Does Voice Of Athority Apply Solely To Spells Cast By Clerics?

Voice of Authority is a feature in D and D 5e that allows an Order Domain cleric to use the power of law to embolden an ally to attack. It works with spells that do not end immediately after casting, and pairs well with Careful Spell metamagic. The 1st-level Voice of Authority feature triggers when leveled spells target allies.

The Order Domain represents discipline, law, and obedience in D and D 5e. It includes spells, features, and abilities such as Medium Armor + Shield prof for 18 AC, 5-7 more spells, and preserved spellcasting progression. The feature is obtained at level 1 and works with any spell, making the Order Cleric excellent for a one-time use.

Voice of Authority only happens if the spell is initially targeted by the creature, and it doesn’t exclude harmful spells. The effects of different spells add together while the durations of those spells overlap. Upcasting cleric spells when a lower level cleric is a lower level cleric should now function properly with Voice of Authority.

In 5e, every Cleric spell has a verbal component because every cleric spell is meant to be a prayer. A cleric is a leader of a faith deputized by a cleric. The only limitation on Voice of Authority is spell slots. For example, Healing Word one person and Silvery Barbs someone else in the War Priest allows the cleric to make a single weapon attack as a bonus action after taking the Attack action, whereas Voice of Authority allows…


📹 Best Cleric Spells by Level: DnD Class Spells #1

A guide on which Cleric spells to prepare at each tier of play in a Dungeons and Dragons game. Reasonable people can …


Can you use warlock spell slots for other spells?

The game does not permit players to select between pact or spell slots for smite or spells. Warlock spells utilize pact slots, if available, whereas all other spells employ spell slots. It should be noted that the game contains content that may not be suitable for all age groups. This includes, but is not limited to, depictions of mature themes, nudity, and sexual content. To update content preferences on Steam, select the “Update Content Preferences” button.

Can a cleric cast the same spell twice?

A player may cast any spell that is available within their spell slots. However, certain classes, such as druid, cleric, and wizard, are restricted from casting unprepared spells. This is due to the fact that these classes have prepared spells that they are able to cast.

Can a wizard use warlock spells?

The rules governing multiclass spellcasters and warlocks are relatively simple and straightforward. They are treated separately for the purposes of learning and preparing spells. Warlocks are learned and do not require preparation, whereas wizard spells are prepared from learned ones. It is possible to utilise the same spell slots interchangeably. It should be noted, however, that JavaScript may be disabled or blocked by extensions or browsers that do not support cookies.

Can a cleric teach a Wizard spells?

A wizard is able to learn a spell from a cleric’s scroll, provided that the spell is included on the wizard spell list and that the scroll is not restricted to a specific class type. Provided that the spell is included on a spell list, it may be read and cast.

Can bards cast bless?
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Can bards cast bless?

Bless is a powerful spell in D and D 5e that can be used by multiple classes, including Clerics, Paladins, and Bards. It is a Cleric spell that can be accessed by Paladins and Bards, and can be used to uplift companions by granting them extra d4 rolls on their attack rolls and saving throws. This simple yet effective spell can turn the tide of a battle in your favor.

This guide delves deeper into the mechanics of Bless, exploring its range, duration, and interactions with other spells and abilities. It also provides tips and strategies for maximizing the effectiveness of Bless in different scenarios and character builds. Bless 5e is like the multi-vitamin of spells, boosting your system when needed most.

The first-level spell allows you to bless up to three creatures of your choice within range, granting them extra d4 to every attack roll or saving throw they make for the duration. This powerful spell is not just about numbers, but about turning the tide of battle, making crucial saving throws, and hitting when it counts.

Do all clerics get bless?

Bless is a domain spell available to clerics, paladins, and bards. It synergizes well with clerics’ supportive nature, making it an excellent choice for bolstering their party’s abilities. Paladins can access Bless through their spellcasting abilities, but must choose wisely as they have limited spells. Bards, known for their versatile spellcasting, can also access Bless, as they have a wide array of spells to adapt to various situations. Bless can be a valuable addition to a bard’s spell repertoire, providing support when needed.

Can I speak through my familiar 5e?

