconnm 10 ай бұрын
I started reading mess I was skeptical, but it's a great solution and makes the game more interesting!
@EpicRandomness555
@EpicRandomness555 10 ай бұрын
Yeah I actually like that
@richardjessiejohnson9108
@richardjessiejohnson9108 10 ай бұрын
dude... I LOVE TMV spell fixes. nobody else does the math and the fixes are always so thematic and fun!
@nintendolegoboy
@nintendolegoboy 10 ай бұрын
What's TMV?
@Laurence_za
@Laurence_za 10 ай бұрын
​@@nintendolegoboy Treantmonk's video channel?
@boogie6419
@boogie6419 10 ай бұрын
@@nintendolegoboyI believe it stands for “Treantmonk Variant”
@James-ht6fd
@James-ht6fd 10 ай бұрын
I think the conjure animal dilemma can be solved by improving the swarm stat block, you can conjure a swarm of Weasels or a couple dire wolves with interconnected HP pools
@dragonboyjgh
@dragonboyjgh 10 ай бұрын
A scaling swarm TEMPLATE would fix a LOT of the issues.
@arcturuslight_
@arcturuslight_ 10 ай бұрын
I was thinking Polymorph would have CR based on spell slot? Why of all spells does it scale based on character level, that makes no sense in 5e.
@JJV7243
@JJV7243 10 ай бұрын
That... would actually make a LOT of sense. Polymorph is also a spell that I could see having a range of "touch" - requiring a to-hit roll against enemies.
@kenkoopa7903
@kenkoopa7903 10 ай бұрын
Yea, get that 3.x stuff out of there.
@arcturuslight_
@arcturuslight_ 10 ай бұрын
CR based on spell level, and repeated saves - basically the things I was expecting in the playtest. Now have seen their subpar math on martials and wild shape, I am way less optimistic that this spell is gonna be addressed well or at all.
@digitaljanus
@digitaljanus 10 ай бұрын
Most of the spells on this list have been part of the game for 20+ years, in some cases 40+. I don't know if that's embarrassing, or if the legacy perception of what the spell _should_ be affected their design. E.g., it's well known fireball is a little overtuned for a 3rd level spell, but it's so iconic (and lots of monsters have fire resistance) so they let it slide.
@CivilWarMan
@CivilWarMan 10 ай бұрын
My suggestion for three of the spells: 1. For Goodberry, Zee Bashew proposed a great fix in his video for it that is really simple. Have the spell consume its material component. That way, the material component can not be replaced by a spell focus or component pouch. It makes survival gameplay easier, since it allows the party to extend their rations in harsher climates, but not trivial, since the ability to cast it requires being able to scavenge the necessary berries. This also indirectly buffs Create Food and Water, since it is a higher spell slot, but doesn't have a material component, so it becomes the better spell in truly inhospitable environments. 2. For Spike Growth, have it not apply the damage on forced movement, the same way you can't make an attack of opportunity against someone who is pushed or dragged out of your threatened area. The wording would be something like "When a creature uses its movement, action, or reaction to move into or through the area, it takes 2d4 piercing damage for every 5 feet it travels." The spell is still great for creating bottlenecks and areas of restricted movement, particularly if it can be placed in an area where enemies *have* to move through it to get to you or away from you, but that change removes the potential abuse of dragging enemies back and forth through the area and massively multiplying the amount of damage. 3. For Animate Objects, instead of having each object tracked separately, redesign it to be more like the Tasha's summoning spells. When you cast the spell, you can choose between "Large animated object", "Group of medium animated objects", or "Swarm of tiny animated objects", with each option acting as one gestalt "creature" with different abilities and attacks available depending on the type chosen. For example, the Large option might have a big slam attack that can knock targets prone, while the Swarm option might have a smaller attack that gives other creatures advantage on attacks against its target.
@falconnm
@falconnm 10 ай бұрын
All good, #2 is AWESOME
@slydoorkeeper4783
@slydoorkeeper4783 5 ай бұрын
Isn't #1 just how 3.x/PF1e did it?
@notsochosenone5669
@notsochosenone5669 10 ай бұрын
For wall of force/forcecage i would suggest another change: So, wall of force and wall of stone are both 5th level wall spells. Make wall of stone sturdiest (it has 15 AC and 180 HP for every plate), and wall of force more fragile, but harder to harm in the first place (give it like 15 AC and 60 HP, but also damage threshold of 15 or 20 or something in line). So now both of this wall spells have different niches - one is generally good, another is close to impossible to break for minions, but easy to break for giant monsters, bosses and other strong creatures. Problem solved. Damage threshold exists as a mechanic in 5e, so it is not that global of a change in this regard.
@datonkallandor8687
@datonkallandor8687 10 ай бұрын
That is how PF2 does it. "The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage.". Incidentally that is how all the walls (and other obstacle creating spells) work, just different amounts of AC, Hardness and HP (Except for wall of flesh, which doesn't have a hardness, cause it's flesh, iirc).
@notsochosenone5669
@notsochosenone5669 10 ай бұрын
@@datonkallandor8687 4e also don't have unbreakable wall of force - but in 5e wotc changed it back to 3.5 version because god forbid have anything from 4e - would be too videogamey or something
@datonkallandor8687
@datonkallandor8687 10 ай бұрын
@@notsochosenone5669 Yeah the 4e to 5e transition wrecked a *lot* of great design, especially when they just jumped straight from playtest to release with massive untested changes.
@KCSutherland
@KCSutherland 10 ай бұрын
I like your version of Planar Ally so much more, not just as a fix of the original spell, but as a spell at all. Clean, simple, flavorful... it's great. I've never in my life been tempted to take Planar Ally but I have a Warlock or two who would absolutely take this version.
@tibot4228
@tibot4228 10 ай бұрын
Personally, I think the only thing that Ceremony needs is a little disclaimer: "If the target of the spell is a living creature, it is considered willing only if it sincerely regards the ceremony as a momentous, unique event. The DM has the final say on whether the spell can affect a creature." So if you're in a campaign, you can still get the benefit, but if it's a one-shot, the DM could easily rule the character's commitment is not sincere. EDIT: Ceremony is intended as a player-facing mechanic that rewards roleplay with mechanical boosts. Either the DM gets a say in it, or this type of mechanics need to be scrapped entirely, because they're ripe for abuse afterwise, and the DM is then left to figure them out on their own. I'm lucky to play at a table where everyone acts in good faith, so this edge case wouldn't be a problem for me.
@galdeveer
@galdeveer 10 ай бұрын
I reallllyyy want to agree, but my concern is that this is most relevant in a oneshot, and a oneshot is also where its easiest to fudge your backstory to make it work.
@OffhandEntertainment
@OffhandEntertainment 10 ай бұрын
I'd rather "momentous, unique events" give the players a temporary boon at the DM's discretion (maybe add a table to the next DMG). That way the DM is giving instead saying no and the party doesn't need someone with the ceremony spell.
@flyfly376
@flyfly376 10 ай бұрын
Bullshit, GM absolutely does not get to tell me about my character's level of commitment. Plus, there is nothing "easy" about this being put in a oneshot - no one says that your characters could not have a shared meaningful relationship in the backstory. (If anything, for a oneshot I'd say that it is straight up recommended, since you won't get to spend all that much time on screen getting to know each other)
@avatarmufasa3628
@avatarmufasa3628 10 ай бұрын
@@flyfly376 Agreed, the DM has no say in the thoughts of my character
@andrewshandle
@andrewshandle 10 ай бұрын
@@flyfly376sure, I just met her at the club and we're both wasted but I love her!!!! 😉 I actually agree with you, the idea that a DM can say what your character feels all because of a poorly designed spell is not the road they should go down...and really it's the opposite direction they are taking in the PT, they're trying to remove some of the "it's all up to your DM" aspects of the game, like Wild Magic Sorcerers for example. Adding it to Ceremony would be a step backward.
