D&D 5E (2024) An Optional Counterspell Metagame

Should a D&D setting have a Counterspell Meta?

  • Yes

    Votes: 1 3.7%
  • Yes but it should be optional

    Votes: 3 11.1%
  • No but some special monsters could have weird counterspells

    Votes: 6 22.2%
  • No

    Votes: 11 40.7%
  • I cast Anti-Poll

    Votes: 6 22.2%

I'll add my homebrew counterspells to the pile:

Counterspell (level 3+): you reduce all attack rolls, spell save DCs, and concentration rolls of the target spell by 3 (+1 for each level above 3rd). Not as powerful as the 5e counterspell, but I'm one of those people that doesn't like the all or nothing gameplay of the original.

Tenuous Grasp (Level 2+): bonus action, target you can see that is concentrating on a spell or effect, they immediately make a concentration save DC10 (+2 for every level above 2nd). They make this save again at the start of their turn after which this spell ends. Not a reaction like counterspell, but a useful tool against spells and other concentration effects.

Violent Disruption (Level 4): reaction, you distupt a spell, creating a violent explosion. You and any creatures or objects in a line between you and the target must make a Str save, taking 4d8 damage and knocked prone on a failure or half damage and no prone on a success. The target and any creatures or objects within 10 feet of the explosion make a Str save and are pushed back 10 feet and are knocked prone on a failure. The only way to negate a spell at the cost of getting blown up a bit. It was kind of a joke spell on creation, but at higher levels the tradeoff can be worth it.
 

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The only thing with the above is figuring out the math the martial is going to use to disrupt the spell. It has to be something with a reasonable chance of success and failure if they are the same level.
I was thinking at penalty. Either with disadvantage or as INT/WIS/CHA spell attack.
 

I was thinking at penalty. Either with disadvantage or as INT/WIS/CHA spell attack.
well the problem is the martial attack is based on attacking a high AC. If you add the INT/WIS/CHR of the mage to their armor that might be enough to make a fair attack with a reasonable chance of success and failure. Not sure I'd have to play around with it. It might work well.

edit. I missed the attack at disadvantage. Maybe a good solution.
 
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well the problem is the martial attack is based on attacking a hi4 it 50gh AC. If you adt5d the INT/WIS/CHR of the mage to their armor that might be enough to make a fair attack with a reasonable chance of success and failure. Not sure I'd have to play around with it. It might work well.
It was thinking about Attack vs Spell DC.

Spell Attack vs Spell DC is a +2.5 in favor of the attacker if both with the same score and proficiency.

So martials would be behind
 
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