In my game I had to change this spell a little. I did this as we had house ruled short rest as 10 min instead of the hour. (all 5 players had a least 1 level in warlock for story reason, lol). For this reason this spell was changed down to 1 min. The funny thing it was used in combat during a war part where they where defending the castle wall. It was more about hp recovery as they where still in full cover on tower battlements and that war was very long.
I actually have a situation I have designed in my campaign where taking catnap is super useful (granted, my original intent was not to design a situation for catnap to be useful).
My party will be defending a town against waves of enemies. I have told them that, mechanically, between each wave I will have them roll a d100 to determine how many minutes they have before the next wave arrives. This time can be used to prepare, repair defenses/structures, or cast spells that could be helpful. It also means if they roll a 60+ the party will be able to get in a short rest between waves (so they are not guaranteed a short rest, but its likely they will get at least 1 or 2 over the course of the entire battle). It adds some variety and lets them never really know during a fight if they will be able to recover lost resources before the next one, so they have to weigh their odds before using it.
The bard of the group decided to pick up catnap. Now, all the party has to do is ensure they roll a 10 or higher on the d100 to guarantee at least some of the members of the group can have a short rest between waves.
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In my game I had to change this spell a little. I did this as we had house ruled short rest as 10 min instead of the hour. (all 5 players had a least 1 level in warlock for story reason, lol). For this reason this spell was changed down to 1 min. The funny thing it was used in combat during a war part where they where defending the castle wall. It was more about hp recovery as they where still in full cover on tower battlements and that war was very long.
I spell Goodly.
I actually have a situation I have designed in my campaign where taking catnap is super useful (granted, my original intent was not to design a situation for catnap to be useful).
My party will be defending a town against waves of enemies. I have told them that, mechanically, between each wave I will have them roll a d100 to determine how many minutes they have before the next wave arrives. This time can be used to prepare, repair defenses/structures, or cast spells that could be helpful. It also means if they roll a 60+ the party will be able to get in a short rest between waves (so they are not guaranteed a short rest, but its likely they will get at least 1 or 2 over the course of the entire battle). It adds some variety and lets them never really know during a fight if they will be able to recover lost resources before the next one, so they have to weigh their odds before using it.
The bard of the group decided to pick up catnap. Now, all the party has to do is ensure they roll a 10 or higher on the d100 to guarantee at least some of the members of the group can have a short rest between waves.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
I'm imagining the scene in The Phantom Menace when Darth Maul and Qui Gon end up trapped for a few minutes with the energy barrier between them.
And I'm imaging a wizard failing the cast of Sleep over a Tabaxi NPC and then, a bard succesfully tried casting Catnap.....
That's the point..... 2 spells doing almost the same thing.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk