D&D 5E Spells you house rule?

el-remmen

Moderator Emeritus
I think the biggest issue I have with fireball is that most DMs don't consider the side effects of a spell that "... ignites flammable objects in the area that aren't being worn or carried" within a 20 foot radius. It helps balance things out in my games.

The last (and first) time my current PCs were in the area of a fireball they were on a rowboat and it caught fire. 🔥🔥
 

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James Gasik

Legend
Supporter
I don't know, I mean, I'm happy to finally have spell damage increased relative to hit points- in 3e it was pretty nuts to realize that fireball was still doing the same damage it did in the 70's, but monsters had way more hit points.

I know people bring up the guidelines for spell damage in the DMG a lot, but does an extra d6 really matter that much?
Huh. That's odd. I took Erupting Earth for my Sorcerer because it starts getting better than Fireball when upcast at higher levels.
 

counter example




that is how it goes at mytable... the word before matters

So when a PC yells, 'I draw my sword and attack the Orcs' you allow a player to say 'Before he does that, I ride back to town to stock up on healing potions' or even 'Before he does that, I cast Mage Armor'?

In my games, there is no saying I'm doing something before the event just happened, happened. You need to actually do the thing beforehand.
 


James Gasik

Legend
Supporter
So when a PC yells, 'I draw my sword and attack the Orcs' you allow a player to say 'Before he does that, I ride back to town to stock up on healing potions' or even 'Before he does that, I cast Mage Armor'?

In my games, there is no saying I'm doing something before the event just happened, happened. You need to actually do the thing beforehand.
I mean, unless you're in initiative outside of combat, things all happen simultaneously right? So you see an ally do a thing, you can act at the same time?

I mean otherwise, all that happens is this. Every turn the Cleric isn't doing anything else out of combat, he or she refreshes Guidance on their party members.
 

DND_Reborn

The High Aldwin
Huh. That's odd. I took Erupting Earth for my Sorcerer because it starts getting better than Fireball when upcast at higher levels.
Unless you want the difficult terrain or are dealing with targets resistant to fire, Erupting Earth is generally inferior to Fireball IMO:
  1. Damage doesn't surpass fireball until 6th level (and who is going to upcast using a valuable 6th level or higher slot?? There are better spells at those higher spell levels...).
  2. Cannot affect targets more than 20 feet above the ground. FB can affect a target nearly 170 feet above the ground.
  3. A bit shorter range (EE 120 vs FB 150)
  4. A much smaller AoE (see diagram below) for 20' cube vs. 20' radius sphere.

1652009096350.png


Now, I am not arguing against EE being a great spell when needed, but I think the argument for it being better due to damage at higher levels is fairly weak since it barely surpasses FB at 6th level (by just 1/2 a point!) and doesn't see serious increases until 8th or 9th level slots! And, as I mentioned above, who would use such high-level limited slots to upcast a 3rd level spell? Frankly, extremely few games even get to the level where you can even cast 6th or higher level spells.
 


Zubatcarteira

Now you're infected by the Musical Doodle
Tbf, if I had the superpower of making people better at anything, I'd sure as hell be using it all the time.

OT: Simulacrum, gotta rule that it can only be healed by the alchemical lab thingy that the spell specifies, so it can't just take a rest and regain hp. Maybe specify that it can't regain back any resources at all, not just spell slots.
 

James Gasik

Legend
Supporter
Unless you want the difficult terrain or are dealing with targets resistant to fire, Erupting Earth is generally inferior to Fireball IMO:
  1. Damage doesn't surpass fireball until 6th level (and who is going to upcast using a valuable 6th level or higher slot?? There are better spells at those higher spell levels...).
  2. Cannot affect targets more than 20 feet above the ground. FB can affect a target nearly 170 feet above the ground.
  3. A bit shorter range (EE 120 vs FB 150)
  4. A much smaller AoE (see diagram below) for 20' cube vs. 20' radius sphere.

View attachment 156863

Now, I am not arguing against EE being a great spell when needed, but I think the argument for it being better due to damage at higher levels is fairly weak since it barely surpasses FB at 6th level (by just 1/2 a point!) and doesn't see serious increases until 8th or 9th level slots! And, as I mentioned above, who would use such high-level limited slots to upcast a 3rd level spell? Frankly, extremely few games even get to the level where you can even cast 6th or higher level spells.
As a Sorcerer, I felt I needed to conserve as many spells known as possible. I liked the combination of minor control and the idea that it would be a spell I'd be happy to use at higher levels, allowing me to choose non-damaging spells if I wanted to at higher levels instead.

