"The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action."
This should be the standard for Beast Companions as well.
I really like all the summoning spells, especially how each one can summon a range of variant creatures within a given theme. Gives the spells some versatility.
I really like all the summoning spells, especially how each one can summon a range of variant creatures within a given theme. Gives the spells some versatility.
That does beg the question as to how the older summoning spells will be used if/when these become official? Will the combat-usable ones like conjure animals and summon greater demon still be used in combat, or shirked in favour of these? I'm not concerned about the 1-minute spells though, since those are things you do ahead of time and typically summon only 1 thing.
The new spells here are distributed through the classes fairly well, so you don't have any one class getting stuck with the older spells while everyone else gets the shiny new toy. What is the worst that could happen. People just stop using the older spells?
Acid Stream: Nice AoE spell for first level that lasts longer than instantaneous.
Otherworldly Form: This is a nice boost, it gives War Clerics Extra Attack, which is really nice. Also allows Clerics ridiculously high armor classes. I understand why it has to be concentration, but it sucks that it is, not because of taking up your concentration, but because of the saving throws against damage. Also, why do Wizards get this? I understand Clerics and Warlocks getting it, but Wizards IMO shouldn't.
Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
Summon Aberrant Spirit: This is nice. I would like an option for Illithids instead of Slaad, or possibly Quori, but I like this spell.
Summon Bestial Spirit: Rangers and Druids get this. This is nice, especially for Shepherd Druids or Beast Master Rangers. I like this spell, and it does some solid damage.
Summon Celestial Spirit: I like this spell as well. It's a nice cleric/paladin/divine soul sorcerer spell.
Summon Elemental Spirit: I don't really know why this has to exist. We already have 2 elemental conjuration spells. I mean, it does pretty good damage, and is one level below Conjure Elemental, but this doesn't feel needed.
Summon Fey Spirit: I guess this is useful. Why Elf is an option, I don't know. I'd change it to Hag, or Eladrin. Again, we already have a lot of fey summoning spells, so I don't see why this is necessary.
Summon Fiendish Spirit: Seriously, we have 3 of these spells already. Just give us a Yugoloth summoning spell, and I'd prefer that. Also, why do Warlocks get this, Summon Fey Spirit, and Summon Aberrant Spirit, but not Summon Celestial Spirit. Celestial and Fiend Warlocks both exist, so they should both get these.
Summon Shadow Spirit: Nice spell, we didn't have something like this before. Nice for Conjurers and Necromancers.
Summon Undead Spirit: Get rid of the Skeletal and Putrid forms, just make this summon Ghosts, or Wraiths, or Specters, or a range of incorporeal undead, and leave it at that. Nice for necromancers.
Tattoos!
Okay, so they don't need the Tattoo Attunement section underneath ever tattoo. These do seem cool, and I'd love to flavor them as special Dragonmarks. There should be an Artificer that makes these. Remove Curse and Greater Restoration should remove these tattoos if you're willing.
Tattoo of Absorption: Just have it be at the top of the section. This is a nice magic "item", and is handy.
Barrier Tattoo: Also cool, I like the flavor, and it is very unique.
Coiling Grasp Tattoo: This seems like an Aberrant Dragonmark ability. Very cool and alien themed.
Eldritch Claw Tattoo: Great for Monks! Great for Class Feature Variant characters with the Unarmed Fighting Style. Eldritch Maul is super cool.
Blood Fury Tattoo: This is very powerful for anyone. Paladins, Blastlocks, Rangers, anyone who makes attack rolls. This combined with Hold Person or Hold Monster, very very scary. This on a Blade Singer seems awesome and super powerful.
Illuminator's Tattoo: Why would you ever take this? It permanently takes up one attunement slot, for a common magic "item".
Lifewell Tattoo: So, you become a half orc, and get necrotic resistance. This is nice.
Ghoststep Tattoo: Very cool, I'd want to put this in a Curse of Strahd campaign.
Masquerade Tattoo: Again, don't take common tattoos. It's not worth it in the long run. This would be nice for anyone not a Changeling.
