Another factor. Once the hut is cast, the caster can’t leave it or it disappears. So the caster will be completely out of combat because spells can’t pass through the hut which is boring!
I’m sure that they’ll still find ways to use that tactic, but that just gives their opponents the chance to set up an ambush for them for when they poke their heads out of the Hut! And if their opponents are lucky enough the ambush will trap one PC outside of the hut where he will become a pincushion....
Have the party engaged quickly. The enemy will either be included as the occupants or there will be too many creatures in the area and the spell fails. Familiars and pets could push the number over the limit.
Preexisting spells would not be kept out of the hut - stinking cloud, incendiary cloud, wall of whatever.
Difficult terrain and plant growth might make it so they don't have enough movement to get back inside.
A.You've come to the right place, we got you. Always glad to help out someone just starting in. I'm just shaking the rust off and getting back in myself.
B. It's called a Beholder. Granted they are slightly 'nerfed' from the horror they have been in passed editions and incarnations, but the current 5e eyeball 'o' doom will absolutely take care of that problem. Primary eye beam is an anti-magic cone. He will want to and actively try to keep magic users inside it. It's how their personalities are described. It's kind of what makes them fun villains to play. Add in the other eye beams and you have a potent instructor who will teach them a valuable lesson in why not to lean on a crutch in a fight.
Depending on their level, mix in a few ground troops to harry them. things with range and counter spell abilities, heavy bruisers or psionic based a-holes. Go nuts. You're the DM and they have given you permission with this to unload on them a little. Remind this is a team story and as such, requires both sides to not cheat. Maybe that wizard screws up her casting next time and instead of the hut, she opens a portal and something crawls through real quick. Maybe it's Tiamat. Maybe it sucks them into the realms of the abyss or to the city of Sigil. As the DM, be creative, be inspired, be ruthless if needed.
Although I love these suggestions, just keep in mind that some of what Pherretlord suggests, such as Tiamat crawling through a portal created by the Tiny Hut, will almost certainly lead to a full party wipe, also known as a "TPK" (total party kill).
As a DM you have every right to do such a thing but just because you can, doesn't mean you should.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
So everyone protected by the hut has to be in the ten foot radius. If that's cast in the middle of combat, unless it was ranged combat, enemies are going to be caught up in the shelter too. If there's too many combatants in the area, the spell just fails, so with your seven person party, if there was melee going on anywhere near a 1:1 combatant ratio, the spell doesn't work. PCs outside the radius at the time of casting don't benefit.
If the PCs do shelter themselves inside, and try the pop in and out thing, if the antagonist have the numbers, just surround the hut with antagonists in reaction distance, so every character that "pops out" has to deal with I'd say three opportunity attacks. Maybe they have someone in the party who can soak damage, but yeah, they'll learn this is more a mutually frustrating method to drag out combat than an exploit.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Something else to consider is that only those who are in the area covered by the hut when it is cast can pass through the barrier. You can have the monsters drag some of them away at the last moment and completely prevent them from finding shelter in it. Another option is to have the monsters gang up on some of the party, shoving them out of the area and then being in the area of effect itself. The wizard is inevitably going to have to leave the hut to stay alive, causing the hut to come crashing down. Now they have wasted a spell slot, been useless for most of the combat, and are in a disadvantaged position as they flee. Tactics aren’t just for the PCs, my dude.
Although I am not normally a huge fan of the YouTube based D&D "TV shows" like Critical Role,
BLASPHEMY!
I'm kiddin' :D
--
Yes, so to clarify:
1. A round is every character all completing their turns. If you had 7 PCs and 3 monsters, that's 10 turns, so a 1 round is 10 turns. Each round is roughly equivalent to 6 seconds, so 10 rounds is 1 minute. This is why Tiny Hut has a 1 minute casting time: to make it difficult to use in combat.
2. AoE and Ranged attacks can harm the caster potentially causing them to lose concentration and waste the spell slot.
3. Enemies can ready actions to hit/affect characters when the peek out.
4. Anything that can teleport using spells like Misty Step can get into the dome.
5. The spell can be Counterspelled at any time during that 1 minute. The dome can be Dispelled after it. The dome temporarily vanishes in an antimagic field or the gaze of Beholder.
6. A persistant AoE that damages on entry secured around the dome means anytime a PC peeks out of the dome they enter the AoE and suffer it's effects. Sickening Radiance is great for this because each time risks killing them by damage or applying Exhaustion: which will eventually hamper speed and attacks or possibily even kill them with enough fails. It's an action to cast and last ten minutes.
