How do you go a whole videos showing spell art, talking about spell, talking about how the organization is easier BUT not even show a single example of how they will appear in the new books, just pick one that you know won’t change and show how it will look in the book
Exactly this... i was scrolling through the transcript, sincr i didn't want to waste half am hour, but this entire video is essentially a giant nothingburger...
I'm assuming at least a few spells are losing concentration. _Ensnaring Strike_ and _Cordon of Arrows_ come to mind because they are similar to how the Paladin's Smite Spells work now and many of those Smite Spells lost concentration. Sadly, those will have to be spells a Beast Master rarely casts, if ever. Unless they nest the Hunter's Mark actions into the Command the Beast actions, then there will rarely be a moment for the Beast Master to even cast _Hunter's Mark_ .
I'm hoping that Hunter's Mark is buffed in some way, cause honestly, the Ranger "rework" is so underwhelming. If Ranger's are gonna be stuck with one spell, please let it be a banger of a spell!
I Hope that some of the Ranger Spells also work on close combat. The Ranger Sepll list has some spell that benefits only ranged combat rangers linke Lighting Arrow and Swift Quiver. If that spells for example are adapted and now work on close combat will be good. Since 2014 the close combat ranger has been abandoned in favor of the ranged combat.
@@diegonunesnlAt least you can use Lightning Arrow on a thrown weapon. My STRanger uses it a lot with Javelins. Its like a mini Javelin of lightning xD
I know they recorded this before releasing Hunter’s Mark the class video, but the fact they didn’t even mention Ranger spell changes is worrying. It better be in the article.
What in the world are you talking about with Produce Flame? It's an action to cast, and when you cast it you can choose to throw it as an attack. Is no different from any other cantrips, other than you can choose to either use it as a light or attack with it, but it doesn't take more actions when you cast it
He mentions BG3, there it works the same as tabletop in terms of action economy, but I believe you need to first click to cast the spell, then click another button to attack with it, so it does *feel* clunkier, in BG3, so it seems this change happened because of how the macros for Produce Flame work in a video game...?
@@zero11010 you may have missed this line: “When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. “ The key phrase here is “when you cast this spell.” It doesn’t take a second action to throw the fire unless you want it too.
11:18 Just having Mind Sliver as an official (non-optional) cantrip is already a win for me (which makes Magic Initiate(Arcane) even more interesting).
Pretty sure there isn't a magic initiate arcane anymore? They got rid of the Arcane, Divine and Primal spell lists from the UA's months ago, reverted to class specific again.
@@Naxirian That's right, it's just that the last version of Magic Initiate we got used the Arcane/Divine/Primal spell lists. I'm not sure what classes will get Mind Sliver now, but Magic Initiate(Wizard) should probably do it then.
@@haydenburton1789 I'm assuming/hoping so (unfortunately the final version of Magic Initiate hasn't been revealed yet, but Treantmonk said his embargo to talk about the PHB - which he has the final version of - will end on August 1st).
Couldn't make it all the way through this. It was really dull, mostly because of the lack of actually "new" spells in this video about new spells. Mostly spells that hop in and out of core books or extra books, and have done for decades now. Not sure if you know this, but "new" doesn't mean "20 years old but we moved which book it's in and made minor tweaks to it"
This is what I've been waiting for! I'm sure a lot of the marketing focus is going to be on buffed/new spells - and I do want to hear about changes to spells like Find Traps, Witch Bolt, Mordenkainen's Sword, etc. - but the most critical thing for the 2024 core books is that the OP spells get nerfed. Hypnotic Pattern, Simulacrum, Forcecage, these spells NEED to be reigned in or casters will continue to overshadow martials.
Shield, PWT, Web, Spirit Guardians, etc. They only really talked about the polymorph & conjure spells meaningfully. We know they adjusted some other choice spells like Find Familiar in the playtest, but at least 10 more need to be reigned in before they can justify what they did to Divine Smite.
@@DannyPotato They did adress a few of them though, and it makes sense they'd want to ENTICE players rather than drive them away by talking about any nerfs they may have done. Hopefully there's more, but they have made meaningful adjustments.
Bro. Why do they not elaborate on more in these videos…. Like they mentioned that super cool radiant storm spell and then legit said NOTHING about it….
In the “spells” video, they should not spend most of it talking about art and talk more about like 2 new changes to existing spells dawg. And yes, that includes mechanics.
Hearing that they're adding more than 30 new spells immediately followed by we added a lot of new spells from other books that already existed, means there aren't actually 30 new spells. For a new edition being released, I'd hope for at least 30 actually new spells. Also, having seen the redesigns of the conjure spells in UA and commented on how much I hated the direction they went with it in the feedback, I hate how they said that we gave "essentially thumbs up across the board". The spells could have been interesting in flavor, but basically the spells just make circles of damage. A lot of the spells really just seemed like reskinned versions of existing spells, like one spell was almost identical to spirit guardians but for druids, which annoyed me. A lot of the remaster looks interesting, but these spell changes have me worried. I feel like there's so much room for plant spells, water spells, etc. so I hope the actual new spells that get added can fill in some of the missing niches and bring new flavor and opportunities for players who want to play those kinds of characters.
Well this is all about pulling together a more refined core, for old and new players alike. This new era will surely have supplements which continue to upgrade existing material, as well as introduce new. I'm sure the 2024 ruleset will get a decade of support before 6e comes out (if ever.)
@@horrorsage1346 Personally, I want more specific varied spells. Like spells that can make it rain for a while in a small localized area, I want spells that summon plants, flowers, or trees that stay forever. I want spells that let you speak with stone so that statues can tell you who they were made in the likeness of or to ask the roads questions about where they lead. I want a spell that tells me how long it is until sunrise or sunset. There are an infinite amount of magical effects that could exist, and not enough of them are currently represented by 5e magic in my opinion. Themed casters can be hard to make with the current list. If I want to make a wizard who shot out blades of wind to slice their enemies in half, I'd have to homebrew a lot of new wind spells or look in another system, because there just aren't any spells that do that in 5e. And the same can be said about most of the elements, there is just a dirth of elemental combat spells beyond fire, lightning, and ice. Stone has a fair amount, but water has like two, and plants have like maybe two and a half. Fireball and Lightning bolt are great, but they get stale after a while. Where are my Waterbeam or Cone of Bubbles spells? Where's a Earthen Armory or Avalanche/Rock slide spell? Where's Cyclone Punch and Slicing Winds? I feel like these kinds of spells should exist in the minds of spellcasters in the official setting of 5e, but they just don't. Maybe it's just an issue I have, but the current spell list has a limited breadth of flavor, which constrains build diversity and player agency when making characters. Unless someone has a DM who's willing to accept flavor rewrites and/or homebrew spells, you have to build around what's in the book, which is fine for your pyromancers but less good for your airbenders. I just see so much potential for cool new spells that it was sadening to hear that the new book's spells would be mostly reprints. :/
Polymorph nerf for higher cr creatures but a buff for lower cr creatures. Now you're better off polymorphing into an owl to escape rather clutching the fight by polymorphing into a trex/mammoth
Can’t work together with the party to buff the barbarian with temp hp + polymorph. can you escape polymorph by just gaining a different source of temp hp ?
Yeah. It's a good thing though. In 5e - polymorph is literaly best healing spell, and buff spell on top. It is one of the outlier spells for this exact reason, and most people hope that spells like that would be nerfed. I hope they removed "T-rex mode" entierly and it's now just control spell. Or CR now is equal to spell level at least.
Going to call out the team here. They mention “new” a lot and then proceed to name spells from existing support books. Also they go on about changes to summoning but got rid of the conjurer wizard subclass. Bit sneaky.
Yeah I loved the UA version, we need more blade cantrips. It essentially made your weapon damage radiant and then adds 1d6 radiant extra when cast at level 5,11,etc
Yeah, it's kinda wild how few ways there are to deal with it as a player, and seeing how action economy is so important I imagine DMs feel the same way. Feels like a 7th level or more spell.
