D&D 5E As a DM - Your Top 3 Most Hated Spells

Quickleaf

Legend
Yes, I concur about Counterspell, Healing spirit, and Leomund's tiny hut. Also agree that Guidance and Suggestion could use work.

Counterspell feels too binary and there is no significant risk involved. I've considered removing it as a spell and making it an ability any arcane spellcaster can attempt as a reaction using thematically opposed spells (e.g. a fireball might be countered using watery sphere), potentially with some kind of roll similar to the optional scroll mishaps or potion mixing tables in the DMG. I like the potential for a fireball counterspelled by watery sphere to erupt unpredictably with a concussive blast of steam.

Healing spirit is broken when it comes to healing outside of combat. The druid player in my party has used this spell after combats a whole lot, and since I didn't have the foresight to ban it in advance, we just laugh off the "conga line healing." I know Jeremy Crawford defended it since "their default design has every encounter assuming the PCs are at full hit points", but even James Haeck writing at D&D Beyond expressed the sentiment that healing spirit breaks down outside of combat. And that's not even addressing the overall impact it has on Hit Dice over the course of an adventuring day.

Leomund's tiny hut falls into a small category of spells that change the way overland travel / long-term exploration looks (e.g. I'd include wind walk in this category). What bothers me most about this spell is its internal inconsistence – the spell descriptions describes it as a dome (definition of dome implying no floor) while the range lists it as a hemisphere (definition of hemisphere implies a floor). Even Jeremy Crawford contradicts himself in his tweets replying about the spell, initially going with the floor-less dome interpretation and a year later pivoting to go with the yes-floor hemisphere interpretation.

Guidance is a bit different in that in some cases it feels right within the narrative and in others it feels dead wrong narratively, depending on how the player uses it. At my table, over time I saw it become a "slap on bonus" that rarely received any description or explanation. Someone about to jump over a slippery pit? Guidance. Someone attempting to remember a bit of lore about undead you have no personal experience with? Guidance. Someone going to haggle with a goblin merchant? Guidance. It became so ubiquitous as to feel distinctly un-magical. It was route. And, at least at my table, it didn't engender interesting roleplaying. I was fortunate to have a player who recognized these issues and chose to swap it out himself.

Suggestion I've seen inspire sufficient debate and questions at the table that I wonder if it could use a list of example "reasonable" suggestions, much in the same way the wish spell lists a few things you can do with wish before reaching the realm of DM adjudication.

Speaking personally, nothing eats up time at the table like trying to parse a spell that's either over-written, under-written, or has convoluted explanations hidden on Twitter or Sage Advice (wall of force acting as total cover preventing line-of-sight spellcasting? I am looking at you). I've found that I really dislike adjudicating spells on the technical level – on the imagination level, I love it – but the technical level of design intent? Ugh, that can be a real guessing game. It seems like some spell technicality comes up at least every 3 sessions for my current group. Of course, 5e spells are a vast improvement over, say, AD&D and I understand there are a lot of spells to design and playtest in the PHB alone, and things are going to slip through the cracks, but when they do slip through the cracks it's a drag as a DM to be the one to make sense of it all.
 

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iserith

Magic Wordsmith
Guidance is a bit different in that in some cases it feels right within the narrative and in others it feels dead wrong narratively, depending on how the player uses it. At my table, over time I saw it become a "slap on bonus" that rarely received any description or explanation. Someone about to jump over a slippery pit? Guidance. Someone attempting to remember a bit of lore about undead you have no personal experience with? Guidance. Someone going to haggle with a goblin merchant? Guidance. It became so ubiquitous as to feel distinctly un-magical. It was route. And, at least at my table, it didn't engender interesting roleplaying. I was fortunate to have a player who recognized these issues and chose to swap it out himself.

I've found that by limiting guidance to tasks that can be started and completed within the duration of the spell (1 minute) that guidance spamming goes away. It also makes sense since an ability check does not exist in the fiction and does not occur at any specific point in time. Thus the task must be within the scope of the spell's duration. So it's good for quick tasks, but for anything longer than a minute, it just doesn't work.
 