A familiar is a spirit that takes an animal form you choose and acts independently of you. It can take various forms, such as bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. In combat, the familiar rolls its own initiative and acts on its own turn. It can’t attack but can take other actions as normal. While within 100 feet of you, you can communicate with the familiar telepathically. When the familiar drops to 0 hit points, it disappears without a physical form, but reappears after casting a spell again.

Do Cleric domain spells count as spells?

Domain spells are prepared at the appropriate cleric level and do not contribute to the total number of daily preparations. In the event that a spell does not appear on the list of cleric spells, it is nevertheless considered to be a spell that can be cast by a cleric. At the second level, the player is able to channel divine energy from their deity in order to fuel magical effects. The spell “Turn Undead,” along with an effect determined by the cleric’s domain, is the foundation of the spell list. As the cleric advances in levels, additional effects are granted by certain domains.

Can you use warlock spell slots for Cleric spells?
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Can you use warlock spell slots for Cleric spells?

Spellcasting is a skill that allows players to cast spells from different classes. It depends on the combined levels in all spellcasting classes and individual levels in those classes. If you have the Spellcasting feature from more than one class, follow the rules as described in that class.

Spells are determined by adding up all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. The Multiclass Spellcaster table can be used to determine available spell slots. If you have more than one spellcasting class, the table may give you spell slots of a higher level than the spells you know or can prepare. These slots can only be used to cast lower-level spells.

If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots gained from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and the spell slots gained from the Spellcasting class feature to cast warlock spells you know.

In summary, spellcasting is a skill that allows players to cast spells from different classes, using their knowledge and skills to create powerful spells.

Do clerics have access to all Cleric spells?
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Do clerics have access to all Cleric spells?

Clerics can switch out their spell list during long rests, as long as they have the spell slots to cast them. They can take as many spells as their wisdom modifier plus their current cleric level and are not restricted to the spells attached to their deity’s chosen domain. Clerics can also cast ritual spells, which do not require a spell-slot and take 10 minutes to cast. However, only certain types of spells can be cast this way, and they should be kept for quieter moments when there is an extra 10 minutes to spare.

Clerics and Paladins, who get their powers from worship and oaths, can walk a dark path if they have the right deity to guide them. Gods in Dungeons and Dragons can range in morality, from being entirely benevolent to outright evil. The interpretation of your chosen deity is up to you, but pages 293 to 299 of the 5E Player’s Handbook provides a useful overview of potential gods and their assigned moral alignment.

Can clerics cast 2 spells?
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Can clerics cast 2 spells?

As a 3rd-level cleric, you can cast a spiritual weapon as a bonus action, but if you wish to cast another spell during your turn, it must be a cantrip with a casting time of 1 action, such as sacred flame. This rule is commonly understood as saying that if you cast two spells on the same turn, one of them must be a cantrip. However, the lead rules designer of D and D, Jeremy Crawford, recently answered some questions on Twitter about bonus action spellcasting, which made it clear that the rule was not entirely clear. Crawford’s explanation of casting times is crucial for understanding the rules and ensuring that you are not misunderstanding the rules.


📹 Davvy’s D&D 5e Cleric Spells Guide


Does Voice Of Athority Apply Solely To Spells Cast By Clerics?
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Pramod Shastri

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  • I’ve only recently found your website and I love it! Your ability to break down our spell can be used beyond surface level expectations is something that is sorely lacking in this community. If you haven’t already, can you do this format with the other classes? I’ve already saved your playlist on the usefulness of spells as a resource for my players!

  • Spirit Guardians is so immensely powerful that DMs have to consider working around it when building encounters. My DM started using more ranged enemies after I started using it to rip encounters apart. On Twilight Clerics it is especially powerful because they get Heavy Armor and magical, no concentration flight at 6th level. You can fly above melee enemies just out of reach and only ranged enemies can try to break your concentration. Your AC is really good too, so it’s not easy to break your concentration with an attack roll, especially if you took Warcaster or Resilient: Con.

  • Fire Strike is basically Cleric’s version of Fireball. Granted, it’s not as good, but it’s the next best thing IMO. Especially because it’s not another concentration spell competing for your cleric’s brain power. If the concentration spells aren’t an issue for you, then Dawn is better than Fire strike. But as for an instant burst of Fire and Radiant damage, I think Fire Strike is pretty good for that. But, as with most spells, this depends on your campaign and the situation.

