So I play an Ancients Paladin in one of my games and have the 7th lvl feature, which is resistance to magic damage caused by spells. Sounds great on paper.
The issue is that in the 2+ years I've had this feature, I've never once gotten to use it because any damage that we've taken is from a creature feature, not a spell, even if it functions like a spell. As we all know with Monsters of the Multiverse, this is going to be becoming the standard way of stat blocking monsters in the future, so the situation is just going to be exacerbated in the coming years of playing the character.
I've talked with my DM and we both agree that this is an issue as anyone having a character feature that's essentially dead is a problem. However, we don't really know what to do to fix it in a way that makes it satisfying and not overpowered or pandering (ie: artificially adding in spellcasters and say they're casting spells just so I get to use the feature). And since this isn't the main paladin subclass, we likely won't see if WotC decided to address it until next year when PHB 2024 comes out.. which is another year of feeling like there's a dead feature in my character.
Now, it is possible that the feature only exists to deal with friendly fire. Fortunately or unfortunately, my group is very good at avoiding friendly fire by having an evoker wizard who negates all AOE damage for us, a Bearbarian as the other front liner, and good tactical positioning of spells from the other spellcasters (one of whom is a moon druid and often in melee). If this is the case, it still feels bad as it just isn't something that occurs in our game.
I have tried doing some searching, but most discussion on this topic tends to be about what the feature actually affects (just damage from spells). Does anyone have any thoughts on how to adjust the feature so that it can actually be utilized against creatures going forward, but not be so overpowered that it just turns into resistance against magic damage.
Thanks in advance for any help. We're quite stumped on this one.
This is the one we've tossed around the most. To us, it feels overpowered as then everyone gets the resistance to everything within the aura. We feel it could lead either encounters where everything is too easy because the party isn't taking damage, thus threat level is too low, or overtuned encounters where if you're not within the aura, then you basically die, which isn't really fair to the other players or that fun to play in.
There's also a concern regarding counterspelling of such abilities and the impact that would cause to the game.