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Spells

* Modified: *

Rituals

  • Any character casting a spell with the Ritual tag must have the Ritual Caster Feat to cast the spell as a Ritual; otherwise, they must expend an appropriate spell slot.
  • The exception to this rule are those Class abilities that allow for casting a particular spell as a Ritual, such as the Barbarian’s Spirit Walker (for Commune with Nature). Use of such an ability is limited to once per Long Rest.

Spell Modifications

Create Food and Water

  • Creates enough food and water for (Proficiency Bonus x 3) Small or Medium humanoids for 24 hours.

Create or Destroy Water

  • Creates/destroys (Proficiency Bonus x 2) gallons of water. The amount of flame/fog affected (if used for that purpose) remains unchanged.

Goodberry

  • Creates a (Proficiency Bonus) number of berries.

Leomund’s Tiny Hut

  • Requires Concentration
  • Creatures other than the caster and their party may attempt to breach the Hut with a successful Wisdom save vs the caster’s Spell DC. If the Save is successful, the creature has unlimited access to the Hut. If the Save to breach the Hut is failed, the target may attempt another save after 1 minute (10 rounds).

Thoughts on Game Design

Ritual casting is an interesting feature of 5e that allows a character to trade time in exchange for casting a spell without expeding a spell slot. While not wanting to do away with Rituals entirely, its RAW implementation chafes against the resource management (risk/reward) element of these house rules. In particular, the Identify spell side-steps the modified magical item identification, and Leomund’s Tiny Hut minimizes much of the danger of wilderness survival. In the same vein, the magical creation of food and/or water minimizes the impact of wilderness survival. Such spells are still extremely useful, but have decreased effects compared to RAW.