  • Light could be good or bad, regardless of darkvision, and may be a trap for people that don’t know better. It only hurts your perception checks, not combat. So, if you’re searching in a dark room for something, and you know you’re alone, or the light will fill the room, then it’s helpful. However, in this same case, you should be fine to use a torch without issue. But if you’re trapsing off into a dark cave with light on your weapon, then you are a shining beacon for enemies (with or without darkvision) to both notice and attack. They’ll likely get surprise on you, and if they stay outside of your light (and darkvision if you have it) range, then you don’t know where they’re attacking form, and you have disadvantage on ranged attacks back even if you did. If you have light cast then they are no longer limited by range on how far away they can see you, but you are limited on how far away you can see them. However, if you rely only on darkvision (assuming you have it), then you are at worst on equal footing against the enemies, and at best at an advantage, as they will not be able to see you back without darkvision of their own. Or they’ll be lighting themselves up like a beacon with their own light sources for you to see them from any distance. This is why enemies with darkvision are almost never also using light sources. Because in a potential combat situation its more of a hinderance than an advantage. And its why, unless I have someone in the party without darkvision, or some other way to get it on them, like a pretty common level 2 spell, I will always take another cantrip over light.

  • Good to see you work with the feedback! Simple fonts and neutral backgrounds already make article feel much more organized (for me at least). Also I was surprised to hear you mention bounded accuracy. I really wish that people talked more about it it the community. For anyone interested, there is a great article titled “1D&D: The 5E Skill System Is Bad”. My previous comment got deleted for an external link to it, but you can easily google it. It has some great insights on 5e bounded accuracy systems. And, in spite of the title, it’s not only about skills. Also was glad to hear a shoutout to relatively small Pack Tactics. This plus you knowing about the bounded accuracy makes me feel like you are not only a DnD youtuber, but also a member of a community and you understand the underlying principles of what you are talking about. Also this article has a lot of small hidden gems, like mentioning why Silence is one of the best spells. I knew it already, but it took me more then a year after coming into 5e to actually understand it’s full potential. In conclusion, this article is so much more than just a regular top-10 crap. Thank you for actully putting your heart, soul and mind into your content!

  • I really don’t understand your issue with Holy Weapon. As a cleric, it’s a buff spell for allies, not yourself. Touch the fighter for a hot second, back away, and watch the mayhem. Plus, it’s a bonus action, so if your extra worried about being too near the action, use the spell and dash action away.

  • Heroes’ Feast is actually an amazing spell and miles ahead of Goodberry. Immunity to being frightened or poisoned has saved my party countless times and I’ll never say no to advantage on Wisdom saving throws. The hp increase of 2d10 is just icing on the cake. Sure, the 1000 gold cost is heavy but it’s better to be poor and alive rather than rich and dead.

  • A note about Bane vs. Bless. Bane as a debuff allows the enemies to make a saving throw, while Bless as a buff always works. Bane will sometimes indirectly help you maintain concentration if the enemy attacking you misses you because of the minus -1d4, but Bless will always help your concentration as it adds 1d4 to all your constitution saving throws, including concentration ones. Bane is more useful if you have a lot of other spell casters on your team. Throwing out Bane makes it more likely that your allies’ other saving throw based spells will have their full effects on the enemy. If there aren’t many or any full casters on the team, your best bet is always Bless instead.

  • Stone Shape is only really useful when your party is stuck, good for breaking out of prison, breaking into prison, breaking down a medium-sized door, breaking a building’s foundations, breaking one side of a massive pillar, breaking into a sealed tomb/sarcophagus. Though it doesn’t give enough breaking for a 4th level spell, just carry a pickaxe with you instead. With Holy Weapon, it never said it had to be your weapon, you can choose your Barbarians axe, your fighter’s crossbow, your rogue’s dagger. It’s a support spell that lets you do damage by proxy. You might even be able to stick it on an artificer turret. Conjure Celestial might as well be “conjure coatl”, which isn’t so bad since coatls have shapeshifting abilities so you can have a weretiger to help out or drop an elephant on your enemies, it has a decent amount of healing spells as well which is good. Though the only other creatures it can summons(without any additional homebrewing or books etc) are Pegasi and Unicorns(on spell level 9), which are good if you just need a good mount for an hour.

