DND_Reborn
The High Aldwin
Title says it all.
Obviously this is all subjective, so please respect everyone's choices. If you agree with a choice and want to comment on the nerf, cool, but please don't challenge a choice. If you don't agree with a choice, you aren't contributing in a meaningful way simply by stating the fact. Thank you!
So, for me three spells come to mind for the moment:
Healing Spirit
Yeah, no need to explain this one...
Nerf: Until the spell ends, once each round, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required).
This way the spell still heals a lot, 35 points on average, but it takes a full minute. It is how we've been playing it.
Pass Without Trace
My nerf would be to reduce the bonus to +5 or maybe grant each creature a bonus d12 to the check or something.
Revivify (and all other "return from death" spells)
No chance of it not working except by the flavor of the game (so no mechanical failure like the old Resurrection Survival Check).
My nerf: the Resurrection Survival Check.
When you are the target of a Revivify, Raise Dead, Reincarnate, Resurrection, or True Resurrection spell, you make a resurrection survival check. Roll a d20 against a DC 10, gaining a bonus equal to the spell level of the spell used. If you succeed, the spell restores you to life. If you fail, your soul is unable to return, and you are dead forever. Nothing short of a Wish or divine favor can restore you to life.
So, Revivify would grant a +3 to the check, making you need a 7 or higher to succeed, or more importantly a 30% chance to fail.
What spells would you want to nerf?
Obviously this is all subjective, so please respect everyone's choices. If you agree with a choice and want to comment on the nerf, cool, but please don't challenge a choice. If you don't agree with a choice, you aren't contributing in a meaningful way simply by stating the fact. Thank you!
So, for me three spells come to mind for the moment:
Healing Spirit
Yeah, no need to explain this one...
Nerf: Until the spell ends, once each round, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required).
This way the spell still heals a lot, 35 points on average, but it takes a full minute. It is how we've been playing it.
Pass Without Trace
- Lasts a pretty good time
- Can affect a bunch of creatures
- Adds a ridiculous amount to Stealth rolls.
My nerf would be to reduce the bonus to +5 or maybe grant each creature a bonus d12 to the check or something.
Revivify (and all other "return from death" spells)
No chance of it not working except by the flavor of the game (so no mechanical failure like the old Resurrection Survival Check).
My nerf: the Resurrection Survival Check.
When you are the target of a Revivify, Raise Dead, Reincarnate, Resurrection, or True Resurrection spell, you make a resurrection survival check. Roll a d20 against a DC 10, gaining a bonus equal to the spell level of the spell used. If you succeed, the spell restores you to life. If you fail, your soul is unable to return, and you are dead forever. Nothing short of a Wish or divine favor can restore you to life.
So, Revivify would grant a +3 to the check, making you need a 7 or higher to succeed, or more importantly a 30% chance to fail.

What spells would you want to nerf?
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