You'd never take this over more flexible utility cantrips. The rules for random encounters are not currently available for Adventurers League play. Paladins get this too late to be useful you should be packing an actual holy avenger by level 17 , but clerics especially those with fighter buddies who can action surge will find this a great tool for maximizing the value of your lvl 5 slot, especially vs the undead. Rage Beyond Death: Between this and relentless rage how do you ever kill this guy? Gnome wizards, this one's for you. Only in the highest magic games will this ability stop being useful, as there's always going to be someone in the party with a non magical piece of equipment. Eventually this ability may become a one turn wonder - but hey, even in the worse case scenario it's not worse than heighten spell! Sound nice for those aforementioned barbarians and sorcerers, I suppose. Given that, I would suggest going for the more reliable elementals when you have the choice.
Gloom Stalker Magic: Disguise Self is decent but you lack the charisma to really abuse it, rope trick can get you out of some sticky spots, fear is decent cc, greater invisibility is fantastic on a ranger, seeming comes in too late to be good on you. Against certain undead and underdark races being able to create specifically sunlight can be a powerful weapon. This feat is good if you're playing a high elf with Cha as your primary stat; if you rolled for stats and wound up with an odd-numbered Int; or maybe for something to take at 12th level after your primary stat is maxed. Speech of the Woods: Why don't druids get this as a main class ability? It does less damage than a chromatic orb of the same level. Aura of Conquest: Thematically cool, practically less so. Elven Accuracy: This feat is the bomb.
When played as I imagine WotC intended i. It does scale rather well. If I felt I needed both I think I'd rather just memorize the lower levels spells. Sufficient to say that this spell altogether is very, very good. The potential for exhaustion after casting is also a pain. The strongest part of this feature is for non-elf monks to grab longbow proficiency, shoring up your weak ranged options. Good for any rogue, fantastic for archers which you probably are.
Temp hp, two attacks and a ton of bonus damage. Domain Spells: Bane is never worth your concentration, false life is strong at the very early levels but scales badly, gentle repose is nice to have prepared, ray of enfeeblement is pretty bad, revivify should always be prepped, vampiric touch would be better on a more melee focused cleric, blight is nothing special, death ward in contrast is a great buff, antilife shell has its uses, raise dead, well, see revivify. Unerring Accuracy: Another decent ability. It's still not as good as say; a boring blaster fiend warlock. But a swimming speed and underwater breathing is probably the most useful of the environmental advantages. Image Copyright WotC New Feat options are long overdue for 5e, and I like the way that these have been tied into variant races.
This eats your reaction, has limited range, and unlike some of the better feats on this list gives you no stat bumps. Mobility and a fairly reliable way to get a third attack all bundled into one ability. And remember, whenever you roll your dice… All art c Wizards of the Coast. I had a chance to go end to end and generate every aspect of a character, you can. Keen Mind and Linguist are just sad. Horizon Walker I love the flavor of this path.
This section is a gem and has already been bookmarked for the next visit into town. Also gives you additional something with those skills. Heavy in intrigue and subterfuge? Unbreakable Majesty: Take note Mantle of Majesty, this is how it's done. I'm very disappointed in this, it seems like it could have been a really interesting mechanic at the core of the tradition. But not quite as good as sky blue.
Build a scrying proof, undead and fiend repellent temple that boost your healing, decorated however you like. It is limited by the fact that you must have advantage to use it but as we all know advantage on an attack is never a guarantee that it will hit and this simply gives you one last chance to land a blow. In a more serious answer, Dungeons and Dragons is a story telling game where you have a person - called a dungeon master - running a campaign in a world, which was either created by them or one of the many modules which Wizards of the Coast, and have a number of players exploring the world. Doesn't really go into detail beyond that. Overall, the new spells are amazing and a great addition to the original spells.
Paladin Paladins can expand their character details with a personal goal, a symbol, a nemesis, and a temptation. Eyes of the Grave: 60ft. Will you really have the Charisma to use this? Path to the Grave: Although somewhat dependent on your party, swapping channel divinity for more damage is never terrible. It's not a replacement for, say, fireball but at higher levels when you have more 3rd level slots this could certainly warrant a spot in your prepared spells. Frankly amazing, almost worth the 17 levels of mediocrity required to get here. If you're looking for damage you'd be better off multi classing into fighter for a 2nd attack and an action surge.