D&D 5E Expansion Rules Gift Sets start to show up in the wild.

The Drow Priestess was interesting. Orcus is also interesting.

They're still using a lot of "spells" in these text blocks. It seems all the complaints about them cutting out cool spell stuff from stat blocks was...wrong?
But... You don't understand... THE SKY IS FALLING!
 

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But... You don't understand... THE SKY IS FALLING!
I mean, normally I'm ready to call out WotC, but it really does seem here that there isn't much change. Not being able to counterspell their damage is much less a problem so long as you can counterspell their real nonsense, like teleporation, etc etc.
 

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The Drow Priestess was interesting. Orcus is also interesting.

They're still using a lot of "spells" in these text blocks. It seems all the complaints about them cutting out cool spell stuff from stat blocks was...wrong?

Most of their damage is just not dependent on spells anymore.
So, I have no probs with the fact that Spells are still there or if the "Abilities that look like Spells but aren't" are sorta like super attacks and what not. Or the fact that they are making the stat blocks read easier or more like 4E. My question is, for the spells that are still there, like Zariel's Fireball, how do I know how to upcast them? They don't list the spell slots. So how do I know how to increase their potency if I didn't want to rely on low damage? Like the Drow Matron and upcasting Spiritual Weapon.

Or am I just not getting it? Also, interesting how some of the Spell like Attacks are number of times of days and the old standard "roll a d-6 and it recharges on a 4-6 and all that."
 

So, I have no probs with the fact that Spells are still there or if the "Abilities that look like Spells but aren't" are sorta like super attacks and what not. Or the fact that they are making the stat blocks read easier or more like 4E. My question is, for the spells that are still there, like Zariel's Fireball, how do I know how to upcast them? They don't list the spell slots. So how do I know how to increase their potency if I didn't want to rely on low damage? Like the Drow Matron and upcasting Spiritual Weapon.

Or am I just not getting it? Also, interesting how some of the Spell like Attacks are number of times of days and the old standard "roll a d-6 and it recharges on a 4-6 and all that."
You don’t upcast them, they don’t need to. Zariel never had spell slots to upcast fireball anyway.
 

You don’t upcast them, they don’t need to. Zariel never had spell slots to upcast fireball anyway.
So, I guess in the case of the Drow Matron and Dispel Magic, they can't just no sell spells instantly like that (unless they are 3rd level spells and below), and they have to deal with making the DC check of 10+Spell level using their Spellcasting Ability for any spells above 4th level?
 

And how would the Drow Matron, using Hold Person, be able to target/hold an additional Humanoid without Spell Slots? Or Cure Wounds herself for additional HP, or even her allies if she felt like it?
 

And how would the Drow Matron, using Hold Person, be able to target/hold an additional Humanoid without Spell Slots? Or Cure Wounds herself for additional HP, or even her allies if she felt like it?
She would not. Unless you edit her spells to be higher level.
So, I guess in the case of the Drow Matron and Dispel Magic, they can't just no sell spells instantly like that (unless they are 3rd level spells and below), and they have to deal with making the DC check of 10+Spell level using their Spellcasting Ability for any spells above 4th level?
Correct.
 

And how would the Drow Matron, using Hold Person, be able to target/hold an additional Humanoid without Spell Slots? Or Cure Wounds herself for additional HP, or even her allies if she felt like it?
My quick fix for this would be to have her spend her 2 uses of cure wounds or whatever to cast it at higher level.
 

Yeah, I don't know how I would level up the spells basically. Unless write in next to em (as a 6th level upcasted slot or what not.)
 

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