Converting Pathfinder APs to 5e

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I’ve been reading through the Angry GM’s stuff, particular his megadungeon series, and couldn’t help but think about how his spreadsheets for encounters per level per dungeon section might line up with the various Pathfinder adventure paths. That led me down a thrilling couple of hours banging away at a giant spreadsheet of my own comparing the encounters in an AP to the various XP and wealth progressions. I’ll start off with the rules of thumb, and get into some wonkery explaining my work afterward.

Converting Modules

First off, the bad news: there’s no 1:1 enemy conversion available.

There’s no way that 5e, with one Monster Manual, Volo’s, and a few other sources could approach the mass of opponent options in (at current count) six bestiaries, bonus monsters in every AP volume, multiple guides with NPCs, and the ability to attach class levels and templates to things. But even if they could, the math of 5e is just different for encounters than Pathfinder. For example, Pathfinder considers 12 zombies a level 6 encounter, while 5e considers them a level 5 encounter (and awards XP like a level 3 encounter, because 5e adds a difficulty premium for lots of monsters taking actions).

So you’re going to have to basically rebuild every encounter in the AP with the closest equivalents (of existing monsters or ones you custom make) that meet a new XP target.

But at least the math for doing so is relatively straightforward, since the expected encounters per level in Pathfinder is not that far off from the expectation in 5e.

Most Pathfinder adventure path modules include a target CR at the start of every room or encounter, which may be made up of multiple enemies of lower CRs within the text itself. Simply rebuild the room as a medium encounter of that level. Remember to apply the correct multiplier for multiple opponents.

For treasure awards:

  • Convert most magic items to their cash value (possibly as art) or consumables.
  • Grant half of all of the cash (including that from converted items). For example, if the encounter has printed loot of 100 gp, 300 sp, and a 500 gp value item, it instead gives 50 gp, 150 sp, and a 250 gp value art object (or consumables).
  • Only the most interesting magic items get converted to 5e equivalents. For those, try to give them a value equal to half their Pathfinder value based on the rarity values on page 135 of the 5e DMG. For example, a +3 equivalent shield is worth around 9,000 gp in Pathfinder, so gets translated to a strong Rare item or a weak Very Rare item in 5e (which, in this instance, checks out).

Expected Equivalencies

While the XP awards keep 5e characters within spitting distance of Pathfinder characters, it’s not perfect. In particular, 5e‘s first two levels go by much faster than Pathfinder‘s, while fifth level lasts much longer.

You can expect that:

  • Player characters will hit 2nd level significantly sooner than the AP intends, and will hit 3rd level around the time the AP planned for them to hit 2nd level.
  • They’ll be around a level ahead at all times until the module expects them to hit 5th level.
  • At that point, it starts to swing a little bit, but the PCs will usually be a few encounters behind where the AP expects them to be until 12th level.
  • They hit 12th level at pretty close to the exact right spot, then are close to in sync for the next couple of levels.
  • They pull ahead at 15th, and will pull further and further ahead as time goes on, to the point of hitting 20th level when a Pathfinder character would be early in 18th level. For most APs this won’t matter much, but you might want to pull back encounter budgets further past 15th level (or feel more free to skip non-plot-critical encounters).

The Wonkery

I made a long sheet with every encounter from the Mummy’s Mask AP, with a running total of XP per party member (for a four member-party) and a level lookup to make sure that the awards tracked where the modules suggested they should be. They did, and were usually pretty damned precise (almost as if the APs are created by carving up each level as an XP budget for each section of each module…).

Initially, I looked at just handing out 2/3 of the Pathfinder budget for each encounter, and that tracked as well or better until 10th level, when the XP charts diverge too much. Converting the encounter’s CR from the module to an equivalent 5e encounter somewhere between Easy and Medium created the best correspondence with the easiest-to-remember and process rule of thumb. By just targeting Medium, but assuming that there will be an overall loss of XP because of the difficulty multiplier for multiple enemies, it should be easy to remember how to convert without having to do any averaging yourself.

For treasure, I did a much less thorough comparison, and just looked at the stated Pathfinder wealth by level compared to the expected cash equivalent 5e income derived in this thread. I noted the suggested starting magic items for higher-level characters on page 38 of the DMG, and assumed those were relatively close to what you’d be expected to find in play, adding their value to the cash totals (it winds up only counting for about 15%).

The comparison of Pathfinder to 5e wealth has a ton of swing in it, but it gets pretty close to 50% for the last two tiers. Functionally, for the first tier the PCs will find a lot more wealth than the DMG expects (since Pathfinder frontloads more treasure), but there shouldn’t be a big enough difference by 7th level to justify a more complicated method of recalculating the AP’s treasure. It’s already going to be annoying enough to look up the value of minor magic items to turn them into cash prizes. Since I didn’t look super deeply at how the APs award magic items, I imagine that figuring out what to convert to cash and what to replace with a 5e equivalent will be more art than science.

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D&D 5e: Rested Dice

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This system evolved out of discussions with Brandes about Colin’s Planescape life support rules. It’s also heavily informed by the resting bonuses from Pillars of Eternity. Finally, it also owes some obvious inspiration to the classic PVP strip.

This system has four primary goals:

  • Make players be more hesitant to just take a long rest even when there’s no time pressure or when traveling overland (i.e., make situations where there’s only an encounter or two between long rests less common)
  • Give players something useful to spend excess cash on
  • Provide a supplement to the Inspiration system
  • Encourage PCs to take more downtime (instead of rocketing up in level over a few days of frenzied adventuring)

The prices are based on the idea of characters moving to the next larger die size every four levels or so (e.g., d8 at 9th-12th level). Dice larger than what’s intended for your current level should be something you’d have to save for, while dice at your level should cost around the average proceeds from a single encounter (meaning it ought to be fairly affordable to use an average of one Rested Die per short rest).

Earning Rested Dice

When player characters take a long rest in a safe location, if that location features additional amenities to provide relaxation and/or stress relief, the characters may spend money to accumulate Rested Dice. These dice represent mental and physical health and readiness beyond the on-the-road standard.

A “safe location” usually means an inn, permanent residence, or other location where there’s no need to set a watch and the character can sleep deeply without much worry of being harmed in her sleep. Amenities may include a wide range of entertainment opportunities relevant to that particular character’s interests (e.g., one PC may get the bonus from a night of carousing and then sleeping at a friendly flophouse, while another has a quiet evening being pampered at the best inn available).

Each character may accumulate one Rested Die per long rest, and the die earned is based on the amount of money spent (this includes fixed costs of lodgings and food):

  • d4 (20 gp)
  • d6 (60 gp)
  • d8 (250 gp)
  • d10 (1000 gp)
  • d12 (4000 gp)

Characters may only accumulate a maximum number of Rested Dice equal to level/hit dice at any one time. Larger dice can replace smaller dice once this maximum is reached (e.g., a 5th level character spends 20 gp each of the first three nights in town, then 60 gp each of the next three nights, ending with 2d4 and 3d6).