Spellwrought Tattoo: How many magic items that store spells do there need to be in 5e? There's the Ioun stone of Reserve, Pearl of Power, Magic Jar, Spell Gem, a butt ton of others, and now this. Not necessary.
Shadowfell Brand Tattoo: Awesome for Rogues, especially Dragonmark of Shadow Rogues. Especially for the Reincarnated Rogue that recently came out (forgot the name, I'll edit with correct name)
Well, this took forever, just over 40 minutes to type out.
I like this UA. I'm sad that I lost the bet. I like some of the spells, but a lot of them really don't need to exist, no matter how cool they are. Some of them need flavor changes. The Tattoos exist, I guess. Never really asked for that, but I guess it's cool to re-flavor as improved dragonmarks.
P.S. Also, more PLANESCAPE material. If Xanathar's 2.0 isn't Planescape, what the heck is it?
Acid Stream: Nice AoE spell for first level that lasts longer than instantaneous.
Otherworldly Form: This is a nice boost, it gives War Clerics Extra Attack, which is really nice. Also allows Clerics ridiculously high armor classes. I understand why it has to be concentration, but it sucks that it is, not because of taking up your concentration, but because of the saving throws against damage. Also, why do Wizards get this? I understand Clerics and Warlocks getting it, but Wizards IMO shouldn't.
Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
Summon Aberrant Spirit: This is nice. I would like an option for Illithids instead of Slaad, or possibly Quori, but I like this spell.
Summon Bestial Spirit: Rangers and Druids get this. This is nice, especially for Shepherd Druids or Beast Master Rangers. I like this spell, and it does some solid damage.
Summon Celestial Spirit: I like this spell as well. It's a nice cleric/paladin/divine soul sorcerer spell.
Summon Elemental Spirit: I don't really know why this has to exist. We already have 2 elemental conjuration spells. I mean, it does pretty good damage, and is one level below Conjure Elemental, but this doesn't feel needed.
Summon Fey Spirit: I guess this is useful. Why Elf is an option, I don't know. I'd change it to Hag, or Eladrin. Again, we already have a lot of fey summoning spells, so I don't see why this is necessary.
Summon Fiendish Spirit: Seriously, we have 3 of these spells already. Just give us a Yugoloth summoning spell, and I'd prefer that. Also, why do Warlocks get this, Summon Fey Spirit, and Summon Aberrant Spirit, but not Summon Celestial Spirit. Celestial and Fiend Warlocks both exist, so they should both get these.
Summon Shadow Spirit: Nice spell, we didn't have something like this before. Nice for Conjurers and Necromancers.
Summon Undead Spirit: Get rid of the Skeletal and Putrid forms, just make this summon Ghosts, or Wraiths, or Specters, or a range of incorporeal undead, and leave it at that. Nice for necromancers.
Tattoos!
Okay, so they don't need the Tattoo Attunement section underneath ever tattoo. These do seem cool, and I'd love to flavor them as special Dragonmarks. There should be an Artificer that makes these. Remove Curse and Greater Restoration should remove these tattoos if you're willing.
Tattoo of Absorption: Just have it be at the top of the section. This is a nice magic "item", and is handy.
Barrier Tattoo: Also cool, I like the flavor, and it is very unique.
Coiling Grasp Tattoo: This seems like an Aberrant Dragonmark ability. Very cool and alien themed.
Eldritch Claw Tattoo: Great for Monks! Great for Class Feature Variant characters with the Unarmed Fighting Style. Eldritch Maul is super cool.
Blood Fury Tattoo: This is very powerful for anyone. Paladins, Blastlocks, Rangers, anyone who makes attack rolls. This combined with Hold Person or Hold Monster, very very scary. This on a Blade Singer seems awesome and super powerful.
Illuminator's Tattoo: Why would you ever take this? It permanently takes up one attunement slot, for a common magic "item".
Lifewell Tattoo: So, you become a half orc, and get necrotic resistance. This is nice.