The martial vs caster is still a thing, but i see some progretions. A thing that i think a lot is: Martials are a lot dependent of the abilities. If the spells was ajusted to use the characters stats and proficient bonuses, theyr progression could be smoothier btweeen the levels. To set an example thats is not overpower but bit too much in early levels, the pass whithout trace spell add +10 in stealth checks. If it adds wis bonus plus proficient bonus in stealth checks, It would start with something like +5 or +6 in the first tear, and ending up with +11 in hight levels. To mention the wizard, inteligence for shield spell adding +3 AC in the 1st level, up to +5 in the 8th. Other spells could be rebalanced to became less overpower but ajusted to been better upcasted. Using the fire ball example, could star in 6d6 damagewith upcast 2d6 per slot level above 3. The 5th spell slot level would still causes 10d6 (9th char level), but less overpower in the when you gain it (5th char level). To end up my point, other spells could be upcasted to bring more options that would make other playestyles surpass the "aways better way to play with this class". It makes the player decides where to invest its slots with more variaty. The Mage Armor Spell, for example, could be upcasted for +1 AC for every 2 levels above 1 (pretty sure that no one would think of uses a 9th level slot to put 17 AC in its wizard, but a 5 spell slot to 15 or something like that could be a good trade that made the aways used spells less frequent). The spells designe would make more variable casters and made theyr progression more in line with martials
The problem with adjusting spells is the same problem that people have talked about with the Paladin. When something gets nerfed, why would you play it when the original is simply stronger? The answer isn't to nerf spells, it's to buff martials, and that hasn't been done well enough in the 2024 books to balance Martials vs Casters Just look and the Ranger and Rogue, improvements compared to other martials and all casters. They still don't match up, and it is glaringly obvious that they don't.
@@DannyPotatoThats almost certainly the issue when for the more dissonant choices, such as the rangers hunter mark stuff. Some of that should be more clear once we have all the things though. It may very well be that certain interactions with things we haven't seen yet boost the underpowered classes to OP levels. Could also just be a vastly different DM and player playing style skewing the results too, even something as simple as having more encounters before short/long resting than most of the playerbase has.
The problem with shield is not in tier 1. Using a first level spell slot to block a bunch of damage at 3rd level is a costly and justified used for a 1st level spell slot. But at 12th level, 1st level spell slots are pretty much useless for anything except casting shield. It doesn’t get weaker in comparison to your other abilities the same way that all other 1st level spells in the core books and supplements do.
Nothing on actual casting mechanics? Did they do anything about the awkward confusing way spell implements interact with somatic spells vs. somatic-and-material spells? Did they not fix bonus action spells such that they could finally get rid of the awkward limitation on other spells you cast in the same turn? Also Animate Dead - an iconic spell, but one where the solution used for conjuration spells would be wholly unsatisfying - did they fix it, and if so how? This preview video spent way too much time talking about art (art is great, but we'll see it when we see it, no amount of talking about it beforehand is going to do it justice), and not enough time on how spells and spellcasting have or haven't changed.
does wotc even play this game? what's weird to cast with produce flame? it isn't two separate actions to cast and throw, using it offensively is part of the action. "When you cast this spell... you can hurl the flame at a creature"
I loveeeee the trend in the players handbook of “Look guys we ‘improved’ the game, x is now more powerful.”, like that somehow makes the game automatically better.
When you make a terrible trap option actually usable, the game IS better. Because now you have more choices of the same level, rather than one good choice and three terrible choices no one would bother with. IE Cloud of Daggers.
@@Chaosmancer7 Sure, especially for things like true strike and find traps (if they improve them, which is likely). Those actually don’t work at all. However, a lot of things don’t need them (like healing was already really good), and adding more options to spells (lifting restrictions) also dumbs down their identity. Cloud of daggers can move now, but that kind of makes it too similar to flaming sphere and dust devil imo, having its unique side of having to strategically choose where to put a danger tile.
@@gansduif555 Healing wasn't even close to good outside of "Lifeberries" (they nerfed it - it's good) or 6+ level spells. That's why no one even bothers with Cure Wounds - it is basicaly just Healing Word, but worse. I wouldn't buff healing word though - it's perfectly fine as 1d4 instead of 2d4, but anyway.
Disappointing coverage. Few details about actual spell changes and nothing on spellcasting mechanics. Padded by talk about spell art. Very unfortunate.
Chalmers: Uh... Aurora Borealis!? At this time of year, at this time of day, in this part of the country, localized entirely within your kitchen!? Skinner: Yes. Chalmers: ...May I see it? Skinner: ...No.
@zero11010 well, our DM likes to balance things with the mind that we have a cleric. So my fellow players go down pretty regularly, so extra healing means when I bring them back up they have a little more wiggle room before they go down again.
What I would like to see regarding spells: More spells that can be cast as rituals. In 4e, basically every non-combat spell was a ritual, and that's what I'd like to see again. A list like in 3e where there's a list of spells for each class, along with a short description (e.g. "Fireball: 20 ft burst deals 8d6 fire damage").
And I thought the Warlock video was short on actual content... 20 minutes at look at the wonderful art and a few minutes of so-so content... I can't wait until Aug 1st and Treantmonk and others are free to tell us everything!
I'm REALLY hoping there are much stronger monsters to compensate for all of these stronger classes and spells. I know I can homebrew, but sometimes a campaign or two is strictly RAW
For cloud of daggersl instead of being able to move the cloud, you should be able to send dggers flying out of it to attack the monsters that just kinda side step it.
what is the point of including the Lady of Pain in the _wish_ spell description? are you really expecting that many campaigns to involve Sigil? just detail that in a Planescape book in a Sigil-specific section. sounds like you’re just padding out the book for no reason
Exactly, like I had to look that stuff up, I’ve played for years and never heard of that random god or whatever like why not just say “ wish can’t effect divinity” or gods or somthing
Honestly the thing I care most about, is what they did to the core rules. Rules like the new stealth/hiding rules that were in the playtest but nobody actually looked at them with any real scrutiny, were actually full of huge glaring flaws, yet they stayed in for playtest after playtest, all the way until the very end. If you hide in a cupboard and make a DC 15 stealth check (against nobody in particular), you become invisible.
The DC 15 is odd for sure, Though I think you are only 'invisible' for the sake of having the associated bonuses; you lose the condition as soon as you're seen or heard.
@@nyanbrox5418 read the playtest stealth rule i'm talking about (its in the newest one) and you'll see how it works. You become invisible. Then you can e.g. open the door to the cupboard and walk outside if you want. And you'll be invisible after that.
I wander if they fixed booming blade and green flame blade to just say melee attack, not the dumb 5ft radius, cuz as it was before, a bugbear can’t use booming blade with a dagger at his extra reach which is stupid, tilt should just be tied to a melee attack
Druids have too many spells that require concentration. Makes me skip spells I would otherwise use. I like that there is an Avatar the Last Air Bender Cantrip
Oh man you should've had Jim Darkmagic casting Magic Missile. I also really wanna see Arkhan The Cruel with the Hand of Vecna attached. DnD art is so cool.
This could either go amazing or this could go terrible lol, shout out ONE SHOT QUESTERS, he's on top of this stuff and streams it the same day it comes out with amazing insight
Ialso go for Treanmonk personally, buy I love them both. Seeing the perspective of a more casual player who doesn't have the book vs an optimizer who does makes for an interesting cross-analysis to get a good gauge of how people are feeling.
When he started talking about spells with poor action economy, I was NOT expecting him to talk about Produce Flame. They screwed the Ranger once with Hunter's Mark, so it would be REALLY nice if they could at least improve the action economy of Lightning Arrow, Hail of Thorns, etc.
I don't understand what they even meant about produce flame. The spell says "when you cast the spell, or as an action on another turn, you can attack with it." What's the problem?
