Funny, I originally posted the opening of the 2014 D&D 5E books when I got them and now there are new 5E books exactly 10 years later in 2024 that are updates of these books.
Original link to the post --> New Books 2016
Funny, I originally posted the opening of the 2014 D&D 5E books when I got them and now there are new 5E books exactly 10 years later in 2024 that are updates of these books.
Original link to the post --> New Books 2016
Some spells have been revised as they are too powerful to play as is in the current campaign. This is a small write up on how I've altered the use of these major factor's in our campaign.
ORIGINALLY POSTED AUGUST 2015 --> https://underthepalemoonrpg2.blogspot.com/2015/08/updated-spells-for-house-rules.html
Teleport
Here is how I address teleport.
Imagine you find a map, to an ancient lost city in the mountain, miles to your east. It's lost to time and hasn't been touched by man in over 500 years. The city hosts a special temple where a dangerous demon now infests and he guards what you've come to find out is an powerful artifact.
This is a campaign for level 1-20 for the PC's to enjoy as they make their way into the wilds outside the city. Here they find new friends, allies, fight monsters, find secret locations, treasure and more. With many side quests and new discoveries the PC's spend months on adventure and hardship to reach the mountains and enter the lost city. Here they they have to solve puzzles and riddles to enter the temple and face the demon with all that they've gained to best him and retrieve the artifact . . . or do they?
What if simply at level 1 the mage used the map as a known place and cast teleport? Here the part is in one nights gaming session at the temple and use a trick to get around the demon, snatch the artifact and teleport back to town. Done, over, simple right?
That is why 'teleport' as written is too powerful. I think back to the days of one of the first mmo's and reference 'Ultima online', the game's not important but the idea it presented is. In this game the wizard had a book in which he/she would 'save' locations, that (once reached) would then be used as places to teleport to.
This lead me to the idea that the PC's have to 'attune' through a long rest to a location to be able to teleport to it. Let's look at this in practice . . .
Eg). Jackson knows the city well and has spent many days here, so he can easily add this to his book of places to teleport to. As he set's out on adventure, he comes to a small town where he can rest up and also takes the time to 'attune' to this place so he can come back here via teleport. Later he goes underground into some drow tunnels and hides in a secret room off the main hall with his allies. Here he rest's and 'attunes' to this location, also noting that it's a great place to come back to so he can branch off into another area much later. Finally he makes it to the secret city and to the temple where he makes a final 'attunement' to this place, before proceeding into battle. Here an ally falls and they must regroup, Jackson decides to 'teleport' back to town to find a new ally and bring him in. They arrive back to the group to where they last camped and he 'attuned', gear up and battle the demon, ultimately winning. Once they claim the treasure they then 'teleport' back to the city, having already explored the wilds and have a drink at the local inn.
I still have the 'mishap' chances and such, but this addresses the big problem with teleport IMO.
Endure Elements
This is how I address Endure Elements and similar spells.
You've come to the plane of cold and have to endure, blowing show, freezing temps and chilling water hazards . . . or do you?
What if all you had to do was cast a simple level 1 spell that any kid off the street in the local city can cast?
One moment your struggling for you life in a hostile place and the next, your laughing in a blizzard and prancing across a lake of ice while having nothing to penalize you for doing so. As a player you laugh at the table as the many published adventure and source books all focusing on hardships in extreme cold of the north and the heat of the desert are tossed aside and never referenced for your gaming experience, because you can cast a level 1 spell . . .
IMO these spells are removed from the game, due to them being so overpowered that you simply have defeated nature herself with one easy spell. There is no challenge, no adventure to be had, no effect of the world around you as it simple doesn't matter anymore.
Starting outward and going in . . .
The Far Realm, a place stretched beyond comprehension beyond the boundaries of reality.
The Edge of the Astral Sea, where the Outer Planes dwell, each home to realms of gods/demon lords or a god/demon lord.
The Astral Sea, which stretches it's self to the edges of it's massive sphere and in which all else resides.
Crystal Spheres, in which Wild Space begins for each setting. Home to planets, sun's and the core material realm of a specific setting.
Material realm, of the setting. In our case it is home to the planet Illmakaria.
Planet Illmakaria, home to the continent of Karnantha.
Karnantha, Home to countries like Ashura.
Ashura Kingdom, home to the great walled city of the same name Ashura City.
The Fey Realm, a copy of Karnantha remade in the fey's image.
The Shadow Realm, a copy of Karnantha reamade in the shadow fey's image.
The Ethereal Plane, a reflection of Karnantha as seen through shadow and mists.
The Elemental Planes (Inner Planes), a massive ring of planes made of the four elements that connect at the borders giving way to four distinct transitional planes that all converge at a central plane of absolute Elemental Chaos.
Elemental Chaos, the most central inner plane of unbalance.
As for places like Sigal, the city of doors. I would have to interpret this as being in it's own Crystal Sphere without other planets, but with a sun. The only landmass more so than a planet would be Sigal and it would have the corresponding gates to the Outer Planes from the Outlands that surround the tower.
Okay I wanted to go over TWO things in the Warlock build for Hexblade
1. First for PACT WEAPON - This is a Warlock's PACT BOON ability. If you choose PACT OF THE BLADE you get the ability to summon the FORM of a weapon to your hand. PG107
"Each PACT BOON option produces a special creature of an object that reflects your PATRONS nature." PG 108 // "If your PATRON is an Archfey, your weapon might be a slender blade wrapped in leafy vines."
[SUB] --> "You can transform one MAGIC weapon into your pact weapon by performing a special ritual while you hold the weapon." PG 108 PHB
2. ** OTHERWORLDY PATRONS: (Xanthars Guide To Everything PG 54 ** --> "At 1st level, a warlock gains the Otherworldy Patron feature. The following options are available to a warlock, in addition to those offered in the Player's Handbook. THE CELESTIAL and THE HEXBLADE."
After choosing to make pact with a mysterious entity from the Shadowfell PG 55. You've chosen the HEXBLADE AS your PATRON! ---> Hence you get the ability HEX WARRIOR PG 55. "The influence of your patron also allows you to mystically channel your will through A PARTICULAR WEAPON (Real weapon, not a pact weapon manifested to resemble a weapon). When you finish a long rest, you can touch one weapon that you are proficient with and that LACKS THE TWO-HANDED property. WHEN you attack with that weapon, you can use your CHARISMA modifier, instead of your Strength or Dexterity for the attack and damage rolls.
[DM] --> You MUST have the HEXBLADE (Aka, made a pact with a creature from the Shadowfell) as your PATRON to use this ability (HEX WARRIOR) for CHARISMA on your attacks and only on a real weapon NOT a pact weapon.
** OTHERWORLDY PATRONS: (Tasha's Cauldron of Everything PG 72 ** --> "At 1st level, a warlock gains the Otherworldy Patron feature, which offers you the choice of your subclass. The following options are available to you when making that choice: THE FATHOMLESS and THE GENIE."
[DM] --> BOTH, HEXBLADE and GENIE are otherworldy patrons and cannot be BOTH chosen. You are stacking abilities from BOTH.