D&D (2024) December 1st UA Spell changes


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The suggestion was to limit it to a long rest. Do you make 200 skill checks before a rest?
again, it depends... we could in 1 night roleplay through a year (although most times 2-3 months) of social encounters while we would be half way through a dungeon crawl that was all 1 LR away... so that sesion we could use guidence a dozen times on social (lots of long rests) and once in the dungeon (no long rests)
But still, it effectively has a built in "a creature can only benefit from this once evey 10 rolls".
how is that built in again, I am loseing you.
If you think that's too much, it could be reduced to a +1.
I don't know what the fix is... but again I never minded it as is(2014 phb), so I don't know how to fix something I haven't found the break in.
 


does it, because bards get that PLUS there cantrips... the cleric has to choose it AS A SLOTED CANTRIP...
I'm not sure getting sidegrade to a cleric cantrip as a major class defining feature is the benefit you think it is heh.

My current house ruled version is below.

Joining hands with other willing creatures, you impart your god's wisdom and blessing. You may affect a number of creatures equal to your proficiency bonus plus your spellcasting modifier. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of their choice. The spell ends once the bonus is used, or the recipient completes a Short or Long Rest. At 5th, 11th and 17th level, the bonus becomes a d6, d8, and d10 respectively.

Special: Once a target benefits from Guidance, they may not benefit from further Guidance castings until they complete a Short or Long Rest.
 

tetrasodium

Legend
Supporter
Epic
Like I said, if I understood what the intent actually was, making adjustments (or not) would be a snap. One idea I had was having Guidance cost Hit Dice (or even, roll your Hit Die and add it as a bonus to a die roll, as a nice buff for the fighting classes!).
Yes we are kinda guessing at intent of the change & lack of clues is making it tough to weigh in. Wrt hit dice cost though I'm not sure those would be effective. Sure it puts an upper limit on the use, but the limit really only matters early tier one before you hit an unlikely number of failed checks per long rest as things are... There are extraordinarily few things that consume hit dice & even having as few as zero unspent hit dice has no real impact on anything at all.
 


Incenjucar

Legend
One D&D has so many ways to get extra cantrips that it's not even really a cost to dedicate a slot to it.
I could see making it a normal spell action that you can use to use the Help feature at a distance or something. Off-turn cantrips in general are already too easy to abuse.
 


Stalker0

Legend
Guidance only changes a 1 out of 10 rolls.
To me its not the fact that guidance increases the odds of a DC 15 or 20 check that makes it so powerful. It's the fact that it suddenly puts DC 25 or DC 30 checks from "nearly impossible" to "distinctly in the realm of possibility".

5e's bounded accuracy is there for a reason, DC 25s and 30s are supposed to be extremely difficult, and near impossible for most characters to consider. But guidance completely changes things, 1st level characters with a cleric can accomplish DC 25 tasks, they don't even need proficiency in the skill! Sure its not often, but the second you open up the possibility, players will jump on it. Players will want to try, because hey, I can always roll that 20. That is way too much power for a freakin cantrip.
 

Maybe the better idea is to make it a unique 1st level kind of spell, what the special caveat that the first casting of the spell each day does not consume a spell slot.
I know it wont happen. What i want is ALL spells to just be rejigged, so when preped(or known for known classes) the spell can be at will, 1/sr then spell slot, or just spell slot.

Like if you prep detect magic you can do it at will no need to use a slot, if you prep this 1st level guidance you can cast it 1/ short rest for free but can use spell slots to do it again... tasha's laugh ALWAYS costs a slot...
 

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