Do you folks have any experience in running low-magic stuff in D&D (specifically 5th edition)? The rough idea I have for the setting is a world where magic and your typical fantasy races and monsters used to exist thousands of years in the past but no longer. Over the course of the players' early adventures I want to reintroduce magic and monsters, leading to some sort of magical awakening on. Sep 18, 2017 I would like to start a realism campaign sometime soon as a change of pace. It will be low in magic and mages and wizards are rare. Also, there will be less healing magic and I would like damage regeneration to be more realistic. I'm looking for some more detailed rules than those in the DMG on how to run such a campaign. Does anyone know rules I can use for such a campaign? May 18, 2018 5e- Low Magic Overhaul (Two new classes and one new subclasses included!). Because people who are used to existing Rangers suddenly seeing the class completely warped to cut out overt magic can be driven out of the setting because they play a Ranger for what it is normally. Nov 02, 2015 The Magic Item Guide was one of my favorite guides that was on Wizards of the Coast Community boards. It will soon be deleted along with the rest of them this Thursday (now November 5th)! So I ported it over into HTML, and reformatted and did a lot of editing for use here. I hope to add some Navigation aids that will help moving around the document as I research items. (I’ve added them) But.
Vanilla 5e magic is very geared towards a high magic fantasy setting. In such a setting, magic almost always outshines martial prowess. This set of rules attempts to make martial characters viable against magic-wielding characters by diminishing the power of spellcasters.
With low magic rules, cantrips do not scale in damage, and no caster has access to spells of 5th level or higher. Spells with material components consume them. Priced components that are not normally consumed have their prices divided by 5. A component that does not normally have a listed price is assumed to have a value of 1 gp. Material components are not consumed when ritual casting. Spellcasting focuses do not exist and are entirely replaced by component pouches, which have 25 charges. A charge is used when a component that does not normally have a listed price is consumed.
Additionally, Very Rare and Legendary magic items should either not exist, or they should be unique.
For the purposes of this rule set, Bards, Clerics, Druids, Sorcerers, and Wizards count as full casters. Full casters know 1 less cantrip and follow the spell slot progression as seen below:
Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1 | 2 | - | - | - | - |
2 | 2 | - | - | - | - |
3 | 3 | - | - | - | - |
4 | 3 | - | - | - | - |
5 | 4 | 2 | - | - | - |
6 | 4 | 2 | - | - | - |
7 | 4 | 3 | - | - | - |
8 | 4 | 3 | - | - | - |
9 | 4 | 3 | 2 | - | - |
10 | 4 | 3 | 2 | - | - |
11 | 4 | 3 | 3 | - | - |
12 | 4 | 3 | 3 | - | - |
13 | 4 | 3 | 3 | 1 | - |
14 | 4 | 3 | 3 | 1 | - |
15 | 4 | 3 | 3 | 2 | - |
16 | 4 | 3 | 3 | 2 | - |
17 | 4 | 3 | 3 | 3 | 1 |
18 | 4 | 3 | 3 | 3 | 1 |
19 | 4 | 3 | 3 | 3 | 2 |
20 | 4 | 3 | 3 | 3 | 2 |
For the purposes of this rule set, Paladins and Rangers are half casters. Half casters follow the spell slot progression as seen below:
Level | 1st | 2nd | 3rd |
---|---|---|---|
1 | - | - | - |
2 | 2 | - | - |
3 | 2 | - | - |
4 | 2 | - | - |
5 | 3 | - | - |
6 | 3 | - | - |
7 | 3 | - | - |
8 | 3 | - | - |
9 | 4 | 2 | - |
10 | 4 | 2 | - |
11 | 4 | 2 | - |
12 | 4 | 2 | - |
13 | 4 | 3 | - |
14 | 4 | 3 | - |
15 | 4 | 3 | - |
16 | 4 | 3 | - |
17 | 4 | 3 | 2 |
18 | 4 | 3 | 2 |
19 | 4 | 3 | 2 |
20 | 4 | 3 | 2 |
For the purposes of this rule set, Arcane Tricksters and Eldritch Knights are third casters. Third casters start with two extra spells (from any school of magic) and gain an extra cantrip at 19th level, and they follow the spell slot progression as seen below:
Level | 1st | 2nd |
---|---|---|
1 | - | - |
2 | - | - |
3 | 2 | - |
4 | 2 | - |
5 | 2 | - |
6 | 2 | - |
7 | 3 | - |
8 | 3 | - |
9 | 3 | - |
10 | 4 | - |
11 | 4 | - |
12 | 4 | - |
13 | 4 | 2 |
14 | 4 | 2 |
15 | 4 | 2 |
16 | 4 | 2 |
17 | 4 | 2 |
18 | 4 | 2 |
19 | 4 | 3 |
20 | 4 | 3 |
Some class features of spellcasters have been changed.