  • I played a Dragonborn Tempest Cleric who was a mix of spellcraft and melee, in a Curse of Strahd game, and Call Lightning and Spirit Guardians were my money makers. Call Lightning let me reach out and touch people across a wide battlefield, and Spirit Guardians let me engage a foe with my +1 battle axe while still doing radiant damage.

  • Astral Projection does have a niche in that Gate has to be allowed by the DM in many cases, and Plane Shift needs a tuning fork which may or may not be easy to get, whereas Astral Projection lets you use the Astral Plane to go anywhere in the planes. Problem is it takes an hour to cast (not everyone has that much patience and it makes it useless in combat unlike Plane Shift and Gate), is super-expensive which makes it almost a one-time thing, and the githyanki silver swords, astral dreadnoughts and psychic winds in the Astral Plane having the potential to insta-kill you, all come together to encourage you to bite the bullet and hunt down that 250gp tuning fork.

  • You can use Gate to open a portal 20ft in diameter and 60 ft high to the plane of magma (aka the Fountains of Creation, at the intersection of the planes of fire and earth). By my calculations, that’s over 18.5 million tons of molten rock. By some of the rules they’ve given us, that would deal about 18d10 fire damage and 6d20 bludgeoning damage (if you change die size for object weight with fall damage).

  • If you want Spare the Dying to be a good spell, but don’t want to play a grave cleric, take a feat that let’s you cast Find Familiar (either Magic Intiate or Ritual Casting). It gives the spell a longer range as your familiar can cast spells with a range of touch. Or play a sorcerer (or take the meta magic feat) and take distant spell.

  • Aid is one of the best things to do with your fourth level spell slots since you might only use one on a death ward or a banishment, 15 extra health for 3 people is a whole extra attack most of the time. Which is like a death ward on 3 people! It’s quite good. Also: spiritual weapon: not just for your own weapon. Give it to the fighter and laugh

  • Life Transferrence can be good for grave domain clerics who get Vampiric touch as a domain spell, you can literally drain your enemies to heal your friends, and it is one of the only spells that will get party members to full fighting strength with one casting instead of leaving them in range of getting knocked out again in one hit.

  • I actually quite like aid…it’s a non-concentration pre-combat buff that lasts a long time and gives a solid amount of temp hp to everyone. The numbers aren’t as impressive as healing spells, HOWEVER my campaign tends to be episodic in nature. Every single session begins at the end of a long rest taken from the previous one. We are at full resources quite often, so using a slot preemptively for buffing is useful.

  • Aid, when upcast is significantly helpful on allies if you’re going to enter an encounter or if you’re an Order Domain Cleric. Its even better when those allies are barbarians. Same thing with motivational speech, though admittedly the Inspiring Leader feat is stronger. As far as inflict wounds, vampiric touch and life transference go they’re useful if you got a familiar and want to pick up SCAG cantrips for melee as well.

  • 3:50 Guiding Bolt Now hear me out… Battlemaster fighter, distracting strike(has no save) Magic initiate, guiding bolt Action surge -> Guiding Bolt Ranged attack bow (advantage) Distracting strike (extra damage AND advantage for party) +Sharpshooter -5atk,+10dmg? Does it work? (Can swap for trip attack) Light and mending cantrips for flare/tracer shots, and repair.

  • Cure wounds at 3rd level heals for 3d8+Modifier. Life Transference technically heals for 8d8, but also damages you for half that. So total net healing is actually only 4d8+no modifier. It’s almost exactly the same amount of healing overall as a cure wounds. Unless you have a constant source of free healing on yourself, why would you ever use this?

  • just as a note, Gate is useful for bringing other things to a place where you have home field advantage to fight it. like it doesnt just take you places, if brings things from places to you. useful for if you wanna wear down a super powerful thing with something else slightly less powerful but better than doing it yourself. also useful if you are tasked with beating something and dont know where to find it, or for whatever reason dont want to go to where you can find it, to fight it. granted you will have to know said creature’s name so it takes SOME planning /set-up, but still, its useful if you know you will need it, though you should never take it if you dont know you are gonna need it.

