One D&D Playtest 8*: Spells, Feats, Weapons, and Rules
Here follow my notes on the Playtest 8* spells, feats, weapons, and rules changes. (Why the asterisk? See my rant on the Playtest 8* Barbarian.)
For more context and my Standard Disclaimer, check out the introduction to this series.
With all the classes and subclasses done, there are a few bits and bobs left to look at., namely…
Spells
UA8 includes a few new spells and a few updated spells:
- Conjure Animals (level 3 conjuration, Druid & Ranger) has been redesigned as a Moonbeam type AoE spell that summons a Large swarm of spectral animals. Entering the area around the swarm gives it a chance to make a melee attack that causes Radiant damage (2d10, with additional dice if upcast). The swarm also gives you Advantage on Strength saving throws if you’re within that range, and the swarm can be moved. This (and similar redesigns) are meant to separate the “Conjure X” spells from the “Summon X” spells in Tasha; they create areas of effect rather than adding more actual combatants to the battle.
- Conjure Celestial (level 7 conjuration, Cleric) is a similar Moonbeam-style redesign, this time with a pillar of divine light. Entering the cylinder can provoke either healing (4d12 + spellcasting modifier) or damage (8d12 Radiant, or half on a successful Dex save). It can be upcast for additional d12s.
- Conjure Elemental (level 5 conjuration, Druid & Wizard) is another Moonbeam-style redesign, with an Elemental in a cube. Coming within 5 feet of the cube provokes a melee spell attack (8d8 of either Bludgeoning, Cold, Fire, or Lightning based on the type of elemental spirit conjured). Large or smaller creatures get sucked into the cube and must make Strength saves to try to escape – with a 4d8 damage penalty for failure. The spell can be upcast for 2d8 per slot level.
- Conjure Fey (level 6 conjuration, Druid) puts a Medium spirit onto the board which takes the appearance of a Fey creature of your choice that can immediately make a melee spell attack (3d12 + spellcasting modifier of Psychic damage) which can frighten the target. In subsequent turns, the spirit can be teleported short distances to attack again. Damage increases by 2d12 for each upcast level. (Yes! More d12s! Muahahahaha!!)
- Conjure Minor Elementals (level 4 conjuration, Druid & Wizard) is sort of Spirit Guardians for non-Clerics, except that instead of doing damage on your foes’ turns, it adds 2d8 to any damage you deal via an attack (presumably this includes spell attacks?), and the type of elemental damage can be chosen when you make the attack (yay, flexibility!). It also makes your immediate surroundings Difficult Terrain for your enemies. As with the other new Conjure spells, this can be upcast for more damage (2d8) and increased range of Difficult Terrain.
- Conjure Woodland Beings (level 5 conjuration, Druid & Ranger) is very much Spirit Guardiansfor non-Clerics, with the distinction that with Woodland Beings only harms the creatures you choose (when is this choice made?) rather than harming anyone you didn’t exclude at the time of casting. The nature spirits cause 5d8 Force damage (half on a successful save), and allow you to Disengage as a Bonus Action while the spell is active. It can also (surprise surprise!) be upcast for additional dice of damage.
- Cure Wounds (level 1 abjuration, Bard & Cleric & Druid & Paladin & Ranger) gets a serious upgrade, healing for 2d8 (formerly 1d8) plus your spellcasting modifier, and it can be upcast for an additional 2d8 per slot level (formerly 1d8). I’m sure this will be a welcome change at practically every table!
- Fount of Moonlight (level 4 evocation, Bard & Druid, new!) got covered in my post about the UA8* Druid. It seems cool, and certainly thematic for Circle of the Moon Druids.
- Healing Word (level 1 abjuration, Bard & Cleric & Druid) also gets its healing buffed. It used to do 1d4 (plus your spellcasting modifier), now it does 2d4 (plus the modifier), and upcasting adds 2d4 per slot level (formerly 1d4 per slot level). This might even be more popular than the Cure Wounds refresh, since it’s a Bonus Action spell with a range of 60 feet.
- Mass Cure Wounds (level 5 abjuration, Bard & Cleric & Druid) gets a nice buff as well, now providing a base 5d8 (plus modifier) instead of 3d8 (plus modifier). Upcasting still just adds 1d8 per slot level.
- Mass Healing Word (level 3 abjuration, Bard & Cleric) also gets a bump form 1d4 (plus modifier) to 2d4 (plus modifier). Note that upcasting is unchanged, only adding 1d4 per slot level.
- Power Word Fortify (level 7 enchantment, Bard & Cleric, new!) grants a pool – which must be split evenly – of 120 temporary hit points to up to six targets. I can see this being immensely useful for tough boss fights.
- Starry Wisp (evocation cantrip, Bard & Druid, new!) was also covered in my my post about the UA8* Druid. I like it for a thematic blaster cantrip, especially since Radiant damage is less often resisted compared to Fire (Fire Bolt).
Feats
There’s only a minor change here. Feats now have a Category, which looks like it will be used to keep players from taking advanced feats too early – their example is a “Background” category. Curiously, the only feat that appears here is Ability Score Improvement, and it’s tagged as a “General Feat”.
Weapons & Equipment
There are no changes in these sections.
Rules Glossary
No changes here either.
Hot Takes
- The various Conjure spells are definitely distinct from the Summon spells in Tasha, which is probably for the best.
- As a DM, I prefer the new Conjure spells over the old versions, as it’s less overall bookkeeping, especially for Conjure Animals and Conjure Woodland Beings where I’d have to add a ridiculous number of tokens to the map, creatures to initiative, and have to go look up stat blocks. (Seriously, an upcast Conjure Animals can create up to 32 additional combatants!) These versions will save so much time!
- That said, I do wonder if they might be overpowered, especially on Circle of the Moon Druids, but since “an option could be more or less powerful in its final form” I am going to withhold judgment because I’m frankly too tired and too indifferent to run the numbers.
- As a player, I’m not completely sold on the way that the new Conjure spells are basically “Moonbeam, but for critters”, but I suspect that it’ll be fine and probably fun in actual gameplay, especially since the Summon spells from Tasha are supposed to be included in the new PHB.
- I like the updates to the healing spells; it definitely helps them feel like better choices in combat than the 2014 versions.
- I’m curious to see what the addition of Categories to feats ends up looking like. Maybe we’ll get to see some more of that in the next (final?) PHB-oriented UA release.
That does it for Playtest 8*, which seems to be pretty satisfactory. The survey is open until January 2, so if you have opinions, please let WotC know!