Also as I wasn't an Evocation Wizard, I didn't mind the smaller AoE, easier to place so I didn't blast my own party (I also used Hypnotic Pattern, a 30 foot cube).
 

  1. True Strike: This spell no longer requires concentration. Additionally, it is now cast as a buff effect upon yourself that grants advantage on your next attack roll rather than as a debuff on a target. I specifically avoided the bonus action route due to concerns that it would instantly become a "must have" for every caster.
  2. Chaos Bolt: The initial 1d6 counts towards causing a leap to occur. Additional damage done by this spell is now +1d8 damage per additional spell level. This results in the choice of more damage type options and a higher chance of the spell leaping to other targets.
  3. Witch Bolt: This spell now has a range of 60ft. - This makes it so a creature that wants to get out of the area still can bit eliminates the stupid "I move out to end the spell and back in" option that only occurs becaus of the turn based nature of initiative.
  4. Barkskin: This spell no longer requires concentration.
  5. Flame Blade: This spell no longer requires concentration, though it’s maximum duration has been reduced to 1 minute to compensate. You can opt to cast it as originally written if you wish when casting the spell.
  6. Hunter’s Mark: This spell no longer requires concentration.
  7. Protection From Energy. This spell no longer requires concentration. Additionally, you may have the spell effect one additional target for each spell level you cast it above a 2nd level slot.
  8. Counterspell: You can cast this spell as part of the reaction to Identifying a Spell being cast. You do not need to know what spell is being cast in order to use counterspell.
  9. Dispel Magic: This spell only dispels one magical effect per casting of the spell. In the cast of where multiple spell or magic effects are on a creature, object, or area, the player will be informed of any effect on the target of which their spell or ability check is capable of dispelling and then the player may choose which effect to remove.
  10. Stoneskin: This spell no longer requires concentration.
 

DND_Reborn

The High Aldwin
As a Sorcerer, I felt I needed to conserve as many spells known as possible. I liked the combination of minor control and the idea that it would be a spell I'd be happy to use at higher levels, allowing me to choose non-damaging spells if I wanted to at higher levels instead.

Also as I wasn't an Evocation Wizard, I didn't mind the smaller AoE, easier to place so I didn't blast my own party (I also used Hypnotic Pattern, a 30 foot cube).
I agree, EE is a good spell for specific uses, so if it works better with your sorcerer, that's cool.
 

Mannahnin

Scion of Murgen (He/Him)
I mean, unless you're in initiative outside of combat, things all happen simultaneously right? So you see an ally do a thing, you can act at the same time?

I mean otherwise, all that happens is this. Every turn the Cleric isn't doing anything else out of combat, he or she refreshes Guidance on their party members.

Tbf, if I had the superpower of making people better at anything, I'd sure as hell be using it all the time.
Guidance lasts one minute. This means you're moving to be within arms reach of and praying out loud for the success of each companion once every minute all day?

No thanks.

I agree that in noncombat situations we can be a bit flexible with time and exact positioning. There are certainly situations, like when the rogue is about to pick a lock or search a chest for traps, when the whole party (or most of it) is likely to be watching, and there's an obvious pause for the rogue to get ready, that it seems obvious that the Cleric could and would cast it. I'm not going to be super strict about "no take-backs!" in a situation like that. But there are plenty of situations where it makes no sense at all. Ones where the Cleric character in-game had no opportunity to pray for success on an action, because he didn't know one was about to be taken, or because he was busy doing something else.
 

Zubatcarteira

Now you're infected by the Musical Doodle
It's concentration, so you'd need to choose 1 person to keep casting it on, probably just on yourself. I could see people keeping it up at all times just in case, it stops other concentration effects, and will be very noisy, and people will be looking weird at them, so it prob balances it out.
 