  • The UA Class Feature Variants allows you to swap out cantrips on level up for some classes (like cleric) and on a long rest for others (like bard, which actually changes is from “on level up” to “on long rest” as well). It’s one of the UA sheets that’s actually pretty good and I recommend everyone look it over. Now, criticism: Healing Word is both a ranged spell and a bonus action, meaning you can still cast a cantrip to pew pew someone or smack someone upside the head with your weapon or anything else that takes up an action that isn’t a 1st level or higher spell. Meanwhile, Cure Wounds IS A TOUCH SPELL*, so as great as it is, unless you’re right up in the front lines with that barbarian buddy of yours or in the back with some damaged glass cannons and not *the opposite of those examples like a lot of parties end up being (oh hey all caster party guess I’ll be melee cleric OH WAIT). So take Healing Word. Gentle Repose halts the decay of a corpse for 10 days, not only preventing reanimation through necromancy, but the actually useful extending the time limit for your resurrection spells*. Oh hi there Revivify, how ya doin? What’s that? You have to be cast on someone within *ONE MINUTE of them dying? No problem! Oh wait I don’t have 300gp worth of diamonds on me. Oh well good friend guess we’ll have to let you die because we definitely don’t have the money to pay someone for a resurrection if we can’t afford the diamonds for Revivify. BUT WAIT! GENTLE REPOSE! Okay good now we have 10 days to get back to town, buy a diamond, and resurrect you without a Matt Mercer Resurrection Challenge.

  • hey, you’re being unfair to Stone Shape. It lets you instantly turn a stone door, floor, or wall up to 5 feet thick into what we in the biz call a “non-barrier.” For a casting time of one action that’s quite handy. Alternatively, would you like that person/creature to not be able to move anymore? Are you in a cave? Congrats, you’ve got stone restraints 5 feet thick that aren’t going anywhere and don’t take concentration. Need to hide something (maybe for a while) and don’t have a lot of time to do it? Yeet it into a wall, pull it out again later. Also a highly situational (see: never optimal) but extremely fun synergy: have a wizard Resilient Sphere someone and then just bury them alive. Also turning a door into a non-door can be useful if someone on the team has an AoE DoT. Or if you’re being chased, I guess, but that’s less common. It’s very useful utility, so long as the entire campaign isn’t taking place in the forest or the ocean. My campaigns tend to wind up in caves (or, you know, dungeons) fairly regularly. And you give CONTROL WEATHER a 2? Control weather is so garbage in 5e. It’s useful for NPCs but it takes a very long time for it to do anything noteworthy. I guess you can use it to put the fear of god in a town that didn’t take you seriously, but if you just need an intimidating power play there’s plenty of other options you have that aren’t spending an hour making a rain storm (like, for example, Earthquake). Useful if you need to help a bunch of boats sail good, but if you’re just trying to get from point A to point B.

  • Davvy, you done messed up by describing gate as justsome kind of portal. Sure, it lets you travel pretty much anywhere in the universe on a turn on a whim, nothing OP about that, but what about the fact it lets you summon god damn ANYTHING? Here, let me call up my buddy Bill the Prismatic dragon to tell you about it.

  • Are you HIGH Aid stacks with other sources of HP boosting like heroes feast because it’s NOT temp HP it upgrades the HP Maximum, it lasts for 8 hours meaning you can apply it to your short rests however many times you need to take them (very handy for a dungeon crawl) takes NO concentration, is available almost right out the gate, and adds more health the higher the level spell slot. now 5 extra HP per spell level isn’t a lot on its own no, but the fact that this extra health is spread across 3 people including but not limited to yourself, the Aid Spell can save your melee fighters in the event of catastrophic plan breakdown, and facilitate your survival AS a melee fighter should you be the kind of build that wades in after your enemies, or keeps you just barely alive should things go bad in the backline builds.

