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Removed concentration for Shar's Aegis variant of Shield of Faith.
Version 1.2
Altered descriptions of Armor of Agathys, Bless, Burning Hands, Color Spray, Divine Vafor, Ensnaring Strike, Expeditious Retreat, Hex and Sleep now shown correctly for non english game version.
Fixed bonus action cost for Shield of Faith upcast.
Added a missing saving throw for initial Searing Strike hit. sorry i forgor
A mod that i originally made for myself. If some of the reworked spells seem too strong/weak, keep in mind that the changes were made to suit my own playstyle and high difficulty of combat. Along with the spells, I also made equipment changes.
spell Icon = link to wiki spell name = link to individual page for download WORK IN PROGRESS (since some people complained, i will not upload all 30 files at once, but ~5 a day!)
Animal Friendship : WIS save; 10 turns => No save; Until long rest.
Armour of Agathys : Gain 5-30 temp hp and deal 5-30 cold damage to any creature that hits you with a melee attack; Effect ends on getting hit/receiving temp hp from other source => Gain 5-25 temp hp and deal 1d4-3d4 damage to any creature that hits you with a melee attack; Upcast every 2 levels; Effect does not end until long rest and is independent from temp hp.
Charm Person : WIS save; 10 turns => No save; Until long rest.
Colour Spray : Cast a cone to blind all creatures up to a combined 33 hp for 1 turn; +11 hp upcast => Cast a cone to blind all creatures up to level 3 for 3 turns; +2 levels upcast.
Compelled Duel : Concentration; 9m range; Bonus cost + level 1 spell slot => No Concentration; Melee range; Action cost + no spell slot; Once per short rest.
Create or Destroy Water : Action cost => Bonus cost; Ritual spell.
Divine Favour : Concentration; 3 turns; Self only => No concentration; 10 turns; Any target; Melee range; One target at a time.
Enhance Leap and
Longstrider : 1 target in 1.5m range => All targets in 9m range.
Ensnaring Strike : Concentration; At the end of each turn, the target makes a strength saving throw. On a successful save, the condition is removed; +1d6 upcast => No concentration; Now works differently : "Ensnaring Strike" condition does not apply damage and snare by itself, instead the target makes a saving throw at the start of each turn. On a successful save, damage and snare will not be applied for 1 turn. On a failed save target gets "Ensnared" for 1 turn; No upcast; One target at a time.
Entangle : 3m range => 5m range.
Expeditious Retreat : Concentration; Until long rest; Self only; No upcast => No Concentration; 10 turns; Any target; Melee range; +1 target and 1.5m range upcast.
Shield of Faith : Concentration => No concentration; One target at a time.
Searing Smite : Concentration; No initial save; 1d6 initial damage; +1d6 upcast; The condition ends if target succeeds a constitution saving throw => No concentration; Initial CON save; 1d8 initial damage; +1d8 upcast; Now works differently : "Searing Smite" condition does not apply damage by itself, instead the target makes a saving throw at the start of each turn. On a successful save, damage will not be applied for 1 turn. On a failed save target takes 1d6 damage; One target at a time.
Sleep : Select targets up to a combined 24 hp to put them into a magical slumber for 2 turns; +11 hp upcast => Select targets up to level 3 to put them into a magical slumber for 3 turns; +2 levels upcast.
Tasha's Hideous Laughter : Concentration; At the end of its turn or when it takes damage, the target can make a saving throw to shake off the effect => No concentration; When the target takes damage, it can make a saving throw to shake off the effect; One target at a time.
Witch Bolt : Upcast does not increase subsequent activations damage, it is always 1d12 => Upcast does increase subsequent activations damage.
Wrathful Smite : Concentration; 1d6; No upcast => No concentration; 1d8; +1d8 upcast.
Every "One target at a time" spell won't affect a second target if casted with Metamagic: Twinned Spell.