About this mod
This mod aims to balance a few spells/abilities out, make things more interesting, but not feel “cheaty” or overpowered. Admittedly, I do not have any experience with DnD5e, so some of these may feel OP or like I gutted the skill, but I’ll fix things later if so
- Permissions and credits
- Changelogs
v1.6
General Changes
- Cure Wounds now has a range of 6 up from 1.5
- This skill is ok, but really falls off compared to other options. This will hopefully keep it a bit relevant
- Ensaring Strike now longer costs a bonus action when successful
- Goodberry now heals 2d4+2 and restores poison and disease
- Tooltip doesn’t reflect this yet, working on that.
- The heal amount is the same as heal. I know this overlaps a lot with poison, but there is only so much that can separate them without making one or the other irrelevant.
- Hunter’s Mark is no longer a concentration, lasts 4 turns down from “until long rest”. Upcasting now increases duration
- Note that the free reapply will cast level 1 hunter’s mark, but the duration on being able to reapply is still until long rest
Fighter Changes
- War Magic now works better with 5e spells to not allow you to multi-cast green flame blade or booming blade.
- Note that you’ll want to load 5e first.
Ranger Changes
- Hail of Thorns no longer costs a bonus action, has a 3m radius up from 2
- Horde Breaker has a range of 3 up from 2
- Lightning Arrow now rolls a ranged attack roll and adds your ranged attack damage and is only usable once per turn.
- This allows it to be used and to activate your extra attack; but stops you from spamming it
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All changes up to 1.6
General Changes
- Additional Combat Actions (such as topple, smash, pommel strike, etc) are now all usable per combat instead of per short rest.
- Acid Arrow now deals 6d4 damage up front up from 4d4, has a range of 22 up from 18
- This puts it more in line with spells like scorching ray, which can already do up to 36 damage as a level 2 spell.
- Since it still lacks a bit of power upfront compared to other spells, i gave it a little more range to give it a niche as a bit of a longer range spell
- Animal Friendship is now a Bonus Action
- Arcane Lock now costs a Bonus Action down from Action
- Bane is no longer a concentration, now lasts 3 turns down from 10
- Barkskin is no longer a concentration, now lasts 4 turns down from until long rest; upcasting now increases duration by 2 turns per upcast
- Beacon of Hope now affects a larger area per upcast
- Bestow Curse is no longer a concentration, now lasts 3 turns down from 10.
- Skip Turn was not affected, as this effect needs to have a way to break your characters out, so it is still 10 tun concentration
- Upcasts increases duration and number of targets on different levels
- Blur is no longer a concentration, lasts 3 turns down from 10. Each upcast level now increases duration by 1 turn
- Burning Hands now deals 3d8 up from 3d6, scaling by 1d8 per upcast
- This will hopefully help it compete more with something like fireball
- Calm Emotions is now a Bonus Point and increases area per upcast
- Charm Person now has a ritual cost
- Chromatic Orb now deals 2d10 up from 2d8 and 2d12 instead of 3d8 for thunder. Now deals damage in a 2m range (same range as the effect field)
- This lets me scale it more linearly up; while not buffing it much at lower levels. For comparison, a level 3 Chromatic Orb would deal 4-40 damage next to a fireball dealing 8-48, but the orb leaves a field.
- Compelled Duel is no longer a concentration, lasts 2 turns down from 3, upcasts now increase duration by 1
- Color Spray now lasts 2 turns up from 1
- Cure Wounds now has a range of 6 up from 1.5
- This skill is ok, but really falls off compared to other options. This will hopefully keep it a bit relevant
- Create/Destroy Water is now a Bonus Point, usable once per combat
- This is to make it more flexible, but not completely OP on certain builds
- Dancing Lights is no longer a concentration, lasts 6 turns down from 10, costs a Bonus action instead of an action
- Dark Vision is now a bonus action, lasts 6 turns, has a range of 12m up from melee, and upcasting now increases the number of targets.
- Darkness now increases radius per upcast
- Daylight now increases radius per upcast
- Dissonant Whispers now does 3d8 up from 3d6, scaling by 1d8 per upcast
- This should keep it a bit more competitive into higher levels (dealing up to 40 damage at 3, but it still has the 2 turn frightened)
- Dispel Evil and Good is no longer a concentration, lasts 4 turns down from 10, each upcast now increases duration by 2 turns.
- Divine Favor is no longer a concentration. Each upcast level now increases duration by 1 turn
- Dominate Beast is no longer a concentration, now lasts 4 turns down from 10, increases duration per upcast
- Dual Wielding Melee weapons now only costs an action point (won’t take your bonus action)
- This applies to when you are dual wielding and use a main hand attack that auto-follows up with an offhand attack
- This applies to both melee only
- Offhand weapon damage deals half to balance the extra damage, so it doesn’t shut out great weapon and dueling
- Enhance ability now costs 1 spell level less (so baseline enhance costs a level 1 spell slot instead of a level 2)
- Enlarge and Reduce are no longer concentrations, now lasts 3 turns. Upcasts increase duration by 1, now costs a bonus action instead of an action.