Oofta

Legend
I think a couple of the complained-about spells illustrate just how important disrupting concentration is. Heat metal and banishment are both ended by disrupting the concentration of the caster. In the case of banishment in particular, if that caster drops the concentration before 10 rounds is up, that balor pops right back where he was...
That's assuming the caster doesn't just run away and hide. Or that you didn't want a fight with one big bad, even one supported by minions.

Besides, turnabout is fair play in my game. What's to stop that caster from popping in and plane shifting a PC to the plane of vicious kittens, or some other place where they are doomed?

Although for my campaign it's also thematic to how I envision the universe.
 

I loathe it when monks spam stunning strike. So many times, I've seen a monk blow Ki point after Ki point to stunning strike and flurry of blows until the monster fails their check, then immediately want to take a rest because they spent everything on one fight. It's a cheap strategy. I've become fond of adding Legendary Resistances to monsters or increasing the amount if they already have them when I have a PC monk that likes to do that.

Leomund's Tiny Hut bothers me a little, but not that much. If I want to ambush the PCs, I can just do so during the day. It only really bothers me when it's used in conjunction with other bad behaviors, like the 15-minute work day.

Counterspell can get very un-fun, I agree, especially when you get to the counterspelling a counterspell.

Confusion is a spell that can be very swingy and, like Counterspell, can cause monsters and PCs to just sit there round after round, doing nothing. I don't like using it as a DM, either.

But in general, a lot of the spells I dislike are the symptoms, not the root cause. Stuff like players getting the rules wrong or trying to push a spell beyond its bounds.

3. Monk Stunning Strike (I know it's not a spell) - Far too powerful as written
 

jayoungr

Legend
Supporter
Banishment. Too easy to end things with a whimper, and at least once it's made a whole subplot go poof.

Locate object/creature.
My players use it to bypass large parts of a dungeon so they can go straight to the thing they're looking for. Sometimes including rooms where they could find clues, story hooks, or cool encounters. All of which I have to prep just in case they do go in.

Teleportation circle. Again, it can cut out large swathes of story if the PCs just find what they want and then leave immediately.

... Yes, yes, I know that it's possible to design around the use of these spells. But first, I'm usually running premade modules because I have limited time and energy, and they don't always plan for these spells. And second, even if I were writing my own adventures, these three spells eliminate a LOT of story space without being very engaging for the players in and of themselves.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Banishment. Too easy to end things with a whimper, and at least once it's made a whole subplot go poof.

Locate object/creature.
My players use it to bypass large parts of a dungeon so they can go straight to the thing they're looking for. Sometimes including rooms where they could find clues, story hooks, or cool encounters. All of which I have to prep just in case they do go in.

Teleportation circle. Again, it can cut out large swathes of story if the PCs just find what they want and then leave immediately.

... Yes, yes, I know that it's possible to design around the use of these spells. But first, I'm usually running premade modules because I have limited time and energy, and they don't always plan for these spells. And second, even if I were writing my own adventures, these three spells eliminate a LOT of story space without being very engaging for the players in and of themselves.

The more I play 5e (and the older I get), the more I have in mind to remove spells that eliminate challenges and encounters (combat, exploration or social) with a single slot. Here's why: I prepped those encounters and you came here to play. I designed challenges, creates custom monsters or NPCs, found pictures or minis, wrote a small background to post on the facebook group to add to your journal etc. You sat at the table to play a fun tabletop game with a bunch of friends, took your friday night, made supper for your baby earlier that day so you could enjoy playing a character interacting with aforementioned encounters.

Yet if you use a spell to just ignore portion of the planned encounters (and I'm a professional improvisator, but its not like the thing I can come up with in 5 sec is as good as the stuffed I planned for a a week :p ), its kinda dull for everyone at the table.

