You were saying you would prefer sleep, at very low levels sleep is a very good spell probably better than comand but it does not age well. 5d8 on average is 23.
At level 1 you migth fight a pack of 4 wolves (with 11 HP) and with a bit of luck 2 of the wolves will be affected letting you fight the other two and then taking the two affected one at a time. That makes the fight much easier and is a good spell
By level 4 you might fight 4 dire wolves they have 37 hit points so would almost certainly be unaffected by the spell unless you had done quite a bit of damage to them. If their health is low enough that you are likely to be suscepable to sleep you could quite possible straight kill them instead.
Generally sleep is a spell that casters take at level 1 and around level 3 or 4 swap it out for something else, with Fey Touched you can't do that so I would not recommend getting sleep with fey touched.
For the Sleep Spell, Is there is a way to pick your point such that the creature that biggest threat in the sphere, but not too many other enemiies (too much other enemy HP) is in that area? Then is it possible to pick off the menions who are outside of the area off effect of the sleep spell, for up to a minute, so that the party can deal with the big one after most of it's menions are no longer a threat? It seems like most of my memories of the Sleep spell seemed to have involved something like that. Would that work even at higher levels, if you could get the big one in the sphere by itself?
There isn't a DC or Saving throw with Sleep, right? That seems nice. I guess it would also be a way to end concetration automatially, if you could get lucky about what else is in the area of effect, right?
If the room is 15' to 20' tall, and none of the enemies are flying, it should be straightforward to hit the one guy you want with it by aiming the effect directly above him. This way the only squares at ground level affected are his, or the ones immediately adjacent to him.
Also want to verify, if you could get single target in the area of affect of the Sleep spell, even if they were a powerful creature with lots of HP's (but I suppose not of fey ancestry , or otherwise immune to magical sleep) could you just make them sleep for a whole minute while your party picked off less powerful enemies, or I suppose, while the party makes its retreat?
I've used command quite a bit. I really like upcasting it because it eats up an opponents action without impacting your own concentration. Command to grovel and then step up with your spirit guardians or make them flee so they loose their action twice (one to run away and one to come back). Halt or approach are also good ones for enemies that are running away.
Whatever silly word you want to use is really just flavor.
For the Sleep Spell, Is there is a way to pick your point such that the creature that biggest threat in the sphere, but not too many other enemies (too much other enemy HP) is in that area? Then is it possible to pick off the minions who are outside of the area off effect of the sleep spell, for up to a minute, so that the party can deal with the big one after most of it's menions are no longer a threat? It seems like most of my memories of the Sleep spell seemed to have involved something like that. Would that work even at higher levels, if you could get the big one in the sphere by itself?
There isn't a DC or Saving throw with Sleep, right? That seems nice. I guess it would also be a way to end concentration automatically, if you could get lucky about what else is in the area of effect, right?
Also want to verify, if you could get single target in the area of affect of the Sleep spell, even if they were a powerful creature with lots of HP's (but I suppose not of fey ancestry , or otherwise immune to magical sleep) could you just make them sleep for a whole minute while your party picked off less powerful enemies, or I suppose, while the party makes its retreat?
I think I see what I was missing before: "Roll 5d8; the total is how many hit points of creatures this spell can affect." & "A creature’s hit points must be equal to or less than the remaining total for that creature to be affected" source: https://www.dndbeyond.com/spells/sleep So there is no saving throw, but creatures with too high an HP will not be affected , even if they are the only creature in the area of effect, so it still is not a sure thing (and this is why Sleep isn't as good at higher levels). I guess you could wait until a dangerous enemy has lost a bunch of HP and then try put them to sleep using the spell, but that seem situational and not as optimal as I had orignally thought. (is that right?)
If that is right, I was probably wrong to think that Sleep was a lot better than Command, overall. I might still prefer Sleep, over Command, but I also might have lost some enthusiism for both. I'm still enthustistic about the Fey Touched feat (Misty Step and the +1). What other spell options for Fey Touched do you think are the strongest: https://www.dndbeyond.com/spells?filter-class=0&filter-level=1&filter-school=5&filter-school=6&filter-search=? I guess 1st level spells might tend to become disappointing, at some point.
Honestly, while I like command, my go to pick for Fey Touched is silvery barb's. It is a solid choice at any level. If you can't pick that then gift of alacrity is a close second. For the rest, I'd focus on a utility spell like detect magic or animal friendship. If you're a ritual caster then rituals can be particularly useful.