Taking downtime actions do not generally conflict with accumulating Rested Dice (i.e., you should be able to spend for a Rested Die every day of your downtime, if desired, unless the described method of relaxation would obviously conflict with the described downtime action).

Spending Rested Dice

A character can spend rested dice for four purposes:

  • Additional Hit Dice: One or more Rested Dice can be spent during a short rest to recover HP, exactly like hit dice (i.e., roll the Rested Die desired, add Con mod, and recover that many HP).
  • Spell Slot Recovery: One or more Rested Dice can be spent during a short rest to recover expended spell slots. This works similarly to the Arcane Recovery ability of Wizards. The character recovers a total number of expended spell slots equal to the result of the rolled die. Each die must be spent separately (e.g., rolling 2d4 to generate 2 and 3 does not allow the character to recover a 4th or 5th level slot). Unlike Arcane Recovery, the slots can be of any level the character has expended.
  • Rested Inspiration: Dice may be spent like Bardic Inspiration dice to add to the total of a roll after rolling but before the GM says whether the roll succeeds or fails. At the GM’s option, the rolls that these dice can be spent on may vary based on the source of the dice (e.g., places where you can spend your dice on attack rolls and death saves may be more valuable vacation spots than ones that just let you use them on ability checks). At the GM’s option, you can only roll one of these dice on any given roll, and they’re used instead of Bardic Inspiration (i.e., you cannot get an extremely high result by stacking Rested and Bardic Inspiration).
  • Long Rests in the Wilderness: At the GM’s option, a character must expend a Rested Die (of any size) to benefit from a long rest in any unsafe location (i.e., anywhere that’s not a safe location as described above). If not expended, sleeping for the night counts as a short rest.

Alternate/Supplementary System: Fortune Dice

In addition to or instead of granting Rested Dice via expending money to relax, you could also assign them as minor rewards for various actions for which you don’t want to grant XP or treasure. This can be especially useful as a way to reward optional encounters and quests when you’re using some form of milestone XP. If using them entirely as Fortune Dice, you may wish to increase the cap on the total number available, particularly at low level (since players are going to be more likely to hoard them when they are no longer in complete control of the next time they may get more, and you may want to give out more than one at a time).

5e Background: Occultist

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The world is full of magic, but there are gradations in its mysteries. Many of the supernatural creatures in the world require no special leap of understanding: they’re beasts with a touch of magic that makes them more dangerous, but still comprehensible in motives and means. Other beings, however, defy mortal intuition in their goals and capabilities. These immortal threats captivate the curiosity of those that know of them, inevitably inspiring organizations to assemble that seek to limit—or obtain—their power.

You may have been raised by members of such an occult lodge, or perhaps you stumbled across one and were taken in after your own brush with the inexplicable. They’ve taught you ways of dealing with these creatures… not safely, but perhaps more safely than otherwise. Moreover, they’ve given you a mandate to learn more about these creatures to add to the lodge’s archives. Information is a weapon, and understanding is a shield: you’ve seen too many of the blissfully ignorant devoured by creatures they could not comprehend.

Skill Proficiencies: Two chosen based on Fields of Study (below)
Languages: Two chosen based on Fields of Study (below)
Equipment: A holy symbol, a notebook with quill and ink, cryptic instructions and passphrases for making contact with friendly occultist lodges in other cities, a set of traveler’s clothes, and a belt pouch containing 10 gp

Fields of Study

Occultist lodges tend to specialize in a particular domain of the larger occult world. Roll or choose two areas that your lodge focuses upon from the options below, and take the skill and language listed for each.

  1. Aberrations (Arcana and Deep Speech)
  2. Celestials (Religion and Celestial)
  3. Demons (Religion and Abyssal)
  4. Devils (Arcana and Infernal)
  5. Dragons (History and Draconic)
  6. Elementals (Nature and Primordial)
  7. Fey (Nature and Sylvan)
  8. Undead (History and an ancient dead language)

Feature: Warding Techniques

Occultists have disseminated a wide array of simple rituals and materials useful in dealing with immortal threats.

You may cast Protection from Good and Evil as a ritual (even though it cannot normally be cast in this way) and automatically gain it as a known spell in any of your spellcasting classes.

You start with a case full of Occultist Supplies with a value of 25 gp, and may, during any downtime in a sufficiently large city to have obscure materials, pay to restock your case (up to a maximum value of 100 gp). Once you determine the nature of a supernatural threat you are facing, you can spend value from the case to immediately “purchase” supplies that the GM agrees are reasonable for you to have on hand against such an eventuality. For example, if you have a fully stocked case and encounter a demon, you might immediately withdraw two flasks of holy water from the case (leaving it with 50 gp worth of unspecified further materials).

Suggested Characteristics

d8 Personality Trait

  1. There is one type of immortal creature that I’m obsessed with academically, and won’t shut up about.
  2. I’m almost compulsive in my paranoia about supernatural threats, especially when it comes to trying to protect my sleeping spaces.
  3. I will not begin to trust a new acquaintance until subjecting that person to a battery of tests to reveal occult influence.
  4. I’m a bit of an occult groupie, actually, and love to adorn myself with clothing and jewelry that evokes my interests.
  5. My conspiracy theories about occult infiltration into all levels of government would annoy, if they didn’t sometimes wind up true.
  6. I’m very particular about my diet, avoiding dishes where I don’t know the cook, and always eating my own strange blend of spices that I believe makes me supernaturally unappetizing.
  7. Every time I explain the powers and weaknesses of a creature, that explanation comes with a story of the hard-won nature of this lore.
  8. I don’t believe in coincidences, and seek to work out how anything that looks like one is actually the machinations of the divine or immortal.

d6 Ideal

  1. Safety. The common folk should not fear the things that go bump in the night; I will protect them. (Good)
  2. Power. My study of the occult leads me to the most advantageous way of gaining immortality for myself. (Evil)
  3. Mortality. Mortal society deserves to make its own decisions free from the influence of immortal powers. (Lawful)
  4. Courage. Facing down the supernatural is the greatest way to prove your own freedom from fear. (Chaotic)
  5. Knowledge. The morality of the immortal is not as important as cataloging it for future study. (Neutral)
  6. Tradition. In a very real way, these immortal beings would have no meaning without the occultists that watch and chronicle them. (Any)

d6 Bond

  1. A particularly powerful creature killed my mentor, and I’m learning all I can to eventually end its existence.
  2. A family member went missing in a supernatural attack, and I’ll eventually track them down, though I fear I won’t like what I find.
  3. I’ve been ground down by doing this for what seems like my whole life, and I need to have a big success to prove that I can actually make an impact in a world of immortal monsters.
  4. I’m tracking a lost tome that should have many secrets valuable to my lodge and my journey.
  5. I’m worried that my lodge’s leadership has been suborned by the occult, and am seeking a way to reveal and deal with this threat.
  6. I was the sole survivor of a monster attack, and I’m trying to find out whether there’s some reason I survived… or that they left me alive.

d6 Flaw

  1. There’s a type of creature that I study that would absolutely terrify me were I to encounter it in person.
  2. I’m too secure in my own rituals and preparations, and tend to underrate threats to my own person.
  3. If an immortal creature is willing to talk, so am I, even if that gives it time to learn my weaknesses.
  4. I will never fully trust anyone until they’ve died helping me… and even then, I’ll want to burn the body.
  5. I over-plan because I’m actually a bit of a coward about facing down creatures I don’t feel fully prepared for.
  6. I think people that bargain with or otherwise gain power from occult sources are fools to think that power isn’t corrupting, and have a hard time containing my contempt.

