D&D 5E What to do about Hypnotic Pattern?

TheSword

Legend
I get your pain, you don’t always want weird magical enemies and spellcasters in your fights. My advice is let it be good sometimes and let it do nothing other times. The unreliability will stop its being the go to spell, but there will be times it will work.

The hypnotic pattern’s awesomeness is balanced by how easy it is to end with a single point of damage or an action to break the spell.

There are a couple of solutions, some mundane, some magical.

Have those that make their saves, shake the ones that don’t. It effectively takes the group out for a round depending how many saved.

As DCs increase and more foes fail their saves, have enemies with multiple attacks do a damage on multiple targets. Deal min damage if they hit - with advantage. That will be 3-4 damage for most enemies which at the level Hyp Pat comes online is a drop in the ocean. Your player caster effectively uses up some enemy actions for a round and deals a bit of damage vicariously. In exchange for a third level spell.

If the foes act on the same initiative then let them wake colleagues either through damage or shaking and then let those victims act.

For foes with a spell caster, just shut it down straight away. Intelligent foes should know the capabilities of the party if they could.
Counterspell liberally at 3rd level spells and higher.

Or use other tricks... a magic missile will instantly break the spell for 3 people with a couple of points of damage and if enemies go on the same initiative they are now free to act having only temporarily been incapacitated. Upcast mm to increase number waking. Incidentally give a rogue a scroll, or an NPC the equivalent of magic initiate and anyone can have magic missile.

It goes without saying that hypnotic pattern is one of the flashiest spells you can cast. It will make the caster the focus of everyone’s attentions that isn’t stupefied and being concentration based, this could end very quickly.

If concentration is broken at the start of the foes turn everyone else will still get to act

Lastly, simply just up the number of enemies. If by the time the six bandits have been shaken from the stupider the party have kicked their ass, then add 8 or 10 or 12 bandits. Eventually you’ll reach a point where the spells effect ends before the enemies drop.

If you want non-meta game / in-world solution. Make the illusionist famous, his Hypnotic powers become feared and evil-doers are ready for such tricks - using the methods above. Put a bounty out on the illusionist.
 
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The flip side is many a DM gets tired having to specially tailor their fights all the time just because of one spell. For a special occasion, of course, but having to effectively toss a whole bunch of encounter possibilities out the window just for one spell... yes I can understand why it gets tiring. Maybe I would just like to make my encounters the way I want to, instead of 1 spell dictating how I have to make them.
In a world where people cast Hypnotic Pattern people are going to be prepared to fight casters of Hypnotic Pattern.
 

It doesn't look that strong.

It's a 30 foot cube (not that big), that affects everyone in the cube (also allies, so you need to cast it before melee is joined), and you can be snapped out of it if an ally uses an action.

Also, once you take any damage, you snap out of it. Against a boss monster is only good to make him lose one round, and against groups of monsters it's not that easy to use, and they can help each other get out of it.

Works on Wis, so mostly brutes with a lot of hit points will fall for it. Losing one round shouldn't be too bad for them.
 

Oofta

Legend
My thoughts, in no particular order. A lot of these have already been covered.

If the PCs are resting when the caster runs out of spell slots to cast a 3rd level spell you have other issues. Why are they able to rest? I know there are some spells that make it safe, but that just gives the bad guys the option to set up an overwhelming counter strike when they end their rest.

Any damage at all gets them out. Have flying creatures that fall to the ground and immediately wake up because they took damage. Have low level monsters use ranged attacks to hit the targeted creatures.

It's only a 30 ft cube. If all the monsters always get caught in that cube (and not the PCs) then you are attacking in what we call "fireball formation" to begin with. Attack from multiple directions and in multiple waves. Send in low level creatures first. Heck, send in illusions first.

It's concentration. Focus fire on the caster, even if it means risking opportunity attacks. Every single time the caster takes damage they need to make a check.

Use legendary resistance now and then.

Even though it has a long range, you still need to have line of effect.

Talk to the group and the player, explaining why this is an issue and how it's spoiling the fun for everyone.

Last, but not least you can always modify or ban a spell if you feel that it's too powerful. Let snapping someone out of the spell be a bonus action or give the affected creature a save at the end of every round.
 

Asisreo

Patron Badass
Also, once you take any damage, you snap out of it. Against a boss monster is only good to make him lose one round, and against groups of monsters it's not that easy to use, and they can help each other get out of it.
I forgot about this one. Hm...by time the players are at the level to take Hypnotic Pattern, some monsters have multiattack or AoE's. I wonder if enemies could just deal damage to multiple allies in a turn.
 

