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rules:houseruled-spells-and-abilities [2019-04-23 23:12] – [Dodging] sandra | rules:houseruled-spells-and-abilities [2020-02-03 10:53] – [Weapon Maneuvers] sandra | ||
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===== Houseruled Spells & Abilities ===== | ===== Houseruled Spells & Abilities ===== | ||
- | ==== Material components | + | ==== Spells That Make Food Or Light ===== |
+ | |||
+ | Most of these spells have seen a nerf (by me your cruel DM) and the most common nerf is that the spell now requires and consumes components. | ||
The RAW in 5e is that if a material component costs money (like the 300 gp diamond for Revivify), you need to actually have the component. And if the material component doesn' | The RAW in 5e is that if a material component costs money (like the 300 gp diamond for Revivify), you need to actually have the component. And if the material component doesn' | ||
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In the RAW, this already costs 50GP, but then burns forever. | In the RAW, this already costs 50GP, but then burns forever. | ||
- | But now you can put in rubies | + | In the house rule: |
+ | |||
+ | ^ Put in rubies | ||
+ | | 50 GP| 50 hours| | ||
+ | | 100 GP| 100 hours| | ||
+ | | 500 GP| 1000 hours (over a month)| | ||
+ | | 2500 GP| 10000 hours (over a year)| | ||
+ | | 12500 GP| 100000 hours (over a decade)| | ||
+ | | Generally, | ||
+ | |||
+ | Rubies are tiny items regardless of value. Finding that many rubies, or rubies of especially high value, is a quest of its own… | ||
=== Dancing Lights === | === Dancing Lights === | ||
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=== Daylight === | === Daylight === | ||
- | Kept as RAW -- no component | + | Not a component |
=== Goodberry === | === Goodberry === | ||
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Half the weight compared to a day's ration and feeds ten people instead of one? A good deal for one slot. | Half the weight compared to a day's ration and feeds ten people instead of one? A good deal for one slot. | ||
+ | |||
+ | === Leomund' | ||
+ | Firefly or phosphorescent moss as per Light, or rubies as per Continual Flame. This is only if you want light in there, you can sit in the darkness for free. | ||
=== Light === | === Light === | ||
- | A firefly or phosphorescent moss. A six-pack costs 1 silver and is a small item. | + | A firefly or phosphorescent moss. A 360 minute |
=== Produce Flame === | === Produce Flame === | ||
Dry balsa wood. A six-pack costs 1 silver and is a small item. | Dry balsa wood. A six-pack costs 1 silver and is a small item. | ||
- | === Other food- and light- giving spells | + | === Purify Water === |
- | Just because I missed them doesn' | + | Works normally. |
+ | === Create Food and Water === | ||
+ | Can't //reset// starvation days, but //does// count as eating normally for the day. | ||
+ | |||
+ | === Other food- and light- giving spells === | ||
+ | Just because I missed them doesn' | ||
==== Movement and targets ==== | ==== Movement and targets ==== | ||
Generally, all spells that hit an area now affect a specific number of people. (This is an option from the DMG.) | Generally, all spells that hit an area now affect a specific number of people. (This is an option from the DMG.) | ||
The general formula is the area divided by five and rounded **up**. Except cones, divide them by ten. And lines, divide them by thirty. So a 100 long line can hit 4 people. | The general formula is the area divided by five and rounded **up**. Except cones, divide them by ten. And lines, divide them by thirty. So a 100 long line can hit 4 people. | ||
- | |||
- | If it has been established explicitly that people are standing unusually far apart, subtract 1d3 and if they stand unusually tight& | ||
Some spells and abilities I've created specific rules for. I do these as we go and so far it's four: | Some spells and abilities I've created specific rules for. I do these as we go and so far it's four: | ||
=== Fire Elemental " | === Fire Elemental " | ||
- | * In ordinary fight, no more than 5+dF (or 3+1d3) enemies and no more than 1 mêlée group can be lit just by moving through them. | + | * In ordinary fight, no more than 6 people |
=== Thorn Whip === | === Thorn Whip === | ||
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* If you attack someone in another mêlée group, you pull them out of it. | * If you attack someone in another mêlée group, you pull them out of it. | ||
- | * If you attack someone outside any mêlée group, you pull them into yours. | + | * If you attack someone outside any mêlée group, you may pull them into yours. |
* If you attack someone in your own mêlée group, it's just another attack. | * If you attack someone in your own mêlée group, it's just another attack. | ||
* You can also pull them into caltrops or similar, instead. | * You can also pull them into caltrops or similar, instead. | ||
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"You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy." | "You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy." | ||
- | === Ray of Frost === | ||
- | Ray of Frost in ordinary fight: | ||
- | * if you are frosted, you can't run from one mêlée group to the next, but you can move into mêlée groups if you're out, or out of mêlée groups if you're in | ||
