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RagnarokZERO

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UltimaRagnarok

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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

Requirements
Permissions and credits
Changelogs
Complete list of all changes up to date further below. Also, check the bottom for the Tweaks to the 5e Spells in the Optional File for 5e Spells Balance Tweaks
  • Credit to DiZ91891 for his work on the 5e Spells mod. 
  • If you are unfamiliar, please check out his 5e Spells mod here https://www.nexusmods.com/baldursgate3/mods/125
  • Remember that some spells from the 5e Spells require BG3 Script Extender to function correctly.
  • I recommend loading 5e Spells (or the 5e Spells Tweaks) before the main Balance Tweaks.
    • There is also a 5e Tweaks Patch Only in the Updates section. This ONLY has my changes, meaning it should be loaded AFTER the original 5e Spells. This one is better if you already have 5e or want to stay more updated with 5e (honestly this may end up just being the main file going forward to keep up with 5e changes better)
  • If you download the main BalanceTweaks file, you get ALL of the changes listed. If you would rather customize your experience a bit, you can download the Optional Files as a more Buffet Style (pick what you want, leave what you don't want).
    • Please note that, as this is a lot of files for me to maintain, the updates are going to go to the main file first then i'll follow up as i have time with updates to the optional files.

v1.4 changes
Fixed Eldritch Knight getting 4 attacks at level 11

V1.13.1 changes

Cleric Changes
Updated Cleric Changes to play nicely with Patch 4
  • Removed my Dampen Elements since Larian has their own now, no reason to also have mine.
  • Allowed Knowledge Domain to learn Read Thoughts and Speak to Animals (they learn both at 6).
    • Kept my Domain Knowledge since Read Thoughts and Speak to Animals are both still jokes compared to other level 6 Channel Divinities…
    • Removed the Channel Divinity cost of Speak to Animals (since if you learn it from literally anywhere else it is free)
    • Removed the Concentration from Read Thoughts so it at least feels like it is worth a Channel Divinity
  • Allowed Trickery Domain to learn Cloak of Shadows
    • Kept my Trickster’s Magic as well since I enjoyed how it played.

V1.13 changes

General Changes
  • Overhauled Goodberry a bit more. It just wasn’t much fun to cast (ok to do pre-battle, but quickly fell off as you leveled; especially with how many healing potions you can easily find). Goodberry now has a range of 6, costs an action point, and grants a small amount of healing upfront and gives 2 goodberries that heal 3-10 damage when used. Upfront healing is 1-4+spellcast modifier, but upscales by 1d6 per upcast
    • This lets Cure Wounds still shine as the hardest hitting single target heal, but lets Goodberry still heal enough that it is worth using if you are topping somebody off.
    • The reason for starting at 1d4 is to curb its early game healing a little so it isn’t OP right off the bat.

Cleric Changes
  • Overhauled Invoke Duplicity behind the scenes a bit. It should now actually make an illusion of your character instead of just a default human, elf, etc.
    • For whatever reason, the game would NOT let me use the way i had done Invoke Duplicity, so I had to do some behind the scenes things to get this to work with the new move and swap duplicity skills; including introducing a new passive for Trickery Clerics at level 2. You’ll need to respec your existing trickery clerics for it to work correctly.
    • This new way also has the added benefit of only having the move and swap duplicity skills if the duplicate is out, meaning that if your duplicate is killed early; the skills won’t remain in your skill list for a few turns.


5E Changes
  • Dust Devil now does damage/knockback at the start of the turn instead of at the end.
    • Will need to test if this feels OP, but I played all of act 1 with this skill and MAYBE saw it hit a single enemy because they all simply move away. In fact, it was more useful to just use this skill as a way to force an enemy to slightly move than it was to rely on it for any damage.
    • If it feels OP at all, I may just increase the damage and remove the knockback.


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All changes up to 1.14

General Changes (Lite Version)

The following changes are in both the General changes and Lite version. These changes focus more on turning things to Bonus Actions and removing concentrations.