Hope Hunters Mark gets a damage scaling by level of spell Slot used (1st Level - 1d6, 2nd level - 2d6...) and triggering on every hit, not just once per turn. This way the Rangers level 20 feature would be viable at least as then it would be d10s scaling. Imagine: assuming both attacks with a longbow, a 5th level Hunters Mark and 20 DEX, that would be 1d8 + 5 + 5d10 per hit. (Not accounting magic items)
I agree, for one main reason: The new Hunter's Mark rules started to make a bit more sense to me when I thought about them as the Ranger counterpart of the Paladin's Smite, since that is now also a spell. I think that's how WotC is thinking of it too. They get them at the same level, in the same way (added to their prepared spells for free, a limited number of free casts per day), they are both ways of adding damage to their weapon attacks, they can both only apply once per turn now, and they both have a thematic element tied to the class (extra damage vs evil, tracking enemies). Their main difference, then, is that Smite does more instantaneous damage, while Hunter's Mark does more damage over time - and, of course, that HM requires concentration. Smite scales off spell level, so HM should too. It shouldn't do as much instant damage as Smite (at least until 20th level) but the concentration requirement balances the fact that it can be added to multiple attacks for a single casting. People can reasonably disagree on whether that is a fair balance, we'll have to see how it feels in play. At least for now, I'm satisfied that the decision has some justification.
@@DannyPotato It would be strong, but not too strong, as Rogues (via Opportunity Attacks through enemy movement or Sentinel) often get their Sneak Attacks twice a round, and now with the Weapon Mastery Nick, they'll be able to get off-handed attacks without expending Bonus Actions (to make sure they get Sneak Attack off on their turns as well).
They call this "update" the 2024 version...how about they cut to the chase and call it version 5.5, because that is really what it is. I know that I will.
@@jamesbean8370 well class review was informative enoth to know what to expect. And for spell i litterally doesn't know what expect now - that's the main blocker for me. And that next video after Ranger! So they could add info about hunters mark and also about narroving concentration spells for ranger. OR just show example of one spell how it's looks - that would be enouth. As person who used to use e-library i just didn't saw changes because most of that is phisical book problems
1:33 honestly man, you guys should create at least one artwork for every spell and then just toss it online for those specific spell lovers can find it
I just want to thank the team for bringing the bard subclass of dance. It’s my ultimate favourite and I’m very excited to play with it. Hoping that they will be keeping magical secrets🙏🙏
I was looking for a spell to make a custom invocation from a bird themed Archfey Patron. Cloud of slashing feathers uses new Cloud of Daggers, thanks JC.
They really need to update the booming blade and green flame blade cantrips to change from a 5ft radius to just an attack with a melee weapon, otherwise we will still have the issue of a dagger wielding bugbear being able to out reach those spells and not be able to use them
@@johngallant1629 A bugbear can still use those spells, they just need to attack something within 5ft of them. In 5e you can attack anything within your reach. Even if that bugbear was using a polearm they could still use the spell, just not on creatures greater than 5ft away
@@MainShaneyeah, but that's boring. The extra range on a bugbear is one of their racial features that makes them unique; they should be able to play a spellsword that can use their unique feature rather than flattening them to be the same as any other.
I'm curious to see how they change the spells Find Traps (useless spell), Simulacrum (broken), Mirage Arcane (vague mechanics), and True Strike (almost useless spell).
So, how am I supposed to play a demonologist/infernalist wizard who summons fiends from the Lower Planes to fulfill his long-term plans? How do they get into the Material Plane by magic if we can only get the template of the creature or its spirit, but not the creature itself? I really hope this functionality was moved to the Planar Binding spell, because otherwise any appearance of an extraplanar entity in the story would be GM's arbitrary.
I really hoped they would fix some of the high level design issues, but it seems like they still have the same mentality of "no one plays high level so we don't care that much about it", as if it wasn't the exact reason why people don't like playing at high level.
To the whole community. Expect some of your favorite spells to be nerfed. I hope and wish it for the good of the game. I know it's nice to end the fight with a single spell, it makes you feel powerful, but it's not for the other players waiting to take their turn and especially for the DM who spends their precious time preparing compelling campaigns and stories for the players.
After watching this video he brought up polymorph but didn’t say the there would be repeated saves. Gigantic L and f they don’t nerf control spells that completely end fights.
I essentially trivialized a mini-boss fight with Hold Person in my game yesterday. Granted, the only reason I was able to was because of successful planning by my party to isolate him, but still... feels bad. If we hadn't needed to take him alive, I wouldn't have done it, cause the fight would have been cool. He had some nasty equipment.
so when you summon a fae, you're literally pulling an existing person from whatever they were doing to instantly start fighting for you, a stranger? is this like jury duty, where they have to be prepared for their shift in case someone casts the spell?
Do we know if anything else changes with the shape-shifting spells? Do we get the creatures' stats and abilities? Do we even know what the amount of temporary hit points we get from the forms is yet?
I'm excited about the art, but so much of this is talking about art, and just the same things they piece meal told us already in the other videos, that this felt like a real nothing of an interview. There's genuinely useful information, but it really could have been 5 minutes.
Said it yesterday, I’ll say it again: really hate how we have spells and crafting just thrown in before the last 4 classes. It’s to “avoid” dividing the classes up… so what does that mena they are doing RIGHT NOW with putting these topics first…. I wanna see sorc so bad 😭
This... didn't really tell us much about anything "new" did it? It mostly mentioned that stuff from TC/The UA made it in. Like yeah the UA stuff is new to the game, but not new information for the people watching.
01. Okay so some spells do more damage, Healing is going to be better, and concentration might be changed on some spells. 02. Do more but with fewer words........I hope this is a good thing and doesn't make some spells confusing. 03. List of classes with spell in the description.........Thank you that's great. (OCD I Like order) 04. Ritual on the casting time....... Great for some new players or the ones that didn't know ritual was a thing. 05. Higher level spells do more damage.......People will like that. 06. summoning spells............I hope those got fixed. Because it was a nightmare before. Some people aren't going to like this. 07. New Spells and named spells........... That should be a lot of fun. 08. Healing spells are going to be better..........Great I think it was needed. Prayer of healing short rest.....Damn...... 09. Guidance is very different now a chosen skill..............Okay I think I like that. 10. Clearing up the wording on some of the higher level spells.......................That is appreciated. Thank you..I hope 11. Polymorph and other like spells with allow you to change and now get Temp HP...............Hell yeah. 12. Some spells are meant for the DM.........Thanks dad. We needed that. I hope it's great. 13. Wish has been fine tuned.............I'm listening and I want to know more. 14. Chromatic Orb can now bounce....I need to know more 15. Cloud of Daggers can now be moved..........Hell yeah. 16. Produce Flame is different but we don't know exactly how..........So maybe 17. The art looks amazing and it will now say what all spells are apart of the art.........awesome.
They are really just messing up all shape changes like how does temp hp work now, armor of Agatha requires its own temp hp, do you still have to only have one source of temp hp
yes obviously. It's a nerf across the board for polymorph/shapechange spells. DMing at high level, it is extremely difficult to threaten high level spellcasters when they're essentially 2 stage boss fights.
@@EwafingmythI love them making PCs more powerful, but I do hope they've added some stuff to high level play on the dms side so the solution isn't always some kind of stunning effect
@@Ewafingmyth tbf I homebrew basically every encounter. MCDMs Flee, Mortals! has alternatives to legendary resistance where it only works if a condition is met
Please show what you've done to Hunters Mark/ other key ranger spells. The fact you didn't yesterday is terrifying as currently the class is literally unplayable now 😞
La classe di appartenenza delle spell esisteva già nelle vecchie edizioni ad esempio 3 o 3.5, era solo nella 5 che non era presente, implementarla era il minimo.
Hopefully they buffed non fire damage spells across the board because they always were either slightly worse or significantly inferior. There was not a single non fire spell that was stronger tier for tier than the fire spell. Hello lightning is better than fire! Why? Its plasma that is 2.5 million degrees....hotter than fire by ALOT.
