If the spell is a Cantrip, it's cast for free (besides whatever action is needed to cast it).If your character knows a spell, they can choose to cast it from the action menu at the bottom by clicking on its symbol, then a viable target.If you can kill the afflicted before the spell ends, you can switch the Mark to another target for free. A bonus action curse that bumps all weapon attacks on the target by 1D6 damage. Hunter's Mark (Level 1 Spell: Ranger, Oath of Vengeance Paladin). An excellent way to weaken a dangerous enemy. Does 3D6 to a target and frightens them, giving them disadvantage on all attack rolls and ability checks. Dissonant Whispers (Level 1 Spell: Bard, Great Old One Warlock).Works nicely either against bosses or groups. Three rays of fire shot at one or different targets that deal 2D6 fire damage each. Scorching Ray (Level 2 Spell: Sorcerer, Wizard, Fiend Warlock).Sounds basic, but if you have Baldur's Gate 3 companions without darkvision, like Lae'zel or Gale, or can't see in the dark yourself, this spell is a lifesaver. Light (Cantrip: Bard, Cleric, Sorcerer, Wizard, Eldritch Knight Fighter, High Elf, High Half-Elf).A chance to break every round or if they take damage, but melee attacks on the target automatically crit, which is very powerful. Knock an enemy prone and incapacitated with laughter. Tasha's Hideous Laughter (Level 1 Spell: Bard, Wizard, Eldritch Knight Fighter, Copper Draconic Sorcerer).Very effective way to control a threat, especially if conscious enemies burn their actions trying to wake their allies. Puts 24 Hit Points worth of enemies to sleep for two turns, or until they take damage. Sleep (Level 1 Spell: Bard, Sorcerer, Wizard, Eldritch Knight Fighter).Reliable and effective 1D10 damage dealer that deals Force damage most enemies aren't resistant to, and can be modified with Warlock Invocations. Fantastic for getting allies around without triggering combat. +10 to all stealth checks to the caster and those around them as long as they maintain concentration. Pass Without Trace (Level 2 Spell: Druid, Ranger, Trickery Cleric).A cheap, bonus action heal that effectively allows you to revive allies, from a distance, without having to use up your main action. Healing Word (Level 1 Spell: Bard, Cleric).Ridiculous advantage to the point we expect it to get nerfed. Grants a 1D4 bonus to every out-of-combat dice roll.
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