Ghoststep Tattoo: Very cool, I'd want to put this in a Curse of Strahd campaign.
Masquerade Tattoo: Again, don't take common tattoos. It's not worth it in the long run. This would be nice for anyone not a Changeling.
Spellwrought Tattoo: How many magic items that store spells do there need to be in 5e? There's the Ioun stone of Reserve, Pearl of Power, Magic Jar, Spell Gem, a butt ton of others, and now this. Not necessary.
Shadowfell Brand Tattoo: Awesome for Rogues, especially Dragonmark of Shadow Rogues. Especially for the Reincarnated Rogue that recently came out (forgot the name, I'll edit with correct name)
Well, this took forever, just over 40 minutes to type out.
I like this UA. I'm sad that I lost the bet. I like some of the spells, but a lot of them really don't need to exist, no matter how cool they are. Some of them need flavor changes. The Tattoos exist, I guess. Never really asked for that, but I guess it's cool to re-flavor as improved dragonmarks.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
I really like all the summoning spells, especially how each one can summon a range of variant creatures within a given theme. Gives the spells some versatility.
That does beg the question as to how the older summoning spells will be used if/when these become official? Will the combat-usable ones like conjure animals and summon greater demon still be used in combat, or shirked in favour of these? I'm not concerned about the 1-minute spells though, since those are things you do ahead of time and typically summon only 1 thing.
The new spells here are distributed through the classes fairly well, so you don't have any one class getting stuck with the older spells while everyone else gets the shiny new toy. What is the worst that could happen. People just stop using the older spells?
I know, but what I want to know is if these spells have made the older summons obsolete in combat? The biggest complaint about those is that the DM and player has to sift through dozens of stat blocks to pick the ones they want, and DM fiat can get in the way of getting the specific one(s) the player wants, both of which this UA eliminates. There's also the fact that these share initiative with the summoner (so you don't have to roll initiative for every new critter that shows up).
I would venture a guess that if these make it to print, then yes the older spells will fall to the wayside.
Acid Stream: Nice AoE spell for first level that lasts longer than instantaneous.
Otherworldly Form: This is a nice boost, it gives War Clerics Extra Attack, which is really nice. Also allows Clerics ridiculously high armor classes. I understand why it has to be concentration, but it sucks that it is, not because of taking up your concentration, but because of the saving throws against damage. Also, why do Wizards get this? I understand Clerics and Warlocks getting it, but Wizards IMO shouldn't.
Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
Summon Aberrant Spirit: This is nice. I would like an option for Illithids instead of Slaad, or possibly Quori, but I like this spell.
Summon Bestial Spirit: Rangers and Druids get this. This is nice, especially for Shepherd Druids or Beast Master Rangers. I like this spell, and it does some solid damage.
Summon Celestial Spirit: I like this spell as well. It's a nice cleric/paladin/divine soul sorcerer spell.
Summon Elemental Spirit: I don't really know why this has to exist. We already have 2 elemental conjuration spells. I mean, it does pretty good damage, and is one level below Conjure Elemental, but this doesn't feel needed.
Summon Fey Spirit: I guess this is useful. Why Elf is an option, I don't know. I'd change it to Hag, or Eladrin. Again, we already have a lot of fey summoning spells, so I don't see why this is necessary.
Summon Fiendish Spirit: Seriously, we have 3 of these spells already. Just give us a Yugoloth summoning spell, and I'd prefer that. Also, why do Warlocks get this, Summon Fey Spirit, and Summon Aberrant Spirit, but not Summon Celestial Spirit. Celestial and Fiend Warlocks both exist, so they should both get these.
Summon Shadow Spirit: Nice spell, we didn't have something like this before. Nice for Conjurers and Necromancers.
Summon Undead Spirit: Get rid of the Skeletal and Putrid forms, just make this summon Ghosts, or Wraiths, or Specters, or a range of incorporeal undead, and leave it at that. Nice for necromancers.
Tattoos!