What about problem spells like hypnotic pattern or bellow bar spells like witch bolt? Did the Counterspell changes stay? I'd really love to learn about something that we didn't already know about.
Please tell me that True Strike has been change and isn't the same that the official version neather the Ua version. I hope a Summon Plant, Summon Ooze and Sumon Swarm too. And a spell that allows you to make a pact or a contract.
Ok, so we have a 3.5 throwback to having classes on the spell themselves. Awesome update. I don't think guidance will be changed too much, just drop concentration then recast. I'm sad there really isn't any spell support for two weapon fighting. Seems that they have just taken swift wind strike and said here you go. All in all I'll have to see the whole of the spell list to make a final decision. But I don't think much is going to change from 5e to 5.5
Is the arcane/divine/primal spell list function confirmed? Was looking at this in UA but felt that for classes like bard that have to pick from just one in early game it really limits their role as that Jack of All Trades.
Any named spells from Halaster Blackcloak?? Also, thank you for changing cloud of daggers, I too so wished to be able to move it around in Baldur's Gate 3 and always thought it did until I reread the spell in the 2014 PHB
I hate loving sorcerer. I took Chromatic Orb so I could twin cast it since Chaos Bolt bounces and you can't twin it - now you're telling me I won't be able to twin Chromatic Orb for the same reason? And they're making it objectively better than Chaos Bolt?
What a disappointing video, spent more time waffling about every possible way of saying "we have made changes" rather than actually talking about said changes, let alone showing them.
And don’t forget all the art! Did you notice the art? Oh yeah that sure is some art! Yep….. that’s good art…. Oh in other books, we will put MORE art in it.
The purpose of these videos is to tease at the new changes and it’s very generous that they give examples of changes that you could implement now in your games if you wanted. They aren’t going to show everything available in the book
I do like the concepts of simplifying spell designs, simplifying stat blocks, and streamlining game play. The comment that has me concerned is that spells have been “upgraded” (more damage, more healing, expanded range, etc.) this is a nightmare for game balance and the ability for DMs to challenge characters. Casters are already overpowered as it stands. Currently, the game begins to break once characters get north of 11th level. They become near invincible. A group of five level 11 characters dispatch an ancient dragon and its minions with ease. I have tried creative lair actions, adding more legendary abilities, etc. but nothing presents a challenge to them given how powerful characters are by design.
omg, I'm only 2 minutes in, and already all I hear is faster, more , stronger , easier, no restrictions. This should be minor adjustments, fine tuning. But again, it's all about selling a product, not about the product itself. They remove words from spell descriptions, I guess that means that hindering 'flavor text' is ueselss anyway in a game that is about describing things... On through the rest ... That aspect of the game has been reduced with each edition, and I fear we are going down to spell description like in Shadowrun 1e, where it reads below the statblock of Fireball something along the lines of "does firedamage in the area" . No factual news in here either, 25 minutes of "we did change stuff, but we won't tell you what exactly, since we are fearful of toxic coments" . I want this to succeed and be a good addition to the edition, but my hopes are getting lower with each of these videos.
For people curious on the last 4 classes, Monk is Monday July 8th, Sorc the 9th, Cleric the 10th, and Bard the 11th
No artificer?
@@SuperZez nope no Artificer in the PHB
Why two weeks of waiting for the last 4?
Cleric is the one I'm curious about. I really hope that they made a fix so that clerics are good at religion thos time around.
@@HoskTheCub in the Playtest, they got to add Wis to Religion on top of still using Int
Really wish they’d have gone over more specific spells
Just like everyone else here...
@DungeonDudes save us!
Agreed! Happy to hear Flame Strike is getting more damage dice. Never made sense that it was weaker than Fireball.
They're being vague on purpose to make us buy the books. Let's wait for the release and every D&D TH-camr will review that for us.
If they did that then you wouldn't have to buy the book
How do you go a whole videos showing spell art, talking about spell, talking about how the organization is easier BUT not even show a single example of how they will appear in the new books, just pick one that you know won’t change and show how it will look in the book
Exactly this... i was scrolling through the transcript, sincr i didn't want to waste half am hour, but this entire video is essentially a giant nothingburger...
Gotta buy the book man
💯💯💯💯💯💯💯
To be totally honest, its probably not finalised at this stage. We're still a few months out so I imagine they haven't begun printing just yet.
Yup, "show dont tell". Disappointing.
Im hoping that some of theese spells helps the new ranger. WIth concentration getting eaten by HM i dont know if its possible but here im still hoping
I'm assuming at least a few spells are losing concentration. _Ensnaring Strike_ and _Cordon of Arrows_ come to mind because they are similar to how the Paladin's Smite Spells work now and many of those Smite Spells lost concentration. Sadly, those will have to be spells a Beast Master rarely casts, if ever. Unless they nest the Hunter's Mark actions into the Command the Beast actions, then there will rarely be a moment for the Beast Master to even cast _Hunter's Mark_ .
I'm hoping that Hunter's Mark is buffed in some way, cause honestly, the Ranger "rework" is so underwhelming. If Ranger's are gonna be stuck with one spell, please let it be a banger of a spell!
I Hope that some of the Ranger Spells also work on close combat. The Ranger Sepll list has some spell that benefits only ranged combat rangers linke Lighting Arrow and Swift Quiver.
If that spells for example are adapted and now work on close combat will be good. Since 2014 the close combat ranger has been abandoned in favor of the ranged combat.
get your dm to house rule HM doesn't have concentration, they won't send pinkertons after you to play how you wanna play if everyone else agrees
@@diegonunesnlAt least you can use Lightning Arrow on a thrown weapon. My STRanger uses it a lot with Javelins. Its like a mini Javelin of lightning xD
I know they recorded this before releasing Hunter’s Mark the class video, but the fact they didn’t even mention Ranger spell changes is worrying. It better be in the article.
hardly will, I hope there is a leak so we get to see before September
They said that Steel Wind Strike was a core ranger spell in 5e so they made sure to bring it over (a 5th level spell… for ranger :/ )
@@waltercosta2067 You will see before september because the NDA lifts next month.
Conjure Woodland Beings is a Ranger spell.
Mostly increasing usability.... Wikidot has already done this much better.
What in the world are you talking about with Produce Flame? It's an action to cast, and when you cast it you can choose to throw it as an attack. Is no different from any other cantrips, other than you can choose to either use it as a light or attack with it, but it doesn't take more actions when you cast it
I know. I was like what did I miss on this and had to go look it up again.
I was completely baffled when he started talking about it. Still have no idea.
They have no idea 😂
He mentions BG3, there it works the same as tabletop in terms of action economy, but I believe you need to first click to cast the spell, then click another button to attack with it, so it does *feel* clunkier, in BG3, so it seems this change happened because of how the macros for Produce Flame work in a video game...?
@@zero11010 you may have missed this line: “When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. “
The key phrase here is “when you cast this spell.” It doesn’t take a second action to throw the fire unless you want it too.
11:18 Just having Mind Sliver as an official (non-optional) cantrip is already a win for me (which makes Magic Initiate(Arcane) even more interesting).
Pretty sure there isn't a magic initiate arcane anymore? They got rid of the Arcane, Divine and Primal spell lists from the UA's months ago, reverted to class specific again.
@@Naxirian That's right, it's just that the last version of Magic Initiate we got used the Arcane/Divine/Primal spell lists. I'm not sure what classes will get Mind Sliver now, but Magic Initiate(Wizard) should probably do it then.
Magic Initiate still lets you choose the spellcasting modifier for the spell, right?
Kinda useless otherwise
@@haydenburton1789 I'm assuming/hoping so (unfortunately the final version of Magic Initiate hasn't been revealed yet, but Treantmonk said his embargo to talk about the PHB - which he has the final version of - will end on August 1st).
