There's a strong reading that Web's 2d4 damage is _per 5ft cube,_ in which case burning it while Large/Huge/Gargantuan creatures are trapped in it threatens to just deal 20/45/100 damage which is pretty lethal, especially if you wait until after they've gotten beat up a bit while restrained and especially especially if you find anchors to give height to the Web to make that 40/135/500 damage instead. The Craw tweeted against it, I've yet to see a DM stick to that after the first time their boss gets torched in one round by a 2nd level spell, but the possibility's there.
I think a generally good rule of interpretation is to read things in a way so that doesn't yield silly results. A 2nd level spell dealing up to 128 d4 damage seems silly. It seems more of a "strained reading" than a "strong reading" If you started several distinct fires within the web, then sure but normally you take damage based on sources of damage rather than the size of the target. There is nothing special about fires created by webs that allow it to circumvent this normal D&D rules about fire damage AFAICT. A large creature that walks into a Wall of Fire does not take more damage. A large creature entirely within the aoe of a Fireball does not take more damage than one that is on the edges. A large creature in a 10'x10' bonfire does not take more damage than one in a 5'x5' bonfire.
@@chrislieu6757 I agree, that’s a strained reading. That said, 128 d4 from a 2nd level spell isn’t outside the range of possibility with a different spell: spike growth. A speedy grapple build could do quite a bit of damage just dragging someone in circles with that terrain and duration.
True, but grapple builds are very specific builds. Having web and fireball is pretty much every 5th level wizard and sorcerer in the game. Also, that's a lot of dragging (320') considering your speed is halved when you are dragging a grappled opponent. That sounds like a lot of actions with an escape attempt every turn. The fire damage from a burning web has no saving throw. I think the original poster is thinking more along the lines of web+fireball=win with 2 actions.
@@chrislieu6757 it definitely wouldn’t be common, and I did state only that it isn’t outside the range of possibility with spike growth. Fwiw, it could even be done inside of two rounds, though it still requires two casters to concentrate at that point. Hasted centaur barb 5/rogue 2 would have a potential per round speed of 400. I’m sure there are better ways for a level seven party to rack up damage, but if they’re going for the memes, this would be an option.
@@jb123581 That's all true. So I shouldn't make absolute statements like that. But it wouldn't be broken. The set up, the saves and the size limitations of doing that is not busted. Web+Fireball=Win is pretty busted IMHO.
Here's a fun interaction: An Order of Scribes wizard is able to replace a spell's damage type with another that's in their spell book. A level 5 OoS Wizard can catch enemies in their Web and then cast a Fireball that does radiant damage. They have disadvantage on the Dex save, but the Web isn't destroyed.
RAW it doesn't work like that. Fireball specifies that things hit are aflame, and this part of the spell is independent of the damage type. Though when the wording of Fireball was made, developers probably didn't think that damage type somehow could be changed.
@@cjslime8847 RAW, yes. In 5e, there's no connection between the damage type and effects from it. Damage is just damage, and any effects, even as obvious as "catching things on fire" are separate things.
@@antongrigoryev6381 web does explicitly state "exposed to fire" as a potential trigger for setting it alight though, so even if the spell doesn't explicitly state that it sets things on fire, if it does fire damage at all it can expose the web to fire
I was a DM in a game where Web was used to shut down a group of three bridge trolls, which were supposed to be a potential tpk for the level that the party was on. Can confirm that if spells like Web or Entangle don't fail on turn one or first hostile wave, then while quite simple, they become near unbreakable. On a side note - The group of trolls demanded a toll from all who pass their bridge, but at the same time made sure that the bridge was always in perfect state and they tended to any repairs it would require. The party's reputation in the region actually decreased after killing them.
My party did something similar. Our sorcerer decided "oh so you're extorting us" 💀 the troll took down both of our party combat pets, a blue drake and a dire wolf. Not sure it was worth the pittance it was asking 😂
Fireball on creatures in a web isn't always the wrong move. That 3rd bullet point of restrained you said to ignore is disadvantage on dex saves and if the creatures caught are large that's 4 squares burning for an additional 8d6 (no save), so a fireball normally doing about 21 damage (after saving throw taken into account) is doing 45 average (after applying save disadvantage and 8d6 additional burning damage), more than double damage, and as you mention, they aren't freed for another round.
Wait. Whoa! So the webbed creature takes 2d4 damage for every 5 swaure feet of webbing they occupy (are in contact with)? Why not cubic to account for 3 dimensional space, the spell talks about 5' cubes of webbing.)? A huge creature has 25 or 26 exposed blocks (gargantuan creatures have 52 or 56 exposed blocks). So huge creatures take 8d6 (save for half) + 50d4 (no save) from fireball plus the resulting fire? With web plus fireball? You might even be able to swap out fireball for burning hands in the case of large creatures. AND they might be restrained for a round. Perhaps the rumors of the death of blasting builds have been greatly exaggerated. I always assumed that the 2d4 was flat damage that didn't multiply. A huge creature doesn't take more damage from falling into lava than a medium size creature despite having more surface area. Creatures caught in fire do not take more damage by virtue of their size. A huge creature catches more of the fireball than a medium size creature but the damage is not affected by their size. If this is how the fire damage on web works, then web is a LOT better than I thought and fireball might stay relevant until level 20.
@@chrislieu6757 RAI, no it only does a flat 2d4 according to Jeremy Crawford. RAW, it really is up to DM interpretation. As a DM, I would rule it as a flat 2d4 because it’s only a second level spell.
While I didn't take Web on my divine sorc I DID get a wand of web. Holy snapples that was amazing. FREE webs every single day! "Aren't you gonna cast fireball?" "No, I've got something better. Web!"
in 2nd ed, fireball did 5-10d6 dmg (so, pretty close to a 8d6 fireball in 5e). But in 2nd ed, monsters had a lot less HP - an average ogre had 19! So control is often better than damage, absolutely.
and remember, web doesn't *exactly* have a 60 foot range: the point of origin has to be within 60 feet, so the actual cube can extend another 20 feet from there. this gives you a little bit more wiggle room to lock down that particularly annoying green dragon
My Gloomstalker got a Cloak of Arachnida, which of course can cast an upgraded Web once per day. So while first round is still for the Dread Ambusher attacks (usually with a bow), the second round can be for Web. In addition, the Cloak allows movement in webs as difficult terrain, so melee attacks are also a backup option. You're basically SpiderRanger.
Our level 5 party killed a T-Rex without effort just by slowing it down with Entangle, getting it stuck with Web and destroying it with my Gloomstalker's DPR and the Paladin's Crit Smite. Can confirm, Entangle and Web are really strong... but the two combined? Oh boy... Poor Dinosaur.
@@KingMJAH if I’m reading what you’re saying right, no. The spell itself doesn’t do fire damage, you take fire damage if someone uses another fire effect to burn the web.
One VASTLY important note about Web & Entangle: When using your action to escape either spell, you don’t make a Strength save. You make a Strength check. A flat Strength check. I don’t think any creature in the game gets the ability to add their proficiency bonus to Strength checks, so that means the escape probability of escaping either spell is even lower!
the frost giant everlasting one doesn’t add proficiency BUT they do have advantage while in Vaprak’s Rage. granted they also have advantage on strength saves and get to add their proficiency bonus to those so it is still better, but it is still an interesting exception
As a note for emphasis on web; the restrained creature has to make a strength CHECK not a SAVE to get loose. They don't add any sort of proficiency to get out of the web and can only use their strength modifier; this helps even against some "strong" enemies.
@@roaringlaughter3812 then the spell would specifically call for an athletics check, there are similar spells that have wordings that say "a successful athletics or acrobatics check..."
I’ve been playing a Swarmkeeper Ranger in a campaign and I didn’t knew how to properly use the free Web spell which came alongside the class, but now it seems I will have a lot of fun with this!
Imagine webbing up a hallway as a warlock and, just as your enemies are about to get through, using Eldritch blast with the repelling blast invocation to push them right the way back down the hallway. Also, because it's a cantrip, you can theoretically keep doing this until the web is destroyed or runs out of time. Edit: just as I finished writing this, you started talking about using thunder wave to do the same thing xD. Guess I should actually watch through the video before commenting.
This is actually a very common Warlock build (at least, when someone actually plays a warlock instead of dipping Hexblade). Repelling blast + lasting area effects is a brutal combo. My favorite is when you pair this with Sickening Radiance to easily kill any enemy not immune to exhaustion.
And as a bonus, get someone to set it on fire when it's about to run out. RAW each 5ft cube does 2d4 fire damage, and while it's dubious whether increasing size categories means you take more damage (Crawford says no, but A. He's been wrong before and will be again, and B. It's really up to the DM), but treating this as basically a 1 round fire version of spike growth seems reasonable, so just shove your enemies back through a cube of fire damage and enjoy.
Wanna be able to use web twice per turn, without even using an action? Pick up Conjure Animals, summon 2 Giant Spiders, and start spitting webs left and right (recharge of 5-6). A single spell slot higher, but exponentially more powerful.
is it? giant spiders’ web doesn’t create the web spell, it webs a single creature off of an attack roll. webbing two creatures on a recharge of 5-6 each round might give you more flexible use of it because it’s not tied to a zone, but you then don’t get the full area shutdown web gives you.
Web is the signature spell of every Wizard I play. It’s comparable against Evard’s Black Tentacle and despiste not causing damage, it has a great advantage of not allowing enemies to choose between STR or DEX to get rid of it. Web + Vitriolic Sphere is my special move nowadays.
When I got started playing DnD as a arcane trickster, I’ve already known Web was good as soon as I saw it. It’s a powerful shutdown spell for a lvl 2 slot.