- | * if you aren't frosted, you can move between mêlée groups. | ||
- | |||
- | Ray of Frost works best in chase or volley, where it works with the listed speeds. | ||
- | |||
- | Moving between mêlée groups on your own (if you're not pulled), that triggers opportunity attacks. | ||
- | |||
- | //(BTW, shouldn' | ||
=== Healing Spirit === | === Healing Spirit === | ||
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//(This is neither Haeck' | //(This is neither Haeck' | ||
+ | |||
+ | ==== Mending Ammo ==== | ||
+ | |||
+ | [[ammo-recovery# | ||
==== Reactions & countering ==== | ==== Reactions & countering ==== | ||
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Casting " | Casting " | ||
- | If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability), that means it's also uncounterable! #scragnoth | + | If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability, if that ability removes all three component requirements), that means it's also uncounterable! #scragnoth |
TL;DR: saying your spell is " | TL;DR: saying your spell is " | ||
+ | |||
+ | ==== Moments of Serendipity ==== | ||
+ | |||
+ | School of Divination' | ||
+ | ==== Wall of Force ==== | ||
+ | |||
+ | This spell is changed so that | ||
+ | |||
+ | * You can't telefrag enemies with it | ||
+ | * You can't squeeze them between the wall and another object, wall, or floor. | ||
+ | * You can push them prone but they can crawl out | ||
+ | * If you want to keep them trapped in there, use the Dome shape. Two medium (or smaller) targets or one large target. | ||
+ | |||
+ | ==== Find Familiar ==== | ||
+ | |||
+ | The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type. | ||
+ | |||
+ | |||
+ | ==== First Round of Combat ==== | ||
+ | |||
+ | So we don't really use " | ||
+ | |||
+ | So don't worry, even if things happen in no particular order in the chaos of battle, | ||
+ | these tally marks make it so that everyone gets the same amount of turns. | ||
+ | |||
+ | If Bob has one tally mark from taking a turn, and Alice has three (from taking two turns and then dodging once); Bob will get to act before Alice does. | ||
+ | |||
+ | There are things that work in the first round of combat, like Assassinate (Assassin subclass feature) and Dread Ambusher (Gloom Stalker subclass feature). | ||
+ | |||
+ | But reading them closely I see that they don't refer to rounds, they refer to turns, making them easier to understand even with our system. | ||
+ | |||
+ | === Assassinate === | ||
+ | |||
+ | "Any creature who hasn't taken a turn yet" counts main actions obv, dodging or being surprised don't make you immune to assassination. | ||
+ | |||
+ | === Dread Ambusher === | ||
+ | |||
+ | "At the start of your first turn of each combat" | ||
==== Climbing ==== | ==== Climbing ==== | ||
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At 13th level, you no longer have to create personas for your Infiltration Expertise, you learn to replace pre-existing people, body snatcher style. You need to study them for at least three hours. This doesn' | At 13th level, you no longer have to create personas for your Infiltration Expertise, you learn to replace pre-existing people, body snatcher style. You need to study them for at least three hours. This doesn' | ||
+ | ==== Rakish Audacity Initiative ==== | ||
+ | |||
+ | - Light? If equal, | ||
+ | - Rakish Audacity or other class ability? If equal, | ||
+ | - Home turf | ||
==== Rogue tool expertise ==== | ==== Rogue tool expertise ==== | ||
Rogue can get expertise in two tools instead of an ability; it only works on some tools, see [[ability-check-proficiency# | Rogue can get expertise in two tools instead of an ability; it only works on some tools, see [[ability-check-proficiency# | ||
- | ==== Agonizing Blast in multiclassing ==== | ||
- | |||
- | This is not RAW but it's a houserule. The patrons of warlock are cruel and have decided that: | ||
- | |||
- | If you have the invocation **Agonizing Blast**, then: | ||
- | * Eldritch Blast scales with your warlock level, not your character level | ||
- | * You can't use other metamagic such as " | ||
==== Dodging ==== | ==== Dodging ==== | ||
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==== Feats ==== | ==== Feats ==== | ||
- | |||
- | === Magic Initiate === | ||
- | |||
- | Already the best feat but I'll add a buff to it. Instead of learning a level 1 spell, if you go Cleric, you can learn to create holy water (see equipment list PHB p152). | ||
=== Skilled === | === Skilled === | ||
Changed so it works with [[ability-check-proficiency# | Changed so it works with [[ability-check-proficiency# | ||
+ | |||
+ | ==== Weapon Maneuvers ==== | ||
+ | |||
+ | The third party book “Beyond Damage Dice”, a book of something they call " | ||
+ | |||
+ | Note that you don’t have to be a specific class to use these weapon maneuvers (they’re not battlemaster only). For example, anyone who is proficient with daggers can use dagger maneuvers such as concealing your weapon. | ||
+ | |||
+ | * **Banned maneuvers** Bruising Blow, Piercing Point, Rapid Shot. Banned for aesthetic reasons because they look dumb. | ||
+ | * **Buffed maneuvers** Distracting Shot’s effect now lasts for all time. So that you don’t get screwed over by our weird initiative “system”. | ||
+ | * **Nerfed maneuvers** The poison vials now [[rules/ | ||
+ | |||
+ | Here I'll just put up an [[https:// |