@01pantagruel
@01pantagruel 10 ай бұрын
Magic Jar is one of those spells that's really intended for villains -- having a magic jar hiding out possessing people is perfectly good monster, and in that use case you really do want it casting spells and so on. I think the best way to have it achieve its intended purpose is to add something like "Player characters, or creatures of CR 1 or higher, may repeat the save at the start of each of their turns, ending the effect on success". Repeated saves make it less oppressive when used against PCs. The CR 1 limit means you can still possess random commoners forever, but makes it less oppressive against important characters.
@hodgepodgesyntaxia2112
@hodgepodgesyntaxia2112 10 ай бұрын
Utility spells should buff allied ability checks, not supplant them. Find Traps, for example, should give a target creature a bonus (like advantage) on an ability check to find traps. That way the benefits stack. A rogue helped by a wizard’s spell would have the spotlight shined on them, not taken away. (And a wizard could still use the spell to try to find traps on their own, but it would be less effective than teamwork).
@alexanderwizardjar9540
@alexanderwizardjar9540 10 ай бұрын
Really good ideas here, I'm gonna try to implement a bunch of them for sure. I would also suggest a Find Familiar tweak. As of now, the only thing keeping you from sending it on wild scouting expeditions that completely overshadow a rogue/ranger/scouting player is the 10gp cost, and the 1 hour casting time. I would maybe impose a limit on how often the spell can be cast, like once every 24 hours.
@shanedsouza189
@shanedsouza189 10 ай бұрын
I would counter with that I agree, but there is also onus on the DM to make scouting more dangerous and stealth oriented. It shouldn't be a free perception deep inside without some real consequences, which should be more avoidable by having a party member annoying ahead with a higher stealth check.
@Siennarchist
@Siennarchist 10 ай бұрын
I think its simpler to just add a range limit
@carsonrush3352
@carsonrush3352 10 ай бұрын
The familiar already has a 100 ft range built in. It's mentioned at the start if the paragraph that gives you the ability to communicate with the familiar and see through its senses.
@alexmiller1800
@alexmiller1800 10 ай бұрын
I was actually looking into Beast Master Ranger recently and I noticed how dumb it is that it takes Rangers a niche 2nd level Concentration spell in Beast Sense to accomplish a similar thing to a 1st Level ritual spell in Find Familiar. If I were in charge, I’d make it so you could Warg into your beast as an ability, using it’s senses and controlling it’s actions directly, since you can basically do the same thing as long as you have Find Familiar. Makes much more sense on a scouting, stealth, and survival oriented class/subclass in the Ranger rather than on a Wizard or anyone with Magic Initiate.
@MrJerks93
@MrJerks93 10 ай бұрын
As an old grognard, the Find Familiar spell is a good example of a spell with a lot of history that has creeped in power because designers keep removing restrictions in each edition. If you play with material components, burning 10 gp worth of incense, charcoal, and herbs in a brass brazier is a pretty time limiting step. You just can't recreate that in the midst of a dungeon. If we go even further back, the loss of a familiar cost you 1 point of Constitution. While that's a bit harsh, I think some type of backlash, recoverable during the next Short of Long Rest could be enough to add some risk vs. reward to scouting.
@toshizue8627
@toshizue8627 10 ай бұрын
I'm expecting to see above-the-curve spells on this list like shield, wall of force, and forcecage.
@KillerOfWhales
@KillerOfWhales 10 ай бұрын
Good thing Treantmonk didn’t forget to nerf the overpowered outlier spell, the Monk, in this video. Would be a shame if they stayed as powerful as they are in 5e
@matthewhooper1508
@matthewhooper1508 10 ай бұрын
@@KillerOfWhales I hoping they nerf the spell “Transmute Subject to Pet Peeve. “
@JohnTCampbell1986
@JohnTCampbell1986 10 ай бұрын
Healing word. Fireball. Good berry. Silvery barbs and simulacrum for me. Though fireball isn't per sé op, you just feel bad if you play a class that can take it and doesnt
@louiesatterwhite3885
@louiesatterwhite3885 10 ай бұрын
​@@JohnTCampbell1986healing word really isn't overpowered.
@fullelement4886
@fullelement4886 10 ай бұрын
​@louiesatterwhite3885 agreed, the spell is if anything, weak. What makes it strong are the mechanics around falling unconscious. If it wouldn't get you back on your feet from being almost bit in half by a dragon, then not many people would bother with it.
@DeepSpaceBass1
@DeepSpaceBass1 10 ай бұрын
Ok so you're missing the point of sleep. Sleep is meant to be a stealth spell, knock out the guards and go around. Making a save-repeat every turn turns it into a combat exclusive spell. A better fix is to keep it much the same but make them Incapacitated, Blind, and Deafened until the original conditions of the breaking the spell are met. The unconscious condition is just to powerful by itself, I agree with you.
@kalasmournrex1470
@kalasmournrex1470 10 ай бұрын
It doesn’t make sense to repeat dex saving throws on tentacles and web. It would make more sense to make the continuing saving throws strength saving throws. Dex was to avoid getting restrained, once you are restrained, you need to use strength to get out. Making it a strength check as they do is like the only good use for the debuff aspect of warlock hex though, heh.
@Keovar
@Keovar 10 ай бұрын
I made Guidance and Resistance into reactions, since players often don’t think to use Guidance until after the skill is rolled, and because you almost never know when a save will be called for. I also made True Strike a bonus action, but instead of advantage, it gives 1d4.
@digitaljanus
@digitaljanus 10 ай бұрын
Good fix--when I saw Baldur's Gate 3 did that I was onboard. Do you keep Guidance as a concentration spell?
@ryanscanlon2151
@ryanscanlon2151 10 ай бұрын
I think the fix for Shield while retaining if flavor is the Ac bonus given should equal your Proficiency bonus but still last the whole round, keeping it good in early game and letting it build back up in strength so it's not worthless at high levels.
@briang3598
@briang3598 10 ай бұрын
That would also generally scale with enemy attack bonus as CR goes up.
@Swimavidly
@Swimavidly 10 ай бұрын
I'm in total agreement on Goodberry. I have it on my Druid in my campaign right now, and it's not breaking combat, but it's definitely breaking world-building.
@ElJefeRules
@ElJefeRules 10 ай бұрын
Its mere existence makes it almost impossible to believably have any starving villages in your setting.
@JJV7243
@JJV7243 10 ай бұрын
The whole "meal replacement" part of goodberry could be simply part of a 4th/5th level upcast bonus.
@NeonKatt101
@NeonKatt101 10 ай бұрын
I used that for a character design. My druid fled with his daughter to the city and had to give her up to the temple. And then he just worked odd jobs giving all the money to the temple for her and just sat around like a hobo in the streets eating goodberry and using conjure water. For specific times I'd have the berries be cursed and make you more hungry or something if it comes up
@danwebber9494
@danwebber9494 10 ай бұрын
I just add the word “fresh” to he ingredients. Daily harvesting will eventually kill all the mistletoe, and it doesn’t grow everywhere, especially underground.
@Chaosmancer7
@Chaosmancer7 10 ай бұрын
​@ElJefeRules Only if magic is incredibly common, so common that either multiple people have spells or you have incredibly powerful casters just everywhere. Cause a village of 100 people can't sustain themselves on ten meals without getting desperate on starvation
@Slothxp1
@Slothxp1 10 ай бұрын
Hey man, great stuff as always! Honestly, some spot on adjustments here. Just wanted to say I've been reading and following your stuff since your 4th edition guides back in the day and it's always been helpful not only for builds but for better understanding the game. Keep up the good work!