One thing I think you may have missed is that escaping web is a strength check and not a save, or athletics check, making the spell very hard to escape from since creatures can't benefit from adding their proficiency to the roll.
My upcoming character, a Swarmkeeper Ranger/Undead Warlock, will have access to Web and the ability to induce the Frightened condition. Frightened creatures have DIS on ability check. Getting out of Web once stuck is an ability check. If you get out, I'm going to Repelling Blast or Gathered Swarm you back into the Web.
If you're planning on attempting a Stunning Strike anyways, you actually boost your overall odds of landing it the same amount if you boost your Dex than if your boost your Wis, due to the fact that you can only attempt a stun on a successful hit. This also means that the chances of landing it should be lower than it appears to be (although I wouldn't be remotely surprised if Senile already accounted for that).
Hey PT! Nice video, I am glad to see you mentioning the comparison with SS. I would like to point you out few arguments about SS: 1- SS is not dispellable nor counterable; 2- The Stunned condition is the least resisted condition in the game by foes 3.2% (see the link below); 3- Attempting to SS an enemy does not have you renounce to your attack action; 4- The Stunned condition is superior to the Restrained condition because it prevent the affected taget to perform any action and break concentration; 5- These spells can affect allies with friendly fire 6- The duration of SS is one round but considering it that combats on average last 5-6 rounds and that the Stunned target loses his actions I don't think it makes it necessarely worse; 7 - An astral self monk can easely obtain a DC comparable with casters of same level; Sure, not the most incredible monk subclass but it does let you focus on wis before Dx.. I agree with you on all the remaining points in your vid, but the one where you dismiss it as inferior. For the reason up above I belive SS is a better choice than any of these spells against a single enemy. Please by all means, proove me wrong www.reddit.com/r/dndnext/comments/eup721/creature_resistance_and_immunity_breakdown/
Thank you! Real quick I don't want to bash on classes really in my videos, I do have really strong opinions on classes, I think we all due but just so you know where I stand: I don't see a benefit to go into melee unless you are put there by just enemies walking up to you. When the enemies are up to you, usually the answer is spells or dodge. Maybe just let your friends take care of it for you while you have them distracted there. Anyways, Stunning strike, if I really bash it I feel like I'm bashing the whole class and really I don't want to do that but I'll give you a case. The last sentence is correct. Stunning Stike is better vs a single enemy. There's a but but it's not related to these 2 spells but rather damage in general. Whats better than Stunning strike is killing the target with a lot of damage anyways so SS/CBE, you know. That might not be fair of me but thats the perspective. Shut them down far and or kill them far away. Now your points: 1. This is false, we have flying creatures, creatures who have perry feature (Perry isn't really a strong case against this but you get the point), lightning blood feature where you take auto damage if you punch the death kiss for example and then you have nightmare features like from ice trolls where its an aura of automatic AOE damage. There are things that really mess up skirmish classes and anyone who wants to be in melee in general. 2. I agree. 3. True but we both know the ammunition thats being potentially spent and also I don't know if you know what that attack action really is in DPR? Its not significant and you need to be in melee which I have a problem with. I don't want to valunteer to be in that position. If they come to me then thats a better case, you know? 4. Sunning condition isn't superior to AOE restrained condition. If we're talking single creatures then I'm on board like I said before. Placing a web infront of a door way while your friend dodges by the doorway is a castle move. Stunning strike can't do that sadly. 5. Thats another reason why I don't see a point to ever valunteer into melee. Its so much safer to shut am down from afar. The melee friend should know its not optimal to go to the enemy but rather the enemy comes to him. Standing his ground and dodging is a good idea. 6. Me, Treantmonk and Tabletop builds optimise to endure the very hardest adventuring days and all of us have had a hard time to keep Stunning strike relevant for these fights however we all end up being to conservatve... After 2 encounters we're blown out of ki. Web lasts whole fights and usually placing one is good enough for the whole encounter. There is something to salvage though and thats Pass without trace spam through Shadow monk. 7. I've never read astral self besides the UA version but I trust you. I hope that gives you something to chew on, its not really muuuuch of a case to prove you wrong because I don't really have too much of a problem with what you presented. Some of it is wrong like the 1st example but you might not have thought of that there and then when you wrote this. It happens. Overall, I think we just disagree on what is an optimal approach to encounters so really what we should be playing with is visuals on the battlefield. Thats just my thought. Anyways, thank you for the comment! I enjoy stuff like this because I enjoy thinking about these things.
@@PackTactics Hey PT! Thank you for your answer I really appreciate it! I Think you made some fare points. I know Treantmonk point of view on Monks and I share some of them myself. I knew you might have similar opinons on the class. Anyway here is my response on the subject. Again really appreceate it, nice video! Keep it up! 1 - I am sorry I wasn't clear my bad, I meant SS cant' be affected by the spells "dipspell magic" or "counterspell". I didn't mean it can't be avoided or countered by abilities and monster tactics. It surely can be countered by flyng creature or by keeping distance. The same is true for those spells I think. For example: Hypnotic pattern can be countered if the any resisting monster slap his allies back or simply by charm resistance, Entangle doesn't work with flying creatures and web by fire dispell magic counterspell, or teleports. Strong and very effective CC spells though I see your point. 2 - ok 3 - I agree 100%. That's one of the reasons I really like Treantmonk monk variant. Ki points do come back after a Short rest though, but I certainly see your point here. 4- I agree on AOE and large groups. 5- Well I think Monks are generally supposed to go into melee, I mean granted that SS requires melee so I can't see any way around here. Many Monk subclasses can go in and out relatively easely if you really feel they can't survive a few round.. Mobile feat is usally thaken by them (I know, feats are not free and I agree^^). 6 True. I see your point. On the other hand spells slots are also limited so I think the sam arguments applies here. 7. Very quickly on Astral Monks.. They can use wisdom to make 10ft reach unarmed attacks that deals force dmg. Treant monk ranked them a E, but if you want to hear another voice you can take a look at the Nerdarky video talking about them. Astralself monks are not fantastic by any mean but I think they are playable. th-cam.com/video/yVmgx-B0GPI/w-d-xo.html dnd5e.wikidot.com/monk:astral-self Those are only my opinions of course, again really appreciate your answers. Honored, cheers.
I would actually put escape chances for both even lower. Remember - it's a check, not a saving throw, and it's not tied to a skill (Athletics), so no enemy can have proficiency with it. Only the initial dice (on the cast or on entering) is a saving throw.
Also, as a warlock, assisted my sorc with web by hexing a target. Doesn’t help to catch in a web, but once creature is stuck, there is no easy way out. That mini-boss was stuck there for 8 turns, while we were beating the shit out of him xD
You still use ability modifiers when making ability checks though. Not proficiency bonuses, as you pointed out, but ability mods are always used on d20 rolls
just a thought: being a Protector Aasimar sorceror with access to things like quicken spell and/or distant spell heavily increase Web's power. Imagine the DM says something like "the dragon is 120ft in the air, cackling at your party, calling you weaklings", and you just say "distant spell web"
@@flamingbull3438 That's not what matters. What matters is that it's movement speed becomes 0 for that single turn. Creatures with 0 as their flying speed fall 200 ft. per turn, which will take it to the ground. This has the immediate effect of dealing 12d6 Bludgeoning damage from the fall. This is completely unavoidable damage for the dragon at this point if it failed that single-turn initial save. But that's just the tip of the iceberg. Dragons tend to strafe parties with flying speed (if the DM plays them as intended, instead of making them Skyrim dragons - landing and attacking melee for no apparent reason - to avoid being too harsh on players that don't understand the mechanics well enough to realize how to do things like this). Now it is on the ground. Your melee attackers can deal serious damage this turn. Better yet, someone might be able to follow up with a grapple (particularly if you have two casters, and the second one used Enlarge on a player character - then that character can grapple dragons up to the age of Adult). If that succeeds, it can't fly ever again unless it burns a turn on just trying to break the grapple (which can fail!). This can spiral out of control very quickly, and all it took was a single Level 2 spell. Who needs Earthbind (which is a spell of the same level and specifies the target "descends at a harmless speed" of only "60 feet per turn" rather than 12d6 Bludgeoning falling damage as it descends in a single turn that you get from Web? (The answer, of course, would be people with neither flight or Distant Spell metamagic. But John's proposal is specifically a character with flight and/or Distant Spell... so that character would be able to use Web far, FAR more optimally than Earthbind).
Got a guy in my West Marches group who always says "time to cast the DMs favorite spell" before using web....most people assume he means fireball, but in many situations I swear the web is actually better. Absolutely killer spell. The fact that the enemies have to use an action to make the check vs just at the end of their turn is absolutely devastating to action economy.
In combination with Web, the Fighter or Barbarian not only can push enemies into the Web, but they could use one of their attacks to Grapple a target in the Web. Now the creature has to use an action to break free of either the Grapple or the Web. If they break free of the Grapple, they are still trapped on the Web, then the Fighter or Barbarian could use an attack to Grapple again. If the creature uses an action to break free of the Web, they still can't move because they are being Grappled by the Fighter or Barbarian, making them get caught back in the Web again.
Imo I feel like that would be really boring to play for the martial classes, and I'll also say in 99% of cases it is 100% meta, because there's not really a justification for your character to make the best, most meta action every turn. That's why I like this channel sometimes but don't others, because it's really just borderline meta usually
Hey PT! I saw your collab with Treant Monk. Glad you guys worked together! I'm really enjoying your work. Here's to your continued YT success and D&D goodness. Cheers!
web+ spike growth a very deadly combo entangle + spike growth also a very deadly combo quarter movement is brutal and if you really want a meme party you get somone who can either fog cloud or cast darkness when your blinded restrained and stepping in spikes you are most definitely confused by what's happening another brutal combo spike growth + web/entangle + sleet storm.(i call this the total shutdown combo) because as soon as they walk in or move forward they have to contend with both a dex save for ice possibly get knocked prone. weather they get downed or not. they still have to save against being restrained. they will take spike damage. they will waste a turn getting free then waste half movement to stand. then they have to get threw triple difficult terrain meaning they basicly get 1-2 spaces of movement, they will be disorented due to the area also being hevely obscured.take the damage from spikes, they start there next turn they make two more dex checks, if they get out of the spikes, the ice is a 40ft radious stop concentrating on the spikes and move them right into the next space and then move web/entangle. its hilarious how cheep the material cost of all this is.
