Rebalanced Magic (5e Variant Rule)
From D&D Wiki
Let's face it, spells in D&D 5e are wildly unbalanced, even by Wizards of the Coast's standards. To fix this, below a number of changes to different spells have been suggested. In addition to these, cantrip damage should scale once at 11th level.
- Friends: After the spell ends, the target views you the same as it did before the spell was cast on it. It is not forced to become hostile to you.
- Absorb Elements: Increase damage to 1d10. +1d10 per level above 1st.
- Catapult: Catapulting a melee weapon or piece of ammunition allows you to choose bludgeoning or the weapon's/ammunition's damage type.
- Cause Fear: No concentration.
- Chaos Bolt: Decrease damage to 3d8. Each damage die is a bolt with a different attack roll that can target an individual creature. +1 bolt per level above 1st.
- Color Spray: Dexterity save instead of hp-based.
- Earth Tremor: Increase damage to 2d6.
- False Life: Gain 1d8 + spellmod + caster level THP. +1d8 per level above 1st.
- Guiding Bolt: Decrease damage to 3d6.
- Hail of Thorns: Increase damage to 2d6. +1d6 per level above 1st, no limit.
- Healing Word: Decrease range to 30 feet.
- Heroism: Can choose to add the THP again per level above 1st instead of targeting another creature.
- Ray of Sickness: Add concentration, up to 1 minute. While concentrating,target is poisoned and takes poison damage equal to spellmod (minimum of 1) per turn. Makes Constitution save at the start of each turn to end the spell.
- Searing Smite: Increase initial damage to 2d6.
- Shield: Increases AC by spellmod (minimum of 1) and adds THP equal to spellmod (minimum of 1). THP disappears at the end of your next turn.
- Shield of Faith: +1 AC for every two levels above 1st.
- Sleep: Increase health limits to d10s.
- Snare: Decrease casting time to 1 action.
- Witch Bolt: Repeating damage scales with upcasting.
- Wrathful Smite: Increase damage to 2d6. +1d6 per level above 1st.
- Branding Smite: Increase damage to 2d8.
- Cloud of Daggers: Caster can use a bonus action on its turn to move the cloud of daggers up to 15 feet in any direction.
- Find Traps: You learn the precise location of the detected traps.
- Flaming Sphere: Increase damage to 4d6.
- Healing Spirit: Targets a single creature instead of a space. The target creature can be changed as a bonus action on the caster's turn.
- Heat Metal: Constitution save success also halve's damage. Repeat Constitution save for each turn a creature remains in contact with the target item.
- Locate Object: Increase the object detection range to 1 mile.
- Maximillian's Earthen Grasp: Increase damage to 3d6.
- Moonbeam: Increase damage to 3d8. +1d8 per level above 2nd.
- Prayer of Healing: Decrease range to 15 feet. Can target any number of creatures that the caster can see.
- Ray of Enfeeblement: Target also gains disadvantage on Strength checks and saves.
- Scorching Ray: Change damage to 1d12 for each ray.
- Shadow Blade: Increase damage to 3d6.
- Shatter: Increase damage to 4d8.
- Skywrite: No concentration.
- Snilloc's Snowball Swarm: Increase damage to 4d6.
- Warding Bond: +1 bonus to AC and saving throws for every two levels above 2nd.
- Warding Wind: No concentration.
- Aura of Vitality: +1d6 per level above 3rd.
- Blinding Smite: Increase damage to 4d6.
- Fireball: Decrease damage to 6d6.
- Flame Arrows: No concentration.
- Life Transference: The necrotic damage cannot be reduced by any means short of a Wish.
- Lightning Bolt: Decrease damage to 6d6.
- Protection from Energy: Includes force and radiant damage. +1 additional resistance per level above 3rd.
- Vampiric Touch: Increase damage to 4d6.
- Conjure Minor Elementals: Decrease casting time to 1 action.
- Elemental Bane: Increase damage to 4d4.
- Edvard's Black Tentacles: +1d6 of each damage type per level above 4th.
- Fire Shield: Caster can change the shield to warm or chill as an action on its turn.
- Guardian of Faith: Guardian deals an amount of damage as determined by the caster. Guardian disappears after dealing a total of 60 damage. +10 total damage for each level above 4th.
- Mordenkainen's Faithful Hound: Decrease damage to 2d6 + spellmod.
- Sickening Radiance: Half damage on a successful Constitution save.
- Staggering Smite: Increase damage to 5d6.
- Stoneskin: Material component not consumed, resistance to both magical and nonmagical bludgeoning, piercing, and slashing damage, and AC cannot be below 16.
- Cone of Cold: Decrease damage to 8d6. +1d6 damage per level above 5th.
- Conjure Elemental: Decrease casting time to 1 action.
- Conjure Volley: Decrease damage to 8d6.
- Destructive Wave: Decrease each damage type to 4d6.
- Enervation: Half damage on successful Constitution save.
- Geas: +1d10 damage per level above 5th.
- Holy Weapon: No concentration. Increase attack damage to 2d8 + spellmod.
- Maelstrom: +5 feet to radius per level above 5th.
- Mass Cure Wounds: Can target up to 6 creatures within range, no radius restriction.
- Steel Wind Strike: Decrease damage to 4d10.
- Blade Barrier: Change to force damage. Add to Bard, Sorcerer, Warlock, and Wizard spell lists.
- Conjure Fey: Decrease casting time to 1 action.
- Harm: Decrease damage to 12d6.
- Investiture of Flame: No concentration.
- Investiture of Ice: No concentration.
- Investiture of Stone: No concentration.
- Investiture of Wind: No concentration.
- Otiluke's Freezing Sphere: Decrease damage to 8d6.
- Primordial Ward: No concentration.
- Scatter: +2 target creatures per level above 6th.
- Tenser's Transformation: Increase hit damage to 2d12 + spellmod.
- Conjure Celestial: Decrease casting time to 1 action.
- Fire Storm: Decrease damage to 6d6.
- Mordenkainen's Sword: +1d10 damage per level above 7th.
- Holy Aura: Fiends and Undead that fail the Constitution saving throw also take 2d10 radiant damage. Half damage on a success.
- Sunburst: Add to Cleric spell list.
- Tsunami: Increase duration to concentration, up to 1 minute.
- Meteor Swarm: Decrease the number of meteors to 3. Decrease each damage type to 3d6. Creatures can be affected by more than one fiery burst at once.
- Power Word Kill: Increase HP threshold to 150.