Couldn't make it all the way through this. It was really dull, mostly because of the lack of actually "new" spells in this video about new spells. Mostly spells that hop in and out of core books or extra books, and have done for decades now.
Not sure if you know this, but "new" doesn't mean "20 years old but we moved which book it's in and made minor tweaks to it"
I mean... after "complectly new" ranger i'm sure that they don't know this.
This is what I've been waiting for! I'm sure a lot of the marketing focus is going to be on buffed/new spells - and I do want to hear about changes to spells like Find Traps, Witch Bolt, Mordenkainen's Sword, etc. - but the most critical thing for the 2024 core books is that the OP spells get nerfed. Hypnotic Pattern, Simulacrum, Forcecage, these spells NEED to be reigned in or casters will continue to overshadow martials.
Don't forget new counterspell.
Shield, PWT, Web, Spirit Guardians, etc. They only really talked about the polymorph & conjure spells meaningfully. We know they adjusted some other choice spells like Find Familiar in the playtest, but at least 10 more need to be reigned in before they can justify what they did to Divine Smite.
@@DannyPotato They did adress a few of them though, and it makes sense they'd want to ENTICE players rather than drive them away by talking about any nerfs they may have done. Hopefully there's more, but they have made meaningful adjustments.
This was definitely NOT what you were hoping. 😂
@@DannyPotato TBH though I was hoping for something different I was expecting this. They'll never talk about nerfs during a marketing push.
this was 25 minutes of basically 4 spells
cant wait for treantmonk to cover this in an hour
Literally just here to check the comments real quick before he uploads, hah
He can't talk about stuff they don't talk about first.
He does an amazing job with his reaction videos!!!!!
@@michaelgray4964 While true he does often hint at changes beyond what was mentioned
Bro. Why do they not elaborate on more in these videos…. Like they mentioned that super cool radiant storm spell and then legit said NOTHING about it….
But bro, she's a celestial warlock
Because they want you to buy the book?
They arent giving you mechanics for free.
@@HmmBearGrrliterally the obvious answer tbh
In the “spells” video, they should not spend most of it talking about art and talk more about like 2 new changes to existing spells dawg. And yes, that includes mechanics.
Hearing that they're adding more than 30 new spells immediately followed by we added a lot of new spells from other books that already existed, means there aren't actually 30 new spells. For a new edition being released, I'd hope for at least 30 actually new spells. Also, having seen the redesigns of the conjure spells in UA and commented on how much I hated the direction they went with it in the feedback, I hate how they said that we gave "essentially thumbs up across the board". The spells could have been interesting in flavor, but basically the spells just make circles of damage. A lot of the spells really just seemed like reskinned versions of existing spells, like one spell was almost identical to spirit guardians but for druids, which annoyed me.
A lot of the remaster looks interesting, but these spell changes have me worried. I feel like there's so much room for plant spells, water spells, etc. so I hope the actual new spells that get added can fill in some of the missing niches and bring new flavor and opportunities for players who want to play those kinds of characters.
Well this is all about pulling together a more refined core, for old and new players alike. This new era will surely have supplements which continue to upgrade existing material, as well as introduce new. I'm sure the 2024 ruleset will get a decade of support before 6e comes out (if ever.)
@@horrorsage1346 Personally, I want more specific varied spells. Like spells that can make it rain for a while in a small localized area, I want spells that summon plants, flowers, or trees that stay forever. I want spells that let you speak with stone so that statues can tell you who they were made in the likeness of or to ask the roads questions about where they lead. I want a spell that tells me how long it is until sunrise or sunset. There are an infinite amount of magical effects that could exist, and not enough of them are currently represented by 5e magic in my opinion.
Themed casters can be hard to make with the current list. If I want to make a wizard who shot out blades of wind to slice their enemies in half, I'd have to homebrew a lot of new wind spells or look in another system, because there just aren't any spells that do that in 5e. And the same can be said about most of the elements, there is just a dirth of elemental combat spells beyond fire, lightning, and ice. Stone has a fair amount, but water has like two, and plants have like maybe two and a half. Fireball and Lightning bolt are great, but they get stale after a while. Where are my Waterbeam or Cone of Bubbles spells? Where's a Earthen Armory or Avalanche/Rock slide spell? Where's Cyclone Punch and Slicing Winds? I feel like these kinds of spells should exist in the minds of spellcasters in the official setting of 5e, but they just don't. Maybe it's just an issue I have, but the current spell list has a limited breadth of flavor, which constrains build diversity and player agency when making characters. Unless someone has a DM who's willing to accept flavor rewrites and/or homebrew spells, you have to build around what's in the book, which is fine for your pyromancers but less good for your airbenders. I just see so much potential for cool new spells that it was sadening to hear that the new book's spells would be mostly reprints. :/
I can't imagine people waited for this video to premiere, sat down and watched the entire thing live, only to be let down this hard...
💯💯💯💯
Polymorph nerf for higher cr creatures but a buff for lower cr creatures. Now you're better off polymorphing into an owl to escape rather clutching the fight by polymorphing into a trex/mammoth
Can’t work together with the party to buff the barbarian with temp hp + polymorph. can you escape polymorph by just gaining a different source of temp hp ?
Yeah, hate this change. Just gonna DM the old rule at my table instead
Also again no details it gives temp HP well like how many temp HP 1, 10, 100????
@@kittengoddess4259this! This is such a good point
Yeah. It's a good thing though. In 5e - polymorph is literaly best healing spell, and buff spell on top. It is one of the outlier spells for this exact reason, and most people hope that spells like that would be nerfed. I hope they removed "T-rex mode" entierly and it's now just control spell. Or CR now is equal to spell level at least.
Going to call out the team here. They mention “new” a lot and then proceed to name spells from existing support books. Also they go on about changes to summoning but got rid of the conjurer wizard subclass. Bit sneaky.
You can still play the 5e conjurer and I plan on homebrewing subclasses that didn't make the cut for 6e once I have access to the 6e books.
They better have buffed true strike. I'm tired of people clowning on me for using that spell.
Judging from UA it's prrobably completely reworked
Yeah I loved the UA version, we need more blade cantrips. It essentially made your weapon damage radiant and then adds 1d6 radiant extra when cast at level 5,11,etc
It's unfortunate just how utterly useless that spell is. Thankfully the new one looks to be totally reworked.
@@grug_g I hate it...stop giving casters better melee options than melee martials.
If you use it in the current official form you almost should be clowned on tbh
Wish there had been some talk on Wall of Force, it is one of the few spells I really, really want to see re-worked.
Yeah, it's kinda wild how few ways there are to deal with it as a player, and seeing how action economy is so important I imagine DMs feel the same way. Feels like a 7th level or more spell.
New Character speedrun tech just dropped: Your PC takes a shot every time they say "spell."
Even my warforged character quickly rusts from the inside after that, and they're made of adamantine.
The martial vs caster is still a thing, but i see some progretions.
A thing that i think a lot is:
Martials are a lot dependent of the abilities. If the spells was ajusted to use the characters stats and proficient bonuses, theyr progression could be smoothier btweeen the levels.
To set an example thats is not overpower but bit too much in early levels, the pass whithout trace spell add +10 in stealth checks. If it adds wis bonus plus proficient bonus in stealth checks, It would start with something like +5 or +6 in the first tear, and ending up with +11 in hight levels.
To mention the wizard, inteligence for shield spell adding +3 AC in the 1st level, up to +5 in the 8th.
Other spells could be rebalanced to became less overpower but ajusted to been better upcasted. Using the fire ball example, could star in 6d6 damagewith upcast 2d6 per slot level above 3. The 5th spell slot level would still causes 10d6 (9th char level), but less overpower in the when you gain it (5th char level).
To end up my point, other spells could be upcasted to bring more options that would make other playestyles surpass the "aways better way to play with this class". It makes the player decides where to invest its slots with more variaty. The Mage Armor Spell, for example, could be upcasted for +1 AC for every 2 levels above 1 (pretty sure that no one would think of uses a 9th level slot to put 17 AC in its wizard, but a 5 spell slot to 15 or something like that could be a good trade that made the aways used spells less frequent).