I'd say there are times that it's good to set Web on fire. Fighting flying enemies, web them, causing a number to become restrained and fall (Unless they hover or are flying through magic). Then another caster can follow up with Fireball, any restrained creature makes the save at disadvantage and if they survive they automatically take more damage at the start of their turn. In this case or others where Web will only last a turn, that extra damage is worth it.
Just stumbled on this video after demonstrating the power of a good web. We were way too low level to kill a werewolf - nobody had magic items to even scratch the thing and we weren't expecting it. I managed to cc its friends with an early web (restrained 2, and I'm claiming the kills) & grease, but the fight was turning and we needed to run. I left a web for the werewolf, which only just lasted because the _stupid sorcerer_ used _create bonfire._ We still made it out, but it was hairy. Best part? I really am the spider wizard, because as a dhampir, I did all of that while hanging from the ceiling.
as an Artificer I'm looking forwards to getting that ability that lets me make an item with up to 10 free casts of a 1st or second level spell. While sure Cure is definitely a good choice a lot of times, I'm looking forwards to using it on things like Web to just start pumping out webs constantly. Plus I could let someone else cast it for me to avoid using up my concentration.
So a good takeaway here as well is that dexterity is the best "common" save to target with most spells? I'm thinking in terms of desirable saves to target: Int>cha>dex>wis>str>con?
Its something like that. Int is the weakest save for sure. I use to have an old spreadsheet that had everything including homebrew monster that was super flawed but me and the guy who made it lost it. I just remember bits of it.
@@PackTactics I too made a flawed old spreadsheet to figure out what average defenses were the best to target. The order I came up with, from Easy targets to Hardest target per tier was as follows: Fractional CRs: INT, CHA, AC, STR, WIS, CON, DEX (Yes DEX saves are the strongest on fodder. ) Tier 1 and Tier 2: INT, CHA, AC, WIS, DEX, STR, CON Tier 3: DEX, INT, AC, CHA, STR, WIS, CON ( DEX becomes the prime target at this point in the game, but only for a bit. ) Tier 4: INT, AC, DEX, STR, WIS, CHA, CON.
When you have these spells available (Spike Growth for druids is even better) and a party that has ranged weapons for everyone, the party will consistently turn the game into a shooting gallery given any opportunity.
Personally, I like using Web to lock a large group of enemies in place to let my allies get into good positions. Then, I remove the spell with a fireball, because bonus damage!
I wasn't aware of web and its power before watching this video months ago I'm so glad I did, fast forward a month ago I'm playing a character that's basically a dedicated webber, and it's so much fun Thank you for making this!!!! I feel so valuable to my team
I love how angry he looks while saying "if it takes an action to check" . So many DMs love to hide basic information behind checks and actions. The only creature that should be spending actions to use it's eyeballs is a Beholder.
Dont forget that Wand of Web is an uncommon magic item, so it actually has a fairly high chance to drop in encounters and some DM may just put it in a shop without thinking it through Thats what happened to me anyway lol
A really cool video on two spells I have a lot of respect for. Tagging on the back of your comment about avoiding entangle on larger creatures. And not setting fire to a Web. I'd like to point out that if you combine web and a source of fire on larger creatures specifically you can really amplify the burning effect. For example a purple worm would probably break out of web pretty quickly, but if you lit the web with a fireball first you would get and additional 32d4 (about 80 avg) fire damage with no roll to save on top to fireballs 8d6 (28 on a fail 14 on a save ) fire damage.
I have a druid who specializes in area control and such, so he uses entangle, spike growth, plant growth, and hallucinatory terrain, among other, less wide-area spells. They're very, VERY handy against mobs of enemies.
it should be noted that you only need to save vs entangle if you are in the initial area effect. after that it's just difficult terrain to the outside enemies.
I remember when I first started playing my buddy was DMing for some of us and he gave us a wand of web and us being new players instantly sold it. But honestly in my opinion that's one of the best parts of this game is you learning how to play and going back to spells and certain mechanics and having that aha moment.
spell snipper can benifit web as it would give a 120 spell distance for web and it would allow it to catch things that are in cover or things farther away in the air
I think that stunning strike offers some value not discussed here, which is that while it's hard to land sometimes, it makes it so that people insta-fail Dexterity and Strength saving throws. A successful stun means an automatic success for entangle/faerie fire/web/disintegration
I'm playing a coffee-lock and I get to web every encounter It's so ridiculously good, especially with how it, combined with pushes (repelling blast for me), threatens free CC EVERY TURN It's also a strength CHECK to break out of it, meaning a hex from another player, fear or poison makes it so hard for web to be escaped from, all while spending an entire action just trying to escape it On top of all that, the mix between a dex save and a strength check is huge. Not all creatures from what I've seen are great vs both all while synergizing with ray of frost, sneak attack, disintegrate, and just so much This spell does SO MUCH and unlocks so much synergy
Good to know but when using spells, it's probably more fun to stick to a theme. I appreciate this knowledge because it helps me pick thematic spells that don't suck so I can enjoy both sides. To be fair, usually, a good dm challenges you no matter how strong you are. Obviously, some things like dominate person may be considered too strong, because if the PCs can have it so can the NPCs. This though experiment helps determine if something is balanced or should be removed from a game.
Ty for showing me the power of control, because honestly I thought people only cared for damage or healing in this editiom so it’s cool to see the importance of spells like web carried on
My party, we web choke points and pick everything off by Range. 65% of the creatures in all of the books combined dont have a ranged option so chances are high they will just walk into the web or walk around the web. Thats what we want. Fighting safe. Taking damage ever is suboptimal. We dont just cast one web, we usually cast two just in case.
@@PackTactics what do I do if the majority of the party are melee martials? I would really love to cast web but I feel like it would prevent most of the party from being able to get into melee and do their job cause my party itself might get restrained.
@@imhulki463 Id put it down at the start of the fight or after they're in their spot. If you place it at the start, tell the martials to stand at the edge of the web to try to block the enemy. In hallways and doorways, this is perfect. Option 2, buy them spears or bows.
@@PackTactics oh thank you for the quick reply! Option 1 is very helpful. Option 2 I doubt would be possible just cause I know these people. They lack decent ranged options.
@@imhulki463 You should tell them about the title of the game, the dragon part and show the dragon and point at wings then point at melee weapon and ask how they attack flying dragon.
A familiar with a bag of holding filled with oil+ web set up prior & finally fireball can be an evil combo nation. 500 silver for 500Ib's of oil, a 2nd & 3rd lot is worth it to cause 5+(5 on 2 round) +8d6. This causes ''the creature has disadvantage on Dexterity saving throws.''. 50 gold is worth it to pull off a napalm strike if you don't want to keep concentration up on web for other matters.
The better part of web is it synergizes with the Warlocks in your party, Hex gives disadvantage on a check of a certain ability score, making the shut down even harder to get out of for the creature the warlock is targeting.
A lot of those roll20 maps had a wall going clean through the web AoE. If i was a DM id make the caster choose a side to cast it on as i feel the wall itself would obstruct the spell. You could still cut off a choke point or door just not with half the spell on either side of the door/wall. (Edit: Yo the shooting things out of the air with it for a turn is clever AF, never thought of that).
Haven’t had to deal with Entangle yet. But Web? *Oh, web….* My Icewind Dale party found the Wand of Web that the module has as a treasure in chapter 3. The Artificer/Wizard multiclass has it, and she, with help of the Barbarian and a LE Young White Dragon the party made acquaintances with (it was a random encounter a few sessions prior, and they decided to get it’s help against the big boss of Chapter 4), they managed to beat something with over 300 hp in a matter of 4 rounds because of that Web Spell (and some bonuses I gave as dm because they pulled some awesome shist, like the Barbarian basically cannonball punching the boss after jumping off the white dragon’s back, 50 ft above the boss that had just been webbed). It was absolutely insane, and I regret not giving that pre-written boss legendary actions and legendary resistances. But we had fun that session at least.
I remember getting rekt by Web in my first time ever DMing, which was my first time playing D&D in general (I played TTRPGs before, but it was in a homebrew system), and it was completely by accident. It was a 3 level 3 party, I was running Death House because I heard it was a good stand alone from CoS. The party was a Long Death Monk, a Devil Warlock and a Glamour Bard. Because the player of the bard was using an app that let's you pick any spells you want and me not being completely sure what was the Bard Spell List and the guy chose Web. They simply destroyed the Shambling Mound at the end because of Web (shutting down one action and setting it on fire in the next, with the monk tanking attacks the minimum distance away from the fire to keep the Shambling Mound there). I did remove the Fire Resistance because I didn't think it made sense, so it wasn't half damage. It may not be the way it's supposed to work, but it was fun and I'll always dread the prospect of using web for DPS in early levels JAHSJAJS (this didn't happen again with my party ever again, mostly because after we started the campaign I learned that Web isn't in the Bard Spell List and politely asked the player to trade spells)
Once I figured it out that it works on airborne enemies, I started slapping it everywhere I could. Damn fine spell. Heck, I have a level 20 Artificer. His SSI is Web. Web! He can cast that spell 10 entire times... for free. But so can the party! It's such a god-tier crowd-control in terms of cheap investments, it's nuts.
