Now, don't be alarmed so quickly, let me explain (NO, I don't hate spellcasters, in fact I love them, but I think this could be beneficial.) , since a poll on this forum by another user came to the conclusion that there are not only a large number of players taking fewer short breaks than they calculated, but also having a average encounters between long rests lower than what they recommend, therefore spellcasters should rarely use their cantrips because they run out of slots, plus they have a lot of low level ones, not caring much about spending them on utility spells that sometimes compete with special traits from other classes (sometimes with secondary effects or other limitations that regulate it), but trying to affect half and 1/3 spellcasters less on this so that they stand out in the lower level slots compared to the complete ones, who lost that benefit as a cost of prioritizing power.
This is why I propose that ALL spell slot levels be capped at 2 slots at their maximum capacity, with exceptions at spell slot levels 1 and 2 for NON-FULL CASTERS (And low levels) and at spell slot level for ALL: (By the way, also a modification of the number of Cantrips at their maximum and minimum level, more in line with this reduction of the maximum of some spaces.):
1/3 OF SPELLCASTERS:
Cantrips: 1 to 2
Character/Spell Level
1st
2nd
3rd
4th
1st-level
-
2nd-level
-
3rd-level
2
4th-level
3
5th-level
3
6th-level
3
7th-level
3
2
8th-level
3
2
9th-level
3
2
10th-level
3
3
11th-level
3
3
12th-level
3
3
13th-level
3
3
2
14th-level
3
3
2
15th-level
3
3
2
16th-level
3
3
3
17th-level
3
3
3
18th-level
3
3
3
1
19th-level
3
3
3
1
20th-level
3
3
3
1
Total spell slots at 20th level: 10 Total spell slots removed at 20th level: 1 Total of the sum of levels of the spaces in level 20: 22 Total loss of the sum of levels of spell slots removed at 20th level: 1
HALF SPELLCASTERS:
Cantrips: 1 to 3
Character/Spell Level
1st
2nd
3rd
4th
5th
1st-level
2
2nd-level
2
3rd-level
3
4th-level
3
5th-level
3
2
6th-level
3
2
7th-level
3
3
8th-level
3
3
9th-level
3
3
2
10th-level
3
3
2
11th-level
3
3
3
12th-level
3
3
3
13th-level
3
3
3
1
14th-level
3
3
3
1
15th-level
3
3
3
2
16th-level
3
3
3
2
17th-level
3
3
3
2
1
18th-level
3
3
3
2
1
19th-level
3
3
3
2
2
20th-level
3
3
3
2
2
Total spell slots at 20th level: 13 Total spell slots removed at 20th level: 2 Total of the sum of levels of the spaces in level 20: 36 Total loss of the sum of levels of spell slots removed at 20th level: 5
FULL SPELLCASTERS ANDMULTICLASSES OF SPELLCASTERS:
Cantrips: 2 to 4 (Sorcerer: +1)
Character/Spell Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st-level
2
2nd-level
3
3rd-level
3
2
4th-level
3
3
5th-level
3
3
2
6th-level
3
3
3
7th-level
3
3
3
1
8th-level
3
3
3
2
9th-level
3
3
3
2
1
10th-level
3
3
3
2
2
11th-level
2
3
3
2
2
1
12th-level
2
3
3
2
2
1
13th-level
2
2
3
2
2
1
1
14th-level
2
2
3
2
2
1
1
15th-level
2
2
3
2
2
1
1
1
16th-level
2
2
3
2
2
1
1
1
17th-level
2
2
3
2
2
1
1
1
1
18th-level
2
2
3
2
2
2
1
1
1
19th-level
2
2
3
2
2
2
1
1
1
20th-level
2
2
3
2
2
2
2
1
1
Total spell slots at 20th level: 17 Total spell slots removed at 20th level: 5 Total of the sum of levels of the spaces in level 20: 72 Total loss of the sum of levels of spell slots removed at 20th level: 13
What do you think?
Does anyone have a better alternative?
Is that a lot of change for a 5e-revised?
What impacts could it have that I may not have realized? (Good and BAD)
I am not a fan. While spellcasters are powerful, this just… doesn’t feel fun. It makes taking most low level spells pointless. Taking utility low level spells becomes harder when you may need it for things like shield.
I don't want to be that guy, but I really don't quite understand these threads that are popping up in the Unearthed Arcana subforum. Has that been brought up in any Unearthed Arcana? This should go in homebrew, as it has absolutely nothing to do with Unearthed Arcana.
No offense intended, but... ****, and I cannot stress this enough, NO.
I love spells and having the slots to cast a variety both in and out of combat is a key component of that. Having played to 20th level multiple times now : the number of slots is not a problem, at all, and even at max level some times it's not enough. If you're finding otherwise it's a DM issue, not a class issue. And by issue I mean, that DM better stop that shit and do better.