D&D 5e: Wizard School Courses

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A friend suggested he was working on a Harry Potter-style D&D game, with the premise that each level 1-7 was a year of school (not unlike my own previous suggestion to start PCs at higher level). That got me thinking about how to set up a system for taking classes (the most thrilling challenge for any adventurer, I’m sure).

This is primarily meant for a game as described, where the first few levels are reframed as apprenticeship at a Wizard-only school, you level at the end of every school year, and academics feature heavily. But you could also use it in more standard games as a new downtime action for PC Wizards in a location with Wizards interested in training others (customizing for this is discussed more later).

The Coursework

Each course features four Wizard spells. Successful demonstration of each spell from the course is required at finals to get a top mark for the course (with progressively worse marks for being able to demonstrate fewer of the spells). Roughly at the 1/4, 1/2, 3/4, and finals sections of the course, you can make an ability check to learn a spell in the course’s sequence (it’s up to the GM whether they have to be learned in course order, with the more valuable spells later in the list, or whether the player can pick the order).

If you start already knowing one or more spells from the sequence, you obviously have more chances to learn the spells you don’t know yet (Hermione Granger carefully arranges her starting spells and free +2 spells per year to always go into new courses with at least one spell already known). At the GM’s option, each course might feature a related extra credit spell that you can get if you learn all four spells and still have a skill check left. Extra credit spells are likely to be spells from non-core books that you want to keep pretty rare but do want your PCs to have an opportunity to learn. For example, Hermione is taking Introductory Abjuration and already learned Mage Armor and Shield as part of her starting loadout (from reading all the books the summer before). She has four chances to learn the remaining two spells, and if she learns them with checks left over, she might have a shot at learning Snare as extra credit.

The difficulty of these checks should probably be 10+Spell Level, unless you want low grades to be more common.

The abilities and skills involved should be somewhat idiosyncratic and based on the teaching style of whatever instructor is teaching the course. Arcana should be the default, the other Int-based skills available to all Wizards (History, Investigation, and Religion) should also be very common. Other proficient or Int-based skills (Insight, Medicine, and Nature) should come up occasionally. The rest of the skills should only come up if you genuinely believe the player will be more amused than annoyed (likely as a joke that everyone winds up with one really hard course in their loads each semester, such as Basics of Motion being a PE course that uses Athletics).

So, for example, a first-year course catalog might look like:

  • Knowing Your Role:
    • Diviner Aleric provides a practical symposium on the basic spells that may be expected of the party’s Wizard.
    • (Arcana; Detect Magic (1), Alarm (1), Feather Fall (1), Sleep (1))
  • Making Friends and Influencing People:
    • Enchantress Bethany gives new students a crash course on social skills and their magical application.
    • (Insight; Unseen Servant (1), Comprehend Languages (1), Charm Person (1), Tasha’s Hideous Laughter (1))
  • Introductory Divination:
    • Diviner Aleric provides instruction on the most basic of divination arts for the beginner.
    • (Arcana: Detect Magic (1), Identify (1), Comprehend Languages (1), Find Familiar (1))
  • Introductory Abjuration:
    • Abjurer Clio leads a symposium on how abjuration interacts with priestly magics, and which is stronger.
    • (Religion: Mage Armor (1), Protection from Evil and Good (1), Shield (1), False Life (1))
  • Basic Skullduggery:
    • Daveth the Trickster introduces students to the most common tricks of the underhanded, how to spot them, and how to use them.
    • (Investigation: Expeditious Retreat (1), Illusory Script (1), Charm Person (1), Disguise Self (1))
  • Introduction to Combat Magic:
    • Evoker Elisha will expect you to come prepared to manifest your will in the form of eldritch might!
    • (Arcana: Witch Bolt (1), Magic Missile (1), Chromatic Orb (1), Burning Hands (1))
  • Introduction to Area Effects:
    • Conjurer Franklin will introduce you to the great and storied history of magics that affect an area.
    • (History: Fog Cloud (1), Color Spray (1), Burning Hands (1), Thunderwave (1))
  • Basics of Motion:
    • Dame Gretal expects all students for this course to be in trousers instead of robes and warmed up before class begins.
    • (Athletics: Expeditious Retreat (1), Jump (1), Feather Fall (1), Longstrider (1))
  • Introductory Conjuration:
    • Conjurer Franklin explains the grand history of conjuration, with a particular focus on the life of Tenser.
    • (History: Unseen Servant (1), Tenser’s Floating Disk (1), Grease (1), Fog Cloud (1))
  • Applied Attack and Defense:
    • Evoker Elisha suggests that you take at least one of her classes! You will need them or they will laugh at you!
    • (Arcana: Detect Magic (1), Magic Missile (1), Shield (1), False Life (1))
  • Avoiding Combat:
    • Transmuter Harlowe demonstrates the bodily trauma involved in adventuring, why you should avoid it, and several mechanisms for doing so.
    • (Medicine: Silent Image (1), Fog Cloud (1), Disguise Self (1), Sleep (1))
  • You are Not a Bard:
    • Troubadour Isabel is willing to cross-train those interested in the shared arts, and learn how Bardic magic differs.
    • (Performance: Silent Image (1), Charm Person (1), Longstrider (1), Tasha’s Hideous Laughter (1))
  • You are Not a Druid:
    • Jarek Moonblood will cross-train those interested in the intersection of Druidic and Wizardly magics.
    • (Nature: Detect Magic (1), Jump (1), Longstrider (1), Thunderwave (1))
  • You are Not a Warlock:
    • Kelline Winterbound believes that, if you can find her, she might tell you secrets that are useful to you. But there will be a price.
    • (Investigation: Illusory Script (1), Protection from Evil and Good (1), Comprehend Languages (1), Witch Bolt (1))
  • Introduction to Battlefield Control:
    • Abjurer Clio would like you to reflect on your dominance of the battlefield is like unto godliness.
    • (Religion: Ray of Sickness (1), Chromatic Orb (1), Color Spray (1), Thunderwave (1))

If you’re paying for the courses (either as part of fees for a school game, or for the downtime action in a regular game), the cost of the course should be around 25-50% less than scribing the spells individually (to compensate for chance of failure, increased time, and getting spells you might not want). School specialization should result in gaining Advantage on the roll to learn a spell, rather than half cost.

In a downtime action, the time spent should obviously be highly compressed, though still longer than just scribing the spells individually.

