D&D 5E (2024) Spell Resistant Feat is what Spell Resistance ought to be.

TheSword

Warhammer Fantasy Imperial Plenipotentiary
There is a new Feat in Arcana Unleashed that does a couple of things. +1 to either Dex or Con, gain resistance to one damage type. Both nice. But importantly if you fail a saving throw you can add 1d6 to the total maybe turning the failure into a success.

Now it’s limited to proficiency bonus used per long rest but given that it is used only on failed saves it feels likely to last most of each day. This feels good.

Most of all though it reminded me of a time when creatures with spell resistance were genuinely hard to affect with magic. Mind flayers, drow, some fiends. And that something was lost when it was replaced with advantage on a saving through.

It feels like some of these creatures should have a beefed up versions of magic resistance. Perhaps similar to this feat. The d6 bonus and the resistance to damage.
 

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Nope. Too many rolls if different types.
Adds too much time.

Spell DCs and Saving throws should have been calculated differently IMHO. That way shoring up saves isnt a top priority Tier 2+.
That wouldn’t distinguish between someone who was resistant to magic and who wasn’t though.
 


That wouldn’t distinguish between someone who was resistant to magic and who wasn’t though.
What i mean is Magic Resistance should remain:

X has Advantage on saving throws against spells and other magical effects.

in all cases. PC or Monster.

However spell DCs should

5 + Proficiency Modifier + Spell Ability modifier.

This way the caster has the advantage of having being able to target saves and using their best scores and being proficient.

but the target has a lower roll to succeed.

This way when the caster targets a monster's weak save at high levels, the DM just has 2 chances to roll higher than a 13 or something to give the spell resistance feel.

Adding a 1d6 when they roll a 7 doesnt do it.
 

Check out greater magic resistance on the Rakshasa.
I think I prefer the older version, this one just seems to lock mages out of playing the game, like with golems.

Not that I am strictly against that sometimes, but on a big boss monster like rakshasa it feels wrong.
 

I think I prefer the older version, this one just seems to lock mages out of playing the game, like with golems.

Not that I am strictly against that sometimes, but on a big boss monster like rakshasa it feels wrong.

It means they can't do same tricks over and over. Use summons for example.
 




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