Crown of madness 5e

We’re looking at the 2nd level spell crown of madness, available to Bards, Sorcerers, Warlocks, and Wizards. To put it another way, this spell is often regarded as one of the worst in the game.

As usual, I’ll break down the spell’s core rules, and rather than making optimization suggestions; I’ll detail why this is such a horrible spell.

Crown of Madness 5e

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You must pass on a Wisdom saving throw or be charmed by one humanoid you can see within range for the duration. While being charmed in this way, a twisted crown of jagged iron appears on the target’s head, and insanity sparkles in its eyes.

The charming aim should use its motion to launch a melee assault on a creature other than itself that you mentally identify on each of its turns. The target can act normally on its turn if you don’t choose a creature or none are within its reach.

On your next turn, you must use your action to keep control of the goal, or the spell will expire. In addition, the target can make a Wisdom saving throw on the last turn of each of its turns. The spell expires if you succeed.

Simply by looking at the rules, this spell appears to be very similar to other spells that appeal to creatures in the attraction school of magic. They target a creature, force it to make a saving throw or do something against its will, and the creature receives a conditional hazard to break the fascination. In addition to the similarities above, the crown of insanity contains many other flaws that, unfortunately, separate it from other comparable spells.

Charm in 5e

To appreciate how terrible Crown of Madness is, starting with the limited positives is necessary. The Charmed state, which crown of madness shares, is a common characteristic of most enchantment spells and has the following effects:

  • A charmed creature cannot attack the charmer or use harmful abilities or magical effects on the charmer.
  • The charmer gains from any ability check to interact socially with the monster.

Hot Tip

For these reasons, Charmed is a very helpful condition to put on an opponent. It permits the charmer to converse with an ordinarily hostile species while also protecting the charmer (but not their companions) from harm or negative effects.

This, too, has its limitations. Many creatures are immune to the enchanted condition, but a slew of spells and effects can inflict it on them, almost all of which are superior to the crown of madness.

Why is Crown of Madness So Bad?

The first issue with Crown of Madness is that it demands the caster’s attention. This approach requires the caster to solidify every other spell that requires focus; else, the initial spell will terminate immediately. Many of the sport’s most successful or powerful spells, such as haste or polymorph, demand concentration; hence another spell requiring concentration must be correct enough to justify not casting these powerful spells.

The second is that, like many other spells, this one requires the target to complete a Wisdom saving throw, with the effect only occurring if they fail. 

In the fifth edition, Wisdom is the average maximum mental capability rating among all creatures, compared to Intelligence or Charisma. This means that the average creature has a higher chance of succeeding if forced to make a Wisdom saving throw than if forced to make an Intelligence or Charisma saving throw.

At the start of its turn, the target must expend 1/3 of its movement to attack a creature of the caster’s choice. This may appear to be a spell advantage, and it is, but it is most useful if there is a creature within reach. If no monster is within reach, the target can act normally – moving, performing actions, and doing anything it wants without consequence (bearing in mind that it’s still captivated by the caster).

The caster must use their action every turn to keep the spell, which is the fourth and last nail in the coffin of this spell. This strategy means they can’t cast any more spells, make any attacks, or do anything else unless it involves an advantage action or motion.

Given the 0.33 challenge, it should not surprise that the fourth problem is particularly bad. Every round, the caster should give up their action to force their target to give up their action perhaps, and only under severe conditions.

Great weapon master 5e

Feats are the way to go if you really want to play a unique character in D&D. Feats are abilities you gain at various levels of the game that allow you to play in new ways and allow you to customize your character.

Do you have a flashy bard on your hands? The actor feat, which adds greater charisma and mimicking skills, can be useful. Do you wish to battle with your fists like a barbarian? The grappler feat will allow you to hold your own in close quarters.

Naturally, certain accomplishments are more conceivable and practical than others. Some you’ll find yourself frequently utilizing, while others are more specialized. When combined with the correct construction, some feats can be deemed overpowered. The ‘Great Weapon Master’ accomplishment is one of these, and it may be quite interesting if used appropriately.

It’s also a prized achievement for many players. Some people believe it is overpowered, while others believe it is completely broken. Some people have even banned it from their games. It’s right up there with achievements like ‘Lucky’ and ‘Sharpshooter,’ and you’ll have to decide for yourself after reading this article.

What Is a Great Weapon Master?

The great weapon master feat provides the following bonuses, according to the Player’s Handbook:

“Before making a melee strike with a heavy weapon with which you are competent, you can choose to take a -5 penalty to your attack roll. The damage is raised by 10 percent if the assault is successful. When you achieve a critical hit with a melee weapon or reduce a creature to 0 health points with one, you can perform one melee weapon attack as a bonus action on your turn.”

