DeviousQuail
Hero
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.
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.