@druidofnosleep1513
@druidofnosleep1513 10 ай бұрын
One of the better TM videos recently. This definitely isnt a complete list, but its a pretty good starting point. Imo the biggest issue is the lack of standardisation between spells and the over use of natural language instead of game mechanics. That being said, healing word, sanctuary, spike growth, sleetstorm, planar binding have to be touched/touched more
@nealbutler3332
@nealbutler3332 10 ай бұрын
Spike growth: each 5’ square can only deal its damage once. The area would remain difficult terrain throughout the duration of the spell.
@TreantmonksTemple
@TreantmonksTemple 10 ай бұрын
I actually considered exactly this fix. I decided against it because I figured it would be a pain to keep track of
@falconnm
@falconnm 10 ай бұрын
Spike Growth: A creature can choose to stop any/all movement upon taking damage...
@FallenFromGlory
@FallenFromGlory 10 ай бұрын
@@falconnm that would be kind of stupid, imagine you repelling blast a creature and they just stop
@foldionepapyrus3441
@foldionepapyrus3441 10 ай бұрын
Make it can only deal its damage once in each players turn and only on entering or starting you turn in it. Then its less of a pain to keep track of and that probably works perfectly - stops that easy abuse of it by a single player with the whole I push you through it in a few directions making the damage keep ticking over again and again, and actually makes some sense too - if you have ever seen or been the person in a bramble patch the plant itself gets in its own way a fair bit after you have become spiked and somewhat entangled, so really it should only become more of a problem after you have freed yourself and get pushed back in... The players still win if the NPC decides to stay in the growth is better than taking more damage being thrown back in it, and get a nice area of denial, but they can't ramp the damage dealt by it up excessively even with teamwork as they would have to push the NPC out of it before they can push it back in and each player could only make the spikes deal their damage once in their turn, so some player might be able to push them in AND pull them out again to set up for the next player but many builds won't, and only dealing one relatively weak tick of damage each time the damage likely being dealt in the pushing and pulling will be the significant part.
@FallenFromGlory
@FallenFromGlory 10 ай бұрын
​@@foldionepapyrus3441That would make it so weak though. Spike growth is strong but not overpowered. Nerfing tech isn't making the game more fun.
@williamwalton9154
@williamwalton9154 10 ай бұрын
Thank you. I need this in a set of videos to prove to my play group that 5R is going to be worth converting for.
@paulrudd1483
@paulrudd1483 10 ай бұрын
What's 5R? 🙂
@williamwalton9154
@williamwalton9154 10 ай бұрын
​@paulrudd1483 5th Edition Revised. It's my preference over 5.5
@paulrudd1483
@paulrudd1483 10 ай бұрын
@@williamwalton9154 ooh! Are their rules available online or is it a purchase only product?
@DanielMaenle
@DanielMaenle 10 ай бұрын
This is really level headed. I like your approach, giving you positive feedback :)
@tpete096
@tpete096 10 ай бұрын
Honestly, Wizards needs to hire you. You have a better grasp of the game than any of the people working there (or anyone online).
@linkatronic
@linkatronic 10 ай бұрын
What a great way to start my morning! Thanks for putting this together!
@PatRiot-le7rd
@PatRiot-le7rd 10 ай бұрын
I love your fix for wish. It's such an elegant way to prevent its abuse without completely taking it away from players. Well done!
@TreantmonksTemple
@TreantmonksTemple 10 ай бұрын
Thank you!
@matthewmoran1866
@matthewmoran1866 10 ай бұрын
I agree, only 'one effect at a time' is a much cleaner solution than 'maybe no more wish' because that means you can actually use it (for non spell replication stuff) on a regular basis.
@dylanboczar999
@dylanboczar999 10 ай бұрын
Yup! I do think that a use-limit for Wish could still be instated, without the 33% roll; Just say that any one character can't ever make more than three greater wishes (either cast by themself or granted by an entity like a genie or glabrezu). Probably more than enough for any campaign, and it fits the storybook nature of the greater wishes perfectly imo.
@datonkallandor8687
@datonkallandor8687 10 ай бұрын
Pf2's solution is to split wish into the mechanical parts as a spell, and the narrative parts as a ritual. Rituals being hard to pull off, access is gated by GM, usually require multiple participants and don't require the "caster" to be a spellcaster. It is after all a *ritual* - you don't have to be magic if you have the instruction manual.
@juliendrainville7131
@juliendrainville7131 10 ай бұрын
Yeah! It prevents abuse while allowing a player to try out other effects than just replicating the effects of lower level spells. I'd be hyped to play with that version.
@pacha1500
@pacha1500 10 ай бұрын
🎶Barriers should not be invulnerable! Objects can be broken, walls can be broken, barriers of force should be able to be broken! 🎶
@denodagor
@denodagor 10 ай бұрын
Would love to hear your opinions on fixing the weirdness that are the rules for Illusion spells like Phantasmal Force, the whole "take an action to investigate the illusion". Or even how would Major Image affect a combat encounter, I always see new players wanting to try to use Major Image to scare enemies by pretending to summon a big monster.
@aslanshepard4043
@aslanshepard4043 10 ай бұрын
Would love to see someone tackle this for!
@MetaMdad
@MetaMdad 10 ай бұрын
when i DM i first allow perception and investigation checks as a free action because looking around shouldn't ruin action economy. For illusion magic specifically i relegate its effectiveness to investigation, if the casters DC beats the targets passive investigation then they treat the illusion as if real until given reason to suspect it. If the passive is better or the illusion is acting suspicious the targets can use their free action to investigate (and further investigate if they fail and want to burn an action) someone who succeeds and investigation can cause the rest to have advantage on the check if they are able to call the illusion out.
@tylerreed2409
@tylerreed2409 10 ай бұрын
I like your Shield fix. Personally I think the spell should just absorb damage for a round, scaling with level spent. AC is already just so easy to break that I think it should be much harder to change than it is.
@keeganmbg6999
@keeganmbg6999 10 ай бұрын
I like this. I’d like to hear more, how much damage is being absorbed? 5 damage per level? 10 per level? I feel like starting at 5 and then increasing by 10 per level always makes it relevant but never too powerful. Sure you can reduce 95 damage with a ninth level spells it but it also cost your ninth level spell slot.
@tylerreed2409
@tylerreed2409 10 ай бұрын
@keeganmbg6999 I would probably make it a rolled value, with slightly higher base numbers. So that way players don't feel outright cheated by the change and it remains relevant at lower levels for longer. I am not sure though, balance would probably dictate that if it reduced damage for the whole round the numbers would need to be low, and if it only decreased the damage from a particular attack they should be relatively high. My intuition is damage reduction for a whole round, reducing damage by 2d6, scaling 2d6 per level. The rolling feature would probably obscure to many players how powerful the spell is and decrease likelihood for abuse.
@ashleyhoughton8592
@ashleyhoughton8592 10 ай бұрын
Compare it to things like armor of agathys, false life and aid and the standard seems to be 5hp per spell level. I wouldn't even be mad if it was 10hp at first level and 5hp for every level above.
@ericpeterson8732
@ericpeterson8732 10 ай бұрын
I'm glad you're doing this. This is a long time coming.
@SybilantSquid
@SybilantSquid 10 ай бұрын
Idea for Spike Growth: Instead of capping the damage, make it so that the spikes are destroyed in a square that is moved into. They are often plants (or ice) after all. No more just pushing enemies back and forth. You'll run out of spikes eventually and need to reposition to take full advantage of the remainder. Depending on the map layout, not always possible.