- Ensaring Strike now longer costs a bonus action when successful
- Entangle now increases radius per upcast
- Enthral now costs a Bonus point
- Expeditious Retreat is no longer a concentration, now lasts 10 turns instead of until long rest. Each upcast level now increases duration by 2
- Faerie Fire now increases radius per upcast
- Feather Fall now costs a bonus action instead of an action. Upcasting now increases radius
- Freedom of Movement increases now number of targets per upcast
- Fly is no longer a concentration, now lasts 3 turns down from 10.
- Friends is no longer a concentration
- Find Familiar is now a Bonus Action, can be cast in combat, and no longer has a cooldown
- Gaseous Form is now a ritual
- Goodberry now has a range of 10, Goodberries now heal 4-10, and only costs a bonus action instead of an action. Also heals disease and poison. Note that this is not reflected in the tooltip
- Grease is now a bonus point and increases radius per upcast
- Guidance now has a range of 9 up from melee
- Haste now lasts 3 turns down from 10. Upcasting now increases duration by 1
- Haste is just SO absurdly powerful it needed a bit of a nerf
- Hunter’s Mark is no longer a concentration, lasts 4 turns down from “until long rest”. Upcasting now increases duration
- Note that the free reapply will cast level 1 hunter’s mark, but the duration on being able to reapply is still until long rest
- Ice Knife now scales piercing damage equal to frozen damage (starting at 2d6 at level 1 and scaling 1d6 per level)
- This helps it keep up with other spells. It deals equal damage to fireball at level 3, but in a smaller radius and with the full damage only to the target hit by the knife itself
- Jump now increases targets by 1 per upcast level
- Knock is now a Bonus Action
- Lesser Restoration now has a range of 10, costs a bonus action instead of an action, and is castable on an additional person per upcast
- Light now has a range of 8 and is now a bonus action instead of an action
- Magic Weapon is no longer a concentration, lasts 4 turns down from until long rest, lasts an additional turn per upcast
- Mage Hand no longer has a cooldown
- Minor Illusion now costs a Bonus Action
- Mirror Image now lasts 2 additional turns per upcast
- Phantasmal Force is no longer a concentration, lasts 4 turns down from 10, now deals 2d6 damage (scaling 1d6 per upcast); and also 2d6 damage each turn for 4 turns after.
- Since Phantasmal force has a weird way of changing damage on the backend, it is very hard to change the duration dynamically per upcast
- This also feels better to get a little damage up front then more over time.
- 2d6 for 4 turns might sound like a lot at lower levels, but you get a saving throw each turn to stop all the damage (plus the damage is very spread out)
- Planar Binding now turns into a Bonus action if you upcast it
- Polymorph now increases duration per upcast
- Poison Spray now has a range of 6 up from 3
- This just feels SO limited compared to other cantrips
- Prayer of Healing is now usable once per combat
- Protection from Energy now has a range of 12 up from melee
- Protection from Evil and Good is no longer a concentration, lasts 4 turns down from until long rest, upcasts increase duration by 1 per upcast
- Protection from poison now has a range of 3 up from 1.5, can be cast on 2 targets up from 1, upcasting adds additional targets, costs a bonus point instead of action.
- Ray of Enfeeblement is no longer a concentration, now lasts 2 turns down from 10, upcasts increase duration
- Ray of Sickness now deals 2d10 up from 2d8, scaling by 1d10 per upcast. Poison now lasts 3 turns up from 2
- Reflective Shell is now usable per combat up from per short rest, lasts 1 turn down from 2
- Remove Curse now costs a bonus action instead of an action
- Resilient Sphere now increases duration as you ucpast
- Resistance is no longer a concentration, lasts 2 turns down from 10, is now a bonus action, has a range of 6m up from melee
- Sanctuary increases duration per upcast
- Shield of Faith is no longer a concentration, lasts 4 turns down from until long rest. Upcasting now increases the number of targets by 1 per
- Shatter now deals 3d10 up from 3d8, scaling 1d10 per level
- This helps it to compete a bit with fireball. It was tough to balance this at low level and not have a weird scaling to catch up at level 3.
- Slow now increases amount of targets as you upcast
- Stoneskin is no longer a concentration, lasts 4 turns down from 10, upcast now increases duration
- True Strike is now a Bonus action, is no longer a concentration, usable once per combat
- True Strike has a fine line between useless and OP, hopefully this makes it strong but not OP
- Vicious Mockery now uses d6 cantrip growth instead of d4
- Witch Bolt now does 2d8 instead of 1d12 at level 1, scaling by 2d8 per level. Activation is now Bonus Action instead of Action
- The scaling lets it scale much better into late game, where the 1d12 activation is less impactful (and competing for other concentrations)
- That might seem strong early on, but later; using up a full action point just for 1-12 damage is pretty weak.
