The 5th edition of Wizards of the Coasts' beloved tabletop RPG Dungeons and Dragons is nearly eight years old now, and it's still receiving expansions, which isn't surprising. Dungeons and Dragons has soared in popularity in the last few years, thanks to streamers popularizing the game and the overall accessibility of DnD 5e's streamlined rules. At the same time, Dungeons and Dragons is undergoing some major change. In recent years, Wizards of the Coast has started updating DnD 5e by introducing new optional class features, as well as reworking playable races to remove harmful, stereotypical concepts about race, ultimately making each race more flexible mechanically in the process.
DnD 5e is so successful that Wizards of the Coast has no reason to replace it with a 6th edition, but as race reworks and new class features suggest, there's still plenty of Dungeons and Dragons facets that could stand to be improved. If DnD 5e's oldest races and classes can get a second pass from WotC, then spells should too. Plenty of 5e's original spells have either aged out of usefulness or were never very good to begin with, so it's time for a new DnD expansion that introduces buffered and reworked versions of certain spells.
Dungeons and Dragons: Tips on Being a Successful DM
The Player's Handbook comes with hundreds of spells, so it's only natural that a few of them wouldn't turn out to be particularly useful in the long run. For instance, True Strike is a famously weak cantrip in DnD 5e, since the player has to spend their entire action to gain advantage on a single attack during their next turn; 5e offers much better ways to get advantage on attacks. Another faulty cantrip is Blade Ward. Getting temporary damage resistances is great, but
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