I'm currently playing a debuff focused wizard, and web has been the most consistently useful spell in my spellbook. (Humorously, my character is heavily spider themed, making it pretty fitting overall)
This video inspired me to make an arcane trickster with golgari agent background for entangle and I'll pick up web from the wizard spell list, I'll be spamming AoE CC.
I just noticed the repeat of web and entangle is a strength check, not a saving throw. This is cool against enemies with magic resistance, as its only advantage on saves. Albeit its unlikely the spell sticks in the first place. But it is also interesting for the dm, as paladin auras and bless wont help afterwards.
Two Green Dragons were chasing our airships and I glued together their wings and watched them fall out of the sky in a ball of web. Combat over turn 1.
Honestly.... get both, if you're about them. Relying on different saves is very good, sometimes 30 feet matters, and the fire part of Web can be exploited by the enemy- as you said its more of a hindrance than 5 damage. Especially applicable to creatures and environments that are fire heavy such as flame elementals and the hells. There's a lot to be said for diversity though, of course. Probably wouldn't stock both personally unless there was a reason to. Situational swapping most likely.
Sofar in my campaign, the only fight I used these control spells they backfired. Every enemy but the Barb passed web and synapse static and I nearly screwed him over. And my hypnotic pattern had dramatic consequences when it didn't subdue all 1 of the 2 enemies (I should have D.Door'd out of there tbh) The one downside to all these spells is that they are save or suck. and when your teammates only rush into a mob and Melee before you can cast a spell
Well web isn't a save or suck spell. Even if they save it causes difficult terrain. Save or suck means that if they save nothing happens. That does happen with hypnotic pattern like you pointed out though. Synaptic static also isnt a save or suck spell since they will still take half damage.
@@chrisvelo2595 true, they're both not. Though in my case it messed up the Barb binding him one turn and then messing up his attacks on the following turn when essentially a re4 chainsaw ganado is next to him. If I just Agony blast + quickened agony blast it would have been better Luckily, no limbs were lost. Bear barbarians are unkillable (Minus the one time he actually did die)
You might be technically correct about thunderwave, but I'm not gonna run it like that. It's way more cool to be centered in it and take no damage from it, like the eye of the lightning storm
Found a circumstance where setting the web on fire is a good idea: A dead revenant caught in the web keeps regenerating and popping up, no one in the party has anything that does fire damage. Threw a candle at it, destroyed the revenant.
Great video. When comparing Web to 3rd level spells I've always compared it to sleet storm rather than hypnotic pattern because of the Dexterity Save. Wisdom based save spells frequently do not allow subsequent saves. See e.g., Suggestion, Phantasmal Force, Slow. Contra e.g., Cause Fear, Tasha's Hideous Laughter. Sure there are some great dex save spells that do not allow subsequent saves. E.g. Light, Faerie Fire. But these are exceptions to the general rule aren't they?
disadvantage on dex saves is huge too, lots of spells call for dex saves, like....web...which you could stack with the entangle and make extra difficult terrain that costs 3x movement to go through...fireball is a dex save and yes you lose your web but they if they fail the save on fireball because you webbed them the 2d4 extra damage rounds that out nicely, if you're pretty sure it will kill them anyway, go for it...plus it takes a round to burn away which means they aren't free right away
You're severely overestimating the power of Web. First, it's a concentration spell, so you are unlikely to use it at higher levels when you have to concentrate on other spells. Second, it doesn't affect anyone until the beginning of that creature's turn (or when they enter it during their own turn). So when you're first casting it, it has no effect at all: You don't know who will make their save and who won't, your party has no advantage on their attacks, and enemies are neither restrained nor have no disadvantage on theirs. Even pushing someone into a webbed area has no effect, the enemy is not restrained and suffers no penalty (until their turn begins). Third, enemies can just dispel the web before it has any effect, either with a spell or with a simple torch, thus preventing their comrades from ever suffering any penalty from Web. Fourth, control spells are best when used very early in combat, best directly after rolling (and winning) initiative. Yet, Web will not have an effect on any enemy until a round has passed and that enemy has acted. Your party members on the other hand will have to wait until enemies act (and thus MIGHT be affected by Web), for they can't enter the webbed area themselves or risk being affected by it. Fifth, Grease is plain better. 1st-level slot, cannot be dispelled by a mere torch, immediately affects enemies, you can even push people onto Grease and have them drop prone immediately. Web sucks. Apart from very rare scenarios it is just worse than Grease. The only reason people like it, is because they don't play it by the rules and have Web affect enemies immediately.
Burning web actually works really good against big guys. If they are large, they take damage×4 because they occupy 4 5 foot squares! That's if you only count two dimensions.
Lotusden halfling lets you get web and spike growth with wisdom 1/LR at level 3 and 5, which is very fun to get on martial classes (I used this race with a monk which is very fun)
These spells are great IF your party doesn't want to enter melee. If you have several melee characters in your party, they're just gonna be annoyed that you keep covering the field in something that will impede them as much as it does the enemy. Spell casters should communicate with their fellow party members about tactics.
So a curious situation for web but assume you throw them upward at a griffin or something 40ft in the air. Placing the web on the griffin the creature starts its turn and fails, and is now restrained. With 0 speed and no way to hover the griffin should fall. The griffin should fall out of the web and immediately once outside of the web it should no longer be restrained and should no longer have 0 speed. Meaning the griffin should stop falling? So at most the web should make them fall only 20ft and as little as 5ft? It should never make them fall to the ground?
These spells are great...my partys wizard and druid overlap them on top of enemies when we have an important fight and its let us punch way above weight class. Our DM hates all the rolling during mob battles
Kobold lets assume a dragon is 60ft up in the air. You web him. In theory, he would fall. But then, after he falls 20ft (the range of web) wouldnt that break the spell? as he left the web area? so he would be able to fly again before hitting the ground? idk if i explained my doubt right sorry
Web is fun. I remeber a game where Web saved my butt. We were fighting at a top of a cliff facing with a sheer drop straight down. The monster hit me and knocked me off the ledge. So I cast Web (using myself and the cliff wall as the 2 anchor points) to at least slow my fall and bring me closer to the rock face. Out of the box thinking. And DM allowed it. Then used Tenzer's Floating Disk to help crawl my way back up the wall. Missing the fight all together. But alive.
How does Web compare to Shield of Faith in chokepoint fights? I know they are totally different spells, but I can see them being used in similar situations. Situations where there are multiple small creatures with low strength and low to hit attacks. Or maybe have both on different spellcasters.
I play a druid in my current campaign and stopped preparing entangle each day because the melee would rush in and their was always no room to hit the targets without hitting party members
There's a strong reading that Web's 2d4 damage is _per 5ft cube,_ in which case burning it while Large/Huge/Gargantuan creatures are trapped in it threatens to just deal 20/45/100 damage which is pretty lethal, especially if you wait until after they've gotten beat up a bit while restrained and especially especially if you find anchors to give height to the Web to make that 40/135/500 damage instead.
The Craw tweeted against it, I've yet to see a DM stick to that after the first time their boss gets torched in one round by a 2nd level spell, but the possibility's there.
I think a generally good rule of interpretation is to read things in a way so that doesn't yield silly results. A 2nd level spell dealing up to 128 d4 damage seems silly. It seems more of a "strained reading" than a "strong reading"
If you started several distinct fires within the web, then sure but normally you take damage based on sources of damage rather than the size of the target.
There is nothing special about fires created by webs that allow it to circumvent this normal D&D rules about fire damage AFAICT.
A large creature that walks into a Wall of Fire does not take more damage.
A large creature entirely within the aoe of a Fireball does not take more damage than one that is on the edges.
A large creature in a 10'x10' bonfire does not take more damage than one in a 5'x5' bonfire.
@@chrislieu6757 I agree, that’s a strained reading. That said, 128 d4 from a 2nd level spell isn’t outside the range of possibility with a different spell: spike growth. A speedy grapple build could do quite a bit of damage just dragging someone in circles with that terrain and duration.
True, but grapple builds are very specific builds. Having web and fireball is pretty much every 5th level wizard and sorcerer in the game.
Also, that's a lot of dragging (320') considering your speed is halved when you are dragging a grappled opponent. That sounds like a lot of actions with an escape attempt every turn. The fire damage from a burning web has no saving throw.
I think the original poster is thinking more along the lines of web+fireball=win with 2 actions.
@@chrislieu6757 it definitely wouldn’t be common, and I did state only that it isn’t outside the range of possibility with spike growth. Fwiw, it could even be done inside of two rounds, though it still requires two casters to concentrate at that point. Hasted centaur barb 5/rogue 2 would have a potential per round speed of 400.
I’m sure there are better ways for a level seven party to rack up damage, but if they’re going for the memes, this would be an option.
@@jb123581 That's all true. So I shouldn't make absolute statements like that.
But it wouldn't be broken. The set up, the saves and the size limitations of doing that is not busted.
Web+Fireball=Win is pretty busted IMHO.
Here's a fun interaction: An Order of Scribes wizard is able to replace a spell's damage type with another that's in their spell book. A level 5 OoS Wizard can catch enemies in their Web and then cast a Fireball that does radiant damage. They have disadvantage on the Dex save, but the Web isn't destroyed.
RAW it doesn't work like that. Fireball specifies that things hit are aflame, and this part of the spell is independent of the damage type.
Though when the wording of Fireball was made, developers probably didn't think that damage type somehow could be changed.
@@antongrigoryev6381 considering even sorcerer can change it to cold, ye, that’s hella weird :D
@@antongrigoryev6381 that means I could light stuff on fire with cold damage
@@cjslime8847 RAW, yes. In 5e, there's no connection between the damage type and effects from it. Damage is just damage, and any effects, even as obvious as "catching things on fire" are separate things.