Command is one of those spells that is a bit meh until the day when it completely saves everyone.
In one published campaign an enemy had this super dangerous item that we needed to get. Too bad there was a hazardous area between us. We couldn't get to him in time, so he escaped with the item and things got really difficult for us. The next time we met, he was surrounded by minions.
Command would have allowed us to get to him or make him drop the item.
Depending on your character, hex or hunter's mark could be good. If you usually have a free bonus action and have Extra Attack, they can be great boosts to damage without even needing a good Spell Save DC (which is often a problem with feats like Fey Touched), and the hour-long duration plus the reusability gives them a chance to be used for multiple encounters. Compared to each other, hex lets you impose disadvantage on Strength or Dexterity checks, which lets you grapple more easily or prevent the target from grappling. You can also use it on any other ability score, if you want to sabotage an enemy's stealth, persuasion, or perception. Hunter's mark is good for enemies that like to run away, and it only has V components compared to hex's V S M. It also does magical weapon damage, which I believe fewer monsters are resistant/immune to than necrotic.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Don't use drink, that can be interpreted as only a little. Try Chug.
Or... something a recent supreme court judge said. Starts with a B and ends with an oof.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
One trick with Command is that it's real power is that it bypasses Charm immunities with many creatures like fey, fiends and constructs having resistance or immunity to Sleep or charm effects.
If used well and with a supportive DM Command it is one of the most powerful spells in the game as if you fail it's only a 1st level spell slot to try again!
You could command a foe who's immune to charm to ''land', stop', 'freeze', 'daydream', 'relax', 'stun' or 'nap' 'dance' or 'leave' and depending on your DM you might get a 1 round hold person, sleep, calm emotion, stun or force them to waste a turn dancing or doing some other activity for the round...even though these spells normally wouldn't work on them.
You can also get a 1 round mini suggestion by asking a foe to 'help', 'betray', 'ally', 'aid', 'save', 'give', 'dispel' or 'heal'.
Remember while you can only use one word in the command you can add gestures such as pointing in a direction to run, or commanding someone to cast a spell where you point to help get your point across.
So imagine the fun of commanding a enemy spellcaster to 'fireball' their allies - not only do they damage their allies but it's one less spell they can use on you!
That said other then Command my #1 pick for the fey touched feat is Heroism which gives up to 5 temp HP to your target on every turn and make them immune to the frightened condition for up to a full minute.
This makes it a amazing grab for a wizard/cleric or druid as it's normally a bard/paladin only spell.
The feat make it work with your primary skill and you can upcast it to target multiple creatures to provide a 'buffer' that stacks with Aid and reduces the need for healing spells.
Alberta Banana@TheRealAlberta: Good News! I finally brought Zangief back from the Dead :D :D :D Also I'M A LITCH FOR REAL! Downside may have ruined 60% of Athas in the process... sigh... I'll fix it tomorrow. LVL20 Litch, Sorcerer King of the Second Banana Age of Athas, Survivor of the Tomb of Horrors, Backwards Spellcaster, Undead Warlock Patron to Jane with a army of Simulacrum clones.
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I like the creativitiy! https://www.dndbeyond.com/spells?filter-class=0&filter-search=sleep&filter-verbal=&filter-somatic=&filter-material=&filter-concentration=&filter-ritual=&filter-sub-class=. Is the area of affect a 2D circle or a 3D sphere?
Also want to verify, if you could get single target in the area of affect of the Sleep spell, even if they were a powerful creature with lots of HP's (but I suppose not of fey ancestry , or otherwise immune to magical sleep) could you just make them sleep for a whole minute while your party picked off less powerful enemies, or I suppose, while the party makes its retreat?
I've used command quite a bit. I really like upcasting it because it eats up an opponents action without impacting your own concentration. Command to grovel and then step up with your spirit guardians or make them flee so they loose their action twice (one to run away and one to come back). Halt or approach are also good ones for enemies that are running away.
Whatever silly word you want to use is really just flavor.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I think I see what I was missing before: "Roll 5d8; the total is how many hit points of creatures this spell can affect." & "A creature’s hit points must be equal to or less than the remaining total for that creature to be affected" source: https://www.dndbeyond.com/spells/sleep So there is no saving throw, but creatures with too high an HP will not be affected , even if they are the only creature in the area of effect, so it still is not a sure thing (and this is why Sleep isn't as good at higher levels). I guess you could wait until a dangerous enemy has lost a bunch of HP and then try put them to sleep using the spell, but that seem situational and not as optimal as I had orignally thought. (is that right?)