  • Additional Combat Actions (such as topple, smash, pommel strike, etc) are now all usable per combat instead of per short rest.
  • 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, is now a bonus action.
  • Barkskin is no longer a concentration.
  • 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
  • Beacon of Hope now affects a larger area per upcast
  • Blur is no longer a concentration, lasts 4 turns down from 10. Each upcast level now increases duration by 1 turn
  • Calm Emotions is now a Bonus Point and increases area per upcast
  • Charm Person now has a ritual cost
  • 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, now looks for up to 46 HP at level 1, going up by 12 per upcast
  • Crusader’s Mantle is no longer a concentration, now lasts 4 turns down from 10.
  • 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 and 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
  • 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
  • Elemental Weapon is no longer a concentration, lasts 3 turns down from 10, has a range of 4 up from melee (1.5), deals 1d6 up from 1d4 damage
  • 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 4 turns. Upcasts increase targets every 2 upcasts; now costs a bonus action instead of an action.
  • Reduce is now a ritual cast for exploration purposes
  • 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 6, Goodberries now heal 4-10, and now has an upfront heal when cast (the heal is between healing word and cure wounds as far as strength goes, with the exception of level 1 where it is the same as healing word)
  • Grease is now a bonus point and increases radius per upcast
  • Guidance now has a range of 9 up from melee
  • Gust of Wind is now a Bonus Point
  • 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
    • Speed Potions now last 2 turns down from 3
  • 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
  • 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 5 turns down from until long rest, effects an additional target per upcast, has a range of 6m up from melee, increases value at upcast 3 and 5 instead of 4 and 6
  • Mage Hand no longer has a cooldown
  • Minor Illusion now costs a Bonus Action
  • Mirror Image now lasts 2 additional turns per upcast
  • Planar Binding now turns into a Bonus action if you upcast it
  • Polymorph now increases duration per upcast
  • Protection from Energy now has a range of 12 up from melee
  • 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 4 turns down from 10
  • 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
  • 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
  • Witch Bolt 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.


General Changes
The following changes are in both the General changes version only (NOT included in Lite). these changes focus more on power changes (more damage/healing, more range, etc)

  • 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
  • Arms of Hadar now scales by 2d6 per upcast (this has actually been in but I apparently never listed it)
  • Burning Hands now deals 3d8 up from 3d6, scaling by 1d8 per upcast
    • This will hopefully help it compete more with something like fireball
  • 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); has a Dex Save for the AoE
    • 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.
  • 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
  • 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)
  • 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
  • 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)
  • 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 in combat, heals 2d6 down from 2d8, upcasting 1d6 per upcast
  • Ray of Sickness now deals 2d10 up from 2d8, scaling by 1d10 per upcast. Poison now lasts 3 turns up from 2
  • Remove Curse now costs a bonus action instead of an action
  • 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.
  • Vampiric Touch now uses d8’s up from d6’s
  • 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. 


Race Changes
  • Breath skills are once per combat, deals damage similar to cantrips (gets stronger as you level)
  • Shield Dwarves now also get Shield mastery
  • Duergar Dwarves can cast Enlarge and Reduce on short rest down from long, Enlarge lasts 3 turns down from 10
  • Asmodeus Tiefling can use Hellish Rebuke and Darkness per Short rest
  • Mephistopheles Tiefling can now use Flame Blade per short rest, but it only lasts 3 rounds
  • Zariel Tiefling can use their Smites once per short rest now
  • Githyanki can now use Jump and Misty Step once per short rest, Mage hand cooldown removed
  • Drow Faerie Fire and Darkness is usable per short rest


Cleric Changes
  • Divine Strikes now all do d4 cantrip damage (meaning they will do 2d4 when you get them, going up to 3d4 at level 10) plus your wisdom modifier bonus.
    • This makes them a bit stronger than your cantrips; but they still use weapon rolls so your cantrips will likely have better accuracy
  • Nature Domain Clerics now learn 2 Druid cantrips up from 1
  • Charm Plants and Beasts is now a Bonus Action
  • Nature Domain now learns Entangle at level 1 in addition to their other domain spells
  • Nature Domain now learns Elemental Weapon at level 5 in addition to their other domain spells
    • This should give Nature Domain a little love in domain spells that fit the theme of plants/animals and elemental forces (elemental weapon sort of goes along with Dampen Elements that they also now learn)
  • Knowledge Domain Clerics now learn Domain Knowledge at level 6, allowing them to learn a level 2 Channel Divinity from another Domain
    • To make this work, I basically had to make Passives to learn 4 of them; so it looks like you are learning a passive but you are learning the skill.
    • War Cleric learns War God’s Blessing (the level 6 Channel Divinity). I figured this would be more helpful than the level 2 version that only adds 10 to your attack roll (on a subclass that is likely not going to be about swinging a weapon)
  • Knowledge Domain Clerics Read Thoughts (Level 6 channel divinity) is no longer a concentration. Their version of Speak with Animals is now free to cast (rather than also costing a Channel Divinity)
  • Knowledge Domain now learns Detect Thoughts at level 3 in addition to their other domain spells
  • Knowledge Domain now learns Counterspell at level 5 in addition to their other domain spells
    • These fit with the concept of gaining knowledge and/or controlling/stopping damage, and gives the knowledge domain some much needed love.
  • Trickery Domain Clerics can now cast Blessing of the Trickster on themselves as well as others.
  • Trickery Domain Cleric has been overhauled a bit to reflect the One DnD changes (close, not exact though)
    • Invoke Duplicity’s illusion now has 10 health and must be killed by damage or expire by turns. It now lasts 4 turns down from 10 and is no longer a concentration
    • You can now use a bonus action to move your illusion or swap places with your illusion.
      • On the turn you cast Invoke Duplicity, you can Swap Places for free one time.
      • Note you will need to respec your existing cleric to use the new skills
    • At level 6, you can use Trickster’s Magic, allowing you to cast an Illusion or Enchantment spell that normally costs an action for a bonus action once per short rest
      • I know this isn’t like One DnD, but giving it charges based on Wisdom would require putting a new resource and i’m just not sure how to do that. The charges would restore on long rest. I tried to make it refresh on combat but that wasn’t working for me.
      • Leaving improved invoke duplicity out for now since the other subclasses don’t have anything similar
  • Trickery domain now learns Hypnotic Pattern instead of Bestow Curse for Domain Spells level 5.
    • This matches more with the One DnD changes and just feels much more appropriate for an illusion/enchantment based subclass than a curse.
  • Trickery Domain now learns Confusion instead of Polymorph for Domain Spells level 7
    • This matches more with the One DnD changes and just feels much more appropriate for an illusion/enchantment based subclass than polymorph.
  • War Domain now gets an additional War Priest charge at level 5, 8, and 11 (2 on those 3 levels up from 1, 3 more total)
    • With Improved War Priest working more like a true extra attack, they just really feel like they need more charges of this. Also reward you more for dipping harder into War Domain
  • War Domain now learns Improved War Priest at 5, removing the bonus action cost of War Priest (extra attack will only cost a War Charge)



Druid Changes
  • Shillelagh now just makes your weapon use spellcasting ability for its attack roll, does not replace damage die, and can be used on any weapon rather than only clubs/staves
  • 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.
  • Land druids can now convert their Wild Shape charges into Natural Recovery Charges
  • 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)
  • Eldritch Knights now learn War Magic: Spells at 7, allowing them to follow up any spell with an additional attack
    • This is actually more “true” to enhanced war magic in DnD 5e as i understand it. It is a pretty fun way to play, so i figured i’d also bring it in to give more options.
  • Eldritch Knights now learn Enhanced War Magic at 11 with Extra Attack 2, allowing you to lead off with a cantrip and still get 2 additional attacks
    • Seemed odd that at 11, War Magic basically becomes useless as getting 3 attacks will pretty much always outperform a cantrip and one attack
  • Champion now learns Superior Critical at 10, reducing the number required for a critical hit by 1 (2 total including Improved Critical)
    • Champions were definitely the most boring of the fighter subclasses and, while the additional fighting style is nice; you pretty much just always take the +1 AC which just is lackluster compared to what the other subclasses get.



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
  • Gust of Wind now costs a Bonus Action instead of an Action
  • 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 tis to b]e paladin level and not character level, so i just kept it the same as before
  • Holy Rebuke now is a bonus action, lasts 3 turns up from 2, and does 1d4 cantrip damage, meaning it scales at 5 and 10. Can also now be cast on self.