Yes, I know you cant do that stuff all day long, and it still cost a slot. Yes, I can always just throw more stuff a them. But...sometime...I think removing stuff like suggestion/mass, long distance teleport, low-level safe rest enabler, banishment etc...would allows us to have more quality time at the table actually engaging those encounters.
 

Nebulous

Legend
QUOTE="ccs, post: 7872130, member: 6803664"]
Find Familiar - sort of. I don't like that it's not a specific creature.
Guidance - I really dislike seeing this thing spammed before any & every check. The only real effect it's had is that I simply set DCs 5 pts higher when I've got players who use it.
[/QUOTE]
As a DM:

1) Healing Spirit - the only spell I've banned. Works perfectly if used in combat, but abusive out of combat. Suggested errata makes the spell too weak, however, so it's just better left in the trash heap.

2) Revivify - while I like the idea of a resurrection spell for lower level, the problem is that it's better than the higher level spells in almost every case if cast within the 1 minute time frame. I've houseruled the same penalty from Raise Dead be added to it.

3) Divination - I'm not good at on the spot cryptic answers that give the right about of information. It's either too cryptic, wasting the spell and irritating the players, or too much, giving away the plot and allow the players to shortcut too much.

I actually have not seen (or even heard of Healing Spirit) I had to look it up after seeing it mentioned in this thread several times. I guess we don't use Xanthar much. It does seem kinda wonky and I would probably limit it somehow.

I also dislike Revivify. It's hard enough to kill PCs anyway.

I have a gnome now with a pet bat, and she talks to it because gnome, and uses it as a constant aerial scout, and it even flits it inside buildings on occasion. I hate HATE the bat. It's not even a familiar, and she'd just get another one if something happened to it.
 

Oofta

Legend
I actually have not seen (or even heard of Healing Spirit) I had to look it up after seeing it mentioned in this thread several times. I guess we don't use Xanthar much. It does seem kinda wonky and I would probably limit it somehow.

I also dislike Revivify. It's hard enough to kill PCs anyway.

I have a gnome now with a pet bat, and she talks to it because gnome, and uses it as a constant aerial scout, and it even flits it inside buildings on occasion. I hate HATE the bat. It's not even a familiar, and she'd just get another one if something happened to it.

The bat is easy to take care of. Spiders to the rescue!
download (11).jpg
 


Nebulous

Legend
Counterspell: not to pile on, because I actually kind of like the concept. But it just lacks pizzazz. It's boring. I want an epic spell dual with real risk, not a flick of the wrist.

Heat metal: have someone with this? Never have the big bad wear metal armor. Want to nerf the one guy that dares to run a tank in armor? Give this to the enemy. One of the few spells I've rewritten or banned.

Two (three? Way tie for third)
Teleportation (including teleportation circle):. Want to set up an epic arc traveling across dangerous pirate filled seas, fleeing from powerful enemies? Too bad! The group just teleports. Poof! they're there. No clue where "there" is? No problem! The princess you're escorting still has a note that was written at the location so you have "an associated object"! :cautious: Teleportation circle is almost as bad.

Banishment: Oh no! A demon is attacking and is about to kill innocents in order to get to the king! As DM I chuckle to myself thinking of the challenging encounter that's not just a straight up fight I just set up when ... wait for it ... the dreaded "Make a charisma save" are uttered. Usually along with the divination wizard telling you your Balor just rolled a 1. So long big bad!

Honorable mention goes to plane shift, but it's really the same issue I have with teleport. Want to get past Heimdal and crash Thor's surprise birthday party? Just plane shift to Valhalla!

I agree with teleport. It is such intensely powerful magic gained too easily in the D&D world. With that (and banishment) and many other spells, is one of the many reasons I prefer to keep my campaigns under 10th so these later headaches don't crop up. Because they DO crop up and it makes my head hurt.
The bat is easy to take care of. Spiders to the rescue!

I'm going to introduce spider eating bats in the realms are now as common as squirrels.
 

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