First, you can compromise accuracy for damage on a blow before attacking with a heavy weapon you know how to use. For example, the numbers would follow if you’re a 4th level fighter wielding a great ax.

The attack bonus increases to +5 at the 4th level (+3 for strength and +2 for proficiency), and a great axe deals 1d12 slashing damage. If your fighter uses the feat, their attack modifier is reduced to 0, and they roll a straight d20. If they manage to land a hit, the damage is calculated as follows: 1d12 + 3 + 10 = total damage.

Because you’re simply doubling the d12 roll and not the modifiers, critical strikes with the feat don’t modify the damage; therefore, if the attack above was a crit, the damage would be computed as follows: 1d12 x 2 + 3 + 10.

If you score a critical hit or kill a creature with a melee weapon, the second benefit allows you to attack more frequently. If our great axe-wielding fighter crits, he can use a bonus action to lash out with another attack.

This allows your weapon master to slash and slice their way through smaller mobs and even take out the big bad because an extra 10 damage is nothing to sneeze at, especially considering how much damage heavy weapons already do.

Toll the dead 5e

Hello, everyone! Another week, another post! I’ll go over this essential little Cantrip in today’s post, DnD 5e Toll the Dead Explained. I’ll start by explaining what the spell is, then show you how to use it, and finally answer some questions about it.

So, ring your bell because we’re going to get right into today’s topic!

What is Toll the Dead?

This spell is taken from the book Xanathar’s Guide to Everything, which you should pick up because it’s jam-packed with useful information for both GMs and players.

Toll the Dead is a Necromancy Cantrip, hence toll the dead is a Necromancy Cantrip. Cantrips are charms that can be cast at any time and have no restrictions on how many times they can be used. It just takes one action to cast and can reach a distance of up to 60 feet. The target must make a Wis escape Throw or suffer 1d8 Necrotic damage. If the target has previously been harmed (i.e., has lost HP), it will take 1d12 Necrotic damage instead of 1d8.

How to Use Toll the Dead

It’s a simple Cantrip, but if your Spell Save DC is high, it can be rather effective because you don’t have to roll anything to strike the monster; instead, the creature must roll to avoid being hurt. If you’re like me, you’re used to rolling poorly.

It’s always nice to have a few varieties in your Cantrips, so this one is a nice complement to the ones you frequently see in the game, as that’s what spellcasters normally use when they run out of spells. So remember this the next time you make a character.

Bag of holding 5e

The inside space of this bag is significantly greater than its exterior proportions, measuring around 2 feet in diameter at the opening and 4 feet deep. The bag has a capacity of 500 pounds and a volume of 64 cubic feet. Regardless of its contents, the bag weighs 15 pounds. Action is required to retrieve an item from the bag.

The bag ruptures and is destroyed if it is overloaded, pierced, or torn, and its contents are strewn throughout the Astral Plane. The contents of the bag stream out uninjured if it is turned inside out; however, the bag must be turned right before it can be used again. 

Glyph of warding 5e

When you perform this spell, you inscribe a glyph that damages other Creatures on a surface or within a closed object (such as a book, a scroll, or a Treasure chest) to hide the glyph. The object you chose must stay in its current place; if it moves more than 10 meters from where you cast this magic, the glyph will be shattered, and the spell will not be activated.

The glyph is nearly imperceptible, so you’ll have to make a successful Intelligence (Investigation) check against your spell save DC to figure it out.

When you perform the spell, you can choose what triggers the glyph. Touching or standing on the glyph, removing an object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is engraved are the most common triggers for glyphs carved on a surface. The most common triggers for glyphs engraved within an object include:

  • Opening the object.
  • Approaching within a specific distance of the object.
  • Seeing or reading the glyph.

This spell terminates when a glyph is activated.

You can fine-tune the trigger so that the spell only activates in specific situations or based on physical characteristics (such as height or weight), creature type (for example, the ward could be programmed to effect Aberrations or drow), or alignment. Conditions can also be established for Creatures that do not trigger the glyph, such as those who say a specific password.

Choose between explosive runes and a magic glyph when inscribing the glyph.

Explosive Runes: When activated, a 20-foot-radius Sphere centered on the glyph erupts with magical energy. The Sphere wraps itself around the corners. A Dexterity saving throw is required for each creature in the aura. On a failed saving throw (your decision when you make the glyph), a creature receives 5d8 acid, cold, fire, lightning, thunder damage, or half as much damage on a successful one.

