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laserllama
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laserllama's Spell Compendium

Hey all!

I've got something exciting and (technically) new for you today! The public release of my Spell Compendium! Right now, it includes both the NEW and ALTERNATE versions of official spells gathered from my various homebrew classes and documents - all in one place!

There are a few NEW spells appearing here that haven't shown up (yet) in my homebrew:

What Spells do you want to see added next? Let me know in the comments!

~laserllama

laserllama's Spell Compendium

Comments

Thanks for using your character as an example! It's hard to anticipate every interaction things like Spells will have - this was helpful to read through! Ultimately, I think D&D is fun because you have to make decisions - things that are so good that you do them "every round" (no matter what) make the game less fun IMO.

laserllama

It's been a while since I've looked at Otherworldly Grasp - you may be right on that one! I usually play it pretty safe with effects that grant temp hit points. Stacking them every round can be pretty powerful. True Strike on the other hand, would be a "must take" cantrip if concentration was removed. I think thematically it makes sense, you are focusing on your next attack. I don't think True Strike will be used every round, but there will be times where it may be worth it to use (ie: you're out of slots, or a fight where you don't need a big concentration spell). It is a first draft though, so I may be totally off-base! Thanks for the feedback!

laserllama

I play a Forge Cleric and took the Magic Initiate Feat to get GFB. At Level 14 in one attack I do Weapon damage +2d8 from divine strike +2d8 from GFB. Add another 1d8 at Level 17. Consequently he hits like a truck but it all relies on one single d20 roll. With these changes, GFB still splashes, which is nice, but it doesn't scale bonus damage on the primary attack. And honestly that's probably a fair downgrade given the combo. But some interesting options open up with the other spell changes. Normally, if there was gonna be a long fight with lots of enemies, the easiest choice is; Round 1: Spirit Guardians, Round 2+: GFB + Spiritual Weapon until all enemies dead. This combo is basically what every cleric is tempted to do every fight. But now adding in spells like Searing Smites, which now scales, every so often is viable since it doesn't break concentration. As well, when there is a single target (say a boss fight), there is an argument to be made that using True Strike for the Bonus Actions to better guarantee those big Divine Strikes with occasional added Searing Smites justifies not using your concentration on SG and Bonus Action on SW every fight. Tl;DR: Changes to blade cantrips are downgrades for non extra attack classes but other spell changes create new tactical choices so that youre not trapped in the same optimal move set every round of combat.

Kelly Mitchell

Oh. I completely skipped that.Well, in that case the additional damage seems incredibly low.

Enaluxeme

Looks like you misread things. The additional effects of both spells beyond changing your weapon's damage type can only be used once per turn.

Sylas Grimm

If that creature keeps attacking you with a multiattack you still get the bonus

Enaluxeme

The Concentration that exists on Otherworldly Grasp and True Strike pretty much kill those spells usefulness at the end of the day. Concentration is in itself a resource, one that you can only ever have one of and all of the best or most useful spells in the game use it. Combat cantrips are meant to be used between your other spell-slot spells as a reliable, inexpensive way to throw fire and lighting at your enemies, and it's far harder to use them like that when they immediately disrupt the most important parts of your strategies. More specifically, I don't think either of these spells are powerful enough to need concentration on them as a limiter in the first place. Otherwordly Grasp only gives you some Temp HP, which in itself is limited by the fact that it cannot stack. It's also a melee cantrip, which means those Temp HP are almost certainly going to be used up quickly and still likely wont be enough to fully protect whoever uses it. True Strike is further limited. It requires similar one-use action economy, requires use only on yourself, and only on a melee weapon. Otherwise I don't see any problem not already mentioned. Keep up the great work!

Austin G

So would that mean it applies only to the attack you react to?

Sean P Havern

Keep in mind that the duration has been significantly shortened (until the end of the turn you use it).

laserllama

I think shield has become even more powerful. Adding AC with bounded accuracy is very strong as I am sure you know. Shield is already busted in its vanilla state. With your changes and assuming point buy and +3 in your spell stat would likely be a +4 AC spell at first character level and by level 5 become anywhere from +5-+7 AC depending on upcasting. So for a majority of the game a powerful spell will be more powerful. I think doing +Proficiency to AC would make the spell scale but not be completely busted. Alternatively you could do +2 at level 1 and then +1 for each level upcast.

Sean P Havern

Booming Blade is worse than Green-Flame Blade in a way that I feel is unintended. If I have extra attack, I can cast GFB twice on the same target and damage a second creature twice. However, if I cast BB twice I must target two creatures to get my worth because a creature can be affected by a given spell only once.

Enaluxeme

The changes to Primal Savagery make it worse for Druids. Will they get extra attack when their turn for an alternate class comes around?

Enaluxeme

Oh my god you made an upcastable version of Find Steed. You are the wind beneath my wings. I've been saying it should be like this for a long time. (I guess that was in the Alternate Paladin document, but I didn't notice. Whoops.) ...I'm actually playing a Divine Soul sorcerer right now. Any thoughts on what to replace Find Greater Steed with, or should I just see what I can talk my DM into? >_>

Jeff Potato

Spells I'd like to see added: - Animate Objects (because right now only the Tiny objects are used) - Guidance and Resistance (the former is abused) - Spiritual Weapon (this spell needs concentration!) And speaking of abused spells, wouldn't the alternate True Strike be used every single time you don't have another bonus action to spend? P.S. Please provide the PDF, printing the GM Binder documents is a nightmare.

Francesco Valvo


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