@@antongrigoryev6381 web does explicitly state "exposed to fire" as a potential trigger for setting it alight though, so even if the spell doesn't explicitly state that it sets things on fire, if it does fire damage at all it can expose the web to fire
I was a DM in a game where Web was used to shut down a group of three bridge trolls, which were supposed to be a potential tpk for the level that the party was on. Can confirm that if spells like Web or Entangle don't fail on turn one or first hostile wave, then while quite simple, they become near unbreakable.
On a side note - The group of trolls demanded a toll from all who pass their bridge, but at the same time made sure that the bridge was always in perfect state and they tended to any repairs it would require. The party's reputation in the region actually decreased after killing them.
I remember that, Hi Alan! I play at your game! Thank you for watching!
I like the repercussions part. Also yeah web has been godlike for as long as I've played DND hella pissed it got removed from so many spell lists.
My party did something similar. Our sorcerer decided "oh so you're extorting us" 💀 the troll took down both of our party combat pets, a blue drake and a dire wolf. Not sure it was worth the pittance it was asking 😂
Fireball on creatures in a web isn't always the wrong move. That 3rd bullet point of restrained you said to ignore is disadvantage on dex saves and if the creatures caught are large that's 4 squares burning for an additional 8d6 (no save), so a fireball normally doing about 21 damage (after saving throw taken into account) is doing 45 average (after applying save disadvantage and 8d6 additional burning damage), more than double damage, and as you mention, they aren't freed for another round.
Not only that, but creatures that quickly free themselves but are still in the web are due to reduced movement will take that bit of extra damage.
Ops.
Wait. Whoa!
So the webbed creature takes 2d4 damage for every 5 swaure feet of webbing they occupy (are in contact with)? Why not cubic to account for 3 dimensional space, the spell talks about 5' cubes of webbing.)?
A huge creature has 25 or 26 exposed blocks (gargantuan creatures have 52 or 56 exposed blocks). So huge creatures take 8d6 (save for half) + 50d4 (no save) from fireball plus the resulting fire? With web plus fireball? You might even be able to swap out fireball for burning hands in the case of large creatures. AND they might be restrained for a round. Perhaps the rumors of the death of blasting builds have been greatly exaggerated.
I always assumed that the 2d4 was flat damage that didn't multiply.
A huge creature doesn't take more damage from falling into lava than a medium size creature despite having more surface area.
Creatures caught in fire do not take more damage by virtue of their size.
A huge creature catches more of the fireball than a medium size creature but the damage is not affected by their size.
If this is how the fire damage on web works, then web is a LOT better than I thought and fireball might stay relevant until level 20.
@@chrislieu6757 RAI, no it only does a flat 2d4 according to Jeremy Crawford. RAW, it really is up to DM interpretation. As a DM, I would rule it as a flat 2d4 because it’s only a second level spell.
not to mention that daddy treantmonk could've just flat out said "3.X called, web's been op for 18 years", but he's been most gracious
"AoE shutdown spells are the best in the game" Words to live by.
While I didn't take Web on my divine sorc I DID get a wand of web. Holy snapples that was amazing. FREE webs every single day!
"Aren't you gonna cast fireball?"
"No, I've got something better. Web!"
Was thinking of putting wand of web in the vid but I got lazy. Sorry lol. But wand of web is the best!
in 2nd ed, fireball did 5-10d6 dmg (so, pretty close to a 8d6 fireball in 5e). But in 2nd ed, monsters had a lot less HP - an average ogre had 19! So control is often better than damage, absolutely.
Can you put two webs on an enemy?
Can confirm, we ran an adventure where the DM asked what loot we'd like and one of my picks was Wand of Web. Absolutely saved our hides many times.
I have a 13th level Clockwork Sorc....I STILL CAST WEB!
and remember, web doesn't *exactly* have a 60 foot range: the point of origin has to be within 60 feet, so the actual cube can extend another 20 feet from there. this gives you a little bit more wiggle room to lock down that particularly annoying green dragon
My Gloomstalker got a Cloak of Arachnida, which of course can cast an upgraded Web once per day. So while first round is still for the Dread Ambusher attacks (usually with a bow), the second round can be for Web. In addition, the Cloak allows movement in webs as difficult terrain, so melee attacks are also a backup option. You're basically SpiderRanger.
That's one of my favorite magic items
Our level 5 party killed a T-Rex without effort just by slowing it down with Entangle, getting it stuck with Web and destroying it with my Gloomstalker's DPR and the Paladin's Crit Smite. Can confirm, Entangle and Web are really strong... but the two combined? Oh boy... Poor Dinosaur.
Haha yeesh. That's action economy for ya.
Yo this happened with us too it's so much fun to stack both on top of each other; using both lets a party punch waaaaay above their weight class
Since web is technically a spell that dose fire damage could I use my draconic sorcerer’s elemental affinity to gain fire resistance when I cant it?
@@KingMJAH if I’m reading what you’re saying right, no. The spell itself doesn’t do fire damage, you take fire damage if someone uses another fire effect to burn the web.
Your little miniature is so cute! And I like your cute 'byeeee!' at the end of each video.
Thank you for being adorb and informative, lizzle fren.
One VASTLY important note about Web & Entangle: When using your action to escape either spell, you don’t make a Strength save. You make a Strength check. A flat Strength check. I don’t think any creature in the game gets the ability to add their proficiency bonus to Strength checks, so that means the escape probability of escaping either spell is even lower!
the frost giant everlasting one doesn’t add proficiency BUT they do have advantage while in Vaprak’s Rage. granted they also have advantage on strength saves and get to add their proficiency bonus to those so it is still better, but it is still an interesting exception
As a note for emphasis on web; the restrained creature has to make a strength CHECK not a SAVE to get loose. They don't add any sort of proficiency to get out of the web and can only use their strength modifier; this helps even against some "strong" enemies.
Athletics is a strength check
@@roaringlaughter3812 then the spell would specifically call for an athletics check, there are similar spells that have wordings that say "a successful athletics or acrobatics check..."
I’ve been playing a Swarmkeeper Ranger in a campaign and I didn’t knew how to properly use the free Web spell which came alongside the class, but now it seems I will have a lot of fun with this!
Swarmkeeper Ranger being one of the few ways to get both Entangled and Web on the same spell list is great.
That’s exactly the same reason I found this video lol! Just looking up Swarmkeeper stuff.
Imagine webbing up a hallway as a warlock and, just as your enemies are about to get through, using Eldritch blast with the repelling blast invocation to push them right the way back down the hallway. Also, because it's a cantrip, you can theoretically keep doing this until the web is destroyed or runs out of time.
Edit: just as I finished writing this, you started talking about using thunder wave to do the same thing xD. Guess I should actually watch through the video before commenting.
This is actually a very common Warlock build (at least, when someone actually plays a warlock instead of dipping Hexblade). Repelling blast + lasting area effects is a brutal combo. My favorite is when you pair this with Sickening Radiance to easily kill any enemy not immune to exhaustion.
Add Spike Growth to this… Ladies and Gentlemen, may I introduce you to the Cheese Grater of Death?
Not really, thunder wave uses a resource, while eldritch blast does not. Crusher feat with a sling would also work for non-warlocks
@@Sporrik I'm not very well versed in "dnd optimization", is lance of lethargy good for this build?
And as a bonus, get someone to set it on fire when it's about to run out. RAW each 5ft cube does 2d4 fire damage, and while it's dubious whether increasing size categories means you take more damage (Crawford says no, but A. He's been wrong before and will be again, and B. It's really up to the DM), but treating this as basically a 1 round fire version of spike growth seems reasonable, so just shove your enemies back through a cube of fire damage and enjoy.
Wanna be able to use web twice per turn, without even using an action? Pick up Conjure Animals, summon 2 Giant Spiders, and start spitting webs left and right (recharge of 5-6). A single spell slot higher, but exponentially more powerful.
is it? giant spiders’ web doesn’t create the web spell, it webs a single creature off of an attack roll. webbing two creatures on a recharge of 5-6 each round might give you more flexible use of it because it’s not tied to a zone, but you then don’t get the full area shutdown web gives you.
Web is a great setup for Disintegrate.
Web is the signature spell of every Wizard I play. It’s comparable against Evard’s Black Tentacle and despiste not causing damage, it has a great advantage of not allowing enemies to choose between STR or DEX to get rid of it. Web + Vitriolic Sphere is my special move nowadays.
Oh i see so because the restrained enemies fail their dex saves, they will always take the full 15d4 acid damage from vitriolic sphere. Nice!
When I got started playing DnD as a arcane trickster, I’ve already known Web was good as soon as I saw it. It’s a powerful shutdown spell for a lvl 2 slot.
One thing I think you may have missed is that escaping web is a strength check and not a save, or athletics check, making the spell very hard to escape from since creatures can't benefit from adding their proficiency to the roll.
My upcoming character, a Swarmkeeper Ranger/Undead Warlock, will have access to Web and the ability to induce the Frightened condition. Frightened creatures have DIS on ability check. Getting out of Web once stuck is an ability check. If you get out, I'm going to Repelling Blast or Gathered Swarm you back into the Web.
If you're planning on attempting a Stunning Strike anyways, you actually boost your overall odds of landing it the same amount if you boost your Dex than if your boost your Wis, due to the fact that you can only attempt a stun on a successful hit. This also means that the chances of landing it should be lower than it appears to be (although I wouldn't be remotely surprised if Senile already accounted for that).