Okay, so they don't need the Tattoo Attunement section underneath ever tattoo. These do seem cool, and I'd love to flavor them as special Dragonmarks. There should be an Artificer that makes these. Remove Curse and Greater Restoration should remove these tattoos if you're willing.
Tattoo of Absorption: Just have it be at the top of the section. This is a nice magic "item", and is handy.
Barrier Tattoo: Also cool, I like the flavor, and it is very unique.
Coiling Grasp Tattoo: This seems like an Aberrant Dragonmark ability. Very cool and alien themed.
Eldritch Claw Tattoo: Great for Monks! Great for Class Feature Variant characters with the Unarmed Fighting Style. Eldritch Maul is super cool.
Blood Fury Tattoo: This is very powerful for anyone. Paladins, Blastlocks, Rangers, anyone who makes attack rolls. This combined with Hold Person or Hold Monster, very very scary. This on a Blade Singer seems awesome and super powerful.
Illuminator's Tattoo: Why would you ever take this? It permanently takes up one attunement slot, for a common magic "item".
Lifewell Tattoo: So, you become a half orc, and get necrotic resistance. This is nice.
Ghoststep Tattoo: Very cool, I'd want to put this in a Curse of Strahd campaign.
Masquerade Tattoo: Again, don't take common tattoos. It's not worth it in the long run. This would be nice for anyone not a Changeling.
Spellwrought Tattoo: How many magic items that store spells do there need to be in 5e? There's the Ioun stone of Reserve, Pearl of Power, Magic Jar, Spell Gem, a butt ton of others, and now this. Not necessary.
Shadowfell Brand Tattoo: Awesome for Rogues, especially Dragonmark of Shadow Rogues. Especially for the Reincarnated Rogue that recently came out (forgot the name, I'll edit with correct name)
Well, this took forever, just over 40 minutes to type out.
I like this UA. I'm sad that I lost the bet. I like some of the spells, but a lot of them really don't need to exist, no matter how cool they are. Some of them need flavor changes. The Tattoos exist, I guess. Never really asked for that, but I guess it's cool to re-flavor as improved dragonmarks.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
The attunement isn't permanent.
Okay, I guess I missed that. That does make the tattoos substantially better.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Summon Elemental Spirit: I don't really know why this has to exist. We already have 2 elemental conjuration spells. I mean, it does pretty good damage, and is one level below Conjure Elemental, but this doesn't feel needed.
Conjure Elemental takes a minute to cast, making it useless in the heat of combat. This only takes an action. And this is definitely better than Conjure Minor Elementals in my view.
Yes, the conjure elemental spirit spell is useful in combat, but I'd just prefer if Conjure Elemental was an action to cast, instead of designing a whole spell to fix that.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
"If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it."
I really like all the summoning spells, especially how each one can summon a range of variant creatures within a given theme. Gives the spells some versatility.
That does beg the question as to how the older summoning spells will be used if/when these become official? Will the combat-usable ones like conjure animals and summon greater demon still be used in combat, or shirked in favour of these? I'm not concerned about the 1-minute spells though, since those are things you do ahead of time and typically summon only 1 thing.
The new spells here are distributed through the classes fairly well, so you don't have any one class getting stuck with the older spells while everyone else gets the shiny new toy. What is the worst that could happen. People just stop using the older spells?
I know, but what I want to know is if these spells have made the older summons obsolete in combat? The biggest complaint about those is that the DM and player has to sift through dozens of stat blocks to pick the ones they want, and DM fiat can get in the way of getting the specific one(s) the player wants, both of which this UA eliminates. There's also the fact that these share initiative with the summoner (so you don't have to roll initiative for every new critter that shows up).
I would venture a guess that if these make it to print, then yes the older spells will fall to the wayside.
Yeah, not much of a reason to use some of the older spells now that these exist.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
"If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it."
This is why Conjure Elemental sucks.
Not necessarily. All of the Wizard summoning spells come with risks IIRC, but if Conjure Elemental took an action, you at least have the option of weighing whether or not you want to plop down an angry elemental and risk it attacking the party for the (probably much-needed) additional firepower it gives you. Also this is virtually risk-free for a Conjuration Wizard once they hit 10th level.