    • Sacred Weapon is now a Bonus Point
    • This spell is NORMALLY precast anyway, so not a big change; but should make it more usable if you forget to precast or get into something unexpected (as an Action Point, you basically would never use it in battle over other action point options)

Ranger Changes
  • Colossus Slayer now rolls a d6 cantrip die instead of flat d8
  • 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
  • Giantkiller can now be used on Medium or larger
  • 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
  • Steel Will now also grants advantage on Charmed and Constitution checks

Rogue Changes
  • Assassin’s Alacrity now also gives +2 to initiative rolls to help assassins act first in combat
  • Assassinate: Ambush now also reduces the number required to roll a critical hit by 1 and guarantees a critical hit on any enemy that has not yet taken their turn instead of if they are surprised
    • This should help Assassin’s out a bit with their performance in battle after the first turn; and really help them shine on the first turn whether you get a surprise encounter or not (since so many encounters you just can’t get surprise in)
  • At level 9, assassins now learn Assassinate: Unseen. This allows them to turn invisible once per turn when they kill an enemy for 2 turns (same as the Dark Urge cloak) and also gives them the ability to cast Unseen Step once for that turn, which is a free 12m teleport (also after you kill an enemy).
    • Assassins get really screwed at level 9 just learning Disguise Self with a different name, this should hopefully give a better reason to go to level 9 assassin.


Sorcerer Changes
  • Can now learn Acid Arrow
  • 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


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V1.2: 5e Spells Balance Tweaks

General Changes
Cantrips
  • Booming Blade now looks at melee weapon range rather than a static 1.5m, meaning weapons with additional range will still get that benefit.
  • Control Flames is now a Bonus Action
    • Seems super weak compared to other Cantrips for simply making more fire area.
  • Create Bonfire is no longer a concentration, Bonfire lasts 3 turns down from 10
  • Druid Craft is now a Bonus Action
  • Green Flame Blade now looks at melee weapon range rather than a static 1.5m, meaning weapons with additional range will still get that benefit.
  • Gust is now a Bonus Action
  • Mold Earth is now a Bonus Action, has a radius of 2 up from 1, lasts 10 turns down from 100
    • I could be missing something, but this just seems like a waste as an action.
  • Prestidigitation now has a 6m range up from 4
    • I get that this can be used to set off explosive barrels or whatnot; this should give it just a bit more safety room while also helping it out for all the times you aren’t blowing up barrels.
  • Shape Water is now a Bonus Action
  • Spare The Dying is now a bonus action instead of action
    • This gives it some sort of point, considering you can already help people up (i get this stabilizes instead of getting somebody up, but still seems somewhat pointless)
  • Sword Burst now deals 1d8 up from 1d6
    • I wanted to differentiate it a bit from Word of Radiance and Thunderclap, this does the most damage, but low range and can hit allies.
  • Thunderclap now has a range of 3 up from 2
    • This makes it the largest of the 3 AoE cantrips; but can damage allies (Word of Radiance is the safest, it only hits enemies)

L1 Spells
  • Beast Bond now lasts until long rest up from 100 turns
  • Caustic Brew is no longer a concentration, lasts 3 turns down from 10
  • Detect Magic aura now lasts until long rest
    • I also considered removing the concentration and making the duration short, but i feel like this is something you cast before battle/while walking around so this seemed to make more sense
  • Earth Tremor now deals 2d8 damage, going up by 1d8 per upcast
    • I get that prone is a strong status effect for an AoE; but it is already a point blank AOE and only assuming they don’t saving throw. It will still do less damage than other spells at the given levels.
  • Frost Fingers is now 3d8, scaling up 1d8 per level
    • This puts it in line with my Flaming Hands spells; they are extremely similar spells; Flaming Hands has more AoE and Frost Fingers can make ice surfaces.
  • Snare is no longer a Melee spells, has a range of 6
    • Just seemed odd and awkward to use before.
  • Summon Beast is no longer a concentration, lasts until long rest
  • Zephyr Strike is no longer a concentration, lasts 2 turns down from 10; increasing by 1 turn per upcast
    • Considering this spell also gives advantage on one attack; that alone is strong enough to use this most turns you have a spare bonus point

