D&D 5E Spells you house rule?

Unless a spell were truly broken, I would not house rule a spell. I see no truly broken 5E spells from WotC, so I do not house rule any of them. Even if I did find one, I might look at approaches that fix it without changing the spell itself, but by changing the environment in which the spell is used.

I do, however, introduce alternate versions of spells that have different mechanics, but the same goals. Why? For the same reason we have Honda, Toyota, Ford, and all the other car brands: People want to put their own tweaks on a good idea, whether for their own benefit, for pride or to profit from it. Accordingly, I have a lot of different takes on a counterspell spell. One is an aura that counters all spells cast in it (using the mechanics for counterspell). One doesn't counter the spell, but lets the reacting mage change the target of the spell to another legal target. Another captures the magic of the spell being cast and let's the reactionary caster hold onto it and recast it themself at a later point in time (unless they lose concentration before they cast it). I even have two second level versions of a counterspell: One that reduces the range and radius/area of spells (forcing the caster to reselect the target/area), and another that gives the target of a spell advantage on saving throws against the spell, the caster disadvantage on attack rolls, etc...

Some of the spells with alternate versions have alternate introduced versions that are the same level as the original, but stronger. Others are more situationally stronger, but generally weaker. It is a mix - but having that wide breadth of magics makes my world a lot less 'cookie cutter' and feel more magical.
I like this view.
A multitude of spells and rituals and those presented in official books are the base reference.
it can produce a more dynamic and unpredictable world.
 

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Shiroiken

Legend
Where is Healing Spirit errata'd?

Couldn't find it in here: https://media.wizards.com/2021/dnd/downloads/PH-Errata.pdf
I think that's just the PHB,but it's from Xanthars. Originally it worked for everyone on their turn, allowing it to potentially heal 10d6 to everyone who could conga-line through it, making it super powerful outside of combat. Now it can only heal a number of times equal to your spellcasting modifier, which I feel is too much of a nerf. I limited it to once per round, allow the caster to decide if it triggers for someone, so it would heal 10d6 for a 2nd level spell over 1 minutes compared to 12d8 + 6x casting modifier over 10 minutes.
 

James Gasik

Pandion Knight
Supporter
Leomund's Tiny Hut doesn't have a floor. When it says it's a hemisphere, it's just that. Cut a hollow sphere in half, you won't have a floor. It's like a magical igloo.

I don't mind it being safe against most threats, but it should have some weakness, thanks.

That's all I've had to change so far, but I have my eye on Healing Word, Cure Wounds, and Polymorph for some balance changes. I'll worry about the big guns like Simulacrum and True Polymorph if I ever have a game hit those levels.
 

JEB

Legend
In our last campaign, each form of resurrection magic only worked once on a given character. (The exception being Revivify, with the idea that your soul hadn't strayed too far yet.) Once all the spell options run out, you're down to more creative solutions if you still want that character back.

We also encouraged reskinning and modifying damage types on spells - for example, a dwarf wizard PC was famous for changing Cloud of Daggers into Cloud of Hammers.

Two specific modified spells were:
  • Find Familiar let you summon familiars with the aberration, construct, elemental, or ooze types, and we provided some additional special familiars (the gibbering nibbler and oozelet). You could also customize the damage type to match the creature type (a celestial hawk could do radiant damage, or a fire elemental lizard could do fire damage).
  • Glyph of Warding included a conversion of Sepia Snake Sigil as an option.
 




Quickleaf

Legend
The only spell I (currently) houserule is Witch Bolt.

The inititial strike is btb, but I treat the subsequent damage as escalating. Each round a caster sustains the witch bolt increases the damage by d8, starting with 1d8 and going up to a maximum # of dice equal to the original output of the spell.
I really like that one!
 


cbwjm

Legend
That does make the spell better, but the fact you can escape the Witch Bolt was always the problem I had with it.
I'm not sure how much of an issue that really is in practice, however, I've considered changing the spell in one if two ways (though I'm liking the change already mentioned in this thread):
  1. If the target moves out of range, you can move on your next turn to bring them back in range
  2. Or, for the duration, you can use your action to change the target of the secondary damage to another target within range of the spell, requiring another attack roll.
My main issue with the spell is the low secondary damage, I think that should increase as well to make the spell worthwhile. If you're 5th level and you cast it with a 3rd level slot, you deal 3d12 initial damage and secondary is still 1d12. At that point, it is more or less just as good as casting two cantrips on each of those turns.
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I've a bunch.

- Chill Touch, Shocking Grasp, Frostbite are changed to work like shillelagh, meaning they affect all unarmed attack for 1 minute.

- Spare the Dying gives advantage on the next death save.

- Light, Dancing light use concentration

- True Strike add 2 force damage per tier.

- Goodberry removes the sensation of thirst and hunger but does not remove the need to eat and drink.

- Barkskin gives you +1 AC and a damage reduction of 3 against B/P/S

- Witchbolt grapples the target

- Lesser restoration only cure natural diseases and poisons.

- Remove Curse remove specific things like: hex, bane, bestow curse and any enchantment or necromancy spell affecting a wiling target, and can break cursed attunement of non-artifact items.

- Revivify restores 1d4 + Con Vitality points. (we use the UA alternate rule).

- Enervation causes 1 level of exhaution.

- Stoneskin gives an AC of 17 and 4d10 THP (no component consumed). The AC last until the THP are gone.

- Finger of Death, Circle of Death requires a Con save or fall to 0 HP, on a successful save, take the damage as written in the spell.

