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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Redirect
2nd level Abjuration
60' range
Reaction to a spell being cast

In response to detecting a spell being cast with a component you can perceive, or a spell with a perceptible effect going off, you attempt to redirect the target of the spell. The spell's target or center of effect is changed to a random creature within the range of the spell from the caster. If the spell targets more than one creature individually, this redirects one target.

The spell caster must either be in range, or a target of the spell must be in range, for Redirect to be cast, and the spell must target individual creatures or an area; it may not target self only.

The caster may make a spellcasting attribute save to change one target to a different random creature repeatedly until they fail or are satisfied; creatures are not selected twice by this process, so eliminate them from future random selection. The DC increases by 1 for each successful save. If every possible creature is eliminated, the spell regains its original target(s).

At higher levels: For each spell slot higher than 3rd, the redirecting spellcaster can eliminate one creature from the random selection, or add one additional target of the original spell to be redirected.

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Stifle
1st level Abjuration
30' range
Reaction to a spell doing damage

All damage dice from the spell are replaced with d4s and rerolled unless the triggering spellcaster succeeds at a spellcasting attribute save. If they succeed on the save, only half (rounded down) of the damage dice are reduced to d4s. Until the end of the caster of the Stifle'd spells next turn, they may reroll as many damage dice as where reduced to d4s from a spell at most once per die, but must keep the new result.

The spellcaster of Stifle may reroll as many damage dice as where reduced to d4 by this spell from another spell they cast that match the damage type of dice Stifled by this spell, at most once per die, until the end of their next turn.

Either the caster of the spell being Stifled, or creatures being damaged by the spell, must be within Stifle's range (30') for Stifle to be cast.

At higher levels: For every spell slot higher than 1st, one damage die done by the Stifle'd spell is eliminated instead of reduced to a d4. On a successful save, half as many damage dice are eliminated (round down).

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Counter-Magic
3rd level Abjuration
30' range
Reaction to a spell doing damage

You select a spell that deals complementary damage to the one you are reacting to that you have prepared and is no more than 2nd level and can be cast as an action or bonus action and cast it without expending a spell slot. It is cast as if it was cast via a 2nd level spell slot. Creatures who are damaged by both spell effects take only damage from the higher damage spell, reduced by the damage of the lower damage spell.

The caster of the triggering spell must either be within range, or a creature damaged by the triggering spell must be in range, to cast Counter-Magic

Complementary damage types (goes both ways):
Fire <-> Cold
Thunder <-> Lightning
Radiant <-> Necrotic
Force <-> Acid
Psychic <-> Poison

For these types, the complementary damage type is to the right:
Bludgeoning -> Piercing -> Slashing -> Bludgeoning

At Higher Levels: The spell you select must be lower than the level of the spell slot used to cast Counter-Magic, and it is cast as if it was cast by a spell slot 1 lower than the one used to cast Counter-Magic.

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Delay Magic
2nd level Abjuration
30' range
Reaction to a spell being cast

In response to detecting a spell being cast with a component you can perceive, or a spell with a perceptible effect going off, you attempt to delay the effect of a spell. The triggering spellcaster must make a spellcasting attribute save. On success, the spell goes off as normal, but targets of the spell gain advantage on their saving throws. On failure, the spell effect is delayed and does not have immediate effect.

If the delayed spell is higher than 2nd level, the triggering spellcaster has advantage on all saves against this spell.

Until the delay ends, the triggering spellcaster must make concentration saves as if they are concentrating on a spell whenever they take damage would otherwise be subject to a concentration save. On failure of this saving throw, the delayed spell fizzles.

At the start of each of the triggering spellcasters turn if they have a delayed spell, they make spellcasting attribute save with a +2 bonus per round the spell has been delayed (starting with a +2). On success the delay ends; they may choose to either have the delayed spell effect occur, or fizzle the delayed spell. They may chooes new targets for their delayed spell when it goes off.

At higher levels: The triggering spellcaster only has advantage if the triggering spell's level is higher than the slot used to cast Delay Magic.

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Thoughts?
 
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