None of the "new" summoning spells have this as a risk
"If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it."
This is why Conjure Elemental sucks.
Not necessarily. All of the Wizard summoning spells come with risks IIRC, but if Conjure Elemental took an action, you at least have the option of weighing whether or not you want to plop down an angry elemental and risk it attacking the party for the (probably much-needed) additional firepower it gives you. Also this is virtually risk-free for a Conjuration Wizard once they hit 10th level.
None of the "new" summoning spells have this as a risk
Yep, this is why they should be nerfed, sadly.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I really like all the summoning spells, especially how each one can summon a range of variant creatures within a given theme. Gives the spells some versatility.
That does beg the question as to how the older summoning spells will be used if/when these become official? Will the combat-usable ones like conjure animals and summon greater demon still be used in combat, or shirked in favour of these? I'm not concerned about the 1-minute spells though, since those are things you do ahead of time and typically summon only 1 thing.
The new spells here are distributed through the classes fairly well, so you don't have any one class getting stuck with the older spells while everyone else gets the shiny new toy. What is the worst that could happen. People just stop using the older spells?
I know, but what I want to know is if these spells have made the older summons obsolete in combat? The biggest complaint about those is that the DM and player has to sift through dozens of stat blocks to pick the ones they want, and DM fiat can get in the way of getting the specific one(s) the player wants, both of which this UA eliminates. There's also the fact that these share initiative with the summoner (so you don't have to roll initiative for every new critter that shows up).
I would venture a guess that if these make it to print, then yes the older spells will fall to the wayside.
Yeah, not much of a reason to use some of the older spells now that these exist.
On the other hand, my plan to summon a barbed devil with infernal calling to a magic circle to make devil deals I'll regret later is still on the table.
Okay, so they don't need the Tattoo Attunement section underneath ever tattoo. These do seem cool, and I'd love to flavor them as special Dragonmarks. There should be an Artificer that makes these. Remove Curse and Greater Restoration should remove these tattoos if you're willing.
Tattoo of Absorption: Just have it be at the top of the section. This is a nice magic "item", and is handy.
Barrier Tattoo: Also cool, I like the flavor, and it is very unique.
Coiling Grasp Tattoo: This seems like an Aberrant Dragonmark ability. Very cool and alien themed.
Eldritch Claw Tattoo: Great for Monks! Great for Class Feature Variant characters with the Unarmed Fighting Style. Eldritch Maul is super cool.
Blood Fury Tattoo: This is very powerful for anyone. Paladins, Blastlocks, Rangers, anyone who makes attack rolls. This combined with Hold Person or Hold Monster, very very scary. This on a Blade Singer seems awesome and super powerful.
Illuminator's Tattoo: Why would you ever take this? It permanently takes up one attunement slot, for a common magic "item".
Lifewell Tattoo: So, you become a half orc, and get necrotic resistance. This is nice.
Ghoststep Tattoo: Very cool, I'd want to put this in a Curse of Strahd campaign.
Masquerade Tattoo: Again, don't take common tattoos. It's not worth it in the long run. This would be nice for anyone not a Changeling.
Spellwrought Tattoo: How many magic items that store spells do there need to be in 5e? There's the Ioun stone of Reserve, Pearl of Power, Magic Jar, Spell Gem, a butt ton of others, and now this. Not necessary.
Shadowfell Brand Tattoo: Awesome for Rogues, especially Dragonmark of Shadow Rogues. Especially for the Reincarnated Rogue that recently came out (forgot the name, I'll edit with correct name)
Well, this took forever, just over 40 minutes to type out.
I like this UA. I'm sad that I lost the bet.
I like some of the spells, but a lot of them really don't need to exist, no matter how cool they are. Some of them need flavor changes. The Tattoos exist, I guess. Never really asked for that, but I guess it's cool to re-flavor as improved dragonmarks.