7. What PCs can do an enemy can to and you can provide them with any magic item you want, like a Spell Gem which allows you to cast spells of any casting time as an action instead. Have an enemy use this to cast Tiny Hut as an action and use the effect against the opposing team. Only caution is if the PCs win they can loot and get the item, so if you're not ready for that, consider the enemy having an escape plan.
8. The bottom of the dome isn't sealed. If on loose earth or unworked stone an Earth Elemental or Xorn or anything with the similar Earth Glide or Burrowing Speeds can just go under the dome and spring up inside.
Tiny Hut is nifty but it's far from infallible. There are many ways to get around it.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Just to clarify about "not being a huge fan of" internet D&D TV shows... I worded that badly. I am not a fan of using them to "learn how to play D&D," because the people on those shows do not play D&D so much as perform D&D. And although there is nothing objectively wrong with that, looking at, say, Colville's opening to the Chain of Acheron and thinking "this is how to start a D&D game" is liable to end in trouble. And we've all heard stories of players or DMs who expect Critical-Role-style performances out of each other at the gaming table.
I don't want a new DM to watch that stuff and think "this is how it's done" - it's not "how it's done"; it's how that particular table of players does it. It's right for them; and more specifically it's right for doing a TV show that has thousands of fans, who have to be pleased week in and week out so that the likes and subscriptions keep rolling in and the revenue continues flowing.
Regular D&D games do not have these considerations. You don't have to please anyone but yourself. There is nobody watching. There are no "fans" or "shippers" -- just you and your table. And my concern is that too many tables try to make it be like the Chain or Crit Role or one of the other ones, instead of finding their own center.
So, ordinarily I would NOT recommend watching these shows to "learn how to play D&D." It's why if I recommend one, like I did above, I link to Bill Allan's show where he teaches teenagers how to play D&D. There are still some bells and whistles there (tons of minis, dice, and diorama sets -- the one student, Heather, even commented on it), and it is still definitely a show. But because it is a show with kids, it does run a lot more like a normal game at a regular table, than one of the ones that has professional performers doing the show.
Again, there's nothing wrong with "D&D as a performance" and I watch some of these. But playing with the cameras on (and the players are DEFINITELY aware, at all times, that they are on camera in these shows), is a zebra of a very different stripe, from playing with your friends in your living room (or Zoom, these days).
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
The other thing you can do is, of course, house rule the spell. I generally house rule it to work like the 3e version which is mostly useless in combat (it stops most bad weather and blocks vision, but does not prevent attacks or movement).
Another thing you can do is borrow a page from CRPGs... In many CRPGs, both single player and MMO varieties, if the player finds a way to attack an enemy that means the enemy cannot attack back, it is considered an "exploit" and often the game awards no XP.
As a DM, you could easily rule, if they are attacking enemies who literally can do nothing to them and the battle ends up being super easy and boring, that they get 0 XP. Picture at the end of a fight, "OK, DM, how much XP did we get for that battle?" "Zero... you didn't face any risk, and reward is tied to risk. No risk, no reward, no XP."
A few battles like that and they will change their tune. Or else, they will proceed deeper and deeper into the campaign fighting higher and higher level monsters (who eventually will not be vulnerable to this tactic) while not leveling up the normal way to be ready to fight them. After not very long, this will become a losing situation for them.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Leomund’s Tiny Hut has a casting time of 1 minutes, meaning with 6 second rounds it’d take 10 rounds without interrupting the wizard to cast it so tell them that I guess.
Trying using the spells Black tentacles or hunger of hadar. Black tentacles will give you a chance to restrain and damage anyone who decides to come out of hiding, and huger of hadar will blind any creatures in the 30ft area. You can use this force the party out of the hut or use it to allow the enemies to retreat and come back with even more numbers. Maybe they come back later at night when the party retreats to the dome for a long rest only to find the encampment surrounded.
Looks like the problem was solved. Not sure if it was said but remember the enemy can ready an action just like players. As the pc steps out of cover bam he his hit by every enemy attack.
I am a newish DM and my players have taken to abusing a certain spell and I have no clue how to limit this.
They are casting Leomunds tiny hut at the beginning of combat, then just jumping in and out of the hut to attack then hide again. It is making encounters repetitive and mildly broken because I can't figure out how to get them out.
Any ideas?
I get this all the time with fire ball what you need to do is make a maze or something and say it has a magical field that stops the use of magic when people walk through the field that is what I did and it made the game much more enjoyable.Also what you should do is give the player who has that spell a concussion using some sort of bludgeoning damage so they forget the spell
I am a newish DM and my players have taken to abusing a certain spell and I have no clue how to limit this.