Hey PT! Nice video, I am glad to see you mentioning the comparison with SS. I would like to point you out few arguments about SS:
1- SS is not dispellable nor counterable;
2- The Stunned condition is the least resisted condition in the game by foes 3.2% (see the link below);
3- Attempting to SS an enemy does not have you renounce to your attack action;
4- The Stunned condition is superior to the Restrained condition because it prevent the affected taget to perform any action and break concentration;
5- These spells can affect allies with friendly fire
6- The duration of SS is one round but considering it that combats on average last 5-6 rounds and that the Stunned target loses his actions I don't think it makes it necessarely worse;
7 - An astral self monk can easely obtain a DC comparable with casters of same level; Sure, not the most incredible monk subclass but it does let you focus on wis before Dx..
I agree with you on all the remaining points in your vid, but the one where you dismiss it as inferior. For the reason up above I belive SS is a better choice than any of these spells against a single enemy.
Please by all means, proove me wrong
www.reddit.com/r/dndnext/comments/eup721/creature_resistance_and_immunity_breakdown/
Thank you! Real quick I don't want to bash on classes really in my videos, I do have really strong opinions on classes, I think we all due but just so you know where I stand:
I don't see a benefit to go into melee unless you are put there by just enemies walking up to you. When the enemies are up to you, usually the answer is spells or dodge. Maybe just let your friends take care of it for you while you have them distracted there. Anyways, Stunning strike, if I really bash it I feel like I'm bashing the whole class and really I don't want to do that but I'll give you a case.
The last sentence is correct. Stunning Stike is better vs a single enemy. There's a but but it's not related to these 2 spells but rather damage in general. Whats better than Stunning strike is killing the target with a lot of damage anyways so SS/CBE, you know. That might not be fair of me but thats the perspective. Shut them down far and or kill them far away.
Now your points:
1. This is false, we have flying creatures, creatures who have perry feature (Perry isn't really a strong case against this but you get the point), lightning blood feature where you take auto damage if you punch the death kiss for example and then you have nightmare features like from ice trolls where its an aura of automatic AOE damage. There are things that really mess up skirmish classes and anyone who wants to be in melee in general.
2. I agree.
3. True but we both know the ammunition thats being potentially spent and also I don't know if you know what that attack action really is in DPR? Its not significant and you need to be in melee which I have a problem with. I don't want to valunteer to be in that position. If they come to me then thats a better case, you know?
4. Sunning condition isn't superior to AOE restrained condition. If we're talking single creatures then I'm on board like I said before. Placing a web infront of a door way while your friend dodges by the doorway is a castle move. Stunning strike can't do that sadly.
5. Thats another reason why I don't see a point to ever valunteer into melee. Its so much safer to shut am down from afar. The melee friend should know its not optimal to go to the enemy but rather the enemy comes to him. Standing his ground and dodging is a good idea.
6. Me, Treantmonk and Tabletop builds optimise to endure the very hardest adventuring days and all of us have had a hard time to keep Stunning strike relevant for these fights however we all end up being to conservatve... After 2 encounters we're blown out of ki. Web lasts whole fights and usually placing one is good enough for the whole encounter. There is something to salvage though and thats Pass without trace spam through Shadow monk.
7. I've never read astral self besides the UA version but I trust you.
I hope that gives you something to chew on, its not really muuuuch of a case to prove you wrong because I don't really have too much of a problem with what you presented. Some of it is wrong like the 1st example but you might not have thought of that there and then when you wrote this. It happens.
Overall, I think we just disagree on what is an optimal approach to encounters so really what we should be playing with is visuals on the battlefield. Thats just my thought.
Anyways, thank you for the comment! I enjoy stuff like this because I enjoy thinking about these things.
@@PackTactics Hey PT!
Thank you for your answer I really appreciate it! I Think you made some fare points. I know Treantmonk point of view on Monks and I share some of them myself. I knew you might have similar opinons on the class. Anyway here is my response on the subject. Again really appreceate it, nice video! Keep it up!
1 - I am sorry I wasn't clear my bad, I meant SS cant' be affected by the spells "dipspell magic" or "counterspell".
I didn't mean it can't be avoided or countered by abilities and monster tactics. It surely can be countered by flyng creature or by keeping distance. The same is true for those spells I think. For example: Hypnotic pattern can be countered if the any resisting monster slap his allies back or simply by charm resistance, Entangle doesn't work with flying creatures and web by fire dispell magic counterspell, or teleports. Strong and very effective CC spells though I see your point.
2 - ok
3 - I agree 100%. That's one of the reasons I really like Treantmonk monk variant. Ki points do come back after a Short rest though, but I certainly see your point here.
4- I agree on AOE and large groups.
5- Well I think Monks are generally supposed to go into melee, I mean granted that SS requires melee so I can't see any way around here. Many Monk subclasses can go in and out relatively easely if you really feel they can't survive a few round.. Mobile feat is usally thaken by them (I know, feats are not free and I agree^^).
6 True. I see your point. On the other hand spells slots are also limited so I think the sam arguments applies here.
7. Very quickly on Astral Monks.. They can use wisdom to make 10ft reach unarmed attacks that deals force dmg.
Treant monk ranked them a E, but if you want to hear another voice you can take a look at the Nerdarky video talking about them. Astralself monks are not fantastic by any mean but I think they are playable.
th-cam.com/video/yVmgx-B0GPI/w-d-xo.html
dnd5e.wikidot.com/monk:astral-self
Those are only my opinions of course, again really appreciate your answers. Honored, cheers.
I would actually put escape chances for both even lower. Remember - it's a check, not a saving throw, and it's not tied to a skill (Athletics), so no enemy can have proficiency with it. Only the initial dice (on the cast or on entering) is a saving throw.
True. It depens on the Monster resisting but thats' a fair point.
Also, as a warlock, assisted my sorc with web by hexing a target.
Doesn’t help to catch in a web, but once creature is stuck, there is no easy way out.
That mini-boss was stuck there for 8 turns, while we were beating the shit out of him xD
You still use ability modifiers when making ability checks though. Not proficiency bonuses, as you pointed out, but ability mods are always used on d20 rolls
@@tonyr.546 Still ends up being lower than if proficiency was added. And, as others have pointed out, checks are more vulnerable to debuffs like hex.
@@onyxtay7246 checks can receive help though so enemies with familiars should be exploded as fast as possible
just a thought: being a Protector Aasimar sorceror with access to things like quicken spell and/or distant spell heavily increase Web's power. Imagine the DM says something like "the dragon is 120ft in the air, cackling at your party, calling you weaklings", and you just say "distant spell web"
If the web isn’t anchored to anything, it should collapse after one turn, sadly.
@@flamingbull3438 That's not what matters. What matters is that it's movement speed becomes 0 for that single turn. Creatures with 0 as their flying speed fall 200 ft. per turn, which will take it to the ground.
This has the immediate effect of dealing 12d6 Bludgeoning damage from the fall. This is completely unavoidable damage for the dragon at this point if it failed that single-turn initial save.
But that's just the tip of the iceberg. Dragons tend to strafe parties with flying speed (if the DM plays them as intended, instead of making them Skyrim dragons - landing and attacking melee for no apparent reason - to avoid being too harsh on players that don't understand the mechanics well enough to realize how to do things like this). Now it is on the ground. Your melee attackers can deal serious damage this turn. Better yet, someone might be able to follow up with a grapple (particularly if you have two casters, and the second one used Enlarge on a player character - then that character can grapple dragons up to the age of Adult). If that succeeds, it can't fly ever again unless it burns a turn on just trying to break the grapple (which can fail!).
This can spiral out of control very quickly, and all it took was a single Level 2 spell. Who needs Earthbind (which is a spell of the same level and specifies the target "descends at a harmless speed" of only "60 feet per turn" rather than 12d6 Bludgeoning falling damage as it descends in a single turn that you get from Web? (The answer, of course, would be people with neither flight or Distant Spell metamagic. But John's proposal is specifically a character with flight and/or Distant Spell... so that character would be able to use Web far, FAR more optimally than Earthbind).
@@petersteiner6595 point taken! I will absolutely take advantage of this the next dragon we see :)
Got a guy in my West Marches group who always says "time to cast the DMs favorite spell" before using web....most people assume he means fireball, but in many situations I swear the web is actually better. Absolutely killer spell. The fact that the enemies have to use an action to make the check vs just at the end of their turn is absolutely devastating to action economy.
In combination with Web, the Fighter or Barbarian not only can push enemies into the Web, but they could use one of their attacks to Grapple a target in the Web.
Now the creature has to use an action to break free of either the Grapple or the Web. If they break free of the Grapple, they are still trapped on the Web, then the Fighter or Barbarian could use an attack to Grapple again. If the creature uses an action to break free of the Web, they still can't move because they are being Grappled by the Fighter or Barbarian, making them get caught back in the Web again.
Meanwhile, the Rogue has advantage (from like 3 sources), so can sneak attack them to their hearts content.
Imo I feel like that would be really boring to play for the martial classes, and I'll also say in 99% of cases it is 100% meta, because there's not really a justification for your character to make the best, most meta action every turn. That's why I like this channel sometimes but don't others, because it's really just borderline meta usually
@@triskuit well, if you were playing an unarmed fighter then you were already going to do that. some people just like grappling.
Hey PT! I saw your collab with Treant Monk. Glad you guys worked together! I'm really enjoying your work. Here's to your continued YT success and D&D goodness. Cheers!
web+ spike growth a very deadly combo
entangle + spike growth also a very deadly combo
quarter movement is brutal
and if you really want a meme party you get somone who can either fog cloud or cast darkness
when your blinded restrained and stepping in spikes you are most definitely confused by what's happening
another brutal combo
spike growth + web/entangle + sleet storm.(i call this the total shutdown combo)
because as soon as they walk in or move forward they have to contend with both a dex save for ice possibly get knocked prone. weather they get downed or not. they still have to save against being restrained. they will take spike damage. they will waste a turn getting free then waste half movement to stand. then they have to get threw triple difficult terrain meaning they basicly get 1-2 spaces of movement, they will be disorented due to the area also being hevely obscured.take the damage from spikes, they start there next turn they make two more dex checks, if they get out of the spikes, the ice is a 40ft radious stop concentrating on the spikes and move them right into the next space and then move web/entangle. its hilarious how cheep the material cost of all this is.
