Some people love Bless and Guidance as they are, and some considering them OP. For me, its both there extreme power, and adds a lot of fiddly dice rolling.
This house rule addresses both parts.
EDIT: I adjusted Bless to be more in line with my intended use.
Bless
You have a +3 proficiency bonus to all attacks and saving throws. This does not stack with normal proficiency bonuses.
--So what this does is make bless give a powerful and consistent bonus but one that tapers with time. For first level characters, this is a solid buff. For 5th level ones (once everyone has +3 proficiencies), this allows you to shore up your saving throw weaknesses (or attack rolls if you happen to use a weird weapon). But it doesn't stack and just give you "moar powwa!". Its still very useful, but not as outright powerful as before...and no extra rolling needed.
Guidance
1st level Spell (not a cantrip)
Concentration: None
Duration: 1 hour
Targets: You and up to 6 creatures
Effect: Targets gain a +1 to skill checks.
--This addresses some of the "spam" concerns about guidance in certain areas. Its a solid, general buff, that helps the whole party in scenarios, and allows the cleric to help the whole team instead of giving 1 team member a big boost. It lasts an hour so you don't have to rush through things, but you also can't just use guidance all day long willy nilly. And again no rolling, just add the bonus, no muss no fuss. It also removes the constant DM calls on whether guidance is appropriate for certain situations.
Thoughts?
This house rule addresses both parts.
EDIT: I adjusted Bless to be more in line with my intended use.
Bless
You have a +3 proficiency bonus to all attacks and saving throws. This does not stack with normal proficiency bonuses.
--So what this does is make bless give a powerful and consistent bonus but one that tapers with time. For first level characters, this is a solid buff. For 5th level ones (once everyone has +3 proficiencies), this allows you to shore up your saving throw weaknesses (or attack rolls if you happen to use a weird weapon). But it doesn't stack and just give you "moar powwa!". Its still very useful, but not as outright powerful as before...and no extra rolling needed.
Guidance
1st level Spell (not a cantrip)
Concentration: None
Duration: 1 hour
Targets: You and up to 6 creatures
Effect: Targets gain a +1 to skill checks.
--This addresses some of the "spam" concerns about guidance in certain areas. Its a solid, general buff, that helps the whole party in scenarios, and allows the cleric to help the whole team instead of giving 1 team member a big boost. It lasts an hour so you don't have to rush through things, but you also can't just use guidance all day long willy nilly. And again no rolling, just add the bonus, no muss no fuss. It also removes the constant DM calls on whether guidance is appropriate for certain situations.
Thoughts?
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