• Canopyflyer@lemmy.world
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    7 days ago

    Playing a high level (19th) home brewed adventure. I’m playing a Dragonborn Twilight Domain Cleric, my wife is playing a Sea Elf Paladin Oath of Vengence. There are two other players in the party a Tortle Warlock/Bard and Triton Ranger.

    The party runs across a large chamber absolutely filled with various monstrous insects and other nasties, with the latest BBEG at the other end of the chamber. In between are chasms, and other obstacles. Basically, the entire room was designed to wear us down before we get to the BBEG.

    My wife’s Paladin has Gauntlets of Storm Giant Strength, so her strength is 29 AND she’s hasted. So my nearly 300 pound armored Dragonborn Cleric climbs onto her back and casts Spirit Guardians… at 9th level.

    Then my wife runs as fast as she can. Her movement was 120 and she was able to leap over all the chasms in the way. I rolled for Spirit Guardians and damn near maxed out the damage and the DC was 22… There were THREE monsters left, besides the BBEG, and they were severely bloodied and easily dispatched by the other two characters, at range obviously. Also, the BBEG had to use one of its Legendary Resistances to save against Spirit Guardians, and with smart work from the Warlock/Bard and Ranger its next two LR’s got used up and we killed it in 3 turns.

    Our DM was too impressed to be pissed.

    • Zonetrooper@lemmy.world
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      7 days ago

      Spirit Guardians has long been one of those spells that can be absolutely brutal in the hands of the right character. It’s gotten a bit more recognition since 5.5e turned it into an outright broken lawnmower, but it’s always been up there as a better spell.