My Documents
Become a Patron!
# Variant: Alternative Counterspells ## Overview In 5E DnD, some people may feel the binary nature of the default *Counterspell* spell is not sufficiently interesting in their games. In an effort to make the concept of 'countering' an enemy caster's spell a little more compelling and generate more 'back & forth' between casters, this variant splits up the spell into multiple variations that all affect spells being cast in different ways without outright negating them (or doing nothing at all). This variant may be for you if: * You play in a caster-heavy setting and want to add a little more intricacy to spellcasting. * Your players specifically feel frustrated whenever they get Counterspelled by an NPC. * Your table enjoys more complex, tactical or rule-focused gameplay. ## General rules When using this variant, the default *Counterspell* spell is removed from the game and replaced by three seperate, unique spells, described further down. Any class who had *Counterspell* on their spell list instead has the three variants added to their spell list. These variants count as separate spells, meaning they each count against spells learned or prepared individually. If a character were to learn the *Counterspell* spell due to a subclass feature, feat or magical item, they get to pick one of the three variants instead. It is possible for a character to learn all three variants. NPCs who knew the *Counterspell* spell may know one or multiple variants instead, at the DM's discretion. ### Spell Descriptions Listed below are the 3 new Variant Counterspells. #### Dampening Counterspell *3rd-level abjuration* **Casting Time:** 1 reaction, which you take when you see a creature within 120 feet of you casting a spell with a damage component to it. **Range:** 120 feet **Components:** S **Duration:** Instantaneous You dampen the effects of an incoming damaging spell. Roll 2d4 and add your spellcasting modifier; until the end of this turn, any damage roll made as part of the incoming spell is reduced by an amount equal to the result. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage reduction increases by 1d4 for each slot level above 3rd. \columnbreak #### Redirecting Counterspell *3rd-level abjuration* **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell. **Range:** 60 feet **Components:** S **Duration:** Instantaneous You redirect the energy of an incoming spell. What exactly happens depends on the target of the incoming spell. If the incoming spell was cast using a slot of 6th level or higher, this spell has no effect unless you cast it at the same or a higher slot level than the incoming spell. **Spells targeting a point.** These spells get redirected to a point of your choosing that you can see and is within 10 feet of the original target position. The effects of the incoming spell occur as if the point you choose was originally targeted, even if this point is out of range for the spell's original caster. **Spells targeting self with an area effect.** A spell that is shaped as a line instead becomes a cone with half the original range, while a spell shaped as a cone instead becomes a line with double the range. In both cases, round up to the nearest multiple of 5. **Spells targeting one or more creatures.** You may pick up to 3 new targets that are each within 5 feet of each original target for the incoming spell, ignoring its original targeting requirements. In doing so, you determine which of the original targets are replaced by your newly selected targets. You may always name yourself as one of the new targets, regardless of range, but an incoming spell must always retain exactly as many targets as it originally had. When redirecting a spell in this manner it is possible for the redirected spell to affect creatures both friendly and hostile to its original caster. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you gain a bonus depending on what form of redirection is used. For *spells targeting a point*, you gain an additional 5 feet of range for each slot level above 3rd when selecting a new target point. For *spells targeting one or more creatures*, the maximum range at which new targets can be away from original targets increases by 5 feet for each slot level above 3rd. \pagebreakNum #### Weakening Counterspell *3rd-level abjuration* **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell that prompts a saving throw. **Range:** 60 feet **Components:** S **Duration:** Instantaneous You weaken the makings of an incoming spell. Until the end of this turn, the results of any saving throws prompted by the incoming spell receive a bonus equal to your spellcasting modifier. \columnbreak > ##### Version 0.3 > Made by /u/Mozared. Art: [art credits here]