D&D (2024) Best 5.5 Mechanic They Should Use More IMHO


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Touche. My players are just starting to experiment with summons.
I just wish they coded summons as 1st, 3rd and 5th level spells,
with number of attack half spell level/round up.
maybe that will be next house rule to work on, of with reduced HP for each summon that is reduced in base spell level.

1st level: 1 base attack
Summon Beast spirit: Druid, Ranger
Summon Warrior spirit(from UA): cleric, paladin, artificer

3rd level: 2 base attacks
Summon Undead: cleric, wizard,
Summon Astral spirit(from UA): psion, sorcerer, warlock, wizard
Summon Construct: Wizard, Artificer
Summon Aberration: warlock, wizard, sorcerer
Summon Fey: druid, ranger,
Summon elemental: druid, ranger, wizard, sorcerer

5th level: 3 base attacks
Summon Dragon: druid, ranger, warlock, wizard, sorcerer
Summon Celestial: paladin, cleric
Summon Fiend: paladin, cleric

upcasting:
7th level, 4 attacks,
9th level, 5 attacks,
 

Greater Magic resistance on the rakshasa.

Basically they automatically make their saves. Spells with attack rolls automatically miss.

Magic resistance and legendary resistance often isn't enough. Oys a bit to easy to essentially stun lock bosses with low level spells.
What does more mean? What creatures do you want to give this to? All creatures that currently get Legendary Resistance? A few select creatures?

If you don't want the "save or suck" spells to impact high level foes, there is a house rule I've encountered in a few circles for 'save or suck' spells that makes them less reliable against powerful foes, but even more reliable against weaker foes: "Compare the Spellcasting Level (SL) of the caster to the Challenge Rating (CR) of the target(s). If the SL is higher than the CR, the target has a penalty to the saving throw equal to the difference. If the CR is higher than the SL, the difference is a bonus to their saving throw. If CR and SL is equal, the saving throw is not modified." I've also seen a "lesser" version of it that compared proficiency bonuses.

I'm critical of using it as it can force certain spellcasting PCs to abandon their character concept for the most meaningful spells - essentially telling an Enchantment Wizard that they can't be an Enchantment Wizard in important fights.
 

If the SL is higher than the CR, the target has a penalty to the saving throw equal to the difference. If the CR is higher than the SL, the difference is a bonus to their saving throw. If CR and SL is equal, the saving throw is not modified." I've also seen a "lesser" version of it that compared proficiency bonuses.
Looks like another version of Magic Resistance @dave2008 (@ing you in case it inspires anything new)

Though it won't let them walk through walls of force etc. since it's just a bump to saving throws. Interesting house-rule though!
 

What does more mean? What creatures do you want to give this to? All creatures that currently get Legendary Resistance? A few select creatures?

If you don't want the "save or suck" spells to impact high level foes, there is a house rule I've encountered in a few circles for 'save or suck' spells that makes them less reliable against powerful foes, but even more reliable against weaker foes: "Compare the Spellcasting Level (SL) of the caster to the Challenge Rating (CR) of the target(s). If the SL is higher than the CR, the target has a penalty to the saving throw equal to the difference. If the CR is higher than the SL, the difference is a bonus to their saving throw. If CR and SL is equal, the saving throw is not modified." I've also seen a "lesser" version of it that compared proficiency bonuses.

I'm critical of using it as it can force certain spellcasting PCs to abandon their character concept for the most meaningful spells - essentially telling an Enchantment Wizard that they can't be an Enchantment Wizard in important fights.
Wouldn't you say that the higher level spellcaster's DC going up already kinda takes that into account?

Seems like double dipping if I am understanding you.
 

What does more mean? What creatures do you want to give this to? All creatures that currently get Legendary Resistance? A few select creatures?

If you don't want the "save or suck" spells to impact high level foes, there is a house rule I've encountered in a few circles for 'save or suck' spells that makes them less reliable against powerful foes, but even more reliable against weaker foes: "Compare the Spellcasting Level (SL) of the caster to the Challenge Rating (CR) of the target(s). If the SL is higher than the CR, the target has a penalty to the saving throw equal to the difference. If the CR is higher than the SL, the difference is a bonus to their saving throw. If CR and SL is equal, the saving throw is not modified." I've also seen a "lesser" version of it that compared proficiency bonuses.

I'm critical of using it as it can force certain spellcasting PCs to abandon their character concept for the most meaningful spells - essentially telling an Enchantment Wizard that they can't be an Enchantment Wizard in important fights.

Ideally they would have used a different SR/MR system.

Creatures like illithids, largest dragons, spell immune creatures, some archfiends, some Avatars.
 



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