Sunday, November 28

Dungeons & Dragons: The Strongest Spells in Fizban’s Dragon Hoard

Fizban’s Treasury of Dragons contains some unique spells that can change the game.

While players can customize their characters in Dungeons & Dragons through elements such as their class and race, when it comes to wielding magic, one of the most defining elements of a character is often the spells they wield. A character’s choice of spells determines much of what they are capable of both in and out of combat, their usefulness in a group, as well as helping to characterize them. While one character may gravitate toward employing more support-based magic, another may choose to use highly damaging spells, or those who create illusions.

While most of the D&D spells were introduced in the Player’s Manual, from time to time additional spells are added to the game. Fizban Dragon Treasure is a recently published book for the fifth edition of D&D that focuses on the dragons in the game. While much of the book details new and previously existing types of dragons, it also includes seven new spells that are influenced by dragons, potentially giving a spellcaster a draconic flair. D&D spells vary greatly in quality with abilities ranging from niche to somewhat mastered, and the same can be said for these new spells. So today we’ll see which of the new spells in Fizban’s Dragon Hoard are the most useful!

Before we begin, we must say that we are counting more than the abilities of a spell in the void, and we will judge them based on the availability for a character, as well as their suitability in comparison with other spells of the same spell level.

Nathair’s Mischief

A second-tier spell available to bards, wizards, and wizards, Nathair’s Mischief is a unique and unpredictable spell of draconic and fairy magic, producing one of four random effects. While these effects are far from terrible, a lack of consistency makes it difficult to use them reliably or effectively.

When targeting a twenty-foot cube sixty feet from the caster, the caster must roll 1d4 to dictate whether creatures within the spell’s area of ​​effect must make a saving throw to avoid being spelled, blinded, incapacitated, or discovering whether the area de The effect simply becomes difficult terrain. While none of these effects are useless, it is difficult to form a strategy around an effect that even the caster cannot predict.

Raulothim’s Psychic Lance

Raulothim’s Psychic Spear is a fourth-tier spell available to bards, wizards, wizards, and warlocks, allowing them to channel psionic energy comparable to that of a gem dragon. When casting this spell, its caster can target a creature it can see or a creature whose name says it is within range of the spell, causing a psychic spear to be fired from the caster’s forehead toward the target.

The target must make an intelligence saving throw or take 7d6 damage and be incapacitated until the caster’s next turn, taking half damage on a successful save. While the inability and ability to hit invisible targets is nice, other spells of the same level, and even lower levels like Fireball and Lightning, can deal more damage and hit multiple targets, while Raulothim’s Psychic Lance alone can hit a single creature.

Draconic transformation

As the name suggests, Draconic Transformation is a seventh-level spell available to druids, sorcerers, and wizards that allows them to temporarily acquire the attributes of a dragon. Seventh tier spells tend to be incredibly powerful, and this one is no exception as it offers great flexibility to the caster.

For up to one minute, the caster gains a flying speed of sixty feet, blind vision of thirty feet, and access to a breath attack that can deal up to 6d8 force damage to all creatures in a sixty-foot line that miss a dexterity saving throw. . While this offers a lot of utility with regards to damage output and mobility, other options at the same level provide higher mobility or higher damage. This means that by casting this spell, you are prioritizing flexibility over pure damage or mobility.

Fizban Platinum Shield

A sixth-tier abjuration spell exclusively for wizards and wizards, Fizban’s Platinum Shield is an impressive defensive item that any group would benefit from having. Aiming at oneself or another target within sixty feet, this spell grants several great defensive benefits, coating the target in the platinum light of a metallic dragon.

The target counts as half coverage, improving AC by +2, gaining resistance to acid, cold, fire, lightning, and poison damage. and if the target makes a dexterity saving throw to take half the damage of an effect, it prevents all such damage instead!

Rime’s Binding Ice

While spells like Fizban’s Platinum Shield and Draconic Transformation have great value, Rime’s Binding Ice is capable of doing a lot of work for an accessible second-tier spell. Exclusive to wizards and wizards, this icy spell produces a thirty-foot cone, forcing each creature in its area of ​​effect to make a constitution saving throw. Those who fail this saving throw take 3d8 cold damage (half on a successful save) and their speed is reduced to zero due to the growing ice structures. With the inability to move, this makes enemies much easier to handle.

While a creature whose movement is reduced in this way can spend its action coming out of the ice, this means that this spell effectively removes an affected creature’s action for one turn in addition to dealing damage.

Ashardalon Stride

A spell that reflects the ability of fire-based dragons, Ashardalon’s Stride is a third-tier mobility star spell that is also capable of dealing damage. Available to artificers, rangers, wizards, and wizards, this spell can be cast as a bonus action, increasing the caster’s movement by twenty and preventing them from being targeted by attacks of opportunity.

While this is already comparable to an upgraded Longstrider, whenever the caster moves within five feet of another creature for the first time in a turn, the creature immediately takes 1d6 fire damage without requiring a saving throw. This spell even scaled well as its caster leveled up, increasing both the caster’s damage output and increased mobility when used through higher spell slot levels.

Summon Draconic Spirit

Available to druids, sorcerers, and wizards, Summon Draconic Spirit is a powerful and flexible fifth-tier spell that can be used in a variety of ways. Capable of lasting up to an hour, this spell manifests a draconic spirit with a potency proportional to the level of the spell used to cast the spell.

This draconic spirit can be commanded with an additional action, possessing various melee attacks and even a breath weapon. As this dragon has a flight speed of sixty feet and is large in size, it can easily be used as a mount for your launcher. When summoned, the caster even chooses a type of resistance that the dragon has, and the caster also temporarily gains that resistance. Since the dragon spirit even has blind vision, this spell allows its caster to use much of the same utility as the 7th-level Draconic Transformation, but for an hour instead of a minute, and for a 5th-level spell slot. instead of a seventh. level spell slot.

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