They are casting Leomunds tiny hut at the beginning of combat, then just jumping in and out of the hut to attack then hide again. It is making encounters repetitive and mildly broken because I can't figure out how to get them out.
Any ideas?
I get this all the time with fire ball what you need to do is make a maze or something and say it has a magical field that stops the use of magic when people walk through the field that is what I did and it made the game much more enjoyable.Also what you should do is give the player who has that spell a concussion using some sort of bludgeoning damage so they forget the spell
This is terrible advice.
Just bypass the spell when you need to the normal way. Don't punish players for wanting to use a spell or take it off them because you can't cope with it as DM.
There are many ways to deal with this, as mentioned in this thread, that don't involve punishing players or taking the spell away completely.
"You got hit on the head so you can't cast that spell anymore / need to re-prepare" - - Just no.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I think rather than novel solutions (like stripping the spell from inventory), the right answer in this discussion is to actually let the spell be used as written (i.e. ten rounds of combat, not ten turns of action which was the interpretation problem at the heart of this; all the protectees must be huddled together when the spell is cast ... good luck with that or keeping some enemies out of the casting zone if this is being cast in the middle of melee) and responding to the spell with sound tactics (i.e. surround the hut, anyone "popping" out is going to get walloped by at least three adversaries reactions). There wasn't a loophole being exploited so much as a misinterpretation of the spell's function that will be ruled correctly in the future (or retcon it so the PCs have died in the hut nine times over).
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I think rather than novel solutions (like stripping the spell from inventory), the right answer in this discussion is to actually let the spell be used as written
Well, I have issues with it even as written, but yeah, the OPs issue is solved by just using casting time correctly.
I think rather than novel solutions (like stripping the spell from inventory), the right answer in this discussion is to actually let the spell be used as written
Well, I have issues with it even as written, but yeah, the OPs issue is solved by just using casting time correctly.
Sounds like Pantagruel666's Leomund's Tiny Hut Party Crasher should make an appearance in homebrew soon.... Allow adversaries to enter the tiny hut with impunity. If the original protectees of the hut are driven out, they can't re-enter unless welcomed in by their adversaries. Or if you're very aggressive, Pantagruel666's NoKnock Warrant Distraction Device casts Faerie Fire upon the occupants as the adversaries enter the tiny hut with impunity.
Bernie's Weekend in Leomund's Tiny Hut allows the caster and its occupants access to False Life at Will.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I think rather than novel solutions (like stripping the spell from inventory), the right answer in this discussion is to actually let the spell be used as written
Well, I have issues with it even as written, but yeah, the OPs issue is solved by just using casting time correctly.
Sounds like Pantagruel666's Leomund's Tiny Hut Party Crasher should make an appearance in homebrew soon....
Nah, I'd just change the spell to work like the 3.5e spell.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Another factor. Once the hut is cast, the caster can’t leave it or it disappears. So the caster will be completely out of combat because spells can’t pass through the hut which is boring!
I’m sure that they’ll still find ways to use that tactic, but that just gives their opponents the chance to set up an ambush for them for when they poke their heads out of the Hut! And if their opponents are lucky enough the ambush will trap one PC outside of the hut where he will become a pincushion....
Professional computer geek
Have the party engaged quickly. The enemy will either be included as the occupants or there will be too many creatures in the area and the spell fails. Familiars and pets could push the number over the limit.
Preexisting spells would not be kept out of the hut - stinking cloud, incendiary cloud, wall of whatever.
Difficult terrain and plant growth might make it so they don't have enough movement to get back inside.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
From an older DM to a newer one:
A.You've come to the right place, we got you. Always glad to help out someone just starting in. I'm just shaking the rust off and getting back in myself.
B. It's called a Beholder. Granted they are slightly 'nerfed' from the horror they have been in passed editions and incarnations, but the current 5e eyeball 'o' doom will absolutely take care of that problem. Primary eye beam is an anti-magic cone. He will want to and actively try to keep magic users inside it. It's how their personalities are described. It's kind of what makes them fun villains to play. Add in the other eye beams and you have a potent instructor who will teach them a valuable lesson in why not to lean on a crutch in a fight.
Depending on their level, mix in a few ground troops to harry them. things with range and counter spell abilities, heavy bruisers or psionic based a-holes. Go nuts. You're the DM and they have given you permission with this to unload on them a little. Remind this is a team story and as such, requires both sides to not cheat. Maybe that wizard screws up her casting next time and instead of the hut, she opens a portal and something crawls through real quick. Maybe it's Tiamat. Maybe it sucks them into the realms of the abyss or to the city of Sigil. As the DM, be creative, be inspired, be ruthless if needed.
