More Rewarding Spells (5e Variant Rule)

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More Rewarding Spells[edit]

There are many ways to make spells rewarding. The way this rule seeks to make them more rewarding is to reduce the all or nothing attitude of many saving-throw-based spells. It adds minor benefits, even if a target succeeds on a saving throw.

1st-Level Spells[edit]

Bane

On a successful save, the spell doesn't require concentration, and a target takes a -1 penalty to the next ability check, attack roll, or saving throw it makes before the end of its next turn.

Cause Fear

On a successful save, the spell doesn't require concentration, and a target moves at half speed if it attempts to move toward you before the end of its next turn.

Compelled Duel

On a successful save, the spell doesn't require concentration, and a target has disadvantage on attack rolls made against creatures other than you until the end of its next turn.

2nd-Level Spells[edit]

Blindness/Deafness

On a successful save, a target still suffers blindness or deafness until the end of your turn.

Crown of Madness

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

Hold Person

On a successful save, a target has each of its speeds halved until the end of its next turn.

Suggestion

On a successful save, you have advantage on the next Charisma check you make against the target before the end of your next turn.

3rd-Level Spells[edit]

Bestow Curse

On a successful save, the spell doesn't require concentration, and a target has disadvantage on the next ability check, attack roll, or saving throw it makes within the next minute.

Enemies Abound

On a successful save, the spell doesn't require concentration, and a target can't willingly move until the end of its next turn.

Fear

On a successful save, the spell doesn't require concentration, and a target can't willingly move until the end of its next turn.

Hypnotic Pattern

On a successful save, the spell doesn't require concentration, and a target has each of its speeds halved until the end of its next turn.

Slow

On a successful save, the spell doesn't require concentration, and a target has each of its speeds halved until the end of its next turn.

4th-Level Spells[edit]

Banishment

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

Compulsion

On a successful save, the spell doesn't require concentration, and you have advantage on the next Charisma check you make against the target before the end of your next turn.

Confusion

On a successful save, the spell doesn't require concentration, and a target rolls on the confusion table with advantage on its next turn. The spell ends at the end of its next turn.

Dominate Beast

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

Elemental Bane

On a successful save, the spell doesn't require concentration, and if the target has immunity to the chosen damage type, it instead has resistance to that damage type until the end of your next turn.

Phantasmal Killer

On a successful save, a target takes half damage, and the spell ends.

Polymorph

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

5th-Level Spells[edit]

Dominate Person

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

Geas

On a successful save, you have advantage on the next Charisma check you make against the target before the end of your next turn.

Hold Monster

On a successful save, a target has each of its speeds halved until the end of its next turn.

7th-Level Spells[edit]

Divine Word

On a successful save, a target with 50 hit points or fewer is deafened until the end of your turn, a target with 40 hit points or fewer is blinded and deafened until the start of its next turn, a target with 30 or fewer hit points is blinded, deafened, and stunned until the end of its next turn, and a target with 20 or fewer hit points is knocked unconscious until the end of its next turn.

8th-Level Spells[edit]

Dominate Monster

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

Reality Break

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

9th-Level Spells[edit]

Mass Polymorph

On a successful save, a target can't take reactions until the start of its next turn. The spell doesn't require concentration if no targets were successfully polymorphed.

True Polymorph

On a successful save, the spell doesn't require concentration, and a target can't take reactions until the start of its next turn.

Weird

On a successful save, the spell doesn't require concentration, and a target can't willingly move until the end of its next turn.


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