Quickleaf
Legend
I'm curious what, if any, spells you house rule? Reasoning and/or play experience is welcome!
I'm looking at implementing these changes for purely functional reasons (as they don't work well as written)...
I'm looking at implementing these changes for purely functional reasons (as they don't work well as written)...
- Jump is not subjected to speed limits.
- True Strike is a bonus action and grants advantage on ALL attacks you make next turn.
- Leomund’s Tiny Hut doesn’t create a force field blocking creatures/attacks. It only offers protection from inclement weather, wind, and temperature.
- Lesser Restoration does not infallibly cure disease; instead, it grants a diseased creature one immediate and automatically successful saving throw against the disease.
- Remove Curse has 3 changes: (1) First, it requires a material component specific to the nature of the curse. (2) Second, it functions like detect magic in that every curse has an effective level. If the curse is 3rd level or less, it is removed automatically. For each curse of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the curse’s level. (3) Third, if you fail the check by 5 or more, something bad happens – the curse might jump to you, the curse might progressively worsen, the curse caster might become aware you attempted to lift the curse, etc.
- Fireball fills up the area of the spell, so if cast in a confined space it may create backdraft.
- Lightning Bolt bounces off of unyielding barriers up to the spell’s maximum range. It can be angled.