The Warlock has half as many invocations. Additionally, Mystic Arcanum of 6th, 7th, and 8th level spells are replaced by 1st, 2nd, and 3rd level spells respectively. Mystic Arcanum of the 9th level spell is replaced by an additional cantrip. Warlocks follow the spell slot progression as seen below:
Level | Cantrips Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|
1 | 2 | 1 | 1st | - |
2 | 2 | 1 | 1st | 1 |
3 | 2 | 2 | 1st | 1 |
4 | 3 | 2 | 1st | 1 |
5 | 3 | 2 | 2nd | 2 |
6 | 3 | 2 | 2nd | 2 |
7 | 3 | 2 | 2nd | 2 |
8 | 3 | 2 | 2nd | 2 |
9 | 3 | 2 | 3rd | 3 |
10 | 4 | 2 | 3rd | 3 |
11 | 4 | 2 | 3rd | 3 |
12 | 4 | 2 | 3rd | 3 |
13 | 4 | 2 | 4th | 3 |
14 | 4 | 2 | 4th | 3 |
15 | 4 | 2 | 4th | 4 |
16 | 4 | 2 | 4th | 4 |
17 | 5 | 2 | 5th | 4 |
18 | 5 | 2 | 5th | 4 |
19 | 5 | 2 | 5th | 4 |
20 | 5 | 2 | 5th | 4 |
Wizards start with only four 1st-level spells in their spellbooks and add only one free Wizard spell to their spellbooks upon leveling up. Additionally, Arcane Recovery restores a number of spell slots of a level up to a quarter of a character's Wizard level. For example, at 4th level, a Wizard would regain a 1st-level spell slot, but at 5th level, he or she could regain a 2nd-level spell slot or two 1st-level spell slots.
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Whether you feel like casters are overpowered, or want to play in a world where magic is scarce, there’s several methods you can use to reduce access to powerful spells and magical items. Most DMs/GMs rarely ever have to worry about this, since most campaigns usually ends before the player characters hit the double-digit level range.
However, before incorporating any of these rules, be sure to ask your players how they feel about it.
Caster Classes | Hybrid Classes | Martial Classes |
---|---|---|
Cleric | Bard | Barbarian |
Druid | Paladin | Fighter |
Sorcerer | Ranger | Monk |
Wizard | Rogue |
Below are different, various methods for making magic more scarce.
Post-apocalypse or previous supreme ruler killed most casters, destroyed arcane/divine books/scrolls, and knowledge of high-level magic is lost or forgotten.
A popular method is E6. However, if you feel like this might be too restricting, perhaps limiting all classes (and prestige classes) anywhere from 6th to 10th level, but characters may multiclass. It would be interesting to watch your players decide what combinations they come up with. Some ideas could be...
Primary Class | Secondary Class | Prestige Class |
---|---|---|
Barbarian | Paladin | |
Paladin | Sorcerer | |
Ranger | Wizard | Arcane Archer |
Rogue | Wizard | Arcane Trickster |
Monk | Bard | Duelist |
Fighter | Wizard | Eldritch Knight |
Rogue | Cleric | Loremaster |
Cleric | Wizard | Mystic Theurge |
Rogue | Bard | Shadow Dancer |
All magical items would be restricted to either a +1 (with a 6th through 8th class level cap) or a +2 (with a 9th or 10th class level cap) bonus modifier.
If your player characters must multiclass, so must your NPCs and encounters using the same restrictions. Also, their magical items must also be adjusted accordingly.
Since magic is reserved only for the experienced, all caster and hybrid classes are prestige classes.
The base classes are just martial, and all caster/hybrid classes are prestige classes that require at least a character class level of 3 or higher.
Players receive magical items at least 3 levels later than normal.
All NPCs and encounters must also multiclass with martial classes using the same restrictions.
Magic takes a harsher toll on casters.
All casters are able to progress normally, but their spells per day slots and arcane spells known are reduce by 1. This also includes hybrid classes such as Rangers and Paladins. Below is an example of the Bard class:
Level | Base Attack Bonus | Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||||||||||||||||||||||||||
1st | +0 | +0 | +2 | +2 | Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1 | 1 | — | — | — | — | — | — | |||||||||||||||||||||||||||||
2nd | +1 | +0 | +3 | +3 | 2 | — | — | — | — | — | — | ||||||||||||||||||||||||||||||
3rd | +2 | +1 | +3 | +3 | Inspire Competence | 2 | 0 | — | — | — | — | — | |||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | 2 | 1 | — | — | — | — | — | ||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | 2 | 2 | 0 | — | — | — | — | ||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Suggestion | 2 | 2 | 1 | — | — | — | — | |||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | 2 | 2 | 1 | — | — | — | — | ||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +6 | +6 | Inspire Courage +2 | 2 | 2 | 2 | 0 | — | — | — | |||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +6 | +6 | Inspire Greatness | 2 | 2 | 2 | 1 | — | — | — | |||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +7 | +7 | 2 | 2 | 2 | 1 | — | — | — | ||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +7 | +7 | 2 | 2 | 2 | 2 | 0 | — | — | ||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +8 | +8 | Song of Freedom | 2 | 2 | 2 | 2 | 1 | — | — | |||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +8 | +8 | 2 | 2 | 2 | 2 | 1 | — | — | ||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +9 | +9 | Inspire Courage +3 | 3 | 2 | 2 | 2 | 2 | 0 | — | |||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +9 | +9 | Inspire Heroics | 3 | 3 | 2 | 2 | 2 | 1 | — | |||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +10 | +10 | 3 | 3 | 3 | 2 | 2 | 1 | — | ||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +10 | +10 | 3 | 3 | 3 | 3 | 2 | 2 | 0 | ||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +11 | +11 | Mass Suggestion | 3 | 3 | 3 | 3 | 3 | 2 | 1 | |||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +11 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | ||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +12 | Inspire Courage +4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | |||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Level | Spells Known | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | ||||
1st | 3 | — | — | — | — | — | — | |||
2nd | 4 | — | — | — | — | — | — | |||
3rd | 5 | 11 | — | — | — | — | — | |||
4th | 5 | 2 | — | — | — | — | — | |||
5th | 5 | 3 | 11 | — | — | — | — | |||
6th | 5 | 3 | 2 | — | — | — | — | |||
7th | 5 | 3 | 3 | — | — | — | — | |||
8th | 5 | 3 | 3 | 11 | — | — | — | |||
9th | 5 | 3 | 3 | 2 | — | — | — | |||
10th | 5 | 3 | 3 | 3 | — | — | — | |||
11th | 5 | 3 | 3 | 3 | 11 | — | — | |||
12th | 5 | 3 | 3 | 3 | 2 | — | — | |||
13th | 5 | 3 | 3 | 3 | 3 | — | — | |||
14th | 5 | 3 | 3 | 3 | 3 | 11 | — | |||
15th | 5 | 3 | 3 | 3 | 3 | 2 | — | |||
16th | 5 | 4 | 3 | 3 | 3 | 3 | — | |||
17th | 5 | 4 | 4 | 3 | 3 | 2 | 11 | |||
18th | 5 | 4 | 4 | 4 | 3 | 3 | 2 | |||
19th | 5 | 4 | 4 | 4 | 4 | 3 | 3 | |||
20th | 5 | 4 | 4 | 4 | 4 | 4 | 3 | |||
|
All magical items gets boosted up a category higher...
All casters and encounters with spell-like abilities must also be cut in half.
Old-school feel of AD&D 1st and 2nd Editions
Add extra percentage for level progression (such as 10% to hybrid class level progression and 20% to caster level progression). The class experience level progression table could look something like this:
Level | Caster Classes | Hybrid Classes | Martial Classes |
---|---|---|---|
1st | 0 | 0 | 0 |
2nd | 1,200 | 1,100 | 1,000 |
3rd | 3,600 | 3,300 | 3,000 |
4th | 7,200 | 6,600 | 6,000 |
5th | 12,000 | 11,000 | 10,000 |
6th | 18,000 | 16,500 | 15,000 |
7th | 25,200 | 23,100 | 21,000 |
8th | 33,600 | 30,800 | 28,000 |
9th | 43,200 | 39,600 | 36,000 |
10th | 54,000 | 49,500 | 45,000 |
11th | 66,000 | 60,500 | 55,000 |
12th | 79,200 | 72,600 | 66,000 |
13th | 93,600 | 85,800 | 78,000 |
14th | 109,200 | 100,100 | 91,000 |
15th | 126,000 | 115,500 | 105,000 |
16th | 144,000 | 132,000 | 120,000 |
17th | 163,200 | 149,600 | 136,000 |
18th | 183,600 | 168,300 | 153,000 |
19th | 205,200 | 188,100 | 171,000 |
20th | 228,000 | 209,000 | 190,000 |
NPC casters and encounters with spell-like abilities must also follow the same slower level progression.
There are much fewer adepts, priests, and other spell casters compared to other NPC classes. If casters live among other commoners, they practice in hiding due to fear, suspicion, anger, hatred, etc. There are no magic shops inside towns or cities, but perhaps only a few secretly dispersed across the land far away from civilization. People may view divine casters as crazy quacks, praying and worshiping to gods long dead or gone. Secret organizations such as magic guilds and temples may exist to help spread the secret knowledge of the arcane and the divine.
If a caster publicly casts a spell in front of commoners, guards, etc., they would react negatively, and the flashier the spell, the more negatively they will react. For every spell level, the caster should receive a -1 to any interaction (such as Diplomacy or Gather Information) with anyone who witnessed their spell casting. If people witnessed a level 3 spell casted, then the caster could receive a -3 on all social interactions with anyone who witnessed the spell.
If people in a particular community or kingdom despises magic, then they may attack a caster if they witness a spell being cast. Roll a 1d20 against the spell level, if the the roll is higher than the level of the spell, the people choose not to attach you. If people witnessed a spell level 3 casted, then you have a 1-3 chance they will attack, thus rolling a 4 or higher on 1d20 and they don't.
To help caster and hybrid classes live longer in combat and more useful in non-combat situations, perhaps offering one additional hit point and skill point per caster class level, and one additional hit point and skill point per two hybrid class levels may make them more enjoyable to play.
Perhaps arcane casters automatically receive an additional skill point in Craft: Alchemy every level, whereas divine casters automatically receive an additional skill point in Profession: Herbalism every level to rely on the items they make more so than they spells that they cast.
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