For a school game, each one obviously takes all semester, and maybe a whole year (depending on how many spells you want PCs to know). You should probably also have the skill checks spaced out between multiple courses, rather than rolling for every course in the load at the 25% sections; that way, you get a steady progression throughout the year when you’re not otherwise gaining levels.

Additional Suggested Courses Through 4th Level

Note that the distribution of spells is based on rarity across class lists. Spells that are Wizard-only only appear once in the courses, if they’re on 1-2 other class lists they appear twice, if they’re on 3-5 other lists they appear three times, and if they’re on 6+ other lists they appear four times.

  • Living Your Role: Mage Armor (1), Magic Weapon (2), Scorching Ray (2), Invisibility (2)
  • Surviving the Fight: Protection from Evil and Good (1), Blur (2), Spider Climb (2), Rope Trick (2)
  • Practical Divination: Identify (1), Darkvision (2), Locate Object (2), Detect Thoughts (2)
  • Introduction to Sanctums: Alarm (1), Continual Flame (2), Magic Mouth (2), Arcane Lock (2)
  • Practical Motion: Jump (1), Gust of Wind (2), Levitate (2), Shatter (2)
  • Practical Battlefield Control: Ray of Sickness (1), Blindness/Deafness (2), Crown of Madness (2), Hold Person (2)
  • The Cutting Edge of Arcana: Phantasmal Force (2), Cloud of Daggers (2), Crown of Madness (2), Misty Step (2)
  • Practical Skullduggery: Darkness (2), Alter Self (2), Invisibility (2), Knock (2)
  • Four Types of Pain: Scorching Ray (2), Cloud of Daggers (2), Melf’s Acid Arrow (2), Shatter (2)
  • Practical Illusion: Blur (2), Mirror Image (2), Invisibility (2), Blindness/Deafness (2)
  • Becoming the Primary Target: Ray of Enfeeblement (2), Flaming Sphere (2), Phantasmal Force (2), Suggestion (2)
  • You are Not a Cleric: Gentle Repose (2), Blindness/Deafness (2), Hold Person (2), Locate Object (2)
  • Of Light and Darkness: Darkvision (2), See Invisibility (2), Continual Flame (2), Darkness (2)
  • Practical Transmutation: Alter Self (2), Enlarge/Reduce (2), Magic Weapon (2), Knock (2)
  • Whispers of the Spider Queen: Darkvision (2), Spider Climb (2), Web (2), Suggestion (2)
  • Noun Preposition Noun: Cloud of Daggers (2), Crown of Madness (2), Glyph of Warding (3), Protection from Energy (3)
  • Disciple’s Enchantment: Detect Thoughts (2), Suggestion (2), Fear (3), Hypnotic Pattern (3)
  • Disciple’s Area Effects: Flaming Sphere (2), Shatter (2), Lightning Bolt (3), Fireball (3)
  • Disciple’s Control: Web (2), Hold Person (2), Slow (3), Stinking Cloud (3)
  • Four Weird Tricks: Magic Mouth (2), Blink (3), Major Image (3), Hypnotic Pattern (3)
  • Disciple’s Divination: See Invisibility (2), Locate Object (2), Tongues (3), Clairvoyance (3)
  • Air Magics: Gust of Wind (2), Gaseous Form (3), Sleet Storm (3), Fly (3)
  • Strength and Weakness: Enlarge/Reduce (2), Ray of Enfeeblement (2), Remove Curse (3), Bestow Curse (3)
  • Disciple’s Necromancy: Gentle Repose (2), Feign Death (3), Vampiric Touch (3), Animate Dead (3)
  • Disciple’s Motion: Levitate (2), Slow (3), Haste (3), Fly (3)
  • Disciple’s Illusion: Mirror Image (2), Nystul’s Magic Aura (2), Nondetection (3), Major Image (3)
  • Nope!: Misty Step (2), Dispel Magic (3), Remove Curse (3), Counterspell (3)
  • In Your Face!: Water Breathing (3), Stinking Cloud (3), Tongues (3), Sending (3)
  • Disciple’s Defenses: Dispel Magic (3), Magic Circle (3), Protection from Energy (3), Leomund’s Tiny Hut (3)
  • Special Topics: Scry and Fry: Nondetection (3), Clairvoyance (3), Fireball (3), Haste (3)
  • Disciple’s Abjuration: Magic Circle (3), Glyph of Warding (3), Remove Curse (3), Protection from Energy (3)
  • Special Topics: Verb Nouns: Dispel Magic (3), Bestow Curse (3), Feign Death (3), Animate Dead (3)
  • Special Topics: Adjective Nouns: Phantom Steed (3), Gaseous Form (3), Hypnotic Pattern (3), Vampiric Touch (3)
  • Special Topics: Single-Word Names: Fear (3), Blink (3), Sending (3), Tongues (3)
  • Finding Things and Getting There: Clairvoyance (3), Locate Creature (4), Dimension Door (4), Arcane Eye (4)
  • Adept’s Abjuration: Magic Circle (3), Counterspell (3), Banishment (4), Mordenkainen’s Private Sanctum (4)
  • Four Bad Things Done Well: Fear (3), Confusion (4), Blight (4), Banishment (4)
  • Adept’s Transmutation: Water Breathing (3), Polymorph (4), Stoneskin (4), Control Water (4)
  • Special Topics: Faking Your Own Death: Feign Death (3), Water Breathing (3), Dimension Door (4), Polymorph (4)
  • Direct vs. Secondhand Violence: Lightning Bolt (3), Blight (4), Locate Creature (4), Conjure Minor Elementals (4)
  • Adept’s Illusion: Major Image (3), Hallucinatory Terrain (4), Greater Invisibility (4), Phantasmal Killer (4)
  • Fire and Ice: Sleet Storm (3), Ice Storm (4), Wall of Fire (4), Fire Shield (4)
  • Stone Magics: Fabricate (4), Stone Shape (4), Stoneskin (4), Conjure Minor Elementals (4)
  • Special Topics: Terrain Control: Leomund’s Tiny Hut (3), Ice Storm (4), Hallucinatory Terrain (4), Wall of Fire (4)
  • The History of Four Great Wizards: Mordenkainen’s Faithful Hound (4), Otiluke’s Resilient Sphere (4), Leomund’s Secret Chest (4), Evard’s Black Tentacles (4)
  • Putting Your Enemies Off Balance: Dispel Magic (3), Hallucinatory Terrain (4), Polymorph (4), Confusion (4)

D&D 5e Scaling Spells, 4th-8th

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Continued from last week, here are the rest of the spells cast at higher level. As with the previous set, arguments about my choices are welcome in the comments.