@SixCubitMan
@SixCubitMan 10 ай бұрын
thank heavens, i felt like i was going crazy as the only person who ever brought up Polymorph as a blatantly problematic spell. also, thanks for hitting silvery barbs AND shield. i feel like too many people target SB for nerfs and don't recognize Shield as a contemporary of similar power, it's clearly what the spell was balanced against.
@PiiskaJesusFreak
@PiiskaJesusFreak 10 ай бұрын
What about Planar binding? Currently it is in this weird space where it is almost impossible to use on its own, but if you set it up it quickly gets out of hand. I think it should be changed to make it both easier to use and less overpowered.
@sjhsoccer
@sjhsoccer 10 ай бұрын
Frankly, I think it's only a problematic spell if a summon demon or similar spell exists in the game, and I think all those spells should just get cut entirely in place of Tasha's summon spells.
@AnIrishPapaya
@AnIrishPapaya 10 ай бұрын
"You saw the title so no need to waste time". I appreciate this so much. Right into the video 10 seconds in
@matanoron
@matanoron 10 ай бұрын
I was really hoping for this video. Thanks
@georgeuferov1497
@georgeuferov1497 10 ай бұрын
Planar ally is one of those abilities that should just be an RP thing. Like "you use Contact other plane" to chat with your yugoloth acquaintance and ask it to help you in exchange for 10000 gp"
@aadharmendiratta7632
@aadharmendiratta7632 10 ай бұрын
Yeah I feel spells like that and Wish and Resurrection should be game mechanics and not spells.
@georgeuferov1497
@georgeuferov1497 10 ай бұрын
@aadharmendiratta7632 why Wish? It's fine as a spell
@aadharmendiratta7632
@aadharmendiratta7632 10 ай бұрын
Sorry, you are right. What I meant is that the secondary effect of Wish (the one where you could attempt anything) should be a mechanic. The primary effect of choosing any lower level spell should be the spell. Basically I am suggesting that the current spell should be split between a spell and a separate game mechanic.
@georgeuferov1497
@georgeuferov1497 10 ай бұрын
@aadharmendiratta7632 I think it would kinda contradict the name of the spell. And I think Wish is pretty much fine, especially considering no one uses its secondary effect. What I would do is specify how much punishment DM can force upon players for casting the Wish. Something like creating one copper piece should have the same ramifications as swapping Outer Planes around
@aadharmendiratta7632
@aadharmendiratta7632 10 ай бұрын
@@georgeuferov1497 Which is why I feel the spell should be named something else and the game mechanic should be called Wish. It feels kinda bad to have a feature of your ultimate spell that you almost never use in fear of losing the spell and the DM has to account of basically anything unless they shut down the player which can be problematic depending on your table and group dynamic. By making it a mechanic fully in the hands of the DM, it mitigates these problems.
@logancuster8035
@logancuster8035 10 ай бұрын
I’m a little surprised not to see fireball on the list. I would recommend lowering the damage to 6d6 but increasing the upcast by 2d6 each level.
@TheRealmDrifter
@TheRealmDrifter 10 ай бұрын
No. Increase the damage to 12d20. No saving throw. Give each player a Necklace of Fireballs. Make every enemy vulnerable to Fire damage. Do it you coward.
@Nero1920
@Nero1920 9 ай бұрын
I nerved it in this way: 4d10 fire damage, upcast by 1d10 per spell level.
@Guy_With_A_Laser
@Guy_With_A_Laser 25 күн бұрын
I was just about to write this comment as well. Yes, it's not necessarily as immediately game-breaking as some of the others here, but there's a dozen or so other kind of interesting spells that are basically made useless because Fireball is just generally better. I don't think it needs a 2d6 upcast.
@fragehardt
@fragehardt 10 ай бұрын
Honestly, I actually really like almost every one of these solutions. That's also EXACTLY how I would fix shield as well.
@sansasama299
@sansasama299 10 ай бұрын
Videos like this make you my favorite!
@Eklypsis
@Eklypsis 10 ай бұрын
These fixes (except teh conjure ones) are more problematic than you think. They make the fireball conundrum so much worse, where caster see single target save or suck spells that save every round and take a damage option instead of control. I get that control spells are powerful, but thats by design because a dead enemy doesnt hit you so a fireball is per design stronger than a fear spell. Nerfing these spells makes every caster pick Magic Missle, Shatter and Fireball because its the "only" option.
@MrLaserkirby
@MrLaserkirby 10 ай бұрын
True, I didn't think of that. Good insight.
@juliendrainville7131
@juliendrainville7131 10 ай бұрын
Simulacrum should still be able to cast spells. I love the idea of the wizard duplicating themselves. What I homebrewed is that the simulacrum has half the number of spell slots per level (like the HP is halved), round down. That way, they are prevented from using the more powerful spells, but can still look and feel like weaker copies of a caster.
@minikawildflower
@minikawildflower 10 ай бұрын
Excited for this. Outside of all the class stuff, I have been REALLY hoping to see more spell drafts in the playtests, because there are so many spells that are cool in concept but just feel bad and un-powerful to take. Or those spells like Counterspell that are SO powerful they dominate other options.
@b_kelsey1110
@b_kelsey1110 10 ай бұрын
Revised Shield: Adds 15 temporary hit points for one round. Upcast to add 5 THP per spell slot above 1st. This "defeats" magic missel at all levels, last 1 round and absorbs damage instead of increasing AC.
@henrymalinowski5125
@henrymalinowski5125 10 ай бұрын
Isn’t that new sleep spell basically hold person at a lower level and can target non-humanoids?
@darkestlight660
@darkestlight660 10 ай бұрын
No, damage ends the spell - which is decidedly not true for Hold Person
@onyxbear9092
@onyxbear9092 10 ай бұрын
Nah paralysis is a major appeal of the hold spells
@henrymalinowski5125
@henrymalinowski5125 10 ай бұрын
@@darkestlight660 good point.
@54382
@54382 10 ай бұрын
Great video, as always, I really like most of the changes except the conjure spells. For conjure animals, I agree the number of the animals summoned should be limited, but I feel like just half amount of the current version would be sufficient enough, and mainly what should be fixed is the current upcasted option where you summon double amount of the beasts at 5th level. The size limit and only 2 cr 1/4 or lower feels like too much, especially when it competes with, say sleet storm and plant growth as a 3rd level spell for a Druid, AND it takes your concentration. Another thing with conjure woodlandbeings is that, there’s just not a lot of options of fey if they cannot cast spells. Like, in this fix, as a 4th level spell, you can make 2 like darklings that does like 12 damage with a +5 to hit. I think perhaps limiting the spells they can cast to only 2nd level or lower might be enough. Otherwise I feel like they just become not really worth casting even with a bit of extra action economy, given the low hit point they are too vulnerable for a 4th level slot and your concentration. Another thing about wall of force and forcecage, I think they should be breakable but probably with more hit points, maybe 200 hit points for wall of force. Mainly because wall of stone’s panel has 180 hit point each AND it block sight. Yeah theres a dex save to avoid being completely trapped by a wall of stone, but given that you can teleport through wall of force I feel like it should have a bit more hit point than wall of stone.
@MumboJ
@MumboJ 10 ай бұрын
As a DM, I only impose the heat metal disadvantage if they fail their save. Arguably it can kinda be interpreted that way if you squint, but really that's just an excuse and i do it for balance reasons.