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Ugh, I thought this wouldn't be popular but I didn't think it would be that big of a deal either, I didn't remove so many slots, and yes, for full casters you would feel the reduction of level 1 and 2 slots on certain occasions, like the shield, the same If necessary, they could use the level 3-4 less often for when the first ones run out, it will also make it more noticeable that they have limitations and must save space and use their cantrips more often. In turn, the lowest levels, 1/3 and a half spellcasters, are hardly affected. And it could serve to curb a bit of the magic haters who ask for nerfs to balance things out regarding warriors, monks, rogues and barbarians.
The issue is not about the current spell slots but GMs allowing long resting anywhere and anytime. In my games the spell slots are fully used, yet the full-casters have to use them carefully and using cantrips a lot as round-to-round base attack. When you have to use your slots for the entire dungeon, you notice that are not so many, but the long rest is supposed to be used at calm places instead at any corner.
The number of Spell slots is not the issue. While it may appear to be the most tangible aspect of what is impacting what you're getting at, this type of knee-jerk change will severely hurt the game overall. I see something like that and honestly think, "That doesn't even look enjoyable."
There are alternate rules and setting changes in the DMG about recovery (healing, resting, spell slots, etc.) that is a better point to start from that ultimately gimping the game to a stand still.
Now, don't be alarmed so quickly, let me explain
(NO, I don't hate spellcasters, in fact I love them, but I think this could be beneficial.), since a poll on this forum by another user came to the conclusion that there are not only a large number of players taking fewer short breaks than they calculated, but also having a average encounters between long rests lower than what they recommend, therefore spellcasters should rarely use their cantrips because they run out of slots, plus they have a lot of low level ones, not caring much about spending them on utility spells that sometimes compete with special traits from other classes (sometimes with secondary effects or other limitations that regulate it), but trying to affect half and 1/3 spellcasters less on this so that they stand out in the lower level slots compared to the complete ones, who lost that benefit as a cost of prioritizing power.This is why I propose that ALL spell slot levels be capped at 2 slots at their maximum capacity, with exceptions at spell slot levels 1 and 2 for NON-FULL CASTERS (And low levels) and at spell slot level for ALL: (By the way, also a modification of the number of Cantrips at their maximum and minimum level, more in line with this reduction of the maximum of some spaces.):
1/3 OF SPELLCASTERS:
Total spell slots at 20th level: 10
Total spell slots removed at 20th level: 1
Total of the sum of levels of the spaces in level 20: 22
Total loss of the sum of levels of spell slots removed at 20th level: 1
HALF SPELLCASTERS:
Total spell slots at 20th level: 13
Total spell slots removed at 20th level: 2
Total of the sum of levels of the spaces in level 20: 36
Total loss of the sum of levels of spell slots removed at 20th level: 5
FULL SPELLCASTERS AND MULTICLASSES OF SPELLCASTERS:
Total spell slots at 20th level: 17
Total spell slots removed at 20th level: 5
Total of the sum of levels of the spaces in level 20: 72
Total loss of the sum of levels of spell slots removed at 20th level: 13
What do you think?
Does anyone have a better alternative?
Is that a lot of change for a 5e-revised?
What impacts could it have that I may not have realized? (Good and BAD)
I am not a fan. While spellcasters are powerful, this just… doesn’t feel fun. It makes taking most low level spells pointless. Taking utility low level spells becomes harder when you may need it for things like shield.
I don't want to be that guy, but I really don't quite understand these threads that are popping up in the Unearthed Arcana subforum. Has that been brought up in any Unearthed Arcana?
This should go in homebrew, as it has absolutely nothing to do with Unearthed Arcana.
No offense intended, but... ****, and I cannot stress this enough, NO.
I love spells and having the slots to cast a variety both in and out of combat is a key component of that. Having played to 20th level multiple times now : the number of slots is not a problem, at all, and even at max level some times it's not enough. If you're finding otherwise it's a DM issue, not a class issue. And by issue I mean, that DM better stop that shit and do better.
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.
Ugh, I thought this wouldn't be popular but I didn't think it would be that big of a deal either, I didn't remove so many slots, and yes, for full casters you would feel the reduction of level 1 and 2 slots on certain occasions, like the shield, the same If necessary, they could use the level 3-4 less often for when the first ones run out, it will also make it more noticeable that they have limitations and must save space and use their cantrips more often. In turn, the lowest levels, 1/3 and a half spellcasters, are hardly affected. And it could serve to curb a bit of the magic haters who ask for nerfs to balance things out regarding warriors, monks, rogues and barbarians.
The issue is not about the current spell slots but GMs allowing long resting anywhere and anytime. In my games the spell slots are fully used, yet the full-casters have to use them carefully and using cantrips a lot as round-to-round base attack. When you have to use your slots for the entire dungeon, you notice that are not so many, but the long rest is supposed to be used at calm places instead at any corner.
That seems more like an issue with the DM and long rests than it does about spell slots.
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That opening was a very long sentence...lol
The number of Spell slots is not the issue. While it may appear to be the most tangible aspect of what is impacting what you're getting at, this type of knee-jerk change will severely hurt the game overall. I see something like that and honestly think, "That doesn't even look enjoyable."
There are alternate rules and setting changes in the DMG about recovery (healing, resting, spell slots, etc.) that is a better point to start from that ultimately gimping the game to a stand still.
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