Level 4 Spells

  • Arcane Eye: When you cast this spell using a spell slot of 5th level or higher, the eye can move an additional 10 feet per action for each slot level above 4th.
  • Black Tentacles: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each slot level above 4th.
  • Compulsion: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 10 feet for each slot level above 4th.
  • Control Water: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Death Ward: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Dimension Door: When you cast this spell using a spell slot of 5th level or higher, you can transport one additional passenger (who must also be within 5 feet of you) for each slot level above 4th.
  • Fabricate: When you cast this spell using a spell slot of 5th level or higher, you can add four additional 5-foot cubes worth of space to the final large object for each slot level above 4th. Additionally, if you cast this spell with a slot of 6th level or higher you can include stone in the construction of a large object, and if you cast it with a slot of 8th level or higher you can include metal in the construction of a large object.
  • Faithful Hound: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 4 hours and the damage dealt by the hound increases by 1d8 for each slot level above 4th.
  • Fire Shield: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Freedom of Movement: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Giant Insect: When you cast this spell using a spell slot of 5th level or higher, the creatures transformed by this spell gain temporary hit points. Divide 20 hit points for each slot level above 4th as evenly as possible among the transformed creatures.
  • Greater Invisibility: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Guardian of Faith: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the guardian increases by 10 for each slot level above 4th. Additionally, the damage dealt before the guardian vanishes increases by 30 for each slot level above 4th.
  • Hallucinatory Terrain: When you cast this spell using a spell slot of 5th level or higher, the area of the spell increases by 50 feet on each side of the cube for each slot level above 4th.
  • Locate Creature: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 hour for each slot level above 4th.
  • Polymorph: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Resilient Sphere: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 30 feet for each slot level above 4th.
  • Secret Chest: When you cast this spell using a spell slot of 5th level or higher, for the duration of the spell the chest’s interior dimensions increase beyond its physical size, allowing it to store more material. The space available for storage increases by 6 cubic feet for each slot level above 4th. If the spell ends while more is stored within the chest than should be physically possible, the excess contents disgorge themselves into the space around the chest.
  • Stone Shape: When you cast this spell using a spell slot of 5th level or higher, you can shape one additional 5 foot cube of stone for each slot level above 4th.
  • Stoneskin: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The material component cost of the spell increases proportionately to the number of creatures affected.

Level 5 Spells

  • Antilife Shell: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th.
  • Awaken: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 2 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Contagion: When you cast this spell using a spell slot of 6th level or higher, you may target an additional creature for each slot level above 5th. You gain a number of rounds equal to the number of targets in which you may use your action to touch an additional creature in melee range to become affected by the spell.
  • Dispel Evil and Good: When you cast this spell using a spell slot of 6th level or higher, you may gain an additional use of the spell’s special functions for each slot level above 5th without ending the spell early.
  • Dream: When you cast this spell using a spell slot of 6th level or higher, the damage of the nightmare version of the spell increases by 2d6 for each slot level above 5th.
  • Greater Restoration: When you cast this spell using a spell slot of 6th level or higher, an additional effect or exhausted level can be removed for each slot level above 5th. The material component cost of the spell increases proportionately to the number of additional effects or exhausted levels removed.
  • Hallow: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 6 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Legend Lore: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by two and a half minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Mislead: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th. Additionally, if cast using a slot of 9th level, the invisibility counts as Greater Invisibility, so is not ended if you attack or cast a spell.
  • Passwall: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th. Instead, you may choose to leave the duration unaffected and increase the maximum depth of the opening by 10 feet for each slot level above 5th.
  • Raise Dead: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Reincarnate: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Scrying: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Seeming: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 4 hours for each slot level above 5th.
  • Telekinesis: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases by 30 feet for each slot level above 5th.
  • Telepathic Bond: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Teleportation Circle: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 round for each slot level above 5th (you may voluntarily close it early if desired, from either side of the portal). Additionally, the casting time of the spell decreases to 1 minute with a 6th level slot, to 6 rounds with a 7th level slot, to 3 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Tree Stride: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases for each slot level above 5th. At 6th level, the range becomes 1 mile, at 7th level it becomes 20 miles, at 8th level it becomes 100 miles, and at 9th level it becomes unlimited within the same plane or world. Instead of knowing the location of all trees within the extended range, you know the location of all trees of the same kind within 500 feet of your intended destination (and cannot complete the round of travel if you chose a location that was not within 500 feet of a tree of the same kind).
  • Wall of Force: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 5 minutes for each slot level above 5th. Additionally, if cast using a spell slot of 8th level or higher, the spell no longer requires Concentration (buy you may still end it early if desired).
  • Wall of Stone: When you cast this spell using a spell slot of 6th level or higher, the number of panels created by the spell increases by 5 panels for each slot level above 5th.

Level 6 Spells

  • Blade Barrier: When you cast this spell using a spell slot of 7th level or higher, the damage dealt to creatures in the wall’s area increases by 1d10 for each slot level above 6th.
  • Contingency: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 5 days for each slot level above 6th.
  • Eyebite: When you cast this spell using a spell slot of 7th level or higher, targets that fail a saving throw against the spell also take 1d10 necrotic damage for each slot level above 6th.
  • Find the Path: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 12 hours for each slot level above 6th. Additionally, if you cast this spell using a spell slot of 8th level or higher, it no longer requires concentration.
  • Flesh to Stone: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Forbiddance: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 6th (e.g., it only requires 10 days of casting this at 9th level before it becomes effectively permanent).
  • Guards and Wards: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 4 for each slot level above 6th (e.g., it only requires one month of casting this at 9th level before it becomes effectively permanent).
  • Harm: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 3d6 for each slot level above 6th.
  • Heroes’ Feast: When you cast this spell using a spell slot of 7th level or higher, the number of creatures that can partake of the feast increases by 6 for each slot level above 6th.
  • Irresistible Dance: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Magic Jar: When you cast this spell using a spell slot of 7th level or higher, if the spell expires in a way that would cause you to die while possessing a body, there is a chance that you instead permanently take over the possessed body (causing the soul of the body to die in your stead). This chance is equal to 25% for each slot level above 6th.
  • Move Earth: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Planar Ally: When you cast this spell using a spell slot of 7th level or higher, the casting time of the spell decreases to 1 minute with a 7th level slot, to 4 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Programmed Image: When you cast this spell using a spell slot of 7th level or higher, the performance duration increases by 2 minutes for each slot level above 6th.
  • Sunbeam: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 1d8 for each slot level above 6th.
  • Transport via Plants: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 round for each slot level above 6th (you may voluntarily close it early if desired, from either side of the transportation).
  • True Seeing: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Wind Walk: When you cast this spell using a spell slot of 7th level or higher, the flying speed granted by the spell increases by 100 feet for each slot level above 6th.
  • Word of Recall: When you cast this spell using a spell slot of 7th level or higher, you can target three additional creatures for each slot level above 6th.

