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rules:houseruled-spells-and-abilities [2019-04-24 05:16] – [Feats] sandra | rules:houseruled-spells-and-abilities [2020-02-06 23:35] – sandra | ||
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- | ===== Houseruled Spells & Abilities | + | ====== Looking for Stuff Outdoors ====== |
- | ==== Material components | + | ===== Food & Water ===== |
- | 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' | + | You make a forage check vs the location-specific DC.\\ |
+ | //(For those who are using the optional skill rules that some editions | ||
+ | Anyone who isn’t doing anything else that day can try.\\ | ||
+ | One roll for both food and water.\\ | ||
+ | If you succeed, you make two separate 1d6+wis rolls to see how much you find. Pounds of food & gallons of water, respectively. | ||
- | I think this is a very good rule and I want to keep using it. | + | ===== Other Stuff ===== |
- | However I'm going to add prices | + | Those 1d6+wis you used to find pounds |
- | New players... I don't want them to be overwhelmed by all the rules, both RAW and house. Anyone who can genuinely convince me that they were unaware of this rule are assumed to have components enough | + | You can search |
- | === Continual | + | ^Name ^Use ^Finding |
- | In the RAW, this already costs 50GP, but then burns forever. | + | |Blood viola (tiny red flower) |
+ | |Moss or fireflies | ||
+ | |Phosphorus, | ||
+ | |Dry balsa wood |One use of Produce | ||
+ | |Mistletoe Sprig |One use of Goodberry | ||
+ | |Sammarcass root + Bee’s wax + Bepuga seeds|One 20-application batch of bug salve|All forage points for a day|Chultan Jungle | ||
+ | |Deathtoads | ||
+ | |Ichor | ||
+ | |Murk leaves | ||
+ | |Precious Tear (little white flower) | ||
+ | |Sticks, fibers and fat |Torches | ||
- | But now you can put in rubies of any cost, and then burns one hour for every GP that ruby cost. Like if you put in a 100GP ruby the time burns for 100 hours. So don't lose it. Rubies are tiny items (coin sized) even at higher values | + | But there is a ginormous brutal catch.\\ |
+ | That’s right.\\ | ||
+ | You have to announce // | ||
- | === Dancing Lights === | + | For example, you are looking for two blood violas and you make the forage check and then you roll 8 forage points. You find the two blood violas for three points each and then you find two pounds of food for the two leftover points. |
- | A bit of phosphorus or wychwood, or a glowworm. Is a tiny item (coin sized) | + | |
- | === Daylight === | + | Another example: |
- | Kept as RAW -- no component added, | + | |
- | === Goodberry === | + | For “all forage points for a day” items like bug salve ingredients or ichor, you don’t even need to roll the 1d6+wis for food, just for water. |
- | A sprig of mistletoe worth 5sp and is a small item. | + | |
- | Half the weight compared to a day's ration and feeds ten people instead of one? A good deal for one slot. | + | ===== Making |
- | === Light === | + | ^Tool& |
- | A firefly or phosphorescent moss. A six-pack costs 1 silver and is a small item. | + | |Herbalism kit |(Up to) 25 batches bug salve ingredients |
+ | |Herbalism kit |25 blood violas + 1 flask |One full day |One potion (one drink) of healing | ||
+ | |Herbalism kit |100 blood violas + 1 flask |1 workweek | ||
+ | |Herbalism kit |1000 blood violas + 1 flask |3 workweeks | ||
+ | |Herbalism kit |10000 blood violas + 1 flask |4 workweeks | ||
+ | |Poisoner’s kit | ||
+ | |Poisoner’s kit | ||
+ | |Poisoner’s kit |Murk leaves + vial |Short rest |10 doses of Wooziness Tonic | | ||
+ | |Poisoner’s kit |50 Precious Tears + vial |Two full days|1 application of basic poison | ||
+ | |Cook’s Utensils | ||
- | === Produce Flame === | + | For the **bugsalve**, |
- | Dry balsa wood. A six-pack costs 1 silver | + | |
- | === Other food- and light- giving spells === | + | For **creating rations**, you need to make a DC 20 check with your cook’s tool proficiency. If you succeed you also get the benefits 1 hour of rest. If you get 11 or lower, the ingredients are destroyed |
- | Just because I missed them doesn' | + | |
- | ==== Movement and targets ==== | + | * getting the rest but losing the food |
- | Generally, all spells that hit an area now affect a specific number of people. (This is an option from the DMG.) | + | * losing the rest but keeping |
- | 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. | + | It’s your choice to go for 4 to 2, or roll both sides (2d4 to 1d4). You could end up paying 2 for 4, but you could also end up paying 8 for 1. |
- | 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: | ||
- | === 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. | ||
- | |||
- | === Thorn Whip === | ||
- | Thorn Whip in ordinary fight: | ||
- | |||
- | * 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 in your own mêlée group, it's just another attack. | ||
- | * You can also pull them into caltrops or similar, instead. | ||
- | |||
- | Thorn Whip in Chase or Volley works with the listed ranges. | ||
- | |||
- | Getting pulled out doesn' | ||
- | |||
- | "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 === | ||
- | |||
- | //(BTW, Healing Spirit saw an official nerf on Crawford' | ||
- | |||
- | * In an ordinary fight, you can move in and out of the spirit using your movement. Remember that joining up large mêlée groups in order to take advantage of the Healing Spirit enables the monsters to sidestep the three-medium-per-target limit. | ||
- | * Outside of ordinary fight, only one person per round can be healed. So the ten d6 are divided up among the persons to be healed. This brings it about on par with Prayer of Healing. | ||
- | |||
- | //(This is neither Haeck' | ||
- | ==== Reactions & countering ==== | ||
- | |||
- | === Counterspell === | ||
- | |||
- | [[https:// | ||
- | |||
- | There are now two ways of casting a spell. Once is the normal way we've been using, " | ||
- | |||
- | Casting " | ||
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- | If the spell casting is imperceptible (such as Subtle Spell sorcerer ability or Innate Spellcasting monster ability), that means it's also uncounterable! #scragnoth | ||
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- | TL;DR: saying your spell is " | ||
- | ==== Climbing ==== | ||
- | |||
- | === Second-Story Work === | ||
- | This is a level three Thief feature. You gain two additional benefits, in addition to the ones listed (faster climbing speed and longer jumps). | ||
- | |||
- | * You have expertise for Strength checks for [[climbing# | ||
- | * You are allowed to attempt [[climbing# | ||
- | |||
- