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5e Homebrew rule: Getting rid of spell slots.

Hello! Basically I kind of hate spell slots. I always have. I think they are an outdated restriction
that harkens back to the days of old D&D. Times have changed, and I believe that the people
deserve a better spell casting system. I have seen various "spell point" systems, and while they
are good at making casters more versatile. I still want something different.

What I've done is taken my favorite casting model from any D&D, 3e Epic level handbook's
1d20 DC based spell system and converted it for the current D&D 5e ruleset. Currently this is
still a work in process, but the idea is that every time you want to cast a prepared spell, not
cantrips, the player rolls their casting ability modifier as a save against a DC of 8+the spell's
level for a 'spellcasting roll'.
Example: A wizard with an Intelligence of 16 trying to cast a 1st level spell would be, 1d20+3
vs. DC 9 (8+1).

I add a new mechanical condition called "spell fizzle". A spell fizzle happens when a caster
attempts to cast a spell and fails to overcome the DC. The caster may attempt to cast their known
spells, however if they fail the DC on one of the spells they know, then that spell cannot be
attempted until the spell fizzle is cleared. During a short rest spell fizzles may be cleared equal to
the caster's total level in spell levels of fizzled spells. A long rest clears all spell fizzles.
Example: A bard knows 4 spells at level 1. Say Gwendo the level 1 Bard who has 14 charisma
knows Charm Person, Cure Wounds, Faerie Fire, and Identify. During battle she attempts to
cast cure wounds on a wounded ally. She would roll d20+2 (her ability modifier), against a DC
of 9 (8 + the spell's level), let's say for the sake of the example she rolled a 7 total. Not high
enough, the spell fizzles, the effects do not happen, now she is unable to cast the Cure Wounds
spell until she clears the spell fizzle with a short or long rest, and if Gwendo fizzles on multiple
spells since she is only level 1 then on a short rest she would only have the option to clear one
level of the spell fizzles.

I know this will make character magic a bit more powerful, but the effects of failure are quite
hindering, especially if multiple spells are fizzled the caster might find that they are without
spells to cast. I feel like in practice this rule would really capture the feel of magical casting
without adding the arbitrary limitation of spell slots, which I have always felt that they are a
strange limitation in a world flowing with magic.

Some notes on changes:


Casting spells at a higher spell level is still possible, it simply increases the DC of the
spellcasting roll to the appropriate spell level.
Example: A cure wounds spell cast at level 3 would have a DC of 8+3=11 instead of the level 1
version 8+1=9.

Ritual Casting spells as a ritual do not have a chance of spell fizzle, thus the caster does not need
to roll against the DC of the spell. The caster simply casts the spell, and gains its effects.

Many class features also change with this system and I will do my best to address each of them
appropriately. Each Class Feature that can spend spell slots also has the chance to fizzle, and
suffers the same penalties as if it were a spell that fizzled.

[sblock="Class Features"]

Druid Natural Recovery, During a short rest, you choose additional fizzled spells to
recover equal to or less than half your druid level, and none of the spells may be 6th level
or higher. (round up).
Druid Combat Wild Shape, While you are transformed by Wild Shape, you can use a
bonus action to make a spell cast roll to regain 1d8 hit points per level of the spell.
Paladin Divine Smite, when you hit a creature with a melee weapon attack, you can
make a spell cast roll to deal radiant damage to the target, in addition to the weapon's
damage. The extra damage is 2d8 for the initial spell cast roll, plus 1d8 for each spell
level attempted higher than the first spell level, to a maximum of 5d8. The damage
increases by 1d8 if the target is an undead or a fiend.
Ranger Primeval Awareness, you can use your action and make a spell cast roll to focus
your awareness on a the region around you. For 1 minute per level of the spell cast roll,
you can sense whether the following types of creatures are present within 1 mile of you...
Rogue Spell Thief, For the next 8 hours, you know the spell and can cast it using your
spell casting roll.
Sorcerer Flexible casting; Creating spell slots, You can transform unexpended sorcery
points into one cast spell which bypasses the casting roll as a bonus action on your turn.
The Creating Spell Slots table shows the cost of creating the spell by level. You can cast
spells no higher than 5th level.
Sorcerer Flexible casting; Converting a Spell Slot to Sorcery Points = Converting a Spell
to Sorcery Points, As a bonus action on your turn, you can force a spell fizzle on a spell
and gain a number of sorcery points equal to the spell's level.
Warlock Pact Magic; Spell Slots, You regain all fizzled spells when you finish a short or
long rest. (As opposed to every other class's spell slots entry that only recover all spell
fizzles on long rests).
Warlock Mystic Arcanum, You can cast your arcanum spell once without making a spell
cast roll. You must finish a long rest before you can do so again.
Warlock Eldritch Master, you can draw on your inner reserve of mystical power while
entreating your patron to restore fizzled spells. You can spend 1 minute entreating your
patron for aid to regain all your fizzled spells from your Pact Magic feature. Once you
regain your fizzled spells with this feature, you must finish a long rest before you can do
so again.
Wizard Arcane Recovery, Once per day when you finish a short rest, you can choose
additional fizzled spells to recover equal to or less than half your wizard level, and none
of the fizzled spells can be 6th level or higher.
Wizard Spell Mastery, You can cast those spells at their lowest level without making a
spell casting roll when you have them prepared. If you want to cast either spell at a higher
level, you must make a spell casting roll at the higher level as normal.
Wizard Signature Spells, ...and you can cast each of them once at 3rd level without
making a spell casting roll. When you do so, you can't do so again until you finish a short
or long rest. If you want to cast either spell at a higher level, you must make a spell
casting roll at the higher level as normal.
Wizard Expert Divination, When you cast a divination spell of 2nd level or higher using
a spell casting roll, you regain one fizzled spell. The spell you regain must be of a level
lower than the spell you cast and can't be higher than 5th level.
Wizard Shapechanger, You can cast polymorph without making a spell casting roll...
...though you can still cast it normally using a spell casting roll. [/sblock]

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