Level 7 Spells

  • Arcane Sword: When you cast this spell using a spell slot of 8th level or higher, the sword can move 40 feet instead of 20. When you cast it using a spell slot of 9th level, all the sword’s attacks gain Advantage.
  • Divine Word: When you cast this spell using a spell slot of 8th level or higher, each of the current hit point limits on the spell’s chart increases by 10 hit points for each slot level above 7th (e.g., at 9th level creatures with 70 hit points or fewer can be Deafened down to creatures with 40 hit points or fewer can be killed instantly).
  • Finger of Death: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 2d8 for each slot level above 7th.
  • Fire Storm: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 1d10 for each slot level above 7th.
  • Forcecage: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 1 hour for each slot level above 7th.
  • Magnificent Mansion: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 24 hours for each slot level above 7th.
  • Mirage Arcane: When you cast this spell using a spell slot of 8th level, the casting time of the spell becomes 1 minute. When you cast it using a spell slot of 9th level, the casting time becomes 1 action.
  • Plane Shift: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.
  • Prismatic Spray: When you cast this spell using a spell slot of 8th level, the damage dice used by the damaging rays become d8s. When you cast it using a spell slot of 9th level, the damage dice become d10s.
  • Project Image: When you cast this spell using a spell slot of 8th level or higher, Intelligence (Investigation) checks to reveal the illusion gain Disadvantage. When you cast it using a spell slot of 9th level, it no longer requires Concentration (though you can still end it whenever desired).
  • Regenerate: When you cast this spell using a spell slot of 8th level or higher, the initial hit points healed increase by 4d8 for each slot level above 7th.
  • Resurrection: When you cast this spell using a spell slot of 8th level or higher, it automatically destroys and then resurrects a touched mindless, corporeal undead. When you cast it using a spell slot of 9th level, it destroys and resurrects a touched intelligent, corporeal undead if the target fails a Charisma saving throw (the target can choose to fail this saving throw automatically).
  • Reverse Gravity: When you cast this spell using a spell slot of 8th level or higher, you can exclude four targets (creatures or objects) from the effect for each slot level above 7th. These targets do not have to start within the area or remain in it to preserve this exclusion.
  • Sequester: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature or object for each slot level above 7th. All targets to be affected must be in physical contact at the casting of the spell.
  • Simulacrum: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 6 hours for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Symbol: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 5 rounds for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Teleport: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.

Level 8 Spells

  • Animal Shapes: When you cast this spell using a spell slot of 9th level, the targets no longer have to be willing. Unwilling targets receive a Charisma saving throw to avoid the transformation.
  • Antimagic Field: When you cast this spell using a spell slot of 9th level, you can anchor the area on a specific point in space rather than on yourself, and it no longer requires Concentration to maintain. At the DM’s option, regular use of this spell on the same area over time may result in an effectively permanent antimagic zone.
  • Antipathy (Sympathy): When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action but the duration is reduced to 1 minute.
  • Clone: When you cast this spell using a spell slot of 9th level, the time to reach maturity decreases to 90 days.
  • Control Weather: When you cast this spell using a spell slot of 9th level, the time for new conditions to take effect decreases to 1d4 x 5 minutes, and the duration increases to Concentration up to 12 hours.
  • Demiplane: When you cast this spell using a spell slot of 9th level, the created door to the demiplane is also affected by Arcane Lock as if cast with a 9th level spell slot.
  • Earthquake: When you cast this spell using a spell slot of 9th level, you can designate up to 6 creatures that automatically succeed at all saving throws related to the spell.
  • Feeblemind: When you cast this spell using a spell slot of 9th level, the target gains Disadvantage on the saving throw.
  • Glibness: When you cast this spell using a spell slot of 9th level, you may cast this on a touched willing target instead of yourself.
  • Holy Aura: When you cast this spell using a spell slot of 9th level, attackers have Disadvantage on the Constitution saving throw to avoid being Blinded.
  • Incendiary Cloud: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d10s.
  • Maze: When you cast this spell using a spell slot of 9th level, the target has Disadvantage on the Intelligence check to escape the maze.
  • Mind Blank: When you cast this spell using a spell slot of 9th level, you can affect an additional target with the same casting.
  • Power Word Stun: When you cast this spell using a spell slot of 9th level, the spell can affect a target of 200 hit points or fewer.
  • Sunburst: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d8s.

D&D 5e Scaling Spells, 1st-3rd

4 Comments

One of my favorite mechanics in D&D 5e is the scaling spells. No need to have a bunch of copies that just do the same thing, only at a higher spell level, when you can just have a lower level one improve when cast with a higher level slot. However, I remain baffled by spells that don’t have a scaling mechanic. Especially when playing a Warlock, spells that don’t make full use of your pact magic seem much less useful than ones that do. But most other casters are also often strapped for spells known, such that low-level spells that let you get full use out of your higher level slots for which you might not have a lot of appropriate level spells known are very helpful.

So this is just me going through and trying to tack an At Higher Levels tag for every spell that doesn’t have one and isn’t a ritual. I went for brevity whenever possible, so admittedly a lot of these scale so linearly that they probably aren’t worth that much at much higher slot levels (but at least they’ll do something more than with a base slot). I’m also purely eyeballing the math, so I welcome arguments in the comments about why I’ve made something unbalanced with the scaling effect.

Level 1 Spells

  • Detect Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Detect Poison and Disease: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Disguise Self: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 30 minutes for each slot level above 1st.
  • Divine Favor: When you cast this spell using a spell slot of 3rd level, the damage increases to 2d4 radiant. For each additional two spell levels, increase the damage by one die (to a maximum of 5d4 when using a 9th level spell slot).
  • Entangle: When you cast this spell using a spell slot of 2nd level, all creatures restrained by the spell take 1d4 bludgeoning damage per round as they are crushed by the vines. The damage increases by one die for each slot level above 2nd.
  • Expeditious Retreat: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 5 minutes for each slot level above 1st.
  • Faerie Fire: When you cast this spell using a spell slot of 2nd level or higher, all creatures affected by the spell take 1d4 fire damage per round as they are burned by the light. The damage increases by one die for each slot level above 2nd.
  • Feather Fall: When you cast this spell using a spell slot of 2nd level or higher, the spell can affect two additional targets for each slot level above 1st.
  • Goodberry: When you cast this spell using a spell slot of 2nd level or higher, the spell produces five additional berries for each slot level above 1st.
  • Grease: When you cast this spell using a spell slot of 2nd level or higher, the grease becomes highly flammable. If ignited (deliberately or by any area of effect fire attack), all creatures in the grease take 1d4 fire damage at the end of their turns (1d6 if they are prone), applied after the check to fall prone. This damage increases by one die for each slot level above 2nd. The fire burns until the spell expires or extinguished (by an effect that can douse a large, hot fire).
  • Hideous Laughter: When you cast this spell using a spell slot of 2nd level or higher, you can target on additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  • Jump: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Mage Armor: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Protection from Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Sanctuary: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Shield: When you cast this spell using a spell slot of 2nd level or higher, a residual protection from the shield grants you 3 temporary hit points that last for 10 minutes. These temporary hit points increase by 3 for each slot level above 2nd.
  • Shield of Faith: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Silent Image: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 10 minutes for each slot level above 1st.

