![]() ![]() In D&D 5th edition, at level 2, the Rogue gets access to a class feature called Cunning Action, allowing them to use a bonus action to Dash, Disengage or Hide.They also get abilities like Hideous Laughter and Uncontrollable Dance which incapacitate an enemy if they succeed, allowing everyone else to wail on them. They have the second-most skill knowledge behind the Rogue, and their high Charisma score means the Game-Breaker skills of Bluff, Intimidate, and Diplomacy are going to have excellent bonuses. They can cast both offensively and defensively, and they can heal as well. They may not have the ultra-powerful or flashy spells of the Wizard, Sorcerer, or Druid, but their spells are a much wider variety. They may not be able to fight as well as the Fighter or do damage like the Barbarian, but they are up there near the top. While they rarely are "boring", the Bard is actually one of the most practical characters in the game.Most of the glory is vicarious, by allowing the party members to survive and do better at their respective jobs, but a party without a cleric is virtually hamstrung. Furthermore, it is expected to fill the thankless, inglorious task of healing and supporting the party. The 3rd Edition cleric lacks the finesse of the Rogue, the combat prowess of the Fighter, and the impressive offensive magic light show of the Wizard.It's essentially the punching power of a Fireball, but at a lower level - if anything, it's better than a Fireball, since there's no risk of killing your own allies if you catch them in the Sleep's area of effect. It affects a really wide area, requires a fairly powerful saving throw that most low-level enemies are almost guaranteed to fail, and a sleeping target is all but helpless under the rules of the edition. The Sleep spell, at least in Advanced Dungeons & Dragons and BECMI, is widely considered the best 1st level spell by masters of the game.And in 5th edition it doesn't require concentration, allowing you to set down a grease slick (or three) while maintaining concentration on other spells. Depending on edition, you may also be able to ignite the grease, effectively creating a cheap pseudo-Fireball. It's much less flashy than other 1st-level spells and harmless in and of itself, but the ability to make your enemies trip over themselves is invaluable in combat situations. The humble Grease spell covers a 10-foot-by-10-foot section of the floor with slippery liquid.Fans of the OSR movement instead advise players to take non-damaging utility spells like Grease, Sleep or Charm Person instead, which can affect a wider area and have much more potent effects in those editions. As a result, at low levels, Magic Missile essentially becomes a one-use, slightly stronger crossbow attack. but wizards in these editions have a much smaller pool of spells, and have to individually memorize each spell the number of times they want to be able to use it, in contrast to the more flexible casting system seen in 4th or 5th edition. Yes, it has the punching power outlined above. In earlier editions - Advanced Dungeons & Dragons and BECMI, specifically - it's actually Awesome, but Impractical.In 5e, it retains much of its 3e strength. In 4th Edition, Magic Missile is one of the few wizard powers that count as a ranged basic attack, meaning it gets bonuses from a lot of equipment and can be used for extra attacks granted by certain leader classes. And as a 1st level spell, you'll always have plenty of spell slots available for it, and it becomes prime material for metamagic feats later in the game. The only things that can stop Magic Missile are spell resistance/immunity (uncommon at low-mid levels), a specific spell ( Shield) or a specific consumable item (Brooch of Shielding). It ignores damage resistances and elemental resistances, ignores incorporeality, and does not allow a saving throw to reduce or negate its effects. As a tradeoff, Magic Missile always hits. ![]() The damage it deals is sub-par - at its basic level, the spell is three darts of 1d4 + 1 force damage each. Magic Missile is one of the most basic arcane offensive spells, as well as one of the most practical.starting from 3rd edition.With a game that relies as heavily on rules as Dungeons & Dragons, it's obvious that some elements will be better than others, and more often than not, those are the less unique or interesting ones. ![]()
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