D&D 5e Rules – Spells – Spell Components (and Conspicuous Consumption)!

We are living in a Material world!

Know the RulesPart of an ongoing series of 5e Rules notes.

Even though it was pretty late in my campaign, the cleric’s acquisition of Heroes’ Feast prompted a bit more research on my part about spell components, particularly consumable ones.

I’ve never been a huge fan of spell components because they are, in normal usage, a Pain in the Ass. Like Encumbrance rules, they are only of play value in edge cases. So using Holy Symbols and Arcane Foci and Component Pouches are a useful way around that.

Usually.

Components

There are three basic aspects of spell components.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. (PHB)

Practically speaking, Verbal components only come into play in circumstances when something interferes — Silence spells, casting underwater, gags, etc. The rest of the time, we ignore them.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. (PHB)

Again, we only worry about this for cases where something is getting into the way of that “free hand” thing — being bound or restrained, paralysis, etc. I’m sure there are gaming tables where a sword-and-shield wielding Cleric would have difficulties, but mine is not one of them.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components. (PHB 203, emphasis mine)

More specifically answered in the Sage Advice Compendium:

Does a spell consume its material components? A spell doesn’t consume its material components unless its description says it does. For example, the pearl required by the Identify spell isn’t consumed, whereas the diamond required by Raise Dead is used up when you cast the spell.

If a spell’s material components are consumed, can a spellcasting focus still be used in place of the consumed component? No. A spellcasting focus can be used in place of a material component only if that component has no cost noted in the spell’s description and if that component isn’t consumed.

Keeping Focus

So here’s the rub. Spell foci / arcane foci do a lot of cool things — no need to collect components — but they do not substitute for priced consumables.  There is no gold coin slot in the side of your holy symbol to consume the cost of such spells. The actual component is needed.

Focuses are spelled out here. Note that I tend not to worry about the holy symbol, etc., being something actually manipulated. Rule of Cool fantasy means that the glowing holy symbol engraved on your shield is just fine (as long as a Rust Monster doesn’t consume your shield). But consumables are the edge case.

Consumables

And, in particular, they are the edge case because they restrict “free” use of very powerful and potentially unbalancing spells. Heroes Feast is an example — its effect can be profound and, as such, is not designed for casual, everyday use. “Every day is a Heroes’ Feast day” is not a common D&D trope, for just that reason. Every cleric at 11 has a holy symbol focus, and thus without a consumable restriction, Heroes’ Feasts would (with sufficient treasure) be a daily thing for every hero. It’s not.

Here is a fun database someone worked up of expensive components and when they are consumed.   Interestingly enough, while there are a number of spells so identified, most of them use individual items — a diamond, e.g., for Raise Dead.

Note that, again, magic doesn’t let you use 500gp instead of a 500gp diamond. And Heroes’ Feast is special in having a “Gem-encrusted specially crafted bowl” worth 1000gp; you can’t just substitute 1000gp of miscellaneous booty.

jewel-encrusted bowl
A gem-encrusted bowl, for example

(Btw, this also explains why, except in powerful bad guy or rich heroic dude lairs, you don’t find Continual Flame on everything — it literally costs a consumed 50gp ruby.)

But that’s no fun!

It does make a few things more fiddly, which, to my mind, is, I agree, not fun. But the spells we are talking about are — well, if not game-breakers, then close to it. Heroes’ Feast is an incredible spell, as I think everyone admits. Its recipients get for the day (aside from “this complete breakfast”):

  • Cured of all diseases
  • Cured of all poisoning
  • Immunity to poison
  • Immunity to fear
  • Advantage on all WISdom saves
  • +2d10 HP and HP Max

On reflection, that simply can’t be party SOP; it’s effectively a level-up, and could be literally dungeon-breaking (“Module 12: The Tomb of the Venomous  Lords of Terror!”). Grinding 1000gp a day for that seems a significant expense, but, at at the level the spell is available, still relatively trivial. The cost (aside from burning your daily 6th Level spell) needs to include a resource restriction.

In fact, it’s more than just “a 1000gp gem-encrusted bowl” which, presumably, one might find in a dungeon stash of royal crockery: the spell notes it must be specially crafted for the purpose of this spell.

I might allow someone in the party with the proper jewelry crafting skills to actually create such a bowl from suitable materials (and, no, the average character can’t just glue some gems to a bowl and call it good).

Alternately, in the proper setting, I can imagine such a crafted item being found in a dungeon or ruined castle. King Flamebeard would, when riding with his knights against their foes, partake of a special magical breakfast meal to guard them from harm … and if you search around real carefully, you might find the hidden crockery cupboard where a Heroes Feast-intended bowl or two were stashed away …

D&D 5e Rules – Inspiration!