- Albi-dalzim Horrid wilting requires automatically kills living creatures of 30 hp or less.

- Storm of Vengeance: All effects happens simultaneously.

- Stinking Cloud (now level 2) and Cloudkill do not move unless asked my the caster. Cloudkill deals acid damage and the poisoned condition.
 

James Gasik

Pandion Knight
Supporter
I'm not sure how much of an issue that really is in practice, however, I've considered changing the spell in one if two ways (though I'm liking the change already mentioned in this thread):
  1. If the target moves out of range, you can move on your next turn to bring them back in range
  2. Or, for the duration, you can use your action to change the target of the secondary damage to another target within range of the spell, requiring another attack roll.
My main issue with the spell is the low secondary damage, I think that should increase as well to make the spell worthwhile. If you're 5th level and you cast it with a 3rd level slot, you deal 3d12 initial damage and secondary is still 1d12. At that point, it is more or less just as good as casting two cantrips on each of those turns.
I've only seen the spell cast once- a friend of mine insisted it was a fantastic spell, since it could theoretically do a lot of damage. I had my doubts, based on how short combats tended to be, and the necessity to stay in range. It actually happened that he rolled badly for the initial damage, and the enemy did, in fact, move away, although it was still dead before my friend's next turn.

This is pretty much the perfect storm of what can go wrong with spell, I wouldn't expect things to go this way in most combats, but the fact that it can happen, has kept me from using it, and my friend from ever touching it again.

There are, however, good opportunities to hit someone with it who really can't go anywhere, but I'm not really sure how many rounds you can expect it to deal it's damage, and how may rounds it would need to "tic" to be worth it's spell slot over other spells.
 

overgeeked

B/X Known World
I'm curious what, if any, spells you house rule?
I don't bother house ruling spells, I just ban them. If something comes up in play that would break the game, I let it happen. But then the spell is banned after that. I really enjoy player shenanigans and weird uses of magic items and spells and exploring the environment. I run sandboxes mostly so when I say "break the game" I don't mean "break the railroad the players are on" or "ruin my story". I mean like logical glitch that would stop the game from producing the effect I'm going for. So in exploration focused games spells like light, leomund's tiny hut, and the food & water creation spells are banned. If the game's supposed to be about resource management and tracking food and torches, anything that breaks that has to go.
 

Li Shenron

Legend
I’m not even really sure how I’d “fix” it, but I hate the play experience of Guidance. It’s either a constant game of “DM may I” or a shouting match of “Guidance!” After ever check is called for, and I hate it.
I was just about posting that Guidance is the only spell in 5e which I exert some sort of regular control over, though I wouldn't call it house ruled.

First of all, the spell applies to ability checks, and ability checks only exist when the DM grants you one of them ("rule zero"). The way I typically run the game, you don't actually roll ability checks all the time for everything. Instead, the principle for me is that you roll ability checks when I, as a DM, am undecided whether you should succeed or not. That means I am not going to ask you for a damn dice roll every single tree you try to climb or every single door you try to bash. In many cases, I just look at how agile you are or how strong you are, and decide you succeed outright or that you just can't succeed at all unless you add an extra idea about how to do it. That's because my DMing style gives more focus to players' skills than the usual roll-playing. This is not really about house ruling the spell itself.

Another couple of things that make Guidance less terrible in our games, is that a lot of ability checks are reactive and/or group checks*. In theory you could cast the cantrip in advance to cover someone against reactive checks, in practice you won't be doing this unless you expect it will be needed in the next minute. Group checks come up quite often in our games, and Guidance can help you with one of the checks in the group, but not more than one, because of the simultaneity of action.

Finally, I also more directly mitigate the Guidance spell by generally not allowing it to work on any check that represents something being done over the course of a time longer than the spell duration (one minute), or not representing an actual action but rather the results of something done in the past. Typically it means it won't work on Knowledge checks that represent what you happened to have learned previously. I guess you could call this one a house rule, but it's debatable.

*I don't allow shenanigans like "I keep casting Guidance all day long every 59 seconds" or metagaming like "we sneak past the guard one by one specifically to avoid a group check". If you try shenanigans in my games, I'll use shenanigans against your PC, and soon we won't be playing together anymore.
 

  • Lightning Bolt bounces off of unyielding barriers up to the spell’s maximum range. It can be angled.
This may have already been asked, apologies if it has:
1. Can the bolt rebound off the wall and strike the opponent again from the back thus dealing damage again?
2. Is the bolt as potent for the entire range of the spell?
3. If yes to (1), does the opponent gain a saving throw for the rebound hit?
 

Bitbrain

ORC (Open RPG) horde ally
Heat metal doesn’t impose disadvantage if the target succeeds on the saving throw.

Enervation is a 3rd level spell, not a 5th.
 



Quickleaf

Legend
This may have already been asked, apologies if it has:
1. Can the bolt rebound off the wall and strike the opponent again from the back thus dealing damage again?
2. Is the bolt as potent for the entire range of the spell?
3. If yes to (1), does the opponent gain a saving throw for the rebound hit?
1. No
2. Yes
 

No "Can I spot the enemy in the alley" followed by "Guidance!". If the person asks for guidance before they look that's fine.

Id ask the player how their cleric knew the dude looking down the alley was about to make a success/ fail skill check (in game).

They wouldnt.

It's only used for obvious clutch skill checks where it can be explained (the Rogue needs to disarm a trap just found, or a Strength check to move a boulder etc.
 

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