The spells designe would make more variable casters and made theyr progression more in line with martials
The problem with adjusting spells is the same problem that people have talked about with the Paladin. When something gets nerfed, why would you play it when the original is simply stronger?
The answer isn't to nerf spells, it's to buff martials, and that hasn't been done well enough in the 2024 books to balance Martials vs Casters Just look and the Ranger and Rogue, improvements compared to other martials and all casters. They still don't match up, and it is glaringly obvious that they don't.
@@DannyPotatoThats almost certainly the issue when for the more dissonant choices, such as the rangers hunter mark stuff. Some of that should be more clear once we have all the things though. It may very well be that certain interactions with things we haven't seen yet boost the underpowered classes to OP levels. Could also just be a vastly different DM and player playing style skewing the results too, even something as simple as having more encounters before short/long resting than most of the playerbase has.
@@RawwkinGrimmie64 buffing martials to the level of spells would be power creep hell
The problem with shield is not in tier 1. Using a first level spell slot to block a bunch of damage at 3rd level is a costly and justified used for a 1st level spell slot. But at 12th level, 1st level spell slots are pretty much useless for anything except casting shield. It doesn’t get weaker in comparison to your other abilities the same way that all other 1st level spells in the core books and supplements do.
@RawwkinGrimmie64 if your DM is okay with you using the old version, great, have fun. I think most will prefer the toned down versions though
Nothing on actual casting mechanics? Did they do anything about the awkward confusing way spell implements interact with somatic spells vs. somatic-and-material spells? Did they not fix bonus action spells such that they could finally get rid of the awkward limitation on other spells you cast in the same turn? Also Animate Dead - an iconic spell, but one where the solution used for conjuration spells would be wholly unsatisfying - did they fix it, and if so how? This preview video spent way too much time talking about art (art is great, but we'll see it when we see it, no amount of talking about it beforehand is going to do it justice), and not enough time on how spells and spellcasting have or haven't changed.
does wotc even play this game? what's weird to cast with produce flame? it isn't two separate actions to cast and throw, using it offensively is part of the action. "When you cast this spell... you can hurl the flame at a creature"
I loveeeee the trend in the players handbook of “Look guys we ‘improved’ the game, x is now more powerful.”, like that somehow makes the game automatically better.
we'll see how they handle HP for monsters next year.
they really want people to buy the new books. I don't think higher power levels means better design, but also I don't mind players being powerful
When you make a terrible trap option actually usable, the game IS better. Because now you have more choices of the same level, rather than one good choice and three terrible choices no one would bother with. IE Cloud of Daggers.
@@Chaosmancer7 Sure, especially for things like true strike and find traps (if they improve them, which is likely). Those actually don’t work at all. However, a lot of things don’t need them (like healing was already really good), and adding more options to spells (lifting restrictions) also dumbs down their identity. Cloud of daggers can move now, but that kind of makes it too similar to flaming sphere and dust devil imo, having its unique side of having to strategically choose where to put a danger tile.
@@gansduif555 Healing wasn't even close to good outside of "Lifeberries" (they nerfed it - it's good) or 6+ level spells. That's why no one even bothers with Cure Wounds - it is basicaly just Healing Word, but worse. I wouldn't buff healing word though - it's perfectly fine as 1d4 instead of 2d4, but anyway.
Disappointing coverage. Few details about actual spell changes and nothing on spellcasting mechanics. Padded by talk about spell art. Very unfortunate.
Chalmers: Uh... Aurora Borealis!? At this time of year, at this time of day, in this part of the country, localized entirely within your kitchen!?
Skinner: Yes.
Chalmers: ...May I see it?
Skinner: ...No.
A healing buff!!! Thank god
As a Cleric main, this makes me so happy!!!
Also - Praise Selune, Lunar Cleric! (She's my fav. goddess)
Cure wounds now does 2d8 + Wis!
@zero11010 well, our DM likes to balance things with the mind that we have a cleric. So my fellow players go down pretty regularly, so extra healing means when I bring them back up they have a little more wiggle room before they go down again.
not like it really needed it
You worship the moon witch! You better prepare to embrace darkness. 🤝🏼@@rogen8094
What I would like to see regarding spells:
More spells that can be cast as rituals. In 4e, basically every non-combat spell was a ritual, and that's what I'd like to see again.
A list like in 3e where there's a list of spells for each class, along with a short description (e.g. "Fireball: 20 ft burst deals 8d6 fire damage").
“Reading the spell explains the spell.”
“As written” and “as intended” I’m sure had been solved forever.
And I thought the Warlock video was short on actual content... 20 minutes at look at the wonderful art and a few minutes of so-so content... I can't wait until Aug 1st and Treantmonk and others are free to tell us everything!
PLEASE tell me that the spells will be organized by level (and then alphabetically). The way they are now is unbearable.
yes
How about buffing the damage of Hunter's Mark? 1d6 damage until level 20 and then...1d10??!! What happened? Did WotC just give up on the Ranger again?
I'm REALLY hoping there are much stronger monsters to compensate for all of these stronger classes and spells. I know I can homebrew, but sometimes a campaign or two is strictly RAW
I guess a DM could jjust start skewing CR by a degree.... not a great solution, but doable.
@@drailerplay suddenly everything has legendary actions and resistances, and lair actions
For cloud of daggersl instead of being able to move the cloud, you should be able to send dggers flying out of it to attack the monsters that just kinda side step it.
what is the point of including the Lady of Pain in the _wish_ spell description? are you really expecting that many campaigns to involve Sigil? just detail that in a Planescape book in a Sigil-specific section. sounds like you’re just padding out the book for no reason
Exactly, like I had to look that stuff up, I’ve played for years and never heard of that random god or whatever like why not just say “ wish can’t effect divinity” or gods or somthing
Honestly the thing I care most about, is what they did to the core rules. Rules like the new stealth/hiding rules that were in the playtest but nobody actually looked at them with any real scrutiny, were actually full of huge glaring flaws, yet they stayed in for playtest after playtest, all the way until the very end. If you hide in a cupboard and make a DC 15 stealth check (against nobody in particular), you become invisible.
The DC 15 is odd for sure, Though I think you are only 'invisible' for the sake of having the associated bonuses; you lose the condition as soon as you're seen or heard.
@@adamdoherty3072 it's hard for people to see you if you are invisible.
Until someone opens the cupboard
@@FrostRoseit's hard for people to see you if you're in a cupboard
@@nyanbrox5418 read the playtest stealth rule i'm talking about (its in the newest one) and you'll see how it works. You become invisible. Then you can e.g. open the door to the cupboard and walk outside if you want. And you'll be invisible after that.
I wander if they fixed booming blade and green flame blade to just say melee attack, not the dumb 5ft radius, cuz as it was before, a bugbear can’t use booming blade with a dagger at his extra reach which is stupid, tilt should just be tied to a melee attack
Druids have too many spells that require concentration. Makes me skip spells I would otherwise use. I like that there is an Avatar the Last Air Bender Cantrip
It's designed so you can concentrate on a spell and wild shape. But honestly wild shape isn't that good after level 10 except for moon druids.
Everyone who saw the Ranger video must've been extremely curious to see what was changed (if anything) about Hunter's Mark 👀
Oh man you should've had Jim Darkmagic casting Magic Missile. I also really wanna see Arkhan The Cruel with the Hand of Vecna attached. DnD art is so cool.
*SPOILER ALERT *
no spells are actually shown.
This video has info for 5 min, 10 tops. It was nice initially, but went on for too long without any substance.
