Before the Great Crash, we had an interesting thread going on the weaker spells in 5e and how they could be improved. By weaker, I mean spells that are really a poor choice in all but the most niche of situations and don't really deliver on what is promised. The Original thread made the caveat that some spells might not be ideal for PC casters, but still had their uses and the Power Word spells were brought up as an example: At the level PC's get these spells, most opponents will exceed the HP limits of these spells, thus making them only useful on the yard trash extras or as finishing moves when you guesstimate that the opponent has been sufficiently worn down. But, the OP (I can't remember who started the thread) went on to point out that these spells are ideal for NPC's/monsters to use against PCs, who punch far outside their HP weight class compared to monsters.
So, what spells do think need a little improvement, or clean up in design?
I'll start off with a few.
Friends - Probably the most controversial cantrip, the problems with this spell are numerous. Perhaps it should be changed to a target of one creature that is allowed a Saving Throw. Keep Concentration and allow it last longer (5 minutes?)
True Strike - Just far too much investment for too little payoff. Make it your next attack instead of the next attack on the next turn? Still not to great. Make it able to cast on an friendly creature you can see (including yourself) within 30' and they get advantage on their next attack?
Blade Ward - I'm on the fence with this one. It may be just a little niche, which is okay. I do notice that unlike the very similar Stoneskin, there is no clause about magic weapons bypassing your resistance. But this is limited to attacks from weapons, whereas Stoneskin has no such limitation. The temptation is to make this a bonus action or reaction to cast, but that would just make it too spamable, imho.
Jump - Increase your jump distance three times? I still wouldn't be able to dunk a basketball!
Come on, just make the recipient into the Bionic Man/Woman for the duration, at least as far as jumping is concerned. You know you can hear the cheesy sound effect in your head now. You're welcome.
Witch Bolt - Cool, you get to be Emperor Palpatine for the mere cost of a first level spell! And concentration. And your action on future turns. And a ranged spell attack roll must succeed on the first round. And the damage is slightly better than cantrip damage each round (to be fair, you would have to hit with a cantrip each round, but you wouldn't be out a spell slot if you missed either). And the target can get total cover or move more than 30' from you to end the spell. So how's feel to be on the Dark Side now! This is one of those spells where the fiction and the mechanics just don't match up very well. Maybe it should, like shocking grasp, prevent the target from taking reactions? Maybe you could switch targets (with a new attack roll of course) as part of your action to maintain the spell. Mmmm....
Lesser Restoration - Next level you will literally be able to bring someone back from being (mostly) dead with revivify, but this one can't remove a single exhaustion level? Whats that you say, barbarians would be all over this as a way to remove one of the drawbacks of raging? Eh, says I, you're spending a 2nd level spell slot to do it. Besides, it lets environmental hazards come into play more if you so desire, so game on!
Barkskin - Probably one of the most poorly written spells in the book, it really does not match the fiction very well and does not make a lot of sense. Either let it stack with everything but armor (maybe lower the AC granted if you feel it is too much), or maybe have it remove the Dex bonus to AC due to your skin getting all Bark-like, thereby making it a trade off to use the spell.
Phantasmal Killer - What's that, the target has to fail two different saves before taking damage? And if they fail just one save, they may be frightened for a round? Pfft. Make the damage happen prior to the second save to end the effect.
Contagion - So, the devs realized that they gave out a stun-lock-the-legendary-creature with one of the possible diseases inflicted with this spell and their answer was too...make the spell do nothing until the caster succeeds on a melee spell attack and the target fails three saves before succeeding on three. Okaaaay. How about fixing the stunlock aspect of the spell? Or (I like this one) just have the caster roll a d6 to see what effect they get and sometimes they get the stunlock?
Mordenkainen's Sword - Look at Spiritual Hammer, now back to this spell. Now back to Spiritual Hammer. Loose the concentration requirement at the very least. I always make this spell cancel out a Wall of Force or cut through just about anything just to give it some added utility. Maybe give it a Vorpal effect or something?
So, what spells do think need a little improvement, or clean up in design?
I'll start off with a few.
Friends - Probably the most controversial cantrip, the problems with this spell are numerous. Perhaps it should be changed to a target of one creature that is allowed a Saving Throw. Keep Concentration and allow it last longer (5 minutes?)
True Strike - Just far too much investment for too little payoff. Make it your next attack instead of the next attack on the next turn? Still not to great. Make it able to cast on an friendly creature you can see (including yourself) within 30' and they get advantage on their next attack?
Blade Ward - I'm on the fence with this one. It may be just a little niche, which is okay. I do notice that unlike the very similar Stoneskin, there is no clause about magic weapons bypassing your resistance. But this is limited to attacks from weapons, whereas Stoneskin has no such limitation. The temptation is to make this a bonus action or reaction to cast, but that would just make it too spamable, imho.
Jump - Increase your jump distance three times? I still wouldn't be able to dunk a basketball!

Witch Bolt - Cool, you get to be Emperor Palpatine for the mere cost of a first level spell! And concentration. And your action on future turns. And a ranged spell attack roll must succeed on the first round. And the damage is slightly better than cantrip damage each round (to be fair, you would have to hit with a cantrip each round, but you wouldn't be out a spell slot if you missed either). And the target can get total cover or move more than 30' from you to end the spell. So how's feel to be on the Dark Side now! This is one of those spells where the fiction and the mechanics just don't match up very well. Maybe it should, like shocking grasp, prevent the target from taking reactions? Maybe you could switch targets (with a new attack roll of course) as part of your action to maintain the spell. Mmmm....
Lesser Restoration - Next level you will literally be able to bring someone back from being (mostly) dead with revivify, but this one can't remove a single exhaustion level? Whats that you say, barbarians would be all over this as a way to remove one of the drawbacks of raging? Eh, says I, you're spending a 2nd level spell slot to do it. Besides, it lets environmental hazards come into play more if you so desire, so game on!
Barkskin - Probably one of the most poorly written spells in the book, it really does not match the fiction very well and does not make a lot of sense. Either let it stack with everything but armor (maybe lower the AC granted if you feel it is too much), or maybe have it remove the Dex bonus to AC due to your skin getting all Bark-like, thereby making it a trade off to use the spell.
Phantasmal Killer - What's that, the target has to fail two different saves before taking damage? And if they fail just one save, they may be frightened for a round? Pfft. Make the damage happen prior to the second save to end the effect.
Contagion - So, the devs realized that they gave out a stun-lock-the-legendary-creature with one of the possible diseases inflicted with this spell and their answer was too...make the spell do nothing until the caster succeeds on a melee spell attack and the target fails three saves before succeeding on three. Okaaaay. How about fixing the stunlock aspect of the spell? Or (I like this one) just have the caster roll a d6 to see what effect they get and sometimes they get the stunlock?
Mordenkainen's Sword - Look at Spiritual Hammer, now back to this spell. Now back to Spiritual Hammer. Loose the concentration requirement at the very least. I always make this spell cancel out a Wall of Force or cut through just about anything just to give it some added utility. Maybe give it a Vorpal effect or something?
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