Spell Glyph: You can use the glyph to store a prepared spell of 3rd level by casting it as part of the glyph creation process. The spell must target a single creature or an area. When cast in this manner, the stored spell has no immediate effect. The creature that triggered the glyph is the target of the spell if it possesses one. The area affected by the spell is centered on that creature. If the spell calls hostile creatures or generates damaging objects or traps, they attack the invader as close as feasible. If a spell demands Concentration, it lasts throughout the spell.

Pass without trace 5e

You and your group are peering through the bushes when you notice a well-guarded stronghold with thugs blocking the gates in front of you. This gang of thieves has allegedly been harassing and stealing from a nearby hamlet, and the villagers have given you a big sum of money if you can get rid of them. You all conclude that the best method to get rid of them all is to get rid of their boss.

On the other hand, their leader is hidden deep within the stronghold. The fortress is once again well-defended by swarms of robbers, thieves, and other miscreants. You wouldn’t have enough energy left to beat their commander if you fought your way in against their massive and cunning bodyguards. The most effective technique to cope with this would be to sneak inside the leader’s chambers without arousing suspicion from the guards. 

D&D, on the other hand, is a game about thinking outside the box and coming up with inventive solutions to difficult challenges. Of course, there are numerous ways to accomplish this. Even yet, there is one D&D spell that can be used to infiltrate without being noticed: the Pass without Trace spell. You and your entire group can sneak through enemy ranks without leaving a trace, even if you don’t have a high Stealth score.

What is Pass Without Trace?

The Player’s Handbook page 264 lists Pass without Trace as a 2nd-level abjuration spell. You’ll need a level two spell slot or above to cast it because it’s a second-level spell. Casting it using a level three spell slot or higher, on the other hand, provides no further benefits. Abjuration spells are mainly spells that use magic to provide safety and protection from harmful elements. Mage Armor, Blade Ward, Lesser Restoration, and other abjuration spells are well-known.

It’s a one-action self-range spell with a casting time of one action. This implies you can only use it to protect yourself, but it also allows the caster to protect other animals of their choosing (this will be explained in detail in further sections). This spell can only be cast as an actor, but you can prepare it to use as a reaction after your turn.

It meets the standards for verbal, somatic, and material components. If the caster does not have an arcane concentration, the components for this spell are ashes from a burned mistletoe leaf and a sprig of spruce. Because Pass without Trace is a concentration spell, its effects can last up to an hour if the caster has the necessary Concentration. All of these are presented below for brevity.

  • Pass without leaving a trace
  • Abjuration at the second level
  • One action (casting time)
  • Self-explanatory
  • V, S, and M are the components (ashes from a burned leaf of mistletoe and a sprig of spruce)
  • Concentration for up to one hour

How Does Pass Without Trace Work?

When you cast Pass without Trace, a “veil of shadows and quiet” emanates from you, concealing your and your companion’s presence from others. You and all creatures within your 30 ft. radius receive a tremendous +10 advantage to your/their Stealth checks for the length of the spell (this is dependent on how long you can concentrate on the spell, and it can last up to an hour).

Thus, if you and your party intend to sneak into a citadel and must make a Stealth check, this spell can greatly assist you with its +10 to Stealth tests. Then, no magical means can be used to track someone afflicted by this spell. Furthermore, no one can or will leave behind tracks or other signs of their passage.

Wild magic table 5e

One fascinating element that brings a D&D game to life is magic. It’s a thrilling ride that’s both unpredictable and epic. It gives the impression that the world is alive and well. That is why D&D spellcaster classes are so much fun to play. The Wild Magic sorcerer, in particular, stands out as the very epitome of magic, being unpredictable and wild.

See, a sorcerer’s powers are derived from their sorcerous origin. Sorcerers with Wild Magic as their sorcerous origin may have gained their abilities through exposure to raw magic. Another option is that you receive a powerful creature’s blessing.

Because the sorcerer’s magic comes from unusual, unknown, and strange places, it sometimes leaks out into the world without the caster’s awareness or agreement. They have a class feature called Magic Surge, which allows them to unleash additional wild effects when they cast a spell (except cantrips). These effects may either aid or hinder the party.

After a Wild Magic sorcerer casts a 1st level or higher sorcerer spell, the DM can have the player roll a d20 starting at level one. If the player’s first roll is a 1, he or she must roll a d100. Using the Wild Magic Surge table, the result of the roll dictates what happens next.

Wall of force 5e

Spellcasters can eventually bend the forces of reality to their will in Dungeons & Dragons 5th Edition, from manipulating the elements to constructing items from magical essence.