This could either go amazing or this could go terrible lol, shout out ONE SHOT QUESTERS, he's on top of this stuff and streams it the same day it comes out with amazing insight
🥹
Yeah, but his serious videos are nothing special. His takes and depth of understanding stuff he covers ranges from mid to bad.
treantmonk's reactions are my go-to, he understands the game insanely well
Ialso go for Treanmonk personally, buy I love them both. Seeing the perspective of a more casual player who doesn't have the book vs an optimizer who does makes for an interesting cross-analysis to get a good gauge of how people are feeling.
Hearing that cloud of daggers can move, and then hearing Colby from d4: D&D Deep Dive cheering from hundreds of miles away. Lol
The Beholder Wizard vs the Behir (Wizard) art is so sick.
When he started talking about spells with poor action economy, I was NOT expecting him to talk about Produce Flame. They screwed the Ranger once with Hunter's Mark, so it would be REALLY nice if they could at least improve the action economy of Lightning Arrow, Hail of Thorns, etc.
I don't understand what they even meant about produce flame. The spell says "when you cast the spell, or as an action on another turn, you can attack with it." What's the problem?
@@kylesousa2051 yeah I'm not really sure either, now that you mention it.
Hope Hunters Mark gets a damage scaling by level of spell Slot used (1st Level - 1d6, 2nd level - 2d6...) and triggering on every hit, not just once per turn. This way the Rangers level 20 feature would be viable at least as then it would be d10s scaling.
Imagine: assuming both attacks with a longbow, a 5th level Hunters Mark and 20 DEX, that would be 1d8 + 5 + 5d10 per hit. (Not accounting magic items)
I can see 2 ranger / x Bard with extra attack for full spell slot progression.
HM could be 1d6 per 2 levels (1, 3 and 5). And It would be really great
I agree, for one main reason:
The new Hunter's Mark rules started to make a bit more sense to me when I thought about them as the Ranger counterpart of the Paladin's Smite, since that is now also a spell. I think that's how WotC is thinking of it too. They get them at the same level, in the same way (added to their prepared spells for free, a limited number of free casts per day), they are both ways of adding damage to their weapon attacks, they can both only apply once per turn now, and they both have a thematic element tied to the class (extra damage vs evil, tracking enemies).
Their main difference, then, is that Smite does more instantaneous damage, while Hunter's Mark does more damage over time - and, of course, that HM requires concentration.
Smite scales off spell level, so HM should too. It shouldn't do as much instant damage as Smite (at least until 20th level) but the concentration requirement balances the fact that it can be added to multiple attacks for a single casting. People can reasonably disagree on whether that is a fair balance, we'll have to see how it feels in play. At least for now, I'm satisfied that the decision has some justification.
@@DannyPotatobut it costs a 5th level spellslot and concentration, which sneak attack doesn't..
@@DannyPotato It would be strong, but not too strong, as Rogues (via Opportunity Attacks through enemy movement or Sentinel) often get their Sneak Attacks twice a round, and now with the Weapon Mastery Nick, they'll be able to get off-handed attacks without expending Bonus Actions (to make sure they get Sneak Attack off on their turns as well).
They call this "update" the 2024 version...how about they cut to the chase and call it version 5.5, because that is really what it is. I know that I will.
I'm just here to see if Hunters Mark changed or the Ranger is going to be trash for another 10 years. I see
Most likely, there'll be another -Guide to Everything to give 2024 Rangers yet another optional features.
@@xiongray Yep, we're going to have to wait (at least) another 2 years for that...yay...
sounds like he had a lot of fun changing the spells he did not like to work like he would like them to work
No spells shown here, just some ideas about changes and that's all. Trully dissapointing experience
What do you expect? All this is to get you to buy the book. It's a tease, not supposed to give you enough info
@@jamesbean8370 well class review was informative enoth to know what to expect. And for spell i litterally doesn't know what expect now - that's the main blocker for me. And that next video after Ranger! So they could add info about hunters mark and also about narroving concentration spells for ranger. OR just show example of one spell how it's looks - that would be enouth.
As person who used to use e-library i just didn't saw changes because most of that is phisical book problems
1:33 honestly man, you guys should create at least one artwork for every spell and then just toss it online for those specific spell lovers can find it
I love yall the intense eye roll when he said "Celestial Warlock is awesome."
I just want to thank the team for bringing the bard subclass of dance. It’s my ultimate favourite and I’m very excited to play with it. Hoping that they will be keeping magical secrets🙏🙏
I was looking for a spell to make a custom invocation from a bird themed Archfey Patron. Cloud of slashing feathers uses new Cloud of Daggers, thanks JC.
Preview video was a preview video. I agree hard examples should have been shown here and there. But I liked what we got.
Please just make sure there are blade cantrips and I will be happy
They really need to update the booming blade and green flame blade cantrips to change from a 5ft radius to just an attack with a melee weapon, otherwise we will still have the issue of a dagger wielding bugbear being able to out reach those spells and not be able to use them
I'm sorry to tell you this but green-flame blade and booming blade don't make the cut
Ur gonna have to use the old ones, they cant put everything in one book, how else will they be able to make more books? Lol
@@johngallant1629 A bugbear can still use those spells, they just need to attack something within 5ft of them. In 5e you can attack anything within your reach. Even if that bugbear was using a polearm they could still use the spell, just not on creatures greater than 5ft away
@@MainShaneyeah, but that's boring. The extra range on a bugbear is one of their racial features that makes them unique; they should be able to play a spellsword that can use their unique feature rather than flattening them to be the same as any other.
True strike. They didnt mention it, and it had better be changed
I'm curious to see how they change the spells Find Traps (useless spell), Simulacrum (broken), Mirage Arcane (vague mechanics), and True Strike (almost useless spell).
So, how am I supposed to play a demonologist/infernalist wizard who summons fiends from the Lower Planes to fulfill his long-term plans? How do they get into the Material Plane by magic if we can only get the template of the creature or its spirit, but not the creature itself? I really hope this functionality was moved to the Planar Binding spell, because otherwise any appearance of an extraplanar entity in the story would be GM's arbitrary.
I really hoped they would fix some of the high level design issues, but it seems like they still have the same mentality of "no one plays high level so we don't care that much about it", as if it wasn't the exact reason why people don't like playing at high level.
I am also very impressed with the art being shown in the spell section here.
To the whole community. Expect some of your favorite spells to be nerfed. I hope and wish it for the good of the game. I know it's nice to end the fight with a single spell, it makes you feel powerful, but it's not for the other players waiting to take their turn and especially for the DM who spends their precious time preparing compelling campaigns and stories for the players.
After watching this video he brought up polymorph but didn’t say the there would be repeated saves. Gigantic L and f they don’t nerf control spells that completely end fights.
😂😂😂😂😂😂
I only care about what happens with True Strike
I essentially trivialized a mini-boss fight with Hold Person in my game yesterday. Granted, the only reason I was able to was because of successful planning by my party to isolate him, but still... feels bad. If we hadn't needed to take him alive, I wouldn't have done it, cause the fight would have been cool. He had some nasty equipment.
I doubt much is getting nerfed, and if it is it's probably tiny. There were a lot of garbage useless spells that needed buffs.
I'm worried that they didn't mention true strike
so they changed Chromatic Orb...into Chaos bolt lmao
It comes in my birthday. As a lover of some spellcasters like college of dance or wild magic it's an honor! But I am really fan of martials too :3
i hope they buff a bunch of monsters or add stronger variants because it seems like everything is getting way stronger without restraint.
so when you summon a fae, you're literally pulling an existing person from whatever they were doing to instantly start fighting for you, a stranger? is this like jury duty, where they have to be prepared for their shift in case someone casts the spell?
I came for a discussion on mechanics.. not on art. Disappointed on the former... and now I am even less enthusiastic about the art.
Do we know if anything else changes with the shape-shifting spells? Do we get the creatures' stats and abilities? Do we even know what the amount of temporary hit points we get from the forms is yet?
Or how those temp hp interact with spells like enhance ability, false life, armor of Agatha that give conditions to temp hp
@@kittengoddess4259 It's simple. You can have one source of temp HP at the moment
Hopefully true polymorph can still become permanent and then it becomes your actual health pool.