  • So one time in an inexperienced party I decided I would play a support life cleric who debuffed enemies and buffed his allies the party eventually got greedy and I showed them the meaning of the phrase “DON’T FUCK WITH SUPPORTS” as I took down the entire party with a level of ease they did not see coming the bear totem barbarian took the longest to kill, but I saved him for last using suggestion to shut him up till I was ready to deal with him because dump stats

  • Spirit Guardians – If you’re Tanky enough, then go ahead and take it, because half the time, you can one punch some fools anyways as they get to you, thanks to that sweet movement debuff. Also, you can throw some delightful aesthetic on it. Like a Storm cleric whose guardians are all tiny Narwhals! 😀

  • With respect, Hero’s Feast is a fantastic spell to use when you know you have a big fight coming up the next day, and, due to how long it lasts, it’s a perfect spell to cast before you take a long rest for the night. Going to face a green dragon tomorrow? Immunity to poison sure is grand. Going to face a magician of any worth? The vast vast majority mind control spells hit that precious wisdom stat. etc … Also, no. I didn’t like Rise of Palpatine. In fact, I quite despise it.

  • Jesus Christ is Lord. It is all true. Please take your salvation seriously. Read the Bible and do what it says Please do these four steps God gave me. They contain deep spiritual significance and an accumulative healing effect on your soul. Faith isn’t belief alone, it’s actions based on belief. These steps fulfill spiritual milestones God placed in the Bible for those who take its lessons to heart to do. Please, just trust me enough to see for yourself. Forgive your parents, break down before Jesus Christ, ask for forgiveness, and read at least three books of the Bible. The first book of each testament and one you chose yourself.

  • Yo Davvy, Aid does have a use, it is an action to increase maximum and current hitpoints by 5 for up to 3 creatures within 30 feet of you. This has no rules for it not working when at 0. So essentially 3 weakish healing words as 1 action if your team gets hit by an area, which it then acts as a minor buff for 8 hours. It can be upcasted which might be useful if you have 3 party members that are pretty squishy like a sorcerer and a wizard and another sorcerer, and you know the party is going to take damage (dragon fight). There are better buff spells that one can do instead, but quick triple pick me up, and increased hp for 8 hours on 3 people with no concentration is fairly good. I say it deserves two davvys or three davvys. It is especially good on Paladins who have multiple party members down, especially the healer.

  • Holy Weapon is fantastic because you can give it to somebody else – somebody that has extra attack(s). I’m not at that level yet in my campaign, but I plan on giving it to the Fighter. At level 11 (one level after I get Holy Weapon because I started off with a 1 level dip in Sorcerer), he’ll be doing three attacks each turn, six when he does action surge.

  • Holy Aura is a great spell. It grants everyone in a 30 foot range which is fireball range. Disadvantage on all attacks against your party and advantage on all saving throws and just for kicks it makes undead and fiends make a Con save or be blinded. It is stupid good and makes the party almost unhittable. Which if you are playing a Life Cleric like myself it your job to keep the party alive. This spell does a great job at doing this.

  • Heroes’ Feast is absolutely incredible if you’re going up against something you know uses poison (green dragons come to mind) or fear. Advantage on Wisdom saves and 2d10 HP is just always nice. Besides, once you get the ability to cast spells of that level, 1000 gold probably isn’t that much, and you should be able to stock up on those gem encrusted bowls pretty easily in most campaigns.

  • Soooooo my DM let me have spell versatility… And I’m a Divine Soul sorcerer… I have full access to both the cleric and sorcerer spell lists and can change out one spell per long rest …. I’m scared to break the game with this much power I have twinned spell and have 2 lvls in paladin so as a lol 8 character I’m way more versatile then any other sorcerer normally is

  • Aid is definitely still a viable option if you need your beefcakes slightly beefier. Seriously, pop it onto a barbarian, and all those hitpoints suddenly have double the value because of resistances. And a level 5 aid will allow your rogue or monk to tank the average damage of a Fireball, even on a failed save. Also it can be healed back up with healing spells, which is icing on the cake.

  • Oh, we had an actual case where poison seriously fucked up the party. We were level 2, had saved a nobles wife from some bandits, and he held a feast in our honor, the entire feast was poisoned with midnight tears, and at midnight, every one but a single player had to start rolling death saves. Fortunately, our barbarian wasnt dumb and managed to force feed our cleric and then our paladin some health potions, and they started healing everyone. But yeah. Midnight tears are terrifying at level 2z

  • I actually have to bring up 2 points with Contagion: 1) The version shown in the article is not what is presented in the sources I have, namely the Phb and Roll20 compendium. The spell says it poisons them for the duration, and after 3 failures, they then get the disease. 2) BECAUSE of the clarification I just mentioned, this spell is at best a 5th level spell slot to poison someone for 3 rounds and then win the fight, or a 5th level spell slot to get immediately Lesser Restoration’ed at any given point.

