That can work too.I was thinking of giving a magic item that would allow that. Requires attunement and perhaps has a level cap.
That can work too.I was thinking of giving a magic item that would allow that. Requires attunement and perhaps has a level cap.
I tend to ho with minion casters for the NPCs. So many bits of 5e vombat get more challenging and more engaging and reactive with underlings that kinda serve as active terrain.That can work too.
I played it as is. We'd discussed an optional rule to let you concentrate on a second spell by spending your action, so you could cast Fly turn 1, Invisibility turn 2, and thereafter spend your action to concentrate, so all you could do is move and take bonus actions.
That's a good idea too. I might add that to the feat.Multi spell concentration: When a caster takes damage the DC is 10 or half the damage taken whichever is higher. If the caster is concentrating on more than one spell each additional spell adds 5 to the DC. Failing the check automatically ends concentration on all spells.
Agree. Concentration is a welcome addition to the game. There are minor oddities here and there with it. But removing it is throwing the baby out with the bath water.I would concur with the majority that I think the Concentration mechanic is a great addition to the game. The most I would say is that there are probably a few spells that don't really need it.
I really like the Concentration mechanic as-is, but I could see an argument made that a few spells that are Concentration should not be. For those, I'd be tempted to instead add "if you cast this spell again while the first spell is still active, the first effect ends immediately". Maybe keyword that to "Unique"?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.