![]() It's nice that you can pick your energy type too, which helps maybe 1/5th of the time. which negates any spell slot conservation. You better lay down defensive buffs on that familiar or companion just to have half a chance that it will last that long. So maybe 3 rounds just to break even, if your familiar or other companion can even survive in melee that long. As soon as you hit level 5 there's fireball, especially if fighting a group. But again round 1 could have been a high level spell instead to take down a foe or two before they repeatedly hit you back. You do get an additional cantrip or weapon attack during the first round, which helps a little. Again it takes 2 rounds just to come out ahead of another option, and longer than that if we consider what your concentration might have been used on otherwise and again that earlier damage is better than later damage. But companions aren't invincible, and this spell puts them at dangerously close range to foes. It's really not good if used on yourself.Ĭasting on a companion is the only good way to use it I think. And it uses concentration, a limited resource that would have additional benefit elsewhere. #Dragons breath rarify requirements freeAnd if you kill foes with multiple hits rather than right away that's giving them more free attacks over time against you. Compared to shatter it doesn't keep up at all the first round, it only conserves spell slots. Are cantrips way stronger than burning hands for being infinite? I think not. If there's only 1 target nearby its pretty poor even if you breath more than once your turn could have been spent doing more. ![]() You need 2 targets in dangerously close range just to keep up with scorching ray. The first round if cast on yourself it's decidedly worse than burning hands for taking a higher level slot and your bonus action. Optimizers love to gush about this option, but it's pretty dang cheesy and a lot of DMs will literally shoot it down before you get much use out of it and then you have a dead owl and are out a level 1 and a level 2 spell.Īction economy is a thing too. Depending on your DM it can mean you get basically a 3d6 free action every round which is great if you don't have something else to concentrate on. By level 5 your martial party members (and your warlocks/artillerists) can probably pull similar numbers or greater *per hit* and whichever character is firing the dragon's breath off is giving up any other uses of their action every time they do it.Ĭasting it on a familiar is kind of the exception to the norm. You just aren't that likely to run into a lot of fights where casting burning hands every turn is actually a good idea compared to the other options you and your party start to get in tier 2.ģd6 (avg. ![]() ![]() Dragon's breath is amazing for the first couple levels that you have it, and then quickly drops off at around level 5+. ![]()
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