I think the biggest issue I have with fireball is that most DMs don't consider the side effects of a spell that "... ignites flammable objects in the area that aren't being worn or carried" within a 20 foot radius. It helps balance things out in my games.
I always find it funny when people assume "You must not be doing it right" instead of saying "oh let me see what problem you are having"
 

So when a PC yells, 'I draw my sword and attack the Orcs' you allow a player to say 'Before he does that, I ride back to town to stock up on healing potions' or even 'Before he does that, I cast Mage Armor'?
lets break down those two...
"before he does that I ride back to town to stock up on X" okay... before he attacks you jump on your horse and start riding back to town... maybe you mean "Wait, we forgot to buy potions in town can I mark off some gold and say my character remembed even if I didn't" in which case I would most likely ask for a DC8 int check...
"Before he does that I cast mage armor" I would most likely rule to do it simo... he draws and attacks as your spell defends you
In my games, there is no saying I'm doing something before the event just happened, happened. You need to actually do the thing beforehand.
in my games no events happen until everyone has gotten a chance to speak. only declarations of intent.

I find it avoids many of these problems. "I do X" is not auto you get to and have done, so someone can interrupt an action without interrupting the speaker...

this rule has been ESPECIALLY needed since it anyone talks over anyone on roll20 you get none of either (or atleast my old man ears don't)
 


Oofta

Legend
I always find it funny when people assume "You must not be doing it right" instead of saying "oh let me see what problem you are having"
Huh? All I'm saying is that I'm okay with fireball doing significantly more damage than other spells of the same level because it's balance by the downsides. I have no idea what you're trying to say and I can't answer whether or not fireball is an issue for every DM in existence.
 

Huh? All I'm saying is that I'm okay with fireball doing significantly more damage than other spells of the same level because it's balance by the downsides. I have no idea what you're trying to say and I can't answer whether or not fireball is an issue for every DM in existence.
but you DID NOT say "Oh I find it to balance with the damage to surrounding things" what you said was
fireball is that most DMs don't consider the side effects of a spell that
you A) assume that Most DMs don't consider something, and B) don't ask WHY they feel what they do.
 

Oofta

Legend
but you DID NOT say "Oh I find it to balance with the damage to surrounding things" what you said was

you A) assume that Most DMs don't consider something, and B) don't ask WHY they feel what they do.
Unm ... okay. I just gave my perspective. Most DMs and players I've played with ignore the side effects. Still not sure why that bothers you. I can't do a survey of all DMs, I can only relate my personal experience. I don't understand why that's a bad thing. That's all any of us can do. 🤷‍♂️
 

Li Shenron

Legend
A character casting guidance to aid another character's ability check is basically like using the Help action.
The discussion about issues with Guidance is entirely out-of-combat (in combat, action economy implies a cost to cast the cantrip, whereas out-of-combat it is completely free of cost), and out-of-combat the rules for "Working Together" still very much leave the DM full control over whether someone can help another.

But then again, the problem with Guidance is that some DMs have seen players cast this cantrip every single time someone is making a check, resulting in a cantrip which is far more useful than any other. If players would declare "work together!" every single time something is going on in the game, and the DM was forced to allow it, you would have the same problem.


And I think that's a fair interpretation as well. The easy counterpoint to "it works on passive checks" is that guidance says "one ability check you choose". If you argue that a character does not choose to do passive checks, its simply a consequence of other things going on, than even if the bonus is applicable, you could never choose to apply it.

I could see how that could also be used to prevent Guidance to work on almost every single reactive ability check. But I am not convinced because it says "of its choice" not "you choose", which means it is not referring to the fact that you have chosen to make the check, but rather than the target doesn't have to use Guidance of the first check it has to do but can choose to keep it for later.

I've actually never had a debate about guidance at my table. The one player whose character can cast it never pushes it and is quick to accept my ruling if there is doubt. (which is how it should be ;))

At the root of the matter, is the fact that Guidance and Working Together were added to the rules under the designers' assumptions that they would be used occasionally, relying on the good faith of the players. It is only when a player realizes that by the RAW they can try to abuse these options, that they become a real problem. Some DMs are simply try to anticipate the problem.

I mean, unless you're in initiative outside of combat, things all happen simultaneously right? So you see an ally do a thing, you can act at the same time?

I mean otherwise, all that happens is this. Every turn the Cleric isn't doing anything else out of combat, he or she refreshes Guidance on their party members.
Right, if you want to cast the spell once every minute, I will then call you to make a perception check against traps every 5ft you move, everywhere and all the time. Do you see what is the annoyance here?
 

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