As a GM, I love these videos. Mounted Elves casting web ftw. Ty. TPK incoming. I will send the players to your channel to thank you themselves.
I'd say there are times that it's good to set Web on fire.
Fighting flying enemies, web them, causing a number to become restrained and fall (Unless they hover or are flying through magic). Then another caster can follow up with Fireball, any restrained creature makes the save at disadvantage and if they survive they automatically take more damage at the start of their turn.
In this case or others where Web will only last a turn, that extra damage is worth it.
Just stumbled on this video after demonstrating the power of a good web.
We were way too low level to kill a werewolf - nobody had magic items to even scratch the thing and we weren't expecting it. I managed to cc its friends with an early web (restrained 2, and I'm claiming the kills) & grease, but the fight was turning and we needed to run.
I left a web for the werewolf, which only just lasted because the _stupid sorcerer_ used _create bonfire._ We still made it out, but it was hairy.
Best part? I really am the spider wizard, because as a dhampir, I did all of that while hanging from the ceiling.
as an Artificer I'm looking forwards to getting that ability that lets me make an item with up to 10 free casts of a 1st or second level spell. While sure Cure is definitely a good choice a lot of times, I'm looking forwards to using it on things like Web to just start pumping out webs constantly. Plus I could let someone else cast it for me to avoid using up my concentration.
Like a Homunculus Servant, perhaps?
Aoe control spells are awesome in general and usually underated
Idk about underated. My circles we jump up and down about them every day.
@@PackTactics exactly, I was about to say "By whom?!"
So a good takeaway here as well is that dexterity is the best "common" save to target with most spells?
I'm thinking in terms of desirable saves to target:
Int>cha>dex>wis>str>con?
Its something like that. Int is the weakest save for sure. I use to have an old spreadsheet that had everything including homebrew monster that was super flawed but me and the guy who made it lost it. I just remember bits of it.
Dex actually becomes significantly more reliable to target than charisma as CR increases.
@@maxim1482 at what tier? 2, 3 or 4?
@@PackTactics I too made a flawed old spreadsheet to figure out what average defenses were the best to target. The order I came up with, from Easy targets to Hardest target per tier was as follows:
Fractional CRs: INT, CHA, AC, STR, WIS, CON, DEX (Yes DEX saves are the strongest on fodder. )
Tier 1 and Tier 2: INT, CHA, AC, WIS, DEX, STR, CON
Tier 3: DEX, INT, AC, CHA, STR, WIS, CON ( DEX becomes the prime target at this point in the game, but only for a bit. )
Tier 4: INT, AC, DEX, STR, WIS, CHA, CON.
one of my fave spell combos is web+grease. Theyre prone, and staying that way
When you have these spells available (Spike Growth for druids is even better) and a party that has ranged weapons for everyone, the party will consistently turn the game into a shooting gallery given any opportunity.
The other point for not using Web for damage is that Spike Growth is better as a damage/control hybrid spell.
Personally, I like using Web to lock a large group of enemies in place to let my allies get into good positions. Then, I remove the spell with a fireball, because bonus damage!
However if it's the enemy casting Web, feel free to torch it, it's the quickest way to break it and the damage isn't much.
Don't forget to add Hex and/or Bestow Curse. If a friend helps with those spells, forget letting enemies have any saving throws.
I wasn't aware of web and its power before watching this video months ago
I'm so glad I did, fast forward a month ago I'm playing a character that's basically a dedicated webber, and it's so much fun
Thank you for making this!!!!
I feel so valuable to my team
Shooting web at flying creatures. The image is perfect, thanks for remembering me about this !
I love how angry he looks while saying "if it takes an action to check" . So many DMs love to hide basic information behind checks and actions. The only creature that should be spending actions to use it's eyeballs is a Beholder.
My group had a nasty combo with spike growth and grease. Can move much and take quite a bit of periceing damage for only a 1st and 2nd level spell
Dont forget that Wand of Web is an uncommon magic item, so it actually has a fairly high chance to drop in encounters and some DM may just put it in a shop without thinking it through
Thats what happened to me anyway lol
A really cool video on two spells I have a lot of respect for.
Tagging on the back of your comment about avoiding entangle on larger creatures. And not setting fire to a Web.
I'd like to point out that if you combine web and a source of fire on larger creatures specifically you can really amplify the burning effect.
For example a purple worm would probably break out of web pretty quickly, but if you lit the web with a fireball first you would get and additional 32d4 (about 80 avg) fire damage with no roll to save on top to fireballs 8d6 (28 on a fail 14 on a save ) fire damage.
Actaully re-reading the web spell
It is per 5 foot cubed.
That is 64 5ft cubes x 2d4 for 128d4 fire damage. Avg 320 damage.
Loving the bagpipes
I have a druid who specializes in area control and such, so he uses entangle, spike growth, plant growth, and hallucinatory terrain, among other, less wide-area spells.
They're very, VERY handy against mobs of enemies.
Took circle of the land druid to get access to both, plus ray of frost for -10ft move for the memes. Good to know!
it should be noted that you only need to save vs entangle if you are in the initial area effect.
after that it's just difficult terrain to the outside enemies.
I remember when I first started playing my buddy was DMing for some of us and he gave us a wand of web and us being new players instantly sold it. But honestly in my opinion that's one of the best parts of this game is you learning how to play and going back to spells and certain mechanics and having that aha moment.
He decided to cover two amazing spells, but he forgot to cover himself with pants.
spell snipper can benifit web as it would give a 120 spell distance for web and it would allow it to catch things that are in cover or things farther away in the air
Spell sniper only affects spells that require an attack roll if I'm remembering correctly.
So it shouldn't affect web.
You'd be amazed what you can do with a spell that stops enemies from moving and a crossbow.
Level 3 is clearly a bigger power jump than level 5. Full casters get three more spell slots at level 3 and second level spells like Web.
I think that stunning strike offers some value not discussed here, which is that while it's hard to land sometimes, it makes it so that people insta-fail Dexterity and Strength saving throws. A successful stun means an automatic success for entangle/faerie fire/web/disintegration
I'm playing a coffee-lock and I get to web every encounter
It's so ridiculously good, especially with how it, combined with pushes (repelling blast for me), threatens free CC EVERY TURN
It's also a strength CHECK to break out of it, meaning a hex from another player, fear or poison makes it so hard for web to be escaped from, all while spending an entire action just trying to escape it
On top of all that, the mix between a dex save and a strength check is huge. Not all creatures from what I've seen are great vs both all while synergizing with ray of frost, sneak attack, disintegrate, and just so much
This spell does SO MUCH and unlocks so much synergy
Good to know but when using spells, it's probably more fun to stick to a theme. I appreciate this knowledge because it helps me pick thematic spells that don't suck so I can enjoy both sides. To be fair, usually, a good dm challenges you no matter how strong you are. Obviously, some things like dominate person may be considered too strong, because if the PCs can have it so can the NPCs. This though experiment helps determine if something is balanced or should be removed from a game.
Great video I love battlefield control spells
Ty for showing me the power of control, because honestly I thought people only cared for damage or healing in this editiom so it’s cool to see the importance of spells like web carried on
My party, we web choke points and pick everything off by Range. 65% of the creatures in all of the books combined dont have a ranged option so chances are high they will just walk into the web or walk around the web. Thats what we want.
Fighting safe. Taking damage ever is suboptimal. We dont just cast one web, we usually cast two just in case.
@@PackTactics what do I do if the majority of the party are melee martials?
I would really love to cast web but I feel like it would prevent most of the party from being able to get into melee and do their job cause my party itself might get restrained.
@@imhulki463 Id put it down at the start of the fight or after they're in their spot. If you place it at the start, tell the martials to stand at the edge of the web to try to block the enemy. In hallways and doorways, this is perfect.
Option 2, buy them spears or bows.
@@PackTactics oh thank you for the quick reply!
Option 1 is very helpful.
Option 2 I doubt would be possible just cause I know these people.
They lack decent ranged options.
@@imhulki463 You should tell them about the title of the game, the dragon part and show the dragon and point at wings then point at melee weapon and ask how they attack flying dragon.
Just reviewed the Wand of Web today. Because more people need to know about it!
A familiar with a bag of holding filled with oil+ web set up prior & finally fireball can be an evil combo nation.
500 silver for 500Ib's of oil, a 2nd & 3rd lot is worth it to cause 5+(5 on 2 round) +8d6.
This causes ''the creature has disadvantage on Dexterity saving throws.''.
50 gold is worth it to pull off a napalm strike if you don't want to keep concentration up on web for other matters.
The better part of web is it synergizes with the Warlocks in your party, Hex gives disadvantage on a check of a certain ability score, making the shut down even harder to get out of for the creature the warlock is targeting.
A lot of those roll20 maps had a wall going clean through the web AoE. If i was a DM id make the caster choose a side to cast it on as i feel the wall itself would obstruct the spell. You could still cut off a choke point or door just not with half the spell on either side of the door/wall. (Edit: Yo the shooting things out of the air with it for a turn is clever AF, never thought of that).