P.S. Also, more PLANESCAPE material. If Xanathar's 2.0 isn't Planescape, what the heck is it?
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
Spellwrought Tattoo: How many magic items that store spells do there need to be in 5e? There's the Ioun stone of Reserve, Pearl of Power, Magic Jar, Spell Gem, a butt ton of others, and now this. Not necessary.
Spellwrought however is consumed and the spell by the looks of it, is in the item itself and not something the wearer of the tattoo casts upon it. It is far closer to that of a scroll than that of a spellstore.
Otherworldly Form: This is a nice boost, it gives War Clerics Extra Attack, which is really nice. Also allows Clerics ridiculously high armor classes. I understand why it has to be concentration, but it sucks that it is, not because of taking up your concentration, but because of the saving throws against damage. Also, why do Wizards get this? I understand Clerics and Warlocks getting it, but Wizards IMO shouldn't.
Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
Personally I see it more strange that there isn't a neutral plane, both spells here are good/evil. The flavoring does make it strange for a wizard to get otherworldly, however mechanically it's tensers transformation junior and I'm sure bladesingers would like it.
Unearthed-arcana/spells-magic-tattoos
She/Her Player and Dungeon Master
"The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action."
This should be the standard for Beast Companions as well.
She/Her Player and Dungeon Master
I really like all the summoning spells, especially how each one can summon a range of variant creatures within a given theme. Gives the spells some versatility.
She/Her Player and Dungeon Master
The new spells here are distributed through the classes fairly well, so you don't have any one class getting stuck with the older spells while everyone else gets the shiny new toy. What is the worst that could happen. People just stop using the older spells?
She/Her Player and Dungeon Master
Well, here is my breakdown of everything:
Acid Stream: Nice AoE spell for first level that lasts longer than instantaneous.
Otherworldly Form: This is a nice boost, it gives War Clerics Extra Attack, which is really nice. Also allows Clerics ridiculously high armor classes. I understand why it has to be concentration, but it sucks that it is, not because of taking up your concentration, but because of the saving throws against damage. Also, why do Wizards get this? I understand Clerics and Warlocks getting it, but Wizards IMO shouldn't.
Spirit Shroud: This is an awesome necromancy spell, but normally evil creatures have necrotic resistance more than good creatures, and good creatures have more radiant resistance than evil ones. This damage should be based on your alignment, or chosen when you cast the spell, not dependent on the alignment of the creature you attack. If it has to be based off of the attacked creature's alignment, switch the damage types.
Summon Aberrant Spirit: This is nice. I would like an option for Illithids instead of Slaad, or possibly Quori, but I like this spell.
Summon Bestial Spirit: Rangers and Druids get this. This is nice, especially for Shepherd Druids or Beast Master Rangers. I like this spell, and it does some solid damage.
Summon Celestial Spirit: I like this spell as well. It's a nice cleric/paladin/divine soul sorcerer spell.
Summon Elemental Spirit: I don't really know why this has to exist. We already have 2 elemental conjuration spells. I mean, it does pretty good damage, and is one level below Conjure Elemental, but this doesn't feel needed.
Summon Fey Spirit: I guess this is useful. Why Elf is an option, I don't know. I'd change it to Hag, or Eladrin. Again, we already have a lot of fey summoning spells, so I don't see why this is necessary.
Summon Fiendish Spirit: Seriously, we have 3 of these spells already. Just give us a Yugoloth summoning spell, and I'd prefer that. Also, why do Warlocks get this, Summon Fey Spirit, and Summon Aberrant Spirit, but not Summon Celestial Spirit. Celestial and Fiend Warlocks both exist, so they should both get these.
Summon Shadow Spirit: Nice spell, we didn't have something like this before. Nice for Conjurers and Necromancers.
Summon Undead Spirit: Get rid of the Skeletal and Putrid forms, just make this summon Ghosts, or Wraiths, or Specters, or a range of incorporeal undead, and leave it at that. Nice for necromancers.
Tattoos!
