D&D 5E What Spells Would You Nerf? (and how would you change them...)

Leomund's Tiny Hut: complete invincibility was not a feature of the original design, for a 3rd level slot. I understand the intent, but I've also seen the "force field" feature used to bypass walls of cursed fire, etc. Next campaign (I don't like to create uncertainty with groups by announcing changes every week), it's going back to original design: a bubble that protects against temperature and gases but that's it.

Forgot about this one! I rule that the hut keeps you safe but that you can't attack anything outside of it. There's basically an "inertial barrier" that stops arrows and other missiles just like spells from inside the sphere. So shoot an arrow from the inside and it will just fall once it leaves the hut.

Supposedly that was the intent of the spell, protection for those inside, unable to attack anyone outside.
 

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I usually restrict conjure minor elementals, conjure animals, conjure woodland beings, and summon minor demons to the higher CR options. If I was less lazy, I would make swarms of pixies, dretch, squirrels, etc. and the size of the swarm would increase if you upcast.
 

Heat Metal is a really good choice against that particular enemy, but situationally overpowered and overpowered are two different beasts. It really depends a lot on encounter design. The fact that I've usually only seen it used against Bandit #3 or whatever is probably why I completely forgot the disadvantage part.

And still, if a 9th level spellcaster who can also make three +11 to hit melee attacks and is designed with having undead minions in mind can't break a Bard's concentration because of disadvantage, or can't just generally continue to be a major threat with an average of roughly -4 to his attacks he was a clutz to begin with. If he didn't have the sense to bring friends, save his hellfire orb and Destructive Waves until the spellcasters started in with the concentration spells, and can't manage to land a Hold Person or a Banishment on them, then he is just a loser who deserves to lose.

But once again: encounter design. If the party is frequently up against solo enemies who can't get rid of the metal in contact with them and have no non-attack roll or ability check based ways to mess you up it does become crazy powerful for a level 2 spell and might deserve nerfing. I think the biggest problem is simply that it works in such an unusual way vs. other spells that it becomes a potential need-to-take-into-special-account spell, and DM's don't need more of those. I'd say that is a fair reason for general nerfing if the average DM frequently gears towards the sort of encounters where it is OP.
Things other than plate armor that are metal
  • Most or at least a significant number ofweapons
  • 8(?) of 12 types of armor
  • a significant number of powerful magic wand/orb/rod/staff type things that might be wielded by any caster
  • most rings
  • many necklaces, especially expensive ones
  • many earings, especially expensive ones
  • belt buckles, scabbards, rank insignias, etc
  • bit & bridle/mount tackle
  • so on & so forth
 

I usually restrict conjure minor elementals, conjure animals, conjure woodland beings, and summon minor demons to the higher CR options. If I was less lazy, I would make swarms of pixies, dretch, squirrels, etc. and the size of the swarm would increase if you upcast.

I've actually rewrote all the conjuration spells that summon creatures to instead summon a retainer as presented in Strongholds and Followers. Different spells summon a different kind a retainer (conjure woodland creatures will be limited to barbarian retainers, while conjure elemental will provide an appropriately themed spellcasters type retainer). The level of the spell slot used then determines the level of the retainer summoned.

Greatly streamlines the spell while maintaining the feeling of having a summoned ally.
 

Things other than plate armor that are metal
  • Most or at least a significant number ofweapons
  • 8(?) of 12 types of armor
  • a significant number of powerful magic wand/orb/rod/staff type things that might be wielded by any caster
  • most rings
  • many necklaces, especially expensive ones
  • many earings, especially expensive ones
  • belt buckles, scabbards, rank insignias, etc
  • bit & bridle/mount tackle
  • so on & so forth

Absolutely. Heavy armor is just the most common thing that they can't ditch, which is where the spell starts feeling super powerful (or at least other than when you can deny them their grand trinket of power). I may have a warped view because this particular spell is one I've mostly encountered when I was the player using it and when the DM says "you don't see anything on them" I'm not the sort whose inclined to litigate. Maybe I just need to make better perception rolls.