@loud_ratel2726
@loud_ratel2726 10 ай бұрын
@Treantmonk Thanks for taking one for the D&D hobby
@AndrewBrownK
@AndrewBrownK 10 ай бұрын
nerf shield nerf shield nerf shield nerf shield nerf shield
@kozmayhem7520
@kozmayhem7520 10 ай бұрын
No
@TrixyTrixter
@TrixyTrixter 10 ай бұрын
​@@kozmayhem7520Yes
@danieljames7629
@danieljames7629 10 ай бұрын
Nerf it but give it an upcast option
@nyanbrox5418
@nyanbrox5418 10 ай бұрын
​@@danieljames7629yes yes yes yes
@falconnm
@falconnm 10 ай бұрын
​​@@danieljames7629"Nerf with Upcast" Shield grants +1 to AC, upcast increases the bonus by +1 per added spell lvl... Then hide as the internet trolls march on Seattle and burn you at the stake 😂
@thecognitiverambler8911
@thecognitiverambler8911 10 ай бұрын
I think you did a pretty outstanding job. It really is amazing how relatively few spells are outliers when you list them all out like this.
@JasonPeipelman
@JasonPeipelman 10 ай бұрын
Love your changes!
@johngillan4475
@johngillan4475 10 ай бұрын
Thank you for your very interesting ideas
@franciscobrito6666
@franciscobrito6666 10 ай бұрын
I think they will maintain the 2014 "conjure thing" spells level and name, but using the tashas "summon thing" format of curated/scaling statblocks and limit in the number of new entities. That way, they get both concepts at once, maintain the old spell, but with new philosophy.
@adamlawrence7772
@adamlawrence7772 10 ай бұрын
Another fix for shield would be a spell form of the Abjuration Wizard's Arcane Ward, where it protects against a certain amount of damage in a round, with higher spell slots providing greater amounts of damage reduced. This allows the thematic ability to "break through" an enemy's shield spell if they do enough damage to reduce the ward to 0 hp.
@TeamBluePoint
@TeamBluePoint 10 ай бұрын
I dont know if anyone brought this up yet, but the reason there's a strength saving throw on action for "Web" is because the restrained condition gives disadvantage on dexterity saves. So the dudes being restrained need another way to get out that isn't fighting against disadvantage or burning themselves alive.
@michaelmartin4444
@michaelmartin4444 10 ай бұрын
Great video, and love the suggested fixes for each spell. It's also great coming here and reading alternative fixes. But the best part is seeing someone else who sees Tiny Hut as broken. It's way overpowered for a 3rd level spell - conveys full invulnerability while allowing those insides to fire ranged weapons out of it...and allows those inside to dig a tunnel underneath it while preventing anything from tunneling up into it. Polymorph (and TP and Shapechange) are all also broken, if for no other reason than the potential for ridiculous hit point buffs they provide. (I feel the same way about druid wild shape but that's a different topic). Very glad to see, again, I'm not the only one who views these spells as needing adjustment.
@joshl4751
@joshl4751 10 ай бұрын
Easy fix to goodberry without removing a fun effect of not needing to eat further, costly material component: "10 freshly picked berries" 1 copper
@CivilWarMan
@CivilWarMan 10 ай бұрын
I personally go with the suggestion of Zee Bashew, where the material component is "A number of berries equal to the amount created by the spell, which the spell consumes." It has the same effect of making it so the component can't be replaced by a focus, but having the component get consumed means you have to keep finding new berries in order to keep casting the spell.
@joshl4751
@joshl4751 10 ай бұрын
@@CivilWarMan yeah, you just have to be careful about how long can you hold onto the berries so you can't just have an enormous bushel you keep in a bag of holding creating the same problem
@predwin1998
@predwin1998 10 ай бұрын
I think a cleaner implementation is that instead of having it consume regular berries as components to create magical berries, just have it enchant existing berries (I'd also allow nuts) to have those benefits rather than conjuring new berries out of thin air.
@CivilWarMan
@CivilWarMan 10 ай бұрын
@@joshl4751 Honestly, I personally wouldn't consider keeping a bushel of berries in a bag of holding to be too bad of an exploit, since it at least shows some level of preparation by the party for the journey, on par with stocking up on extra rations or water. But if that is a major concern the component could be updated to something like "A number of berries picked within the last day equal to the number created by the spell, which the spell consumes". The rule would need to specify a time frame to avoid any confusion over what qualifies as "freshly picked" @predwin1998 Having the spell "consume" the berries and conjure an equal number of magical ones is the most mechanically straightforward way to have the spell enchant existing berries while avoiding any unintended loopholes that would create the equivalent of an item duplication glitch. Also agree that nuts should also be usable for the material component for the spell. I just used berries as a bit of shorthand and as an example of how it could be worded.
@AwesomeWookiee
@AwesomeWookiee 10 ай бұрын
I actually think Witch Bolt is a bigger problem than most spells. Imagine making a spell so terrible that True Strike seems like it "might have uses".
@RJWhitmore
@RJWhitmore 10 ай бұрын
The note at the beggining (in the Silvery Barbs section) about only nerfing spells and not making martials/other spells better; one thing to take into consideration is that Level 1 Spells are all the caster has at that point, and often very few of them. They are like Warlocks, except they don't have good at-will damage to fall back on. These spells therefore need more 'umph' than would otherwise be considered for the Level, at the point you get them. That said, lower Level Spells shouldn't keep on providing that 'umph'. I actually think Sleep is really good example here; it starts off strong, then falls off. When you have almost nothing you can do as a Level 1 caster of note, this saves it. Now, I could agree that the implementation could be cleaned up, but the power level is right here. A bad Level 1 spell for this is Shield - it just keeps on giving, even at level 13 that Level 1 Spell Slot is amazing because of Shield. If Shield instead granted a flat DR it would be far more in tune with starting strong and falling off. So, I actually do think low Level Spells should be buffed to something akin to Sleep - just make sure they fall off afterwards. Another note, at higher levels (really, past Tier 1), martials stop scaling much. They definitely need more, otherwise we might as well consider games to end by Level 10 for martials and don't worry about the imbalance afterwards since the problem isn't being fixed at the source. If some Spells of Level 5+ are weak compared to their competitors, well there aren't that many at these levels and they could easily be shored up. CR is a joke in any case except early levels - so should also be buffed in any case past these. TL;DR - Spells need to be powerful in relation to how many Spell Slots you have for that Level, with extra emphasis on the earlier Spell Levels due to having no fallback options. Martials need buffing at higher levels, rather than nerfing Spells. Sort out CR.
@kaptainkittens583
@kaptainkittens583 10 ай бұрын
One thing I've found weird about polymorph is that it's one of the few spells that scales with level rather than spell slot. It gets stronger as you and your allies gain levels, while still being cast at 4th level. Also a little baffling why the CR=Level when, as I understand, CR is a gauge for a party of 4 characters of equal level. Other spells that interact with CR tend to use the spell slot level, like conjure elemental, and I'd do the same with polymorph, where the CR maximum of the transformation is equal to the level of spell slot used.
@texteel
@texteel 10 ай бұрын
I have a gut feeling that 2 CR1/2 mephits dont do enough at 7th level. What do you think the party would be fighting against that the mephits could still prove useful? Better yet, if you know one of your players prepares your version of summon minor elementals, what sort of combats are you designing for a level 7 party?
@Unholydragoon
@Unholydragoon 10 ай бұрын
The issue is that some of the mephits have some of the very problematic spells on this list. Being able to summon 2 creatures that can cast sleep or (even worse) 2 that can cast heat metal is a problem if you summon more than that.
@frosty7037
@frosty7037 10 ай бұрын
I disagree, 2 mephits is enough to provide flanking and assist the party. If the enemies wish to stop the mephits they will need to waste valuable attack actions to knock them out of the fight which in and of itself is a huge advantage. Don't forget you can also use these spells for out of combat shenanigans, which IMO is where spell casters should have their talents focused instead of out damaging the martials.