L2 Spells
  • Aganazzar’s Scorcher now has a range of 10 up from 11, deals 4d8 damage up from 3d8
    • This puts it in line with my Flaming hands at the very least. This has more range but scorching hands has more wide range area
  • Borrowed Knowledge now lasts until long rest
  • Continual Flame is now a Bonus Action and has a Ritual Cost
    • Somebody let me know if i’m missing something, but this spell seems completely useless.
  • Dragon’s Breath (buff) is now longer a concentration and no longer a melee ability, can be cast up to 9 meters out
  • Dragon Breath attacks (from the spell, not the racial) are now all bonus actions, but deal 1d6 less damage than before.
  • Dust Devil now does damage/knockback at the start of the turn instead of at the end.
  • Earthen Grasp now deals 2d8 up from 2d6, going up by 1d8 per upcast up from nothing. Crush and Change are now bonus actions instead of actions.
    • This spell seems fine for when you get it; but it falls off fast other than just using it for restraining things
  • Mind Spike is no longer a concentration, lasts 3 turns down from 100. Deals 4d8 up from 3d8 at base level.
    • Ignoring the invisibility portion of this (which is so marginally useful considering how few enemies really go invisible and how easy it is to get them out of it) the damage on this just pales in comparison to other spells of similar level.
  • Shadow Blade is  no longer a concentration
  • Warding Wind is no longer a concentration, now lasts 3 turns; upcasting increases duration by 1
  • Wither and Bloom now deals 2d8 up from 2d6, scaling by 1d8 per level up from 1d6
    • This is still going to be weaker than other spells at any given level, but considering it has the heal benefit, i think it evens out.
  • Vortex Warp targeting is down to 18m range down from 27, teleportation also down to 18m from 27; going up by 4m per upcast. Casting the Warp Itself is now a Bonus Action up from nothing, the Vortex Warp status is now 4 turns down from until long rest, can no longer teleport through walls.
    • This spell was just absurd, considering you could teleport through walls and can precast it before battle for basically the entire battlefield.

L3 Spells
  • Flame Arrows is no longer a concentration, lasts until long rest, 
  • Minute Meteors now lasts until long rest up from 100 turns
  • Shadow Spawn is no longer a concentration, lasts 4 turns down from 600
    • Bit of an experiment, but I thought it would be interesting for this to have a short duration as a sort of in combat short duration summon
  • Spirit Shroud is no longer a concentration, lasts 3 turn down from 10
    • Just trying to cut down on concentrations.
  • Thunderstep has a range of 18 down from 27
    • I see no reason for this to have so much more range than something like Misty Step. It already gets to do damage.

L4 Spells
  • Charm Monster is now 10 turns down from 600
    • This puts it in line with the other charm skills
  • Summon Elemental is no longer a concentration, no longer has a duration
    • Seems odd compared to conjure elemental and minor elemental. This makes it more in line (their niche seems to be a long range summon)

L5 Spells
  • Conjure Volley is now a level 3 spell with a range of 20 down from 45, upcasting increases range, deals 5d8 down from 8d8, now learnable by Rangers
    • Seemed odd that rangers couldn’t learn this.
    • The range and damage was a bit much. Now upcasting increases range.
    • The base damage is pretty comparable to other level 3 spells, but has the extra range and area
  • Holy Weapon now has a range of 18 down from infinite, duration of 10 down from 600
    • This HAS to be an oversight, can't imagine it was supposed to have infinite range.
  • Holy Weapon’s Burst now only blinds for 2 turns down from 10
    • Considering the damage and the fact that this is a bonus action, 10 turns of blindness was a bit much.
  • Swift Quiver is now a level 3 spell and can be learned by Rangers. The additional attacks now deal half damage down from full damage.
    • Seemed very odd that rangers couldn’t learn this; now they can 
    • Toned the damage down a bit since 2 full extra attacks for a single bonus action is a bit insane
  • Skill Empowerment lasts until Long Rest up from 600 turns
  • Synaptic Static is now 18m range down from 36

Monk Changes
  • Way of Four Elements now can learn additional spells (this was mostly for fun and because I saw so many good spells that seemed to fit in perfectly with a 4 elements monk, it seemed a shame to not let them have any fun with 5e spells)
    • Level 3: Mold Earth, ThunderClap, Absorb Elements, Earth Tremor, Frost Fingers
    • Level 6: Rime’s Binding Ice, Warding Wind, Ashardalon’s Stride
    • Level 11: Erupting Earth, Minute Meteors, Thunderstep
      • Note that i have no idea how to change spell names/descriptions, so the names and descriptions are the same as normal caster ones, they also fall under “cantrip” category in the spellbook; but they all work like they are supposed to. I’ll clean it up later but for now it work.