Most damage spells/debuffs work on enemies regardless of how they are equipped. Then again most can be resisted. I think it's probably better balanced for a Bard for whom each spell known is a substantial long term opportunity cost than it is for a Druid, who only needs to prepare it the days they expect to fight enemies with equipment.

Goodberry: this erases any challenge out of survival. No rations, foraging, or anything. Just pop in your Willy Wonka candy and you're good for the day. Mmmm, tastes like mashed potatoes. Removing it for a Dark Sun campaign as it makes survival a joke (same with Create Food and Water), and considering removing it altogether. The AD&D version was a bit more restrictive: enchanted 2d4 existing "freshly picked" berries into magical ones, then you chose to either gain 1 hp or a full day's meal from one. Not both effects. The big thing was without fresh berries, the spell couldn't be used.

What I really hate is that it's a Ranger spell. Super thematic for them sure, but they are the exact class meant to shine at hunting that deer or whatever, and already suffer from exploration being the oft-neglected pillar of play.

Personally my solution was to just make it not have the nutritional value to sustain you for more than a day or two. I also decided that since a single goodberry "provides enough nourishment to sustain a creature for one day" too many is going to give you temporary exhaustion. You try fighting a battle right after Thanksgiving dinner.

Create Food and Water feels like you should just become very hungry the next day whenever the 24 hours are up. Same should happen when you leave a Magnificent Mansion.
 

Leomunds hut - took out the opaqueness and blocking of effects. It’s back to the old school “keeps out the bad weather”.

healing spirit - no concentration, use a reaction to heal one person. Now it’s a solid combat healing spell, but just alright out of healing.

prayer of healing -provies 60 healing, divided up a the caster sees fit among targets within 30. Add 15 per level.

counter spell - banned. I’ve tried some house rules but I just hate this spell.

revivify - 9th level. All other raise spells banned. Coming back is very difficult in my games.

Bless - +2 instead of d4 (less rolls and a very slight nerf compared to average).

guidance - +1 to all skills, duration concentration. Basically fire and forget. I just assume my players have a skill bonus all the time until until the caster uses concentration for something.

pass without trace - advantage on stealth, negates any penalties to stealth. Helps the fighter in heavy armor keep up stealth with the party, but no more god stealth
 

Leomund's Tiny Hut: complete invincibility was not a feature of the original design, for a 3rd level slot. I understand the intent, but I've also seen the "force field" feature used to bypass walls of cursed fire, etc. Next campaign (I don't like to create uncertainty with groups by announcing changes every week), it's going back to original design: a bubble that protects against temperature and gases but that's it.
And rain? (otherwise, what's the point?)
 

Really like the OP changes to Revivify-Raise-etc.

Teleport - nerf by adding the 1e-style risk back in, that there's a small chance you'll come out in solid rock below your tartget point, and rule that your target must be a solid surface (i.e. no teleporting into mid-air).

Polymorph - nerf by splitting it out into two spells, Poly Self and Poly Other. Poly Self works fine but there's a limited number of things you can change into. Poly Other risks the instant death of the recipient and also risks the recipient adopting the mindset, alignment, etc. of the new form - it is explicitly not a spell any intelligent being will willingly forego a save on.

Other than these, my feeling is that 5e's already done far more than enough spell nerfing, and were it up to me I'd un-nerf quite a few. :)
 

I have had spirit guardians destroy several large combats. The 10 minute concentration time and the 3d8 damage for letting the cleric come close to you and you now start your turn in the radius makes it tough. Granted it is a concentration spell, but still.

I also see guidance and resistance have problems with them being cantrips and being used all the time. Maybe more of a nuisance when the player tells me every minute he is casting one of these.
 

Every Single Pet (summoning or animating) Spell gets a specific stat block, a limited list of actions, and a hard cap of one thing at a time. Ala the Battlesmith (and the UA class Variants Ranger)
 

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