But remind them you are the DM.
Although I love these suggestions, just keep in mind that some of what Pherretlord suggests, such as Tiamat crawling through a portal created by the Tiny Hut, will almost certainly lead to a full party wipe, also known as a "TPK" (total party kill).
As a DM you have every right to do such a thing but just because you can, doesn't mean you should.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
This is true. That example was meant as such and not a suggestion. I've had those DM's and it's not fun.
So everyone protected by the hut has to be in the ten foot radius. If that's cast in the middle of combat, unless it was ranged combat, enemies are going to be caught up in the shelter too. If there's too many combatants in the area, the spell just fails, so with your seven person party, if there was melee going on anywhere near a 1:1 combatant ratio, the spell doesn't work. PCs outside the radius at the time of casting don't benefit.
If the PCs do shelter themselves inside, and try the pop in and out thing, if the antagonist have the numbers, just surround the hut with antagonists in reaction distance, so every character that "pops out" has to deal with I'd say three opportunity attacks. Maybe they have someone in the party who can soak damage, but yeah, they'll learn this is more a mutually frustrating method to drag out combat than an exploit.
Jander Sunstar is the thinking person's Drizzt, fight me.
Something else to consider is that only those who are in the area covered by the hut when it is cast can pass through the barrier. You can have the monsters drag some of them away at the last moment and completely prevent them from finding shelter in it. Another option is to have the monsters gang up on some of the party, shoving them out of the area and then being in the area of effect itself. The wizard is inevitably going to have to leave the hut to stay alive, causing the hut to come crashing down. Now they have wasted a spell slot, been useless for most of the combat, and are in a disadvantaged position as they flee. Tactics aren’t just for the PCs, my dude.
BLASPHEMY!
I'm kiddin' :D
--
Yes, so to clarify:
1. A round is every character all completing their turns. If you had 7 PCs and 3 monsters, that's 10 turns, so a 1 round is 10 turns. Each round is roughly equivalent to 6 seconds, so 10 rounds is 1 minute. This is why Tiny Hut has a 1 minute casting time: to make it difficult to use in combat.
2. AoE and Ranged attacks can harm the caster potentially causing them to lose concentration and waste the spell slot.
3. Enemies can ready actions to hit/affect characters when the peek out.
4. Anything that can teleport using spells like Misty Step can get into the dome.
5. The spell can be Counterspelled at any time during that 1 minute. The dome can be Dispelled after it. The dome temporarily vanishes in an antimagic field or the gaze of Beholder.
6. A persistant AoE that damages on entry secured around the dome means anytime a PC peeks out of the dome they enter the AoE and suffer it's effects. Sickening Radiance is great for this because each time risks killing them by damage or applying Exhaustion: which will eventually hamper speed and attacks or possibily even kill them with enough fails. It's an action to cast and last ten minutes.
7. What PCs can do an enemy can to and you can provide them with any magic item you want, like a Spell Gem which allows you to cast spells of any casting time as an action instead. Have an enemy use this to cast Tiny Hut as an action and use the effect against the opposing team. Only caution is if the PCs win they can loot and get the item, so if you're not ready for that, consider the enemy having an escape plan.
8. The bottom of the dome isn't sealed. If on loose earth or unworked stone an Earth Elemental or Xorn or anything with the similar Earth Glide or Burrowing Speeds can just go under the dome and spring up inside.
Tiny Hut is nifty but it's far from infallible. There are many ways to get around it.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Just to clarify about "not being a huge fan of" internet D&D TV shows... I worded that badly. I am not a fan of using them to "learn how to play D&D," because the people on those shows do not play D&D so much as perform D&D. And although there is nothing objectively wrong with that, looking at, say, Colville's opening to the Chain of Acheron and thinking "this is how to start a D&D game" is liable to end in trouble. And we've all heard stories of players or DMs who expect Critical-Role-style performances out of each other at the gaming table.
I don't want a new DM to watch that stuff and think "this is how it's done" - it's not "how it's done"; it's how that particular table of players does it. It's right for them; and more specifically it's right for doing a TV show that has thousands of fans, who have to be pleased week in and week out so that the likes and subscriptions keep rolling in and the revenue continues flowing.
Regular D&D games do not have these considerations. You don't have to please anyone but yourself. There is nobody watching. There are no "fans" or "shippers" -- just you and your table. And my concern is that too many tables try to make it be like the Chain or Crit Role or one of the other ones, instead of finding their own center.