  • Ages ago I used purify food and drink in a campaign on a drunkard’s drink to purify the alcohol out of it, after convincing him that this was his last and he should go home after this, I then cast guidance on him so that if he trips over on his way home on his doorstep or something he had a better chance of not hurting himself from it. Guidance only lasts a minute, but my DM allowed it said my roleplay was exceptional in talking to the guy that this didn’t cost my only two spells slots for the day.

  • gate is really useful if you have some kind of way to move a group of enemies and say “screw this encounter in particular not dealing with this” and shove em through and make em someone else’s problem. or drop them somewhere where they’ll just die. I heard a story of how someone used gate to kill a tarasque by forcing it through a gate to the positive energy plane and watch it explode from overhealing tumors. one spell to take out a tarasque. think about that. how the dm allowed that I have no idea.

  • I thought of a system that I think would be a good way to fix concentration by adding a 3rd inbetween concentration and no concentration called focus where it’s concentration but without the possibility of losing it by taking damage idk it needs work but basically you have the 1 concentration and the 1 focus but you can cast two focus spells and putting one of them into the concentration slot idk I’m just spitballing

  • I just want you bring up that there are a lot of weird 3rd or 4th level spells that seem like they are wasteful. Early game when those slots limited, they seem like spells you’d never take, but if you happen upon a game that gets into the later levels, you’ll have more powerful spells and those 3rd and 4th level slots won’t be worth as much. Consider using them for those odd utility spells to have some fun.

  • So, i’m gonna argue you for two spells, Aid and Glyph of Warding. Aid might not seem all that great, but it gets way better as you upcast it. Using a 4th level spell slot gives 3 of your allies 20 extra hp to their hp total for 8 hours, and no concentration! That’s a huge buffer! And sure, that might be only like… 1 hit before that damage goes away, but that can he the deciding factor between life and death! Seriously, i’ve seen it happen. And for Glyph of Warding… 1 hour casting time and a 200gp cost? Your players are gonna find other ways to make traps if they have to. Although, it’s a super fun DM spell, especially when you realize you can put other spells in it.

  • (Edit: I made a mistake, sacred flame is most definitively a Dex Save, not an attack roll. That being said, it is still radiant damage, and is very useful against monsters and against most humanoids. In addition the fact that they gain no benefit from cover for the sake of the roll and the fact that it costs nothing to cast does put it slightly above most Dex Save spells, and it is well worth a cantrip slot.) Something to note about Sacred Flame is that it gains benefits from inflicting radiant damage rather than necrotic. There is a reason it exists, and no, Toll the Dead is not superior just because bigger damage die. Davvy is doing this for comedy, and is pulling from his own experiences as a player and DM. Comedy is funny, radiant damage is not. Experience is the best teacher, but teachers do not know all. Still a good article so far Davvy. ^_^

  • I find that Guidance, Spiritual Weapon and very much Spirit Guardians are absolutely amazing spells to have. For Concentration spells like Spirit Guardians you can Dodge with your action, so that you don’t get hit as much and just let the AOE do it’s thing while you use Spiritual Weapon as a Bonus Action. Also, Healing Word being a Bonus Action and having range puts it way ahead of Cure Wounds for me. That said, I always play front line Cleric, maybe if I was the kind to try to stay back in Combat I would like different spells.

  • Now this might sound rather odd But sometimes the best in the squad Is the one with a cross who can smite like a boss by harnessing the bitch slap of god With maces that even ogres will flee They’ll cast and crust things with glee Some think they’re not strong and those people are wrong Welcome to a crap guide of DND

  • Spare the dying is infinitely more useful than a Healer’s kit because 1- Cantrip slots are in no way more important than money or weight limitations, 2- Clerics shouldn’t be the one’s carrying a Healer’s kit because if they’re at a point where they’re using items to heal and they’re not a healbot then they’re about to be knocked the hell out, and 3- SPARE THE DYING DOESN’T REQUIRE A GOD DAMN ROLL

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