![]() Players shouldn’t just ignore the choices of damage types. Note: Opponents, such as Vampires, Slaad, and Trolls, usually have the Regenerate ability. You can then focus on that enemy or keep attacking it with Spirit Shroud to keep it from regenerating any more HP. If you are facing an enemy with regeneration, try to wound it using Spirit Shroud. HP regeneration is an annoying ability to face if you don’t have anything to counter it. You should use this spell if you are forced into close combat or a martial caster, like a Paladin. Spirit Shroud’s effects are only effective when an enemy is within 10 feet of you. When or How Should I Use Spirit Shroud? Close Combat Similar spells to Spirit Shroud are Crusader’s Mantle, Elemental Weapon, Thunderous Smite, and Zephyr Strike. Even saving your spell slot will be more advantageous than upcasting Spirit Shroud. You’ll be better off using a higher-level spell or just buying a magical weapon at that point. You only gain 1d8 more damage for every two spell slot levels above the 3rd. Spirit Shroud has upcasting, but its benefits aren’t actually beneficial. This is horrible, especially since the spell’s effects only kick in when you’re 10 feet or close to your intended target.īeing closer to enemies means there’s a better chance you’ll take damage, which will cancel your spell. ![]() Unfortunately, you’ll have to keep up your Concentration after casting Spirit Shroud. ![]() Note: Some DMs will occasionally do this, so watch for details they might mention! Disadvantages – Spirit Shroud Concentration It’s never fun to lose a material while traveling, come across some enemies, and realize you can’t cast your spell. Spirit Shroud doesn’t have any, making it much more accessible in any area (it is also less expensive). When preparing a spell, one thing that is always a drag is finding and keeping Material components. Spells using a bonus action instead of a standard action have more attack/spell choices they can use before or after casting Spirit Shroud.Īn excellent example would be to cast Spirit Shroud and immediately follow that up with a weapon attack to deal the bonus damage. If you know, they have resistance to Necrotic damage you can opt for either Radiant or Cold instead. If you know a creature is vulnerable to Cold damage, you can choose Cold. Having the choice between each one gives players who have knowledge about creatures a great advantage. These damage types are less resisted by most creatures in D&D, especially Radiant damage. Spirit Shroud lets players choose from three potential damage types, Radiant, Necrotic, or Cold. Even though the effects aren’t all too scary, the atmosphere it creates sure is. One exceptional addition of Spirit Shroud is the spell’s ambiance. It’s in between, often having useful situations where spellcasters can use it. Spirit Shroud isn’t a good spell, but it isn’t a bad spell. No subclasses can freely unlock Spirit Shroud. The Cleric, Warlock, and Wizard can unlock and use Spirit Shroud at level 5, while the Paladin can only unlock it at level 9. Traditional classes such as the Cleric, Paladin, Warlock, and Wizard can freely unlock Spirit Shroud. ![]() Spell Type – Utility/Damage Which Classes Can Pick Spirit Shroud 5e? ![]() Note: Till the start of your next turn, any creature that sustains this damage cannot regain hit points.Īdditionally, until the beginning of your next turn, the speed of any creature of your choice that you can see and that begins its turn within 10 feet of you is decreased by 10 feet.Īt Higher Levels: When you cast Spirit Shroud using a 4th-level spell slot or higher, the damage will increase by 1d8 for every two slot levels above 3rd. This damage is either cold, necrotic, or radiant (your choice when you cast the spell). Until the spell expires, every attack you make that hits a creature within 10 feet of you deals an additional 1d8 damage. The spirits are untouchable and impervious to harm. You summon the spirits of the dead, who flit about you for the spell’s duration.
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