Okay, so they don't need the Tattoo Attunement section underneath ever tattoo. These do seem cool, and I'd love to flavor them as special Dragonmarks. There should be an Artificer that makes these. Remove Curse and Greater Restoration should remove these tattoos if you're willing.
Tattoo of Absorption: Just have it be at the top of the section. This is a nice magic "item", and is handy.
Barrier Tattoo: Also cool, I like the flavor, and it is very unique.
Coiling Grasp Tattoo: This seems like an Aberrant Dragonmark ability. Very cool and alien themed.
Eldritch Claw Tattoo: Great for Monks! Great for Class Feature Variant characters with the Unarmed Fighting Style. Eldritch Maul is super cool.
Blood Fury Tattoo: This is very powerful for anyone. Paladins, Blastlocks, Rangers, anyone who makes attack rolls. This combined with Hold Person or Hold Monster, very very scary. This on a Blade Singer seems awesome and super powerful.
Illuminator's Tattoo: Why would you ever take this? It permanently takes up one attunement slot, for a common magic "item".
Lifewell Tattoo: So, you become a half orc, and get necrotic resistance. This is nice.
Ghoststep Tattoo: Very cool, I'd want to put this in a Curse of Strahd campaign.
Masquerade Tattoo: Again, don't take common tattoos. It's not worth it in the long run. This would be nice for anyone not a Changeling.
Spellwrought Tattoo: How many magic items that store spells do there need to be in 5e? There's the Ioun stone of Reserve, Pearl of Power, Magic Jar, Spell Gem, a butt ton of others, and now this. Not necessary.
Shadowfell Brand Tattoo: Awesome for Rogues, especially Dragonmark of Shadow Rogues. Especially for the Reincarnated Rogue that recently came out (forgot the name, I'll edit with correct name)
Well, this took forever, just over 40 minutes to type out.
I like this UA. I'm sad that I lost the bet. I like some of the spells, but a lot of them really don't need to exist, no matter how cool they are. Some of them need flavor changes. The Tattoos exist, I guess. Never really asked for that, but I guess it's cool to re-flavor as improved dragonmarks.
P.S. Also, more PLANESCAPE material. If Xanathar's 2.0 isn't Planescape, what the heck is it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
The attunement isn't permanent.
She/Her Player and Dungeon Master
I would venture a guess that if these make it to print, then yes the older spells will fall to the wayside.
She/Her Player and Dungeon Master
Okay, I guess I missed that. That does make the tattoos substantially better.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yes, the conjure elemental spirit spell is useful in combat, but I'd just prefer if Conjure Elemental was an action to cast, instead of designing a whole spell to fix that.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
"If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it."
This is why Conjure Elemental sucks.
Summon Elemental Spirit does not have this issue.
She/Her Player and Dungeon Master
Yeah, not much of a reason to use some of the older spells now that these exist.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
None of the "new" summoning spells have this as a risk
She/Her Player and Dungeon Master
Yep, this is why they should be nerfed, sadly.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Why should there be a risk? It already cost a spell slot and concentration. The added risk isn't needed.
She/Her Player and Dungeon Master
HAHA, good point
She/Her Player and Dungeon Master
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
Also... who won the bet?!?
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The multiple tattoo things is pretty powerful considering what they can do, but I like it anyway.
She/Her Player and Dungeon Master
I LOVE THE TATTOOS!!!!
Imagine Eldritch Claw and Blood Fury Tattoos on a Path of the Beast?
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Spellwrought however is consumed and the spell by the looks of it, is in the item itself and not something the wearer of the tattoo casts upon it. It is far closer to that of a scroll than that of a spellstore.
Personally I see it more strange that there isn't a neutral plane, both spells here are good/evil. The flavoring does make it strange for a wizard to get otherworldly, however mechanically it's tensers transformation junior and I'm sure bladesingers would like it.
Also acid damage, I'm sure a black dragon sorcerer will be overjoyed. It's a rather uncommon damage type for spell casting.
I am personally surprised that Wizards didn’t get a new unique spell or two.
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