I will soon be starting a new #DnD 5E campaign. I’ve done that in the past, and for the most part the system has worked for me - except for one thing:
NPC stat blocks for spellcasters.
For everything else, NPC and monster stat blocks include all the information you need to run them in combat. Not so with spellcasters - for with them, you have to look up each and every spell they might use in a fight, and that takes me away from the game.
So I am wondering: How are others handling this issue? Have you found any ways of simplifying spellcaster stat blocks so that everything you need to run them is on a single page?
The Black Flag SRD also has some simpler spellcaster NPCs.
An addendum: I just discovered the SRD for Level Up: Advanced 5E by EN Publishing. And the document for NPCs does have simplified stat blocks which include spell descriptions for many NPCs!
for what its worth, the new (2024/2025) monster manual supposedly has spellcasting monsters with more “magical” actions built in. While they do still have a list of spells, they have more built in tailored “magic action” type things they would be using instead of spell casting in most scenarios, like having a “magic bolt” type attack for a mage or something. We don’t exactly know how extensive this is yet, since we’ve only seen previews so far, but it could make running spellcasting creatures a bit easier.
I took a page from Flee Mortals and use actions instead of spells for NPC combatants.
https://shop.mcdmproductions.com/collections/flee-mortals-the-mcdm-monster-book
Spellcasters are a pain to run. You can do a few things:
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Assuming you’re playing in person, you can make or buy spell cards and lay them out or put them on a ring.
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Pick 3-4 spells as their “signature” spells and primarily use those, and only deviate (perhaps via option 1) in special circumstances. Single-target, area of effect, buff/debuff/control, and healing are usually good. Also remember you can always re-flavor the spell description on the spot.
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If it’s a party ally, turn over control (with the entire list of spells) to a player to control during combat. Provide guidance if they try to perform an action that would stray too far from what the NPC would do.
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