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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