Wall of force is one such spell, allowing the caster to create almost indestructible invisible walls and organize their placement.

We’ll start with the fundamentals before moving on to how a powerful spell can be used in various ways.

Wall Of Force Spell:

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S M (A pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, Up to 10 minutes

Shield of faith 5e

Within the range, a shimmering field arises and surrounds a creature of your pick, giving it a +2 AC bonus for the duration.

• Casting Time: 1 bonus action

• Range: 60 feet

• Target: A monster of your choice within range

• Components: V S M (A small parchment with a bit of holy text written on it)

• Duration: Up to 10 minutes

• Classes: Cleric, Paladin

Within the range, a shimmering field arises and surrounds a creature of your pick, giving it a +2 AC bonus for the duration.

Staff of power 5e

This staff can be used as a magical quarterstaff, providing a +2 boost to attack and damage rolls. You get a +2 bonus to Armor Class, saving throws, and spell attack rolls while wearing it.

The following properties have a total of 20 charges assigned to the crew. At dawn, the staff regains 2d8 + 4 wasted charges. Roll a d20 if you use the last charge. On a one, the staff keeps its +2 bonus to attack and damage rolls but loses all of its other abilities. The staff regains 1d8 + 2 charges on a 20.

Strike of Strength. 

Spells. Using your spell save DC and spell attack bonus, you can expend one or more of the charges on this staff to perform one of the following spells as an action: The globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level variant, 5 charges), magic missile (1 charge), a ray of enfeeblement (1 charge), or wall of force (5 charges).

Retaliatory Strike. You can perform a retributive strike by breaking the staff over your knee or against a solid surface. The staff is destroyed, and the leftover magic is released in an explosion that fills a 30-foot-radius sphere around it.

Speak with animals 5e

For the duration, you get the ability to understand and vocally speak with Beasts. Many Beasts’ intelligence limits their knowledge and awareness, but at the very least, Beasts can provide you with information about local areas and Monsters, including whatever they can perceive or have perceived in the previous day. At the DM’s discretion, you might be able to persuade a beast to perform a small favor for you.

• Casting Time: 1 action

• Range: Self

• Target: Self

• Components: V S

• Duration: 10 minutes

• Classes: Bard, Druid, Ranger

For this period, you get the capacity to understand and vocally speak with creatures. Many beasts’ intelligence limits their knowledge and awareness, but at the very least, they can provide you with information about nearby locales and monsters, including everything they can perceive or have perceived in the previous day. At the GM’s discretion, you might be able to persuade a beast to perform a tiny favor for you.

Spell save dc 5e

Your party is penetrating a dragon’s lair, and your sleepy Cleric is working early in the morning. So you’ll really need Charm Person to work when you run into that last lackey. Enter the spell save DC for D&D 5e!

How do you make your spells more difficult to escape for your opponents? A high save DC for spells! We’ll go over what the spell save DC is in D&D 5e and how to calculate and improve it. Continue reading if you’re a spellcaster or a spellcaster.

What is Spell Save DC?

In essence, your spell save DC is a number that represents how difficult it is for your spell’s targets to evade them. 

Many spells give the target the option of avoiding some or all of the intended effects. A spell’s description indicates whether the target must make a saving throw, which ability they must use, and what occurs if they succeed or fail.

How to use Spell Save DC in 5e

As a player, the best thing about your spell save DC is that it’s passive – you don’t have to roll or do arithmetic in the middle of combat! When you need to factor in saving throws and DCs, the description of a spell will always tell you. Only the number is required; the rest is up to your DM and the bad guys.

The following are the most prevalent types of magic for which you’ll require your spell save DC:

• Spells that deliver damage

• mind-controlling spells

• Status effects-inflicting spells

Word of radiance 5e

You won’t always be focused on dealing large amounts of damage as a cleric, but that doesn’t mean you can’t. While this group of adventurers is dedicated to their god, there’s no requirement that you be a holy healer.

As a result, this piece is dedicated to people whose divine mission aligns with the crusader mindset than the caring priest mentality.

Today, we’re going to talk about a cleric-only cantrip that can make you just as dangerous as a warlock-wielding Eldritch Blast.

It’s time to cast the Word of Radiance, so grab your holy symbol and say a quick prayer.

Word of Radiance

• Casting Action: 1 action

• Range: 5-ft radius

• Duration: Instantaneous

• School: Evocation

• Class: Cleric

• Level: Cantrip

• Damage/Effect: Radiant

• Attack/Save: Con Save, 1d6

• Components: V, M (a holy symbol) 

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