Inspiration can be used to reward good roleplay and memorable moments. I like it.

Know the RulesPart of an ongoing (if occasional) series of D&D 5e Rules notes.

So in addition to being a Tactical Guy, I’m a role-player, so I will likely emphasize those aspects in any game I can.

D&D is not a RP-heavy system by design; it’s originally derived from miniatures warfare gaming (which doesn’t reward someone running into the middle of the battlefield with a white flag to negotiate a truce), and the Experience Points that folk are incented after are for, frankly, killing things.  So, as a general rule, one does not hop into a D&D game expecting penetrating psycho-drama and lengthy inter-character dialogs.

Right. Got it.

There Will Be Role-Playing

I still encourage players to think about the personality aspects of their characters — 5e has rather clumsily loaded traits, ideals, bonds, and flaws into the character creation process, related to background. It’s a start, but I would hope players would come up with something a bit more organic, using those background-driven items as, well “inspiration.”

Role-playing is also important, in my games, when encountering people not in the party. The folk encountered, especially in town, are not pop-up clue dispensers.  I can’t promise Shakespeare, but there will be character interactions, so I expect something more than “I walk up to the Bartender and roll on Deceive.” 

All of which ties into the post topic: Inspiration [PHB 125]!

What is Inspiration?

Inspiration
Inspiration!

From a meta standpoint, Inspiration is an optional rule, based on whether the DM wants to use it. I’m not sure why they would not, but if your tables doesn’t use it … it’s worth asking why not.

Mechanically, here’s what the book say (emphasis mine):

Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw.

By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Those examples given are a little misleading. You get Inspiration by (as a limited example) drawing on those personality traits in some fashion … and can then use Inspiration to do something batter. RP-wise, you can draw on that connection (“As I talk to the Beggar Prince, I remember that morning giving my last gold piece to that hungry child [for which I got Inspiration], and I hold onto that insight as to what hunger really means as I negotiate for my friends’ release”), but it’s not completely necessary.

Gaining Inspiration

Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.

As noted, good role-play will (or should — see below) almost always net Inspiration at my table. Sometimes it might not happen until after the session when I’m doing the game logs, but …

As noted below, I also give Inspiration for particularly fun, imaginative, or memorable action by a character.  If it’s the sort of thing you’d tell stories about afterwards in a tavern, or that might even be mentioned in the Saga of You that some bard will write someday — it’s worth Inspiration.

Since the DM controls the reward of Inspiration, you can keep it from becoming too mechanical or from players “gaming” the system for it. Inspiration should feel like a real reward for doing something for doing something that makes the game more interesting, entertaining, or enjoyable for everyone at the table

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you Advantage on that roll.

Basically, any time you roll a D20, you can burn your Inspiration to gain Advantage. It’s not always a game-changer, but it’s a nifty little boost.

Some tables include house rules letting you burn Inspiration to give someone else Advantage, or even to given an enemy Disadvantage. Thematically that’s a bit more dubious; it’s also potentially imbalancing.

Something tangential to the that, though, is this:

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.

Don’t let this erode down to players just giving their own Inspiration at the very last second to someone else who badly needs to make a roll. It should most likely happen out of combat, and the giver should provide some justification. (Note, though, that some tables effectively pool their Inspiration together; to me, that robs it of some of its color.)

Use It Or Lose It

Inspiration is a binary — you either have it or you don’t. You can’t earn multiple “points” of Inspiration.

That means that if you do something Inspiration-worthy, and you still have your Inspiration, you don’t get anything.

The biggest problem I see with players (myself included, when in that role) is holding onto their Inspiration “just in case.” Better to use it at the first point where it would be useful, and work at earning more.

The DMG [p. 240] suggests each character should get around one Inspiration a session. That seems a bit high to me (and I’m not wild about an Inspiration quota), but if you have players that are doing solid RP and coming up with interesting ideas, it’s certainly not an impossible rate for them.

Some GMs put some bounds as to how long Inspiration can hang around out there — resetting it at the time of a Rest of some sort, for example. I understand that thematically, and it certainly encourages people to use their Inspiration while they have it, but I tend to be more lenient than that.

Helping the DM

There are a couple of ways (at my table) that helping the DM can generate Inspiration.

A player who makes substantive contributions to the game outside of it (keeping game logs, posting lots of funnies in the campaign forum, etc.) might sometimes get Inspiration for their character. I don’t do this every time because I don’t want it to be quite so quid pro quo, but occasional Inspiration is a nice tip-o-the-hat to a helpful player.

I know as a GM that I often have a dozen balls in the air, and keeping an eye out for someone making the game “more exciting, amusing, or memorable” sometimes fails because I’m too busy trying to decide what spell the evil wizard is about to cast.

