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D&D: Five Low-Level Spells That Got Buffed in 5.5E

4 Minute Read
Sep 18 2024
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Now that D&D’s new Player’s Handbook is out in the wild, you can see for yourself why you might want to pick these once-less-popular spells.

The 5.5E Player’s Handbook is out in the wild now. You can head down to your FLGS and pick up a copy today, if you want. If you do, you’ll notice that many spells got a buff from their previous incarnation, including many low level spells and cantrips that might be exciting to take, now they’ve been improved. Spells like…

Witch Bolt

Witch Bolt was one of the most infamously bad 1st level spells. For one, it might not do anything. It took too much set up to try and make work, and was too easy to break. Which is a shame, because the idea of lightning-ing someone like you’re an Emperor who has just dissolved the Senate is an extremely fun fantasy to try and live out.

Well, now you might actually want to. It’s not only fun, it’s quite good. For one, it does 2d12 damage to start with. But then even if you miss, you can still spend a Bonus Action on your subsequent turns to aytomatically deal 1d12 damageb to the target you cast the spell on, even if the first attack missed. And with a range of 60 feet now instead of 30 feet, it’s much harder to get away.

Blade Ward

This one’s so low-level it doesn’t even take a spell slot. But Blade Ward is much improved in the new 5.5E ruleset. In 5E, one of the biggest complaints about Blade Ward is that it competed for your action. A cantrip giving you resistance to the old bludgeoning/piercing/slashing is pretty good, but it taking your action meant it was more a set up thing, or a feature that classes like Eldritch Knight might use when making attacks if they weren’t just casting Booming Blade or the like.

Well now, you might want to reconsider. The new Blade Ward still takes an action, but it lasts for up to a minute. And while it’s protecting you, it wards you differently. Now, creatures subtract 1d4 from any attack roll they make against you while the spell is in effect. Meaning it might ward you from more than just blades.

Bane

If that subtract 1d4 mechanic sounds familiar to you, that’s because it’s borrowed from Bane, which affects attack rolls and saving throws and takes a 1st level spell slot. This spell hasn’t been buffed directly, though. It’s more of a buff because more things than ever cause saving throws.

From new Weapon Mastery attacks like Topple, to player characters with Unarmd Strikes being able to shove you or grapple you (both of which are resisted by a saving throw), there’s just more bang for your buck with this spell. A good Bane can empower the whole party in ways it simply couldn’t before.

Chromatic Orb

Chromatic Orb got a big boost in the new edition. It still takes a diamond worth at least 50gp, meaning you have to actually get the component for the spell. But now, this spell has the potential to do a lot more.

When you cast it, you hurl an orb of energy that does 3d8 of whatever elemental damage you choose, per the old version of the spell. But now, if the same number appears on two or more of the d8s, the orb leaps to a different target within 30 feet, potentially giving you 6d8 damage with a 1st level spell.

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And at higher levels, you increase the d8 pool and the number of leaps available to you. A 2nd level spell does 4d8 damage and can leap twice, and so on. Making it scale chaotically and fun.

Divine Favor

Divine Favor is a Paladin’s way of stunting on the 5.5E Ranger. With Divine Favor, your Bonus Action gives you an extra 1d4 damage on attacks with weapons, and unlike Hunter’s Mark, it doesn’t take up your Concentration.

Happy adventuring!


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Author: J.R. Zambrano
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