Level 2 Spells

  • Alter Self: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 30 minutes for each slot level above 2nd.
  • Arcane Lock: When you cast this spell using a spell slot of 3rd level or higher, any Knock spell must be cast at the same or greater slot level to suppress the lock.
  • Arcanist’s Magic Aura: When you cast this spell using a spell slot of 3rd level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 3rd (e.g., it only requires 10 days of casting this at 5th level before it becomes effectively permanent).
  • Barkskin: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Blur: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. In addition, when cast using a spell slot of 5th level or higher, the spell no longer requires Concentration.
  • Calm Emotions: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Continual Flame: When you cast this spell using a spell slot of 3rd level or higher, the material cost of the spell decreases by 7 gp for each slot level above 2nd.
  • Darkness: When you cast this spell using a spell slot of 3rd level or higher, the spell suppresses any light spells cast at the same or lower slot level.
  • Darkvision: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Detect Thoughts: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enlarge/Reduce: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enthrall: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Find Steed: When you cast this spell using a spell slot of 3rd level or higher, the steed’s maximum hit points increase by 5 for each slot level above 2nd.
  • Find Traps: When you cast this spell using a spell slot of 3rd level or higher, you gain more information about the traps present. At 3rd level, you learn the distance in feet to the closest trap you’ve detected. For each slot level above 3rd, you learn the distance to the next closest trap (e.g., the three closest traps at 5th level).
  • Gust of Wind: When you cast this spell using a spell slot of 3rd level or higher, the distance targets are pushed increases 5 feet for each slot level above 2nd.
  • Knock: When you cast this spell using a spell slot of 3rd level or higher, it can suppress Arcane Lock effects cast at the same or lower slot level.
  • Lesser Restoration: When you cast this spell using a spell slot of 3rd level or higher, you can end an additional disease or condition (on the same creature or on multiple creatures you can touch) for each slot level above 2nd.
  • Levitate: When you cast this spell using a spell slot of 3rd level or higher, the weight limit of the target increases 300 pounds for each slot level above 2nd.
  • Locate Object: When you cast this spell using a spell slot of 3rd level or higher, the range the object can be from you increases 1000 feet for each slot level above 2nd.
  • Mirror Image: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. Additionally, you can spend a bonus action to recover an illusory duplicate that has been destroyed; you can recover one such duplicate per casting of the spell for each slot level above 2nd.
  • Misty Step: When you cast this spell using a spell slot of 3rd level or higher, you are also affected by Blur (cast at two slot levels lower than the slot level used).
  • Pass without Trace: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Protection from Poison: When you cast this spell using a spell slot of 3rd level or higher, you can neutralize an additional poison and/or affect an additional creature you can touch for each slot level above 2nd.
  • Ray of Enfeeblement: When you cast this spell using a spell slot of 3rd level or higher, the spell also deals 1d10 necrotic damage for each slot level above 2nd.
  • Rope Trick: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • See Invisibility: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Spider Climb: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Spike Growth: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to creatures moving increases by 1d4 for each slot level above 2nd.
  • Suggestion: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Warding Bond: When you cast this spell using a spell slot of 3rd level or higher, you can have any self-only spells or any touch spells that you cast upon yourself instead affect your bonded target. The spell must use a slot level equal to or lower than the slot level used for Warding Bond – 2 (e.g., if you cast this at 3rd level, you can only have spells cast at 1st level affect the target).
  • Web: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd. Additionally, burning the webs also deals an additional 1d4 fire damage for each slot level above 2nd.
  • Zone of Truth: When you cast this spell using a spell slot of 3rd level or higher, the radius of the zone increases by 10 feet for for each slot level above 2nd. Additionally, the duration of the spell increases 5 minutes for each slot level above 2nd.

Level 3 Spells

  • Beacon of Hope: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases 30 feet for each slot level above 3rd.
  • Blink: When you cast this spell using a spell slot of 4th level or higher, you may choose to add or subtract 1 for each slot level above 3rd to each d20 roll to determine if you vanish (e.g., at 6th level, you may modify the roll by +3 or -3 depending on whether you do or do not wish to vanish at the current time).
  • Clairvoyance: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 10 minutes for each slot level above 3rd. Additionally, the range of the spell increases 1 mile for each slot level above 3rd.
  • Create Food and Water: When you cast this spell using a spell slot of 4th level or higher, the amount of food increases by enough to sustain nine additional humanoids or three steeds for each slot level above 3rd.
  • Daylight: When you cast this spell using a spell slot of 4th level or higher, the spell dispels darkness effects cast at a lower slot level than the chosen slot level for Daylight. Additionally, the radius of the spell increases by 20 feet for each slot level above 3rd.
  • Fear: When you cast this spell using a spell slot of 4th level or higher, the spell additionally deals 1d10 Psychic damage to every target that fails the saving throw (half damage on a successful save) for each slot level above 3rd.
  • Gaseous Form: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Haste: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Hypnotic Pattern: When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd creatures affected by the spell ignore one source of damage or action used to shake them awake.
  • Nondetection: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 8 hours for each slot level above 3rd.
  • Phantom Steed: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 1 hour for each slot level above 3rd. Additionally, if cast using a slot of at least 5th level, the steed can travel on water, ice, or mud as if it were solid ground (ignoring difficult terrain from these and similar sources). Finally, if cast using a slot of at least 7th level, the steed can Fly (as the spell) for the duration of the Phantom Steed spell.
  • Plant Growth: When you cast this spell using a spell slot of 4th level or higher, the area affected by the first application of the spell count as if it was under the effects of Entangle (cast at 3 slot levels lower than the casting of Plant Growth), and the second application of the spell has its casting time reduced by 1 hour per slot level above 3rd.
  • Protection from Energy: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Remove Curse: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature or object for each slot level above 3rd.
  • Revivify: When you cast this spell using a spell slot of 4th level or higher, the creature heals 2d8 additional hit points for each slot level above 3rd.
  • Sending: When you cast this spell using a spell slot of 4th level or higher, the message can be increased by 15 words for each slot level above 3rd. Additionally, if cast using a slot of at least 6th level, you can immediately make one more twenty-five word followup message to the target after the target’s reply.
  • Sleet Storm: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Dexterity save to remain standing take 1d4 cold damage for each slot level above 3rd (half damage on a successful save).
  • Slow: When you cast this spell using a spell slot of 4th level or higher, you can target three additional creatures for each slot level above 3rd.
  • Speak with Dead: When you cast this spell using a spell slot of 4th level or higher, you can ask the creature two additional questions for each slot level above 3rd.
  • Speak with Plants: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 5 minutes for each slot level above 3rd.
  • Stinking Cloud: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Constitution save against poison take 1d6 poison damage for each slot level above 3rd (no damage on a successful save).
  • Tongues: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Water Breathing: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd.
  • Water Walk: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd. Alternatively, if you cast this spell with a slot level of 5th level or higher, it can target an unwilling creature (plus one creature for each slot level above 5th); targets may make a Strength save to negate the effect.
  • Wind Wall: When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the wall increases by 2d8 for each slot level above 3rd.

Fae Empowerment

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The following is a short rules set I worked up for an offer from a sidhe noble in my Beyond the Wall game: when the fae really want to tempt you to do something for them, they can offer up some of their own ability scores to give yours a permanent boost. The gift tends to come with quite a bit of the resonance of the sidhe, making it a bit of a mixed blessing and pulling you closer to becoming fae yourself. Permanent ability score boosts are obviously a pretty big reward for most D&D iterations; in my game, this was the gambit for the fae asking for ownership of the ancient crown mentioned last week (which the players, some with more regret than others, passed on taking).

Basic System

The fae can offer up to +4 to a particular quality, such as might or beauty (noted in parenthesis and mapping to an ability score). You may choose to give the player full control over how much is taken, the faerie may only offer a point or two, or you might offer it on a sliding scale (e.g., characters starting with a low score can get a bigger boost than those with a high score already).

Taking +1 has no ill effect. Characters that accept +2 gain the cosmetic side effect for the trait. Those that accept +3 gain the cosmetic and the minor side effects. Those that accept +4 gain all three side effects.

If you take one less increase, you also gain the boon. Thus, if you want the boon, you could take it, no ability score increase, and no side effects all the way up to the boon, +3 to the score, and all three side effects.

Qualities of Nature Fae (Spring/Summer/Seelie)

Strength (Might)

  • Boon: Weapons you wield made entirely of plants (e.g., clubs, staves, etc.) increase damage by a die size. Double your progress rate when using force to move or alter plants (e.g., blazing trails, hauling wood, etc.).
  • Cosmetic: Your muscles creak like tree branches when exerting themselves.
  • Minor: Treat iron as adamantine for the purposes of bending/breaking it (i.e., basically impervious to brute force).
  • Major: Iron or steel weapons you wield are at -1 attack penalty and iron or steel armor you wear is at -1 AC (due to feeling heavier than they are).

Dexterity (Grace)

  • Boon: You always Pass without Trace through forest environments (includes immunity to the Hedge).
  • Cosmetic: You exhibit unearthly thinness and a great degree of androgyny.
  • Minor: You are helplessly immobilized when bound in iron.
  • Major: You must save vs Spell or dance when exposed to certain music (as if Tasha’s Hideous Laughter in 5e).

Constitution (Health)

  • Boon: Double all healing (natural or magical) when outside in a natural environment, and gain +2 to saves vs. Poison from natural sources.
  • Cosmetic: Your skin takes on the appearance of bark.
  • Minor: You automatically hibernate when sleeping in Winter (each day you must be woken forcefully or you will sleep until Spring).
  • Major: You suffer vulnerability to Iron.

Intelligence (Wit)

  • Boon: You gain your choice of either the Glamour Weaving or Second Sight cantrips (Minor Illusion cantrip or Detect Magic as ritual in 5e).
  • Cosmetic: Flowers and vines twine through your hair while sleeping and are difficult to remove.
  • Minor: You must save vs. Spell to refuse a riddle game (Cha save in 5e).
  • Major: You are incapable of telling an outright falsehood (this may impose situational penalties to Deception if not well-roleplayed).

Wisdom (Intuition)

  • Boon: You gain your choice of either the Druid’s Touch or Beast Ken cantrips (Druidcraft cantrip or Speak with Animals as ritual in 5e).
  • Cosmetic: Your eyes and ears transform to strongly resemble those of the fae.
  • Minor: You can be commanded by someone who knows your True Name (you may be able to save to resist commands).
  • Major: You must save vs Magic Item or be paralyzed by sound of bells (Str save in 5e).

Charisma (Beauty)

  • Boon: You learn the spells Commanding Word, False Friend, Inspiration, and Word of Courage and may cast +1 spell per day (Cast your choice of Bless, Command, Charm Person, or Heroism at 1st level 1/day in 5e).
  • Cosmetic: You take on a fae cast to your features and assume the skin and hair coloring of the donating faerie.
  • Minor: You become a physical duplicate of the donating faerie (less any fae traits not assigned from other side effects).
  • Major: You become unnaturally aged during the Winter, taking -1 penalties to most physical actions.

Qualities of Ice Fae (Autumn/Winter/Unseelie)

Strength (Might)

  • Boon: Weapons you wield made entirely of ice and spell attacks you make that deal cold damage increase damage by a die size. Double your progress rate when using force to move or alter ice or snow (e.g., sculpt ice, break through ice walls, blaze snow trails, etc.).
  • Cosmetic: Your muscles creak like stressed ice sheets when exerting themselves.
  • Minor: Treat iron as adamantine for the purposes of bending/breaking it (i.e., basically impervious to brute force).
  • Major: Iron or steel weapons you wield are at -1 attack penalty and iron or steel armor you wear is at -1 AC (due to feeling heavier than they are).

Dexterity (Grace)

  • Boon: You treat snow and slick ice as solid ground when you desire to do so.
  • Cosmetic: You exhibit unearthly thinness and a great degree of androgyny.
  • Minor: You are helplessly immobilized when bound in iron.
  • Major: You must save vs Spell or dance when exposed to certain music (as if Tasha’s Hideous Laughter in 5e).

Constitution (Health)

  • Boon: You take half damage from cold/ice attacks and treat temperatures down to freezing as comfortable (adjusting sub-freezing temperatures as if freezing was room temperature)(Cold Resistance in 5e).
  • Cosmetic: Your skin takes on a bluish pallor.
  • Minor: You automatically hibernate when sleeping in Summer (each day you must be woken forcefully or you will sleep until Autumn).
  • Major: You suffer vulnerability to Iron.

Intelligence (Wit)

  • Boon: You gain your choice of either the Glamour Weaving or Second Sight cantrips (Minor Illusion cantrip or Detect Magic as ritual in 5e).
  • Cosmetic: Frost patterns form on your skin whenever you are exposed to cold.
  • Minor: You must save vs. Spell to refuse a riddle game (Cha save in 5e).
  • Major: You are incapable of telling an outright falsehood (this may impose situational penalties to Deception if not well-roleplayed).

Wisdom (Intuition)

  • Boon: You gain your choice of either the Blessing or Hexing cantrips (Guidance cantrip or Bane at 1st level 2/day in 5e).
  • Cosmetic: Your eyes and ears transform to strongly resemble those of the fae.
  • Minor: You can be commanded by someone who knows your True Name (you may be able to save to resist commands).
  • Major: You must save vs Magic Item or be paralyzed by sound of bells (Str save in 5e).

Charisma (Beauty)

  • Boon: You learn the spells Obscurement, Petrifying Gaze, Terrifying Presence, and Whispering Wind and may cast +1 spell per day (Cast your choice of Dissonant Whispers, Fog Cloud, Hex, or Tasha’s Hideous Laughter at 1st level 1/day in 5e).
  • Cosmetic: You take on a fae cast to your features and assume the skin and hair coloring of the donating faerie.
  • Minor: You become a physical duplicate of the donating faerie (less any fae traits not assigned from other side effects).
  • Major: You become sluggish and uncomfortable during the Summer, taking -1 penalties to most physical actions.

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