Analysing the Spells from D&D Beyond Drops for D&D 2024 (5.5e)

Are the new spells worth the subsciption and which should you use?

With D&D Beyond Drops, subscribers get weekly new DM and player options to use in their games. I’ve already analysed the feats from DDB Drops and this time, I want to take a look at the spells.

I’ll not only be considering how good each spell is, giving it a score, but I’ll also consider the balance and how best to use that spell. As DDB Drops is an ever growing catalogue of options, I’ll also be updating this guide every now and again as new options become available.

Before I dive into the actual analysis, below is a summary of the spells from DDB Drops:

SpellLevelSchoolClasses
Buzzing bee1ConjurationDruid, ranger, sorcerer, wizard
Insidious rhythm1EnchantmentBard
Searing orb2EvocationCleric, paladin
Tortoise shell2AbjurationArtificer, druid, ranger
Astral flood3EvocationBard, cleric, sorcerer, wizard
Sticks to snakes4TransmutationCleric, druid, ranger
Leomund’s lamentable belaborment6EmchantmentBard, sorcerer, wzard
Void star7NecromancyWarlock, wizard
Sorcerer DND 2024
Sorcerer: Wizards of the Coast
  • Buzzing bee (3/5) – There’s a few use cases for this spell. Distract a guard so you can sneak past them, frustrate a spellcaster so it’s harder for them to concentrate on spells and prevent invisibility. This actually manages invisibility better than mind spike (a level 2 spell). It prevents the benefits of invisibility against all creatures and there’s no saving throw. I’m not sure it’s worthwhile for the stealth benefits, but for ending concentration for spellcasters or preventing invisibility, it’s not bad for a low level spell. The main issue is you do have to anticipate invisibility and the setup means you can’t just attempt to end concentration, you have to set it up to make it more likely to end while occupying your own concentration.
  • Insidious rhythm (1/5) – This is considerably worse than buzzing bee. Very few creatures are making intelligence checks in combat so this is unlikely to be useful. Concentration saving throws are made a lot, but this requires a failed saving throw to trigger and subsequent saves to end. Buzzing bee can be ended by moving far away, but that’s likely a decent effort or very challenging to accomplish. Don’t think this is worth it really.
  • Searing orb (4/5) – A bit of damage is alright and the blinded condition for a turn for creatures within 10ft of the target is decent too. I’d maybe argue that web is more impactful with it’s longer duration and larger area, but this doesn’t require concentration.
  • Tortoise shell (3/5) – +3 AC when still and +1 AC when moving is a solid buff. However, if we compare this to shield of faith, that grants +2 AC, has no restrictions on movement, has a 60ft range, only requires a bonus action and is a level 1 spell and I just think that’s significantly better. Especially as not moving can be a really big restriction. This is still decent, just not as good.
Celestial warlock DND 2024
Halfling Celestial warlock: Wizards of the Coast
  • Astral flood (4/5) – Considerably better than an upcast burning hands with more damage and double the range. The damage is a bit lower than a fireball, but the damage type is better and it has an extra effect. I’d be more inclined towards the cold damage effect (disadvantage on the next saving throw) than the radiant option which can be overcome with movement. However, if you can get away from the targets, then that radiant option becomes pretty good.
  • Sticks to snakes (1/5) – Venomous snakes are pretty puny foes. 1/8 CR and just 5HP means they won’t last long. However, if they’ve transformed from something someone is holding, I suppose that means you may be the disarming them. How often do enemies carry stick-like weapons though? Arrows might count, but then you’re hardly disarming the creature. Maybe the best use case here is disarming, but that’s quite situational still. I’m not sure I can really justify a level 4 spell slot and concentration for this. Plus you’ll have to expend your bonus action to command them, which might well be more effective with other things, especially as you’re getting this from level 7 onwards.
Spellfire sorcery sorcerer: Wizards of the Coast
Spellfire sorcery sorcerer: Wizards of the Coast
  • Leomund’s lamentable belaborment (3/5) – Intelligence saving throws are typically quite poor for creatures which is helpful. The charmed condition means the targets won’t attack you and if they attempt to attack others, then they’ll be blinded for that and can’t move towards them. There are other things they could do like cast spells, but this is fairly disabling. However, you get mass suggestion at the same level which I’d argue is better for not having repeat saving throws, a longer duration and affecting more targets.
  • Void star (4/5) – This isn’t far off the damage of finger of death (average of about 4 damage less) and this provides some healing too. However, the full impact of this isn’t felt until a turn later. Solid damage dealer though.

They’re OK. I can’t see myself using sticks to snakes or insidious rhythm and I’m not really keen on tortoise shell either (it’s too restrictive to make good use of). Some are decent but don’t manage to do anything particularly new like void star and astral flood. Searing orb is a little more interesting and buzzing bee is surprisingly unique and I really can see myself using that one here and there.

Overall, it’s fine for a few experimental spells and will be interesting to see what future drops bring. If you have D&D Beyond anyway, then you get a couple of little gems to play with, otherwise, you shouldn’t feel like you’re missing out on much if you don’t have the subscription.


What do you think of the spells from D&D Beyond Drops? Let me know in the comments below.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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