There are a lot of protections vs the charmed and/or frightened conditions.
As said in a different thread, if that is your trademark spell, expect enemies to come prepared.
Also it is concentration and has a very easy out. Damage! If you catch 3 enemies, a single cast of magic missile is the counter spell. Why waste an action to shake your friends free if you can just give them a little slap for 1d4+1 damage.
Hold person is actually a quite potent spell too. Paralyze is a much more potent disable, every attack from 5ft range is a critical hit. So well chained it does not help the enemy a lot if he gets another save.
That does not mean, hypnotic pattern is not a great spell, but it has hard counters.
And you should not act as if enemies don't know how to counter it.

On the other hand, I had a similar problem with fireball spamming. Actually usually even a faster way of obliterating foes that happen to stand in the hypnotic pattern area.
My solution was changing the rest cycle:

I used a modified version of gritty healing and healing surges:

  • a good nights sleep is a short rest where you regain 1/4 of your healing surges.
  • one day off is long rest. During that rest you may explore a small dungeon and even fight. But travelling for 12 hours rules it out.
  • 1 hour rest is a standard short rest. (I actually thought about reducing it to 15 min, only allowing to spend max your half HD and only recharging a single short rest power).

That change actually made spending resources meaningful. The wizard started not using fireball quasi at will in overland travels where encounters are quite rare. In Dungeons you don't force players to retreat too much. My justification for such a change: I see the standard healing rules just as a suggestion for beginners. Once players figure out the power of spells those rules are too favourable and take away a lot of fun.
 

Coroc

Hero
The groups I DM for always have someone with hypnotic pattern, as soon as they're high enough level to take the spell. This is because one particular player has learned how good it is and therefore always takes it. Always. No exceptions. And if that PC runs out of spell slots to cast it, they'll rest instead of fighting without it.

I've spread out the baddies so that they can't all be caught with one spell.

I've given the baddies magic resistance.

I've had the baddies use their turns to wake each other up.

None of them seem to prevent the fights from becoming predictable, at least where hypnotic pattern is concerned. I really hate that bit at the end when the whole party is whaling on the one poor leftover who was looking at the pretty lights while his buddies got slaughtered.

Does anyone have suggestions for any other way to deal with the spell?
undead golems and constructs are your friends
 

ClaytonCross

Kinder reader Inflection wanted
The flip side is many a DM gets tired having to specially tailor their fights all the time just because of one spell. For a special occasion, of course, but having to effectively toss a whole bunch of encounter possibilities out the window just for one spell... yes I can understand why it gets tiring. Maybe I would just like to make my encounters the way I want to, instead of 1 spell dictating how I have to make them.
That's my point thought. Its very likely not 1 spell dictating how I have to make them. Its one fomrula of combat dictating to them what spell will work well. Its very possible that your creating your own problem. If so getting ride the spell will not solve the problem because players will find another natrual counter for your "typical encounter" that works everytime and that will become your replacement problem spell or tactic. You will not cure players of tailoring to your play style by removing options that work over... and over ... and over again. If this is the case, It could also mean your making encounters on a formula because your bored of combat. Players will not pick the same solution every time when it doesn't work every time.

Pretty much every single post I have read on this thread suggesting something is suggesting changes to the encounter. They are all suggestions to mix up the formula to get different results from the players.
 
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Coroc

Hero
There are a lot of protections vs the charmed and/or frightened conditions.
As said in a different thread, if that is your trademark spell, expect enemies to come prepared.
Also it is concentration and has a very easy out. Damage! If you catch 3 enemies, a single cast of magic missile is the counter spell. Why waste an action to shake your friends free if you can just give them a little slap for 1d4+1 damage.
Hold person is actually a quite potent spell too. Paralyze is a much more potent disable, every attack from 5ft range is a critical hit. So well chained it does not help the enemy a lot if he gets another save.
That does not mean, hypnotic pattern is not a great spell, but it has hard counters.
And you should not act as if enemies don't know how to counter it.

On the other hand, I had a similar problem with fireball spamming. Actually usually even a faster way of obliterating foes that happen to stand in the hypnotic pattern area.
My solution was changing the rest cycle:

I used a modified version of gritty healing and healing surges:

  • a good nights sleep is a short rest where you regain 1/4 of your healing surges.
  • one day off is long rest. During that rest you may explore a small dungeon and even fight. But travelling for 12 hours rules it out.
  • 1 hour rest is a standard short rest. (I actually thought about reducing it to 15 min, only allowing to spend max your half HD and only recharging a single short rest power).

That change actually made spending resources meaningful. The wizard started not using fireball quasi at will in overland travels where encounters are quite rare. In Dungeons you don't force players to retreat too much. My justification for such a change: I see the standard healing rules just as a suggestion for beginners. Once players figure out the power of spells those rules are too favourable and take away a lot of fun.
yep, maybe even have one enemy be a suicidal fireball caster. He first pretends to be affected, allow a deception vs perception roll for that, and then quickcasts fireball as soon as the pcs start to loot the bodies
 

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