@@parheliaa so you can escape polymorph with a simple false life spell
@@kittengoddess4259 You simply choose the pool, also IIRC the fact that you can have only one pool, does not block the spell.
Wizards give us physical rewards for pre-ordering, we don't all play digitally!
I'm excited about the art, but so much of this is talking about art, and just the same things they piece meal told us already in the other videos, that this felt like a real nothing of an interview. There's genuinely useful information, but it really could have been 5 minutes.
Well, I’ve always just used produce flame like firebolt in actual play during combat. Did not even realize that it wasn’t supposed to work like that.
If you had fun, you and your whole party win. 🎉
I wish we could have had more information about spells in the spell video. If you want to talk ad nauseum about art I wish it had its own video.
I like the Beardholder art
Said it yesterday, I’ll say it again: really hate how we have spells and crafting just thrown in before the last 4 classes. It’s to “avoid” dividing the classes up… so what does that mena they are doing RIGHT NOW with putting these topics first…. I wanna see sorc so bad 😭
This... didn't really tell us much about anything "new" did it? It mostly mentioned that stuff from TC/The UA made it in. Like yeah the UA stuff is new to the game, but not new information for the people watching.
01. Okay so some spells do more damage, Healing is going to be better, and concentration might be changed on some spells.
02. Do more but with fewer words........I hope this is a good thing and doesn't make some spells confusing.
03. List of classes with spell in the description.........Thank you that's great. (OCD I Like order)
04. Ritual on the casting time....... Great for some new players or the ones that didn't know ritual was a thing.
05. Higher level spells do more damage.......People will like that.
06. summoning spells............I hope those got fixed. Because it was a nightmare before. Some people aren't going to like this.
07. New Spells and named spells........... That should be a lot of fun.
08. Healing spells are going to be better..........Great I think it was needed. Prayer of healing short rest.....Damn......
09. Guidance is very different now a chosen skill..............Okay I think I like that.
10. Clearing up the wording on some of the higher level spells.......................That is appreciated. Thank you..I hope
11. Polymorph and other like spells with allow you to change and now get Temp HP...............Hell yeah.
12. Some spells are meant for the DM.........Thanks dad. We needed that. I hope it's great.
13. Wish has been fine tuned.............I'm listening and I want to know more.
14. Chromatic Orb can now bounce....I need to know more
15. Cloud of Daggers can now be moved..........Hell yeah.
16. Produce Flame is different but we don't know exactly how..........So maybe
17. The art looks amazing and it will now say what all spells are apart of the art.........awesome.
It’s not new if it’s already been published…
I only care about what happens with True Strike
They changed it into guiding strike, an on attack spell
Looking forward to watching this. This is going to be interesting to see the changes and how to play them in future games.
anyone else hating all the glasses in the art? they look goofy af
They are really just messing up all shape changes like how does temp hp work now, armor of Agatha requires its own temp hp, do you still have to only have one source of temp hp
yes obviously. It's a nerf across the board for polymorph/shapechange spells. DMing at high level, it is extremely difficult to threaten high level spellcasters when they're essentially 2 stage boss fights.
@@EwafingmythI love them making PCs more powerful, but I do hope they've added some stuff to high level play on the dms side so the solution isn't always some kind of stunning effect
@@cassun603 10 million percent this. I also absolutely hate legendary resistance as a mechanic, it's so lame
@@Ewafingmyth tbf I homebrew basically every encounter. MCDMs Flee, Mortals! has alternatives to legendary resistance where it only works if a condition is met
@@cassun603 I'll go check that out, it sounds more engaging for both me and my players
So many words to say nothing. This video was useless. 🤦🏻♂️
Please show what you've done to Hunters Mark/ other key ranger spells. The fact you didn't yesterday is terrifying as currently the class is literally unplayable now 😞
Using temp hp is weird for shapeshifting. Boss has 300 temp hp(just arguing here)? Polymorph into a rat!
La classe di appartenenza delle spell esisteva già nelle vecchie edizioni ad esempio 3 o 3.5, era solo nella 5 che non era presente, implementarla era il minimo.
Hopefully they buffed non fire damage spells across the board because they always were either slightly worse or significantly inferior. There was not a single non fire spell that was stronger tier for tier than the fire spell. Hello lightning is better than fire! Why? Its plasma that is 2.5 million degrees....hotter than fire by ALOT.
What about problem spells like hypnotic pattern or bellow bar spells like witch bolt? Did the
Counterspell changes stay?
I'd really love to learn about something that we didn't already know about.
Please tell me that True Strike has been change and isn't the same that the official version neather the Ua version. I hope a Summon Plant, Summon Ooze and Sumon Swarm too. And a spell that allows you to make a pact or a contract.
Ok, so we have a 3.5 throwback to having classes on the spell themselves. Awesome update.
I don't think guidance will be changed too much, just drop concentration then recast.
I'm sad there really isn't any spell support for two weapon fighting. Seems that they have just taken swift wind strike and said here you go.
All in all I'll have to see the whole of the spell list to make a final decision. But I don't think much is going to change from 5e to 5.5
Is the arcane/divine/primal spell list function confirmed? Was looking at this in UA but felt that for classes like bard that have to pick from just one in early game it really limits their role as that Jack of All Trades.
No, they went back to class spell lists later in the UA
What are the betting odds for them releasing a book that is just dnd art in the next year?
No information about The BA spell rule
Any named spells from Halaster Blackcloak??
Also, thank you for changing cloud of daggers, I too so wished to be able to move it around in Baldur's Gate 3 and always thought it did until I reread the spell in the 2014 PHB
it would be nice if we have a blue post type where we can see all the changes of all spells.
Love all of this
I hate loving sorcerer. I took Chromatic Orb so I could twin cast it since Chaos Bolt bounces and you can't twin it - now you're telling me I won't be able to twin Chromatic Orb for the same reason? And they're making it objectively better than Chaos Bolt?
We'll have to see which rendition of MM: Twinned Spell made it through publishing.
they are probably going to lower the damage on chromatic orb
What a disappointing video, spent more time waffling about every possible way of saying "we have made changes" rather than actually talking about said changes, let alone showing them.
And don’t forget all the art! Did you notice the art? Oh yeah that sure is some art! Yep….. that’s good art…. Oh in other books, we will put MORE art in it.
thanks for letting me know, I'll watch on 2x speed
You mean the Summon Fey art they have shown like 5 times?
They aren’t going to give you the entire book for free before it comes out. Support them and buy the product.
The purpose of these videos is to tease at the new changes and it’s very generous that they give examples of changes that you could implement now in your games if you wanted. They aren’t going to show everything available in the book
I do like the concepts of simplifying spell designs, simplifying stat blocks, and streamlining game play. The comment that has me concerned is that spells have been “upgraded” (more damage, more healing, expanded range, etc.) this is a nightmare for game balance and the ability for DMs to challenge characters. Casters are already overpowered as it stands. Currently, the game begins to break once characters get north of 11th level. They become near invincible. A group of five level 11 characters dispatch an ancient dragon and its minions with ease. I have tried creative lair actions, adding more legendary abilities, etc. but nothing presents a challenge to them given how powerful characters are by design.
omg, I'm only 2 minutes in, and already all I hear is faster, more , stronger , easier, no restrictions. This should be minor adjustments, fine tuning. But again, it's all about selling a product, not about the product itself. They remove words from spell descriptions, I guess that means that hindering 'flavor text' is ueselss anyway in a game that is about describing things...
On through the rest ...
That aspect of the game has been reduced with each edition, and I fear we are going down to spell description like in Shadowrun 1e, where it reads below the statblock of Fireball something along the lines of "does firedamage in the area" .
No factual news in here either, 25 minutes of "we did change stuff, but we won't tell you what exactly, since we are fearful of toxic coments" .
I want this to succeed and be a good addition to the edition, but my hopes are getting lower with each of these videos.