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D&D 5E Reworking Spell Lists (Reducing "Sameyness")

Bawylie

A very OK person
I think one of the things we might have to eventually do when making these list is deciding which of the spells on the list are locked down, which ones are possible subclass, and which ones are available to be poached by other classes.

Because the last thing we want is to convert samey lists to forced ones.

For example
Condom of Arrow and Find Steed don't match any of the big three at all. Placing them in any of these classes feels very forced.
WHAT-of-arrow?
 

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Fenris-77

Small God of the Dozens
Supporter
In the interests of maintaining the Wizard's action economy I'd probably drop Flaming Sphere into the arcane list.
 


DND_Reborn

The High Aldwin
I think one of the things we might have to eventually do when making these list is deciding which of the spells on the list are locked down, which ones are possible subclass, and which ones are available to be poached by other classes.

Because the last thing we want is to convert samey lists to forced ones.

For example
Condom of Arrow and Find Steed don't match any of the big three at all. Placing them in any of these classes feels very forced.
I imagine certain spells will become class features, such as Find Steed becoming a Paladin feature around 3-5th levels maybe?

And yes, some spell choices do feel forced to me as well, but for the time being I am okay with that. Your concerns have certainly been noted and thanks.
 


doctorbadwolf

Heretic of The Seventh Circle
Smaller pewpew bigger BOOMS. That's the answer for full casters.

In the case of the cleric, some class abilities that index melee might be appropriate, possibly reducing the extra BOOM necessary to balance things out.
Very hard to balance (early dnd was...not balanced at all, frankly), but the exercise will be valuable regardless.
@Fenris-77 makes a very good point, and it is one of the reasons why I am not completely OCD on keeping the lists even. I gave it a lot of the thought last night myself and do believe Wizards should be the spellcasting King/Queens of the game. They don't really get much, and although their strength lies a lot in utility, the number of prepared spells limits them and requires resting time to prepare different spells as needed. I have a lot of ideas, but that is for later.
Rituals. Wizards outdo anyone but tome warlocks in utility because they always have access to every ritual they know. That’s...enormous. Like...completely incredible.

For example
Cordon of Arrow and Find Steed don't match any of the big three at all. Placing them in any of these classes feels very forced.
I actually don’t think Find Steed should be Paladin only, and I think we can just get rid of phantom steed, or combine them into one spell. But, if we don’t want spell lists mixing, leave Paladin as the only one. And maybe allow druids to summon basic mounts for the whole party.

But yeah, putting the Ranger only spells in the Druid, much less any other class, feels incredibly forced.
 



doctorbadwolf

Heretic of The Seventh Circle
They're mostly archery-themed spells, they could go into a progressing special ability. Expend a spell slot to do something cool with your arrows, like a Paladin smiting - de-facto spells.
That seems arbitrary and forced. Why go through that work just to...meet an arbitrary goal of...not letting some classes have their own spells...in order to keep classes less samey?

am I the only one who sees the weird, there?
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
My two cents of level 2 spells:

- I'd give Web to the druid and give wizard Misty Step.

For the orphan spells, here's my take:

Aganazzar's scorcher: Druid
Alter Self: Druid
Blindness/Deafness: Reverse Jesus = Cleric
Continual Flame: Wizard
Crown of Madness: Wizard
Flaming Sphere: Druid, rolling molten lava was a druid thing in Diablo II :p
Gentle Repose: Cleric
Locate Object: Wizard
Ray of Enfeeblement: Cleric
Scorching Ray: Druid
Shatter: Wizard
Silence: Cleric
 

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