So, ordinarily I would NOT recommend watching these shows to "learn how to play D&D." It's why if I recommend one, like I did above, I link to Bill Allan's show where he teaches teenagers how to play D&D. There are still some bells and whistles there (tons of minis, dice, and diorama sets -- the one student, Heather, even commented on it), and it is still definitely a show. But because it is a show with kids, it does run a lot more like a normal game at a regular table, than one of the ones that has professional performers doing the show.
Again, there's nothing wrong with "D&D as a performance" and I watch some of these. But playing with the cameras on (and the players are DEFINITELY aware, at all times, that they are on camera in these shows), is a zebra of a very different stripe, from playing with your friends in your living room (or Zoom, these days).
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
The other thing you can do is, of course, house rule the spell. I generally house rule it to work like the 3e version which is mostly useless in combat (it stops most bad weather and blocks vision, but does not prevent attacks or movement).
Another thing you can do is borrow a page from CRPGs... In many CRPGs, both single player and MMO varieties, if the player finds a way to attack an enemy that means the enemy cannot attack back, it is considered an "exploit" and often the game awards no XP.
As a DM, you could easily rule, if they are attacking enemies who literally can do nothing to them and the battle ends up being super easy and boring, that they get 0 XP. Picture at the end of a fight, "OK, DM, how much XP did we get for that battle?" "Zero... you didn't face any risk, and reward is tied to risk. No risk, no reward, no XP."
A few battles like that and they will change their tune. Or else, they will proceed deeper and deeper into the campaign fighting higher and higher level monsters (who eventually will not be vulnerable to this tactic) while not leveling up the normal way to be ready to fight them. After not very long, this will become a losing situation for them.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Leomund’s Tiny Hut has a casting time of 1 minutes, meaning with 6 second rounds it’d take 10 rounds without interrupting the wizard to cast it so tell them that I guess.
Trying using the spells Black tentacles or hunger of hadar. Black tentacles will give you a chance to restrain and damage anyone who decides to come out of hiding, and huger of hadar will blind any creatures in the 30ft area. You can use this force the party out of the hut or use it to allow the enemies to retreat and come back with even more numbers. Maybe they come back later at night when the party retreats to the dome for a long rest only to find the encampment surrounded.
Looks like the problem was solved. Not sure if it was said but remember the enemy can ready an action just like players. As the pc steps out of cover bam he his hit by every enemy attack.
I get this all the time with fire ball what you need to do is make a maze or something and say it has a magical field that stops the use of magic when people walk through the field that is what I did and it made the game much more enjoyable.Also what you should do is give the player who has that spell a concussion using some sort of bludgeoning damage so they forget the spell
This is terrible advice.
Just bypass the spell when you need to the normal way. Don't punish players for wanting to use a spell or take it off them because you can't cope with it as DM.
There are many ways to deal with this, as mentioned in this thread, that don't involve punishing players or taking the spell away completely.
"You got hit on the head so you can't cast that spell anymore / need to re-prepare" - - Just no.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I think rather than novel solutions (like stripping the spell from inventory), the right answer in this discussion is to actually let the spell be used as written (i.e. ten rounds of combat, not ten turns of action which was the interpretation problem at the heart of this; all the protectees must be huddled together when the spell is cast ... good luck with that or keeping some enemies out of the casting zone if this is being cast in the middle of melee) and responding to the spell with sound tactics (i.e. surround the hut, anyone "popping" out is going to get walloped by at least three adversaries reactions). There wasn't a loophole being exploited so much as a misinterpretation of the spell's function that will be ruled correctly in the future (or retcon it so the PCs have died in the hut nine times over).
Jander Sunstar is the thinking person's Drizzt, fight me.
Well, I have issues with it even as written, but yeah, the OPs issue is solved by just using casting time correctly.
Sounds like Pantagruel666's Leomund's Tiny Hut Party Crasher should make an appearance in homebrew soon.... Allow adversaries to enter the tiny hut with impunity. If the original protectees of the hut are driven out, they can't re-enter unless welcomed in by their adversaries. Or if you're very aggressive, Pantagruel666's NoKnock Warrant Distraction Device casts Faerie Fire upon the occupants as the adversaries enter the tiny hut with impunity.
Bernie's Weekend in Leomund's Tiny Hut allows the caster and its occupants access to False Life at Will.
Jander Sunstar is the thinking person's Drizzt, fight me.
Nah, I'd just change the spell to work like the 3.5e spell.