@texteel
@texteel 10 ай бұрын
@@frosty7037 i dont know, a 4th level spell should do more than just "take away 1 enemy's 1 action for 1 turn"
@AwesomeWookiee
@AwesomeWookiee 10 ай бұрын
Wall of Force should have an Action/Hour casting option like Plant Growth. DM needs an invulnerable wall? Someone took an hour.
@yiklongtay6029
@yiklongtay6029 10 ай бұрын
Something along these lines sound great. DMs have the freedom to make absurdly broken wall of force applications via off-screen bad guys with prep time and Players only have access to a tamer version of it when they are mid-combat. If players find a situation where they the prep time to cast in advance, it's on the DM to adapt. But at least players can't whip out a full powered wall on a whim mid combat
@20100langlois
@20100langlois 10 ай бұрын
I'm so very glad to see that you did this video. I've been of this mindset for a very long while now, and I agree that these outlier spells HAVE to be changed to shake up the meta and address the problems you mentioned. I think many people already homebrewed their solutions, and it's good to see that the community begins to honestly think they have to be changed.
@noblesword5583
@noblesword5583 10 ай бұрын
thanks for the ideas, well done.
@roberttschaefer
@roberttschaefer 10 ай бұрын
The challenge with eliminating the option to do things “beyond” the example list for the wish spell, is that there are dozens of situations in the game that can only be undone via wish, and such scenarios are impossible to generalize into a simple restriction. Instead, it’s just up to the DM on what the limits are. Also, it gives players a chance to make a wisdom or intelligence check to determine if the character is sharp enough to determine whether or not their desired wish is a good idea or not. The potential permanent effect of losing the wish spell is enough of a restriction to prevent players from choosing it unless it is a campaign finale.
@EvilFuzzy9
@EvilFuzzy9 10 ай бұрын
Yeah, I don’t know what he was thinking with that. Wish is massively overpowered with what it can potentially do… and that’s the point. It’s also the “broken” spell that gives the DM the most explicit latitude to decide its limitations. Taking away the ability of a wish spell to produce potentially ANY effect is, I think, just missing the point of the spell entirely. Though tbh, I think nerfing the higher level spells is mostly unnecessary anyway. Players rarely ever get to play with the really high level stuff, and a 7th, 8th, or 9th level spell being overpowered is infinitely more reasonable than low level spells being overpowered.
@NhomSawyer
@NhomSawyer 10 ай бұрын
@@EvilFuzzy9 DMs not wanting to deal with overpowered high elvel spells may contribute to why people don't end up playing at those levels.
@insertphrasehere15
@insertphrasehere15 9 ай бұрын
@@EvilFuzzy9 "I think nerfing the higher level spells is mostly unnecessary anyway. Players rarely ever get to play with the really high level stuff". One of the main reasons that high tier play breaks down is because of these spells. Fixing them is essential to promoting a functional tier 3 game.
@Zixor_
@Zixor_ 10 ай бұрын
I think your fixed version of Sleep is too powerful. It would be straight-up better than all other level 1 control spells like Command and Hideous Laughter. It’s potentially stronger than Hold Person/Monster. One fix might be that Sleep only applies the Dazed condition?
@hartthorn
@hartthorn 10 ай бұрын
With Summon Woodland Creature, one solution might also be that if you summon casting creatures, the caveat becomes the SUMMONER must pay all spell slots. So, in a dire situation, they could summon caster fey and rain hell. But they are basically saying "we are long resting after this" because they will not have spell slots left. It gives them an OPTION to circumvent the "one spell per turn" barrier, but it is not without cost.
@gregderov4571
@gregderov4571 10 ай бұрын
That seems a little overcomplicated. How about they just "fix" the Pixie so that a CR 1/4 creature can't cast a Level 4 spell? Of course, it looks like they will be nurfing / adjusting Polymorph anyways, so all of this might be a moot point.
@hartthorn
@hartthorn 10 ай бұрын
@gregderov4571 eh, that's focusing all in on one creature. And the issue with pixies is that even with that one spell, they aren't all that dangerous. They're so light on direct offensive options and HP that the cr .25 is still mostly accurate.
@Kofi2416
@Kofi2416 10 ай бұрын
I quite like some mechanical element to ceremony marriage, but something fluffy like: "if you and your partner are on the same plane, you instantly know whenever they fail a death saving throw."
@josephrion3514
@josephrion3514 10 ай бұрын
Im very happy to see a video like this, i was one of the yhe people complaining to see a video like this to show up. Thank you, i hope it sates my hunger.
@josephrion3514
@josephrion3514 10 ай бұрын
This is what i wanted, just going through the spells and saying what's wrong and suggesting fixes.
@aidandunne5978
@aidandunne5978 10 ай бұрын
I'm of a split mind: I think there are enough good subclasses and classes that we should be bringing them up to meet the more powerful options. But with spells, there is usually only a few per oevel that are out of bounds, ao it makes more sense to bring them down (also helping close that martial/caster divide)
@ryanrindler1715
@ryanrindler1715 10 ай бұрын
All of these changes make senses and I think are fairly balanced. However I think standardizing every spell to "roll another save at the end of your turn" takes away some of the individual flavor and tactical considerations of each spell. I wonder if it would still be too overpowered if you kept the action required to get out of web or black tentacles, but you made success automatic instead of an ability check.
@andrewpeli9019
@andrewpeli9019 10 ай бұрын
I have changed a handful of spells at my table. For instance, silvery barbs at my table gives an oncoming attack disadvantage or a pending saving throw advantage. Still powerful, but a lot less immersion breaking and fair.
@feltrix334
@feltrix334 10 ай бұрын
I like a lot of these! I do have a couple gripe with Polymorph, though, which is that basing the CR on the caster's level when you pick it penalizes you for picking it early (not that there are many beasts of CR higher than 7). Also, providing a repeat save makes it about as good as Tasha's Hideous Laughter. Maybe Hideous Laughter is overtuned, but I think this change pretty completely negates Polymorph as a control spell. I have a similar issue with the Banishment changes.
@nimric3348
@nimric3348 10 ай бұрын
One oversight. FIREBALL Fireball deals too much damage in too large an area. It invalidates all other 3rd level damage dealing spells. Who would pick any of the spells bellow when they could cast fireball. Erupting earth, flame arrows, melfs miniature meteors, tidal wave, vampuric touch. It needs some nerfs to make all the other damage dealing spells more appealing. It deals the most damage, has the longest range, and has an area that's far greater than any other 3rd level spell. I think it should either have 6d6 damage or it should have a 10ft radius. Erupting earth is it's closest comparison and it averages 10 less damage in a 20ft cube.
@ryadinstormblessed8308
@ryadinstormblessed8308 10 ай бұрын
Well done, Chris! I'd say most of these were very good fixes.
@falionna3587
@falionna3587 10 ай бұрын
Spike Growth feels like it should be a save against the damage, it should be black tentacles junior more or less, rather than auto damage.
@shaclown7721
@shaclown7721 10 ай бұрын
Interesting list. Although i really expected fireball to be in there as well. If i think about an outlier spell, fireball is the first one that comes to mind
@aslanshepard4043
@aslanshepard4043 10 ай бұрын
Absolutely. More aoe damage than anything else until level 5 spells and better single target damage than anything level 3? It’s just too pushed.
@JJV7243
@JJV7243 10 ай бұрын
Its not really an issue for me as a DM. Managing HP is the "easy" part about balancing. I do wish, however, it didn't overshadow other 3rd level AOE abilities.
@shaclown7721
@shaclown7721 10 ай бұрын
@@JJV7243 i never said it bothered me as a DM. It's just, when compared to any other damaging spell in the game, completely out of line. It feels amazing as a player to throw a fireball, but anything else up to that point is just underwhelming. Especially if there won't be anything comparable in effect until way later on. Fireball is iconic. That's for certain. But why take any other evocation spell if this one outclasses them all?
@NeoSamurai13
@NeoSamurai13 10 ай бұрын
Great video, as always. The only thing i think I'm missing is what is the standard? Each spell level has a really wide variety of power levels, from awful to broken. I'd have loved an analysis like this to put forward 1 or 2 spells for each pillar of play per level as the metric to adjust the new spells to. But maybe that's just me.
@B0ltd
@B0ltd 10 ай бұрын
I definitely agree on the Pass without Trace part, but I think I would like to see a slightly different approach. Something along the lines of this: You maicly consiel yourself and creatures staying in an Area of 30ft around you. Creatures Affected by this spell gain the following benefits. - Creatures no longer suffer stealth disadvantage from Armor. - If any creature has a stealth modifier of less than +5 they may use +5 as there stealth modifier One of my favorite aspects of Pass without Trace is that it can help you with groupcheck of noise Party Members (Looking at you Paladin!). But it always feels so bad that it completely overpasses the expertise classes, especially the Rouge, the class most often associated with stealth, who don't get this spell. With these changes there is an actual decision whether to send in the stealthers alone or risk a groupcheck.
@Paul-nn9oj
@Paul-nn9oj 3 ай бұрын
Silvery Barbs had 2 predecessor spells (kobold press) that fill the role & are level 1 appropriate. They are... 'Ill-Fated Word' & 'Unluck On That' -that as a reaction give either disadvantage to the roll or a minus 1d4. Players are used to Silvery Barbs so if you take it away then give them these substitutes.
@Paul-nn9oj
@Paul-nn9oj 3 ай бұрын
Unluck On That (1 Enchantment) Casting Time: 1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check Range: 25 feet Components: V Duration: Instantaneous Classes: Bard,Cleric,Sorcerer,Warlock,Wizard By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.
@Paul-nn9oj
@Paul-nn9oj 3 ай бұрын
Ill-Fated Word ((1 Divination (Chaos)) Casting Time: 1 reaction, which you take when an enemy rolls an attack, ability check, or saving throw Range: 30 feet Target: A creature Components: V Duration: Instantaneous Classes: Druid, Sorcerer, Warlock, Wizard You call out a distracting curse to a creature, altering its chance to succeed at whatever it's currently doing. You roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target creature just made; the target uses the lowered result to determine the outcome of its roll.
@androlgenhald476
@androlgenhald476 10 ай бұрын
For Shield, why not have it just add your PB to your AC? Would still be a good cast at any level, but not crazy strong.
@AndrewBrownK
@AndrewBrownK 10 ай бұрын
I like how this scales at lower levels. I'm unsure how I feel about it only costing a 1st level slot at higher levels, but still I think this is idea is certainly better than what we have now. Also interesting to compare to Arcane Deflection of War Wizard
@androlgenhald476
@androlgenhald476 10 ай бұрын
@AndrewBrownK yeah, I worried about that as well, but if you take into account that enemy to hit gets very big at higher levels, I don't think a +6 at the highest tier is to strong. Most of the time the spell still won't be enough to negate a hit at those levels. The main issue with the spell is that it's to string at low levels, and this would fix that.
@Claviceptic
@Claviceptic 10 ай бұрын
that could work
@LongRest
@LongRest 10 ай бұрын
I think it's because it provide unusual interaction - you spell becomes more powerful not because of it level but because of your level. DnD almost never does this. Also from the 9 level Shield is again must have spell and from 17 it's even more poferful then before
@Adurnis
@Adurnis 10 ай бұрын
I really like TM’s solution though because it matches SO many existing options that add to your AC as a reaction
@jakebuss2381
@jakebuss2381 10 ай бұрын
This is a VERY well done video. I appreciate you addressing all of these spells and your fixes are pretty damn good. However, I have one small and one big problem. The small problem is it is a feels bad you’re just basically going across the board and saying “any effects with saving throws allow you to repeat the saving throws” because some of those spells derive almost all of their utility from the fact that they don’t require saves, and without that caveat they’re no better than 1st level spells. Secondly, the only COMPLETE miss of the video was the whole “barriers of force shouldn’t be invunerable” thing. What did leomunds tiny hut do to you? Wall of force is a FIFTH level spell bro, nobody in their right mind would take it to build a fortnite wooden wall of magical energy😂😂. They’re not even that broken like leomunds tiny hut is just used to take rests, it’s not even really a problem. And if you make them vulnerable, they’re absolutely dumpstered. This was a whiff and a half by you. I’d like to say once again though this vid was awesome and I liked ALL your other changes and i think they were much needed
@jamesnicholas8652
@jamesnicholas8652 6 ай бұрын
I think the wonky wording for web and evards Tentacles is because on the repeated saving throw they want the creature to burn its action to make the saving throw so once they become unrestrained all they have is their movement and whatever bonus actions enemies get. Whereas if you automatically gain the saving throw and become unrestrained you now have your action to do whatever you want with which can feel really Cruddy if they failed the saving throw on the casting but then succeeded the saving throw at the beginning of their first turn inside the aoe.
@MarianoPingitore
@MarianoPingitore 10 ай бұрын
Since Tasha's cauldron came out with its summon spells I've made one change to address the "Summon vs Conjure" thing. From then on any "Summon Spell" remains unchanged from TCE and every "Conjure Spell" from the PHB now has a casting time of 1 minute, if it didn't before. No other change. You could still pull them off in combat if you had the time beforehand but that's not a guarantee. They still keep most of their use in non combat scenarios and it tidies the language up. "Summon" is a faster way of calling a single creature whereas "Conjure" is a slower spell of more power and scope
@MarianoPingitore
@MarianoPingitore 10 ай бұрын
Also, I think that force barriers are meant to be unbreakable and that's how I've always envisioned the fantasy of them. I agree that they're outliers and I'll admit I don't have as neat a solution as yours, nor one that adheres to the premise of this video. Wall of force seems to me like a 6th level spell, one that you don't get multiple instances of casting per day until really high levels. I don't tend to play lots of high level one shots and for players reaching that sort of levels in a campaign I'm running that must have been playing with that characters for a long time, at which point I'd give it to them. Also, intelligent enemies that also plan should be a thing. If your 13th level party is packing forcecage the important enemies they face should've done their homework. Let them use their biggest spell slot trapping some brute in an early encounter if they want, and have the big enemies be smart and cover their weaknesses
@michaelthomson4467
@michaelthomson4467 10 ай бұрын
I would love to see spells with concentration options. For example giving burning hands a concentration option that allows you yo do half damage each turn ad a bonus action.
@NageIfar
@NageIfar 10 ай бұрын
In my opinion another fix for Spirit Guardians would be to keep its damage (still nerf upcasting) but reduce it's radius to 10ft. That way you actually have to play way more aggressively in order to hit a meaningful amount of enemies, and it gives enemies counter play. You're still an effective frontline tank.
@estebanrodriguez5409
@estebanrodriguez5409 10 ай бұрын
This is the most sensible you have been on the rules of the game. Also, here is my take on Spike Growth I did some months back: Spike Growth 2 transmutation Casting Time: 1 action Range: 150 feet Target: A 20-foot radius centered on a point within range Components: V S M (Seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. When the spikes appear, each creature within its area must make a Dexterity saving throw or take 2d6 piercing damage. A creature makes a saving throw when it enters the area for the first time on a turn and in addition to being damaged it gains the restrained condition until the end of its turn. A creature moving through the area at half speed doesn't need to make the saving throw. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
@Klaital1
@Klaital1 10 ай бұрын
For Conjure Animals and the other similar spells, I would just instead of the whole choose CR and creature of that CR, just make it a fixed rollable table that you roll from when you cast the spell to see how many of what creature appear.
@rickeydeyoung9096
@rickeydeyoung9096 10 ай бұрын
In your version you would then need to look up the creature on the spot and the player would likely be using that stat block for the first time meaning they have to learn it during the combat slowing everything down. If you are a pretty experienced player it wouldn't be to bad but if you are an inexperienced player its rough. The point of choosing the three forms at rests/when you pick the spell, it allows the player to choose and get familiar with a couple of creatures in their prep, meaning that when they cast that spell the can immediately put the form on the table and start playing with it reasonably quickly.
@Klaital1
@Klaital1 10 ай бұрын
@@rickeydeyoung9096 But it also would mean they would always choose whatever are the three most optimal choices, making the spell broken again.
@Prismatic_Rain
@Prismatic_Rain 10 ай бұрын
Some of these fixes are good. Some of them I'm not a fan of. Magical Force being unbreakable is kind of cool. It can make for a good plot point I think and differentiates those spells from other lower level wall spells.
@Claviceptic
@Claviceptic 10 ай бұрын
Wall of Force and Forcecage should probably be higher level in that case, which I don't think would be such a bad thing in the end.
@_zurr
@_zurr 10 ай бұрын
I appreciate the goodberry nerf, mostly because druids and rangers could solve world hunger and it frustrates me that no universe takes this into account.
@tomaszjackowski1981
@tomaszjackowski1981 10 ай бұрын
Love your ideas. I will try at least some of them.
@Matanlimer
@Matanlimer 10 ай бұрын
I expected to dislike most of these, but was pleasently surprised with the reasonability of most changes. That said, here are some thoughts on alterations that stood out to me: Shield - like it, but what would you say about allowing it be be upcast, with each addtional level allowing the shield to last against one more attack or missile; allowing some of its potency to be regained with investment? Sleep - At a glance, unconciousnes against any creature with a 1st level spell seems abut much. while the creature does awaken if they take damage, this still allows the repliaction of some of the effects of hold monster, a 5th level spell. What would you say about restricting it to humanoids only at 1st level, with nonhumanoids being affected by it if it's cast at 4th level or above? This way it retains the proporsed rebalance, while not opening up non humanoid hard CC too early. Spirit guardians - I dont agree with the damage nerf here. As is, the spell requires you to be either in melee range, or close to it, to affect targets - a precarious position to be in with a concentration spell. As a point of comparison, hunger of hadar applies similar impariments, does more damage, and lets you stay safe. You could nerf it's duration to 1 minute, guaranteing that it only lasts the duration of 1 encounter, but reducing both it's damage die size and count by 1 feels like an over correction. Its also worth remebering that with the rework of spiritual weapon, you can combo the two anymore, as both require concentration. Polymorph - While i largely agree, what would you say about making it so that the spell grants the recepient Temporary hit points? something to the tune of the beast's hit points or twice the recepient's level, whichever is lesser? This should replicate the feeling of the most recent rework to the moon druid, keep some of the spell's original uses (creating HP buffers for wounded characters and\or allowing casters to have some fun in melee), while removing the ridiculous HP inflation it casued. Conjure spells - Id also like to chime in and say that two creatures of CR 1/2 - 1/4 th(ish) at the levels in which these spells are available are nigh meaningless. The DPR for a creature of CR 3, multiple of which could reasonably exist in a medium encounter for parties capable of casting conjure animals, is about 24. Assuming this is split between two attacks dealing 12 damage each, such a creature could wipe out the results of a conjure animals spell (which will likely be wolves or velociraptors from an optimiztion point of view, each with 11 HP and low AC) in 1 turn, with the spell having had little to no effect. This is one creature among 2 - 3 in a medium encounter for a 5th level party, and the numbers dont become more flattering as we move up. As an alternative solution, what would you say about the following - a cluster of summoned creatures (lets stick with wolves for now, with a cluster meaning two or more) that attakcs a single target does not make individual attack rolls, but instead forces the target to make a saving throw, taking the damage of one from the creatures in the cluster on a fail, or half on success. Individual summoned creatures that attack a different target can still make their own attack rolls. This is the rule for controlling multiple summons found in Level Up - advanced 5th edition, and i feel solves the issue without gutting the spells. You essentially get a cloud of low hp monsters that can deal some damage, but not so much that the single target "burst" damage offered by it is too much. It also solves the issue of needing to control too many individual creatues in seperate inititives, since you can now group them up into smaller groups - tightening the initiative roster.
@PiiskaJesusFreak
@PiiskaJesusFreak 10 ай бұрын
Wow, these nerf suggestions were way more gentle than I anticipated. Based on what WOTC did to counterspell, I don't think these are out of question. I also am not sure these would really address the martial-caster divide. I think these changes would be good, but martials probably still would need more buffs than they have gotten.
@captainpandabear1422
@captainpandabear1422 10 ай бұрын
Conjure Animals nerf is a bit overkill, so you're right, players would riot if they went that route and it'd be killed in the survey. Not sure what the right fix is, but only two? No one would cast the spell, and this change would never make it in.
@gamermoment8796
@gamermoment8796 10 ай бұрын
1d4+1
@zurilowe936
@zurilowe936 10 ай бұрын
This is great!
@keggotht9323
@keggotht9323 10 ай бұрын
Yes to all, 10/10 so far. I'd love to see you tackle some of the spells that don't get picked too but it's the upper end that cause the most issues and it would help diversity so much
WEAK SPELLS (and how to fix them in One D&D): D&D 5e
38:52
Treantmonk's Temple
Рет қаралды 36 М.
Top 10 Underrated Spells in D&D (By me)
40:32
Treantmonk's Temple
Рет қаралды 66 М.
Gym belt !! 😂😂  @kauermtt
00:10
Tibo InShape
Рет қаралды 17 МЛН
Best KFC Homemade For My Son #cooking #shorts
00:58
BANKII
Рет қаралды 68 МЛН
Smart Sigma Kid #funny #sigma #comedy
00:40
CRAZY GREAPA
Рет қаралды 23 МЛН
Don't Kill Twinned Spell and Counterspell: Playtest 7 One D&D
33:15
Treantmonk's Temple
Рет қаралды 31 М.
Skills in D&D 5e: How to make them all useful (players and DM's)
39:57
Treantmonk's Temple
Рет қаралды 33 М.
5 Pieces of Essential Equipment No One Uses in D&D 5e
11:29
Roll Play Culture
Рет қаралды 1,7 М.
The Best Spell Of Every Level In D&D
9:44
DnD Shorts
Рет қаралды 481 М.
Love these spells as a player. Hate them as a DM.
33:04
Treantmonk's Temple
Рет қаралды 46 М.
Grapple and Dragging: Optimizing melee characters in 5e
20:02
Treantmonk's Temple
Рет қаралды 57 М.
Bladelocks are busted in One D&D: Playtest 7
14:40
Treantmonk's Temple
Рет қаралды 40 М.
The Problem with D&D Starting Towns.
8:54
Dungeon Masterpiece
Рет қаралды 47 М.
Should you use Booming Blade or Extra Attack? D&D5e
18:32
Treantmonk's Temple
Рет қаралды 46 М.
Why Legendary Resistances Suck & How to Fix Them
14:45
Trekiros
Рет қаралды 85 М.