Because of that, I encourage players to let me know if someone deserves Inspiration. I rarely say no (largely because I’m rarely asked  for an unworthy cause).

Closing Thoughts

The DMG [p. 240]  has further suggestions of when and why to award Inspiration, and some variants on the rule. It’s worth a read.

Gold D20
Inspiring!

I find that players often forget they have Inspiration available when playing in a VTT like Roll20. A simple way around that is to create or designate a Token Marker for Inspiration. I use the Dealer API/Script by Keith Curtis (see here and here) with some simple macros to put (or take) a shiny gold D20 on the player IDs on the Roll20 desktop, complete with an inspiring message. Fun!

D&D 5e House Rules

I tend to be rule-abiding. But sometimes the rules just aren’t fun. So … sometimes the rules need to change.

So here are the house rules we play with at my table.

I tend to follow the Rules as Written (RAW), sometimes the Rules as Intended (RAI), as makes sense. I’m not big into whole-hog replacing play-tested sub-systems, if only because I’ve seen how easily that can send things heterodyning all over the place.

That said, not all rules are created equal, and things that make for grinding busy-work and management by the player or GM can usually be elided or adjusted when playing with mature individuals who are there for fun.

My House Rules

  1. I use Inspiration. I also encourage players to nominate each other’s characters (or call out their own character to me) to receive Inspiration. It’s a fun mechanic to reward special moments of RP or action.
  2. Bookkeeping that is no fun is no fun.
    1. I tend to be loosey-goosey about Material spell components, except for expensive ones. (Verbal and Somatic I do pay attention to.)
    2. I tend to be loosey-goosey about encumbrance, unless things look ridiculous.
    3. Keep track of your arrows. I mean, it’s not that big a deal. When guidance is needed, I use the “you can recover half your missiles from any combat.”
  3. Dead bodies constitute Difficult Terrain.
  4. We play on a square grid. We use the basic “1 square vertical, horizontal, or diagonal = 5 feet” variant in the PHB 192, rather than the someone more accurate “the first diagonal square is 5 feet, the second is 10, the next is 5, etc.” variant in DMG 252, because it’s just simpler.
  5. Leveling takes place during a Long Rest. Unless for meta purposes it makes sense to do it some other time. But, in general, “I just realized, I know more spells” seems more suitable to happen overnight than while walking down a path.
  6. I prefer Milestone Leveling to getting finicky about XP, dealing with absences from encounters or the table, etc., in ways that leave players unbalanced. Defining adventure goals as the basis for leveling just makes more narrative sense to me, and makes it easier for me and the players.
  7. You take a Short Rest as you Long Rest.  So you can be back up some HP if attacked before the end of your Long Rest.
  8. I tend to Roll Actives vs use Passives, since VTTs make it trivial to do so.
  9. You can use a successful Dexterity (Acrobatics) roll to keep you from going prone when you land from a fall, vs a DC equal to the damage you took (stick the landing!).
  10. Flashing Before Your Eyes: Any time you are dying during your turn (other profound incapacitations might apply), the DM (if he remembers or is reminded) will ask you a question about your character or their history. If you answer the question, you get Inspiration.
  11. If an obstacle to your ranged weapon is closer to you than to what you are shooting, you can ignore the obstacle (no cover); otherwise, use the cover rules (usually half-cover, AC+2). I.e., a close obstacle can be easily shot around.
  12. Ranged attacks with altitude difference: (Discussion)
    1. thrown/twanged weapon at a higher altitude target: the effective range is the sum of the horizontal and vertical distance
    2. thrown/twanged weapon at a lower altitude target: the effective range is the greater of the horizontal or vertical
    3. spell: the range is the sum of horizontal and 1/2 the vertical.  
  13. People may be assumed to be sleeping in their armor, unless humor or the DM who has a specific reason for it otherwise make a note that it is not so. Changing out of or into armor is time-consuming and Not Fun. If there are no 5e rules penalizing swimming in armor, we can assume that in this world armor is lightweight and comfortable to wear and sleep in.
    1. In a similar fashion, it’s assumed peoples’ weapons are always with them, unless it is noted otherwise by players or DMs. That would be socially (and logistically) awkward most of the time, but the alternative is a lot of Not Fun moments.

Concluding Notes

Finally, I always try (though sometimes fail) to remember two things about Rules and D&D:

  1. D&D 5e is not a physics simulator. It’s not even a great combat simulator. Appeals to reality are less important than verisimilitude (feeling like reality), and both of those are less important than keeping the game rolling along smoothly.
  2. The Rule of Cool should always have a place at the table. If someone proposes doing something one-off that is going to be one of those cool moments in a movie that people will talk about for ages … don’t worry about RAW, but remember why you’re all gathered around the table to begin with.