Haven’t had to deal with Entangle yet. But Web? *Oh, web….* My Icewind Dale party found the Wand of Web that the module has as a treasure in chapter 3. The Artificer/Wizard multiclass has it, and she, with help of the Barbarian and a LE Young White Dragon the party made acquaintances with (it was a random encounter a few sessions prior, and they decided to get it’s help against the big boss of Chapter 4), they managed to beat something with over 300 hp in a matter of 4 rounds because of that Web Spell (and some bonuses I gave as dm because they pulled some awesome shist, like the Barbarian basically cannonball punching the boss after jumping off the white dragon’s back, 50 ft above the boss that had just been webbed). It was absolutely insane, and I regret not giving that pre-written boss legendary actions and legendary resistances. But we had fun that session at least.
While you can't normally cast it as a reaction, is worth noting that you can use Web and Entangle to break a fall in a closed space.
I remember getting rekt by Web in my first time ever DMing, which was my first time playing D&D in general (I played TTRPGs before, but it was in a homebrew system), and it was completely by accident. It was a 3 level 3 party, I was running Death House because I heard it was a good stand alone from CoS. The party was a Long Death Monk, a Devil Warlock and a Glamour Bard. Because the player of the bard was using an app that let's you pick any spells you want and me not being completely sure what was the Bard Spell List and the guy chose Web. They simply destroyed the Shambling Mound at the end because of Web (shutting down one action and setting it on fire in the next, with the monk tanking attacks the minimum distance away from the fire to keep the Shambling Mound there). I did remove the Fire Resistance because I didn't think it made sense, so it wasn't half damage. It may not be the way it's supposed to work, but it was fun and I'll always dread the prospect of using web for DPS in early levels JAHSJAJS (this didn't happen again with my party ever again, mostly because after we started the campaign I learned that Web isn't in the Bard Spell List and politely asked the player to trade spells)
Shooting a dragon out if the sky with web sounds so incredibly cool i gotta say
(Misses the point entirely) Such a cute little kobold chest. Nice light blue scales :)
Once I figured it out that it works on airborne enemies, I started slapping it everywhere I could. Damn fine spell. Heck, I have a level 20 Artificer. His SSI is Web.
Web! He can cast that spell 10 entire times... for free. But so can the party! It's such a god-tier crowd-control in terms of cheap investments, it's nuts.
a lot of people forget that hypnotic pattern effects anyone who can see, including your allies
Thank you Senile the work is excellent and made a great viewing
Entangle is how I convinced my DM that druid was not underpowered as a spellcaster.
He’s now playing a druid in our latest campaign.
I'm currently playing a debuff focused wizard, and web has been the most consistently useful spell in my spellbook. (Humorously, my character is heavily spider themed, making it pretty fitting overall)
What kind of psycho DM would make someone waste an action just to look and see if muscles?
This video inspired me to make an arcane trickster with golgari agent background for entangle and I'll pick up web from the wizard spell list, I'll be spamming AoE CC.
I just noticed the repeat of web and entangle is a strength check, not a saving throw. This is cool against enemies with magic resistance, as its only advantage on saves. Albeit its unlikely the spell sticks in the first place. But it is also interesting for the dm, as paladin auras and bless wont help afterwards.
9:25, fun fact, artificers can use web with their spell storing jtem to cast it for free 10 times a day
Two Green Dragons were chasing our airships and I glued together their wings and watched them fall out of the sky in a ball of web.
Combat over turn 1.
Honestly.... get both, if you're about them. Relying on different saves is very good, sometimes 30 feet matters, and the fire part of Web can be exploited by the enemy- as you said its more of a hindrance than 5 damage. Especially applicable to creatures and environments that are fire heavy such as flame elementals and the hells.
There's a lot to be said for diversity though, of course. Probably wouldn't stock both personally unless there was a reason to. Situational swapping most likely.
Sofar in my campaign, the only fight I used these control spells they backfired.
Every enemy but the Barb passed web and synapse static and I nearly screwed him over. And my hypnotic pattern had dramatic consequences when it didn't subdue all 1 of the 2 enemies (I should have D.Door'd out of there tbh)
The one downside to all these spells is that they are save or suck. and when your teammates only rush into a mob and Melee before you can cast a spell
Then don't cast spells on top of dumb allies?
Well web isn't a save or suck spell. Even if they save it causes difficult terrain. Save or suck means that if they save nothing happens. That does happen with hypnotic pattern like you pointed out though. Synaptic static also isnt a save or suck spell since they will still take half damage.
@@chrisvelo2595 true, they're both not. Though in my case it messed up the Barb binding him one turn and then messing up his attacks on the following turn when essentially a re4 chainsaw ganado is next to him.
If I just Agony blast + quickened agony blast it would have been better
Luckily, no limbs were lost. Bear barbarians are unkillable (Minus the one time he actually did die)
@@nnickplays9713 oh you're a warlock, eldritch blast is always a good use of an action. Although i don't think warlocks get access to web?
@@chrisvelo2595 sorlock
You might be technically correct about thunderwave, but I'm not gonna run it like that. It's way more cool to be centered in it and take no damage from it, like the eye of the lightning storm
Found a circumstance where setting the web on fire is a good idea: A dead revenant caught in the web keeps regenerating and popping up, no one in the party has anything that does fire damage. Threw a candle at it, destroyed the revenant.
You didn’t mention hideous laughter, it’s single target so I see why but in my mind it’s the best debuff spell in the entire game
Great video.
When comparing Web to 3rd level spells I've always compared it to sleet storm rather than hypnotic pattern because of the Dexterity Save.
Wisdom based save spells frequently do not allow subsequent saves. See e.g., Suggestion, Phantasmal Force, Slow. Contra e.g., Cause Fear, Tasha's Hideous Laughter.
Sure there are some great dex save spells that do not allow subsequent saves. E.g. Light, Faerie Fire. But these are exceptions to the general rule aren't they?
It's strength check to break free not strength save so it's way better then you think. Well for those monster with proficiency on their str save.
disadvantage on dex saves is huge too, lots of spells call for dex saves, like....web...which you could stack with the entangle and make extra difficult terrain that costs 3x movement to go through...fireball is a dex save and yes you lose your web but they if they fail the save on fireball because you webbed them the 2d4 extra damage rounds that out nicely, if you're pretty sure it will kill them anyway, go for it...plus it takes a round to burn away which means they aren't free right away
You're severely overestimating the power of Web.
First, it's a concentration spell, so you are unlikely to use it at higher levels when you have to concentrate on other spells.
Second, it doesn't affect anyone until the beginning of that creature's turn (or when they enter it during their own turn). So when you're first casting it, it has no effect at all: You don't know who will make their save and who won't, your party has no advantage on their attacks, and enemies are neither restrained nor have no disadvantage on theirs. Even pushing someone into a webbed area has no effect, the enemy is not restrained and suffers no penalty (until their turn begins).
Third, enemies can just dispel the web before it has any effect, either with a spell or with a simple torch, thus preventing their comrades from ever suffering any penalty from Web.
Fourth, control spells are best when used very early in combat, best directly after rolling (and winning) initiative. Yet, Web will not have an effect on any enemy until a round has passed and that enemy has acted. Your party members on the other hand will have to wait until enemies act (and thus MIGHT be affected by Web), for they can't enter the webbed area themselves or risk being affected by it.
Fifth, Grease is plain better. 1st-level slot, cannot be dispelled by a mere torch, immediately affects enemies, you can even push people onto Grease and have them drop prone immediately.
Web sucks.
Apart from very rare scenarios it is just worse than Grease.
The only reason people like it, is because they don't play it by the rules and have Web affect enemies immediately.
Burning web actually works really good against big guys. If they are large, they take damage×4 because they occupy 4 5 foot squares! That's if you only count two dimensions.
Lotusden halfling lets you get web and spike growth with wisdom 1/LR at level 3 and 5, which is very fun to get on martial classes (I used this race with a monk which is very fun)
These spells are great IF your party doesn't want to enter melee. If you have several melee characters in your party, they're just gonna be annoyed that you keep covering the field in something that will impede them as much as it does the enemy. Spell casters should communicate with their fellow party members about tactics.
So a curious situation for web but assume you throw them upward at a griffin or something 40ft in the air.
Placing the web on the griffin the creature starts its turn and fails, and is now restrained.
With 0 speed and no way to hover the griffin should fall.
The griffin should fall out of the web and immediately once outside of the web it should no longer be restrained and should no longer have 0 speed.
Meaning the griffin should stop falling?
So at most the web should make them fall only 20ft and as little as 5ft?
It should never make them fall to the ground?
So should i use web or shatter
Damn I've been sitting on a wand of web that regenerates charges every day for months now, I really gotta get some more use out of it
Wand of web is the best uncommon magic item in the game. My table use it all the time, we have 3 of them to each person.
@@PackTactics oh my gosh xD
These spells are great...my partys wizard and druid overlap them on top of enemies when we have an important fight and its let us punch way above weight class. Our DM hates all the rolling during mob battles
Kobold lets assume a dragon is 60ft up in the air. You web him. In theory, he would fall. But then, after he falls 20ft (the range of web) wouldnt that break the spell? as he left the web area? so he would be able to fly again before hitting the ground? idk if i explained my doubt right sorry
Web is fun. I remeber a game where Web saved my butt.
We were fighting at a top of a cliff facing with a sheer drop straight down.
The monster hit me and knocked me off the ledge. So I cast Web (using myself and the cliff wall as the 2 anchor points) to at least slow my fall and bring me closer to the rock face.
Out of the box thinking. And DM allowed it.
Then used Tenzer's Floating Disk to help crawl my way back up the wall.
Missing the fight all together. But alive.
How does Web compare to Shield of Faith in chokepoint fights? I know they are totally different spells, but I can see them being used in similar situations. Situations where there are multiple small creatures with low strength and low to hit attacks. Or maybe have both on different spellcasters.
web + tashas mind whip...gg
Ayo? That is fricking over kill
I play a druid in my current campaign and stopped preparing entangle each day because the melee would rush in and their was always no room to hit the targets without hitting party members