DND_Reborn
The High Aldwin
Hello, fellow tweakers! (Boy, that doesn't quite sound good, does it?)
After participating in the threads lately about concentration for spells and discussing it, I have devised my (latest) homebrew mechanic for concentration.
First, here are the threads for anyone who wants to go through them (and hasn't already):
www.enworld.org
www.enworld.org
Here is the full description which replaces Concentration in the PHB, p. 203-204
Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
You make a Concentration check using your spellcasting modifier. The DC is equal to 15 plus half of the spell level (round down) for the spell on which you are concentrating.
EDIT: So far one of the big comments has been about disadvantage on a critical hit or failed save. This is still something I am find a better way of doing. My intent is that a high-damage source should impose a penalty. I don't want it to be a calculation on the DC, but maybe something like "If the damage exceeds 10 + your spellcasting modifier, the check is made with disadvantage." would be better?
-------------------------------------------------------
So, that's it. War Caster still works the same (granting advantage) and is really good for casters who fear criticals and failed spell saves for damage since those will trigger disadvantage on the checks otherwise. But, this removes the need for Resilient and you don't have a bunch of casters running around with great poison saves and such.
Here is a table showing some sample likelihoods of failure given the spell level, character level, and ability score modifier.
Overall, I like this because it reflects that a higher-level caster will be better able to maintain concentration on lower-level spells. Critical hits and failed saves, which tend to yield very high damage, make the checks harder by imposing disadvantage, which I also feel is fitting. It also allows higher-level casters the ability to cast multiple low-level concentration spells, with the understanding that there is always a risk (however small) that is being taken.
Any questions, concerns, comments, or threats???
Thanks for reading!
After participating in the threads lately about concentration for spells and discussing it, I have devised my (latest) homebrew mechanic for concentration.
First, here are the threads for anyone who wants to go through them (and hasn't already):

D&D 5E - Homebrew: Removing Concentration From The Less Popular Spells
So in another thread on concentration here I said that I like concentration as a mechanic but it is too liberally attached to spells. There are a number of spells that just aren't competitive enough to see play and in many cases concentration is what is really holding them back. So the purpose...


D&D 5E - 5 Years in: Concentration
Lately, I've been growing frustrated with the Concentration mechanics in spells. I think it might be applied a little too much across the spells (I just realized, today, that Protection from Energy is concentration, but Protection from Poison isn't). I tend to not really bother with...

Here is the full description which replaces Concentration in the PHB, p. 203-204
Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
- Casting another spell that requires concentration. (This section is removed.)
- Multiple Concentration Spells. You can maintain concentration on more than one spell if you choose. When you cast each additional concentration spell, you must make a Concentration check for each spell you are currently concentrating on as well as the one you are casting. If you fail the check, you lose concentration on all spells you have active, including the one you are casting.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Concentration check to maintain your concentration. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate check for each source of damage. If you are concentrating on multiple spells, you must make a separate check for each spell. If the damage source is a critical hit or a failed save, the check is made with disadvantage.
- Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
You make a Concentration check using your spellcasting modifier. The DC is equal to 15 plus half of the spell level (round down) for the spell on which you are concentrating.
EDIT: So far one of the big comments has been about disadvantage on a critical hit or failed save. This is still something I am find a better way of doing. My intent is that a high-damage source should impose a penalty. I don't want it to be a calculation on the DC, but maybe something like "If the damage exceeds 10 + your spellcasting modifier, the check is made with disadvantage." would be better?
-------------------------------------------------------
So, that's it. War Caster still works the same (granting advantage) and is really good for casters who fear criticals and failed spell saves for damage since those will trigger disadvantage on the checks otherwise. But, this removes the need for Resilient and you don't have a bunch of casters running around with great poison saves and such.

Here is a table showing some sample likelihoods of failure given the spell level, character level, and ability score modifier.
Overall, I like this because it reflects that a higher-level caster will be better able to maintain concentration on lower-level spells. Critical hits and failed saves, which tend to yield very high damage, make the checks harder by imposing disadvantage, which I also feel is fitting. It also allows higher-level casters the ability to cast multiple low-level concentration spells, with the understanding that there is always a risk (however small) that is being taken.
Any questions, concerns, comments, or threats???
Thanks for reading!

Last edited: