My crew has not asked to use UA spells, and I have been pretty firm on only PHB, SCAG, and Xanathar's only for source books.
That being said, I now have the opportunity to play a 12th level Hexblade who would be running this spell at 3d8 extra per attack. Can people, players and DM's alike, give me any feedback on this spell? My gut feeling is it is OP, but I am curious as to what actual game play experiences have been.
I haven't played with it, so I can't give direct experience. It looks like it might be a tad OP, but not all that badly so. The 3d8 would only happen if you used up a higher level spell slot. At base 3rd level it only does +1d8 damage. I mean when you think of what else one could do with a 3rd level, let alone 5th level, spell slot... again I think this might be a little OP, but just a smidge.
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You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
So here we have the spell. It is cast by Clerics, Paladins, Wizards and Warlocks. Important to note of course that Paladins only get up to level 5 spells, and Warlocks only get 5th level slots because of the way their Mystic Arcanums work. If they wanted to cast this as a higher level than 5th, they would need to choose this spell as their arcanum for 6th, 7th, 8th or 9th.
I think this spell is pretty weak. At 3rd level, you’re doing 1d8 damage as opposed to 1d6 if it were a Hex, and since its melee specific you have the slow of the targets within 10 feet moving 10 feet slower. The problem is once you lose concentration, good luck. If you can maintain concentration on the 5th level version for more than a turn then it definitely pays out, but if I see a melee fighter cast a spell and deal 1d8 + 3d8 + 10(assuming dex and cha are maxed as a warlock with a pact weapon), I’m nuking that dude as a DM. The bad guys aren’t going to let you get off 6d8 extra damage a turn for funsies, so now it is up to your party to support you so that this spell doesn’t feel wasted.
All of these classes only get two attacks max, and the only Wizard who would be interested in this more than likely is a Bladesinger, and even then there are much better spells at this level.
I can see uses for it, but I’m not going to use one of my precious spells known on this thing, not when an Eldritch smite is already 6d8, the same damage that is this spell if cast at 5th level assuming both attacks hit. The Smite crits better as well.
I was excited about it at first, but with my cleric all things considered it ends up feeling too similar to Spirit Guardians, which guarantees damage.
If you have the opportunity for your cleric to use it in a game, consider this: Spiritual Hammer. Of course, many players like using Spiritual Hammer at range, which would not work with this spell. I would be really curious to see the results.
I have been crafting a Death Cleric (from the DMG) as an NPC that fits very nicely thematically in my campaign as a BBEG. Now, Spiritual Hammer and this spell are both Bonus Actions, which causes problems, but by turn 2, oh boy.
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
So here we have the spell. It is cast by Clerics, Paladins, Wizards and Warlocks. Important to note of course that Paladins only get up to level 5 spells, and Warlocks only get 5th level slots because of the way their Mystic Arcanums work. If they wanted to cast this as a higher level than 5th, they would need to choose this spell as their arcanum for 6th, 7th, 8th or 9th.
I think this spell is pretty weak. At 3rd level, you’re doing 1d8 damage as opposed to 1d6 if it were a Hex, and since its melee specific you have the slow of the targets within 10 feet moving 10 feet slower. The problem is once you lose concentration, good luck. If you can maintain concentration on the 5th level version for more than a turn then it definitely pays out, but if I see a melee fighter cast a spell and deal 1d8 + 3d8 + 10(assuming dex and cha are maxed as a warlock with a pact weapon), I’m nuking that dude as a DM. The bad guys aren’t going to let you get off 6d8 extra damage a turn for funsies, so now it is up to your party to support you so that this spell doesn’t feel wasted.
All of these classes only get two attacks max, and the only Wizard who would be interested in this more than likely is a Bladesinger, and even then there are much better spells at this level.
I can see uses for it, but I’m not going to use one of my precious spells known on this thing, not when an Eldritch smite is already 6d8, the same damage that is this spell if cast at 5th level assuming both attacks hit. The Smite crits better as well.
I can see your point on a char having a hard time maintaining Conc, as soon as the damage output cranks up, and the DM focuses fire.
I spend way too much time crafting chars. Using a 27 point buy char (what I use when I DM), a Warlock is hardpressed to find the ASI's to get Resilience in Constitution for a long time. But I think that is a key for any Warlock anyway (hello Shadow of Moil). A Human Variant can get it at level 0, but with obvious sacrifices. Once that Feat is taken, Conc is a lot easier to maintain. (14 Con at level 1 = +4 at level 1, +5 at level 5). Thrown in a Cloak of Protection or Luckstone around level 7, and failing a DC happens only 15% of the time at level 7, 10% at level 9.
There is another Warlock class that can utilize this in a big way: A Fiend Warlock machine-gunning Scorching Ray at 10 feet, with 6 attacks. IF all hit, that is 18d8 additional damage. But that is an edge case scenario. However, do remember, this also can be added to each and every EB attack, or any cantrip with an attack roll. The issue is the 10 foot range.
Or, if you REALLY want to go edge case, A Divine Soul Sorlock. Quickening EB would result in ungodly amounts of damage at mid to higher levels.
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My crew has not asked to use UA spells, and I have been pretty firm on only PHB, SCAG, and Xanathar's only for source books.
That being said, I now have the opportunity to play a 12th level Hexblade who would be running this spell at 3d8 extra per attack. Can people, players and DM's alike, give me any feedback on this spell? My gut feeling is it is OP, but I am curious as to what actual game play experiences have been.
I'd probably allow it.
I haven't played with it, so I can't give direct experience. It looks like it might be a tad OP, but not all that badly so. The 3d8 would only happen if you used up a higher level spell slot. At base 3rd level it only does +1d8 damage. I mean when you think of what else one could do with a 3rd level, let alone 5th level, spell slot... again I think this might be a little OP, but just a smidge.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
It doesn't seem to be OP. The only thing it does is give bonus damage and a snare.
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So here we have the spell. It is cast by Clerics, Paladins, Wizards and Warlocks. Important to note of course that Paladins only get up to level 5 spells, and Warlocks only get 5th level slots because of the way their Mystic Arcanums work. If they wanted to cast this as a higher level than 5th, they would need to choose this spell as their arcanum for 6th, 7th, 8th or 9th.
I think this spell is pretty weak. At 3rd level, you’re doing 1d8 damage as opposed to 1d6 if it were a Hex, and since its melee specific you have the slow of the targets within 10 feet moving 10 feet slower. The problem is once you lose concentration, good luck. If you can maintain concentration on the 5th level version for more than a turn then it definitely pays out, but if I see a melee fighter cast a spell and deal 1d8 + 3d8 + 10(assuming dex and cha are maxed as a warlock with a pact weapon), I’m nuking that dude as a DM. The bad guys aren’t going to let you get off 6d8 extra damage a turn for funsies, so now it is up to your party to support you so that this spell doesn’t feel wasted.
All of these classes only get two attacks max, and the only Wizard who would be interested in this more than likely is a Bladesinger, and even then there are much better spells at this level.
I can see uses for it, but I’m not going to use one of my precious spells known on this thing, not when an Eldritch smite is already 6d8, the same damage that is this spell if cast at 5th level assuming both attacks hit. The Smite crits better as well.
I was excited about it at first, but with my cleric all things considered it ends up feeling too similar to Spirit Guardians, which guarantees damage.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
So it does not sound like anyone has direct gameplay experience?
If you have the opportunity for your cleric to use it in a game, consider this: Spiritual Hammer. Of course, many players like using Spiritual Hammer at range, which would not work with this spell. I would be really curious to see the results.
I have been crafting a Death Cleric (from the DMG) as an NPC that fits very nicely thematically in my campaign as a BBEG. Now, Spiritual Hammer and this spell are both Bonus Actions, which causes problems, but by turn 2, oh boy.
I can see your point on a char having a hard time maintaining Conc, as soon as the damage output cranks up, and the DM focuses fire.
I spend way too much time crafting chars. Using a 27 point buy char (what I use when I DM), a Warlock is hardpressed to find the ASI's to get Resilience in Constitution for a long time. But I think that is a key for any Warlock anyway (hello Shadow of Moil). A Human Variant can get it at level 0, but with obvious sacrifices. Once that Feat is taken, Conc is a lot easier to maintain. (14 Con at level 1 = +4 at level 1, +5 at level 5). Thrown in a Cloak of Protection or Luckstone around level 7, and failing a DC happens only 15% of the time at level 7, 10% at level 9.
There is another Warlock class that can utilize this in a big way: A Fiend Warlock machine-gunning Scorching Ray at 10 feet, with 6 attacks. IF all hit, that is 18d8 additional damage. But that is an edge case scenario. However, do remember, this also can be added to each and every EB attack, or any cantrip with an attack roll. The issue is the 10 foot range.
Or, if you REALLY want to go edge case, A Divine Soul Sorlock. Quickening EB would result in ungodly amounts of damage at mid to higher levels.