If that is right, I was probably wrong to think that Sleep was a lot better than Command, overall. I might still prefer Sleep, over Command, but I also might have lost some enthusiism for both. I'm still enthustistic about the Fey Touched feat (Misty Step and the +1). What other spell options for Fey Touched do you think are the strongest: https://www.dndbeyond.com/spells?filter-class=0&filter-level=1&filter-school=5&filter-school=6&filter-search=? I guess 1st level spells might tend to become disappointing, at some point.
Honestly, while I like command, my go to pick for Fey Touched is silvery barb's. It is a solid choice at any level. If you can't pick that then gift of alacrity is a close second. For the rest, I'd focus on a utility spell like detect magic or animal friendship. If you're a ritual caster then rituals can be particularly useful.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Command is one of those spells that is a bit meh until the day when it completely saves everyone.
In one published campaign an enemy had this super dangerous item that we needed to get. Too bad there was a hazardous area between us. We couldn't get to him in time, so he escaped with the item and things got really difficult for us. The next time we met, he was surrounded by minions.
Command would have allowed us to get to him or make him drop the item.
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Depending on your character, hex or hunter's mark could be good. If you usually have a free bonus action and have Extra Attack, they can be great boosts to damage without even needing a good Spell Save DC (which is often a problem with feats like Fey Touched), and the hour-long duration plus the reusability gives them a chance to be used for multiple encounters. Compared to each other, hex lets you impose disadvantage on Strength or Dexterity checks, which lets you grapple more easily or prevent the target from grappling. You can also use it on any other ability score, if you want to sabotage an enemy's stealth, persuasion, or perception. Hunter's mark is good for enemies that like to run away, and it only has V components compared to hex's V S M. It also does magical weapon damage, which I believe fewer monsters are resistant/immune to than necrotic.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Don't use drink, that can be interpreted as only a little. Try Chug.
Or... something a recent supreme court judge said. Starts with a B and ends with an oof.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I'm still waiting for the day that I can cast this on the BBEG and command them to "monologue"
One action duration would not be much of a monologue but I like the idea.
It's more for the RP opportunity. Mechanically it would be just like any other action burning use. I'm sure my DMs could make good use of it.
One trick with Command is that it's real power is that it bypasses Charm immunities with many creatures like fey, fiends and constructs having resistance or immunity to Sleep or charm effects.
If used well and with a supportive DM Command it is one of the most powerful spells in the game as if you fail it's only a 1st level spell slot to try again!
You could command a foe who's immune to charm to ''land', stop', 'freeze', 'daydream', 'relax', 'stun' or 'nap' 'dance' or 'leave' and depending on your DM you might get a 1 round hold person, sleep, calm emotion, stun or force them to waste a turn dancing or doing some other activity for the round...even though these spells normally wouldn't work on them.
You can also get a 1 round mini suggestion by asking a foe to 'help', 'betray', 'ally', 'aid', 'save', 'give', 'dispel' or 'heal'.
Remember while you can only use one word in the command you can add gestures such as pointing in a direction to run, or commanding someone to cast a spell where you point to help get your point across.
So imagine the fun of commanding a enemy spellcaster to 'fireball' their allies - not only do they damage their allies but it's one less spell they can use on you!
That said other then Command my #1 pick for the fey touched feat is Heroism which gives up to 5 temp HP to your target on every turn and make them immune to the frightened condition for up to a full minute.
This makes it a amazing grab for a wizard/cleric or druid as it's normally a bard/paladin only spell.
The feat make it work with your primary skill and you can upcast it to target multiple creatures to provide a 'buffer' that stacks with Aid and reduces the need for healing spells.
Alberta Banana @TheRealAlberta: Good News! I finally brought Zangief back from the Dead :D :D :D Also I'M A LITCH FOR REAL! Downside may have ruined 60% of Athas in the process... sigh... I'll fix it tomorrow.
LVL20 Litch, Sorcerer King of the Second Banana Age of Athas, Survivor of the Tomb of Horrors, Backwards Spellcaster, Undead Warlock Patron to Jane with a army of Simulacrum clones.