Race Changes
- All racial skills that were previously once per long rest is now once per short rest.
- Breath skills are once per combat, deals damage similar to cantrips (gets stronger as you level)
Druid Changes
- Moon Druids now receive 3 wild shape charges at level 2
- All druid subclasses gain 1 additional wild shape charge at druid 6, circle of the moon gain another at druid 10.
- Dismiss WIldshape now refunds a Wildshape Charge
- This means that, as long as you don’t get killed while in Wildshape, you should be able to go in and out as much as you like
- There is an optional file that makes wildshape a ritual instead of dismiss if this feels OP at all to you (this is so you don’t waste charges out of combat on exploration or conversations)
- Wildshape Combat Heal no longer costs a bonus action; now casts 1 less spell slot per level, is only usable once per turn. Now heals more for each level
- Level 1 combat heal is free, level 2 heal costs a level 1 spell slot, etc
- Since you could conceivably come out and in to form for a heal using a bonus action, this gives you a reason to still use combat heal (saving the bonus action)
- Wildshape Ritual optional file reverts this change as well.
- Form HP is now based on character level rather than druid level
- Slight increase to basic damage while in forms
- Badger Burrow now costs a bonus point and requires 4 movement to use down from 6
- Dire Wolf Howl now costs a bonus action instead of an action
- Dire Wolf Exposing Bite can now be cast one per combat instead of short rest
- Bear Goading Roar now costs a bonus action instead of an action
Fighter Changes
- Second Wind scales with character level and not fighter level
- Technically this is the same as it was originally, but patch 1 looks to have changed this to be fighter level and not character level, so i just kept it the same as before
- War Magic is learned at level 5 down from 7 for Eldritch Knights, no longer requires your attack to use a bonus action
- Currently it just isn’t fun or interesting to use spells as an eldritch knight because the thought is “well i could fire bolt and then attack… or i could attack twice and still have a bonus action”. This makes war magic more like extra attack but you can lead with a cantrip
- Moved to level 5 because it feels like such a core component to the Eldritch knight playstyle; this lets you get it at the same time as extra attack
- War Magic does work with 5e spells but you will want to cast the cantrip first (the extra attack itself will not allow cantrips)
Monk Changes
- Blade of Rime now scales at 5 and 9
- Chill of the Mountain now increases targets at 5 and 9
- I could have just increased scaling, but this seems more interesting.
- Dark Vision costs 1 ki Point down from 2
- Fist of Four Thunders now also adds in unarmed damage to allow better scaling
- Adjusted the thunder damage at lower levels to account for the unarmed damage adding in
- Fist of Unbroken Air now rolls as an unarmed attack without the strength save, letting it both proc and be able to be used as an unarmed attack
- Lowered the damage to d8’s instead of d10’s. It is a very strong melee attack, but still costs 2 ki
- Hold Person now costs 2 ki points down from 3
- Increased the amount of damage Deft Strikes gives you from 1-4 at level 1 to 1-6, going up to 3-12 at level 12 up from 1-8
- Pass Without Trace costs 1 Ki Point down from 2
- Ride the Wind now costs 3 Ki Points down from 4
- Shaping of Ice is now a Bonus Action instead of an action
- Sphere of Elemental Balance scales damage at 5 and 9
- Since this costs 2 ki points, this is still doing significantly more damage than most cantrips would (level 10 fire bolt would do 3-30, level 10 thunder sphere will do 5-40)
- This also gets the AoE treatment of the normal spell version.
- Sphere of Elemental Balance now has a range of 12 down from 18
- This was feeling really strong and putting other skills out of business; it needed something to balance it a bit.
- Sweeping Cinder Strike now scales at levels 5 and 9
- Touch of the Storm now rolls as an unarmed attack, letting it both proc and be able to be used as an extra attack.
- Additionally, it also now deals half of unarmed damage along with the additional “cantrip” damage that scales with level.
- Adjusted the amount of additional lightning damage to both compensate for the unarmed damage and also scale better
- Scales at 5 and 9
Paladin Changes
- Lay on Hands scales with character level instead of paladin level
- Technically this is the same as it was originally, but patch 1 looks to have changed this to be paladin level and not character level, so i just kept it the same as before
Ranger Changes
- Companion level is now based off of character level rather than ranger level, can now be cast in combat, and no longer has a cooldown
- Hail of Thorns no longer costs a bonus action, has a 3m radius up from 2
- Horde Breaker has a range of 3 up from 2
- Lightning Arrow now rolls a ranged attack roll and adds your ranged attack damage and is only usable once per turn.
- This allows it to be used and to activate your extra attack; but stops you from spamming it
Sorcerer Changes
- Quickened Spell now costs 1 sorcery point per spell level down from 3 total
- This might make it a bit nerfed using higher level spells; but should give it a lot more flexibility early on.
Warlock Changes
- Now gains one additional warlock slot at level 5
- Thief of Five Fates (Bane for a warlock slot) is now once per combat and no longer takes a warlock spell slot to use