Sounds like the main benefit here is that I can roll a sorcerer or otherwise relatively squishy character and start with a 17 AC, which is fantastic for level 1. Take one level in fighter or hexblade warlock or something to get shields, and 19 AC. That's great for a sorcerer level 2.
That in and of itself is pretty great, plus the holding your breath thing is cool too I guess.
Although, It just occurred to me that you could take some Divine soul Sorcerer and two fighter levels and do this:
- Run into melee (preferably next to a melee party member) and cast Spirit Guardians -Do something cool with your bonus action -Action surge -shell up
And now just act like a 15 ft radius necrotic death machine while your party members just keep trying to toss people back into the circle.
Tortle Cleric cast Sanctuary on team mate who can cast Tensors floating disk. Tortle Cleric jumps onto floating disk. On turn 2 Tortle Cleric cast Spirit Guardians, Turtles up, and team mate runs at top speed through the crowd of enemies while protected by Sanctuary dragging a floating wrecking ball 20' behind him damaging every one the Tortle Cleric passes within range of. If you had a monk that could somehow cast floating disk, maybe multiclass to wizard or with a magic item, He could double dash + step of the wind dragging the Tortle along. With patient defense you could even skip Sanctuary, and start doing damage in the first round.
Tortle Cleric cast Sanctuary on team mate who can cast Tensors floating disk. Tortle Cleric jumps onto floating disk. On turn 2 Tortle Cleric cast Spirit Guardians, Turtles up, and team mate runs at top speed through the crowd of enemies while protected by Sanctuary dragging a floating wrecking ball 20' behind him damaging every one the Tortle Cleric passes within range of. If you had a monk that could somehow cast floating disk, maybe multiclass to wizard or with a magic item, He could double dash + step of the wind dragging the Tortle along. With patient defense you could even skip Sanctuary, and start doing damage in the first round.
I'd suggest that you speak with your DM before trying that as many won't allow it as it isn't meant to work that way. There are a difference between moving into an area and having an area move onto you.
Reading the description of any of those spells, you might wonder whether a creature is considered to be entering the spell’s area of effect if the area is created on the creature’s space. And if the area of effect can be moved—as the beam of moonbeam can—does moving it into a creature’s space count as the creature entering the area? Our design intent for such spells is this: a creature enters the area of effect when the creature passes into it. Creating the area of effect on the creature or moving it onto the creature doesn’t count. If the creature is still in the area at the start of its turn, it is subjected to the area’s effect.
Entering such an area of effect needn’t be voluntary, unless a spell says otherwise. You can, therefore, hurl a creature into the area with a spell like thunderwave. We consider that clever play, not an imbalance, so hurl away! Keep in mind, however, that a creature is subjected to such an area of effect only the first time it enters the area on a turn. You can’t move a creature in and out of it to damage it over and over again on the same turn.
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Sounds like the main benefit here is that I can roll a sorcerer or otherwise relatively squishy character and start with a 17 AC, which is fantastic for level 1.
Take one level in fighter or hexblade warlock or something to get shields, and 19 AC. That's great for a sorcerer level 2.
That in and of itself is pretty great, plus the holding your breath thing is cool too I guess.
Although, It just occurred to me that you could take some Divine soul Sorcerer and two fighter levels and do this:
- Run into melee (preferably next to a melee party member) and cast Spirit Guardians
-Do something cool with your bonus action
-Action surge
-shell up
And now just act like a 15 ft radius necrotic death machine while your party members just keep trying to toss people back into the circle.
Tortle Cleric cast Sanctuary on team mate who can cast Tensors floating disk. Tortle Cleric jumps onto floating disk. On turn 2 Tortle Cleric cast Spirit Guardians, Turtles up, and team mate runs at top speed through the crowd of enemies while protected by Sanctuary dragging a floating wrecking ball 20' behind him damaging every one the Tortle Cleric passes within range of. If you had a monk that could somehow cast floating disk, maybe multiclass to wizard or with a magic item, He could double dash + step of the wind dragging the Tortle along. With patient defense you could even skip Sanctuary, and start doing damage in the first round.
I'd suggest that you speak with your DM before trying that as many won't allow it as it isn't meant to work that way. There are a difference between moving into an area and having an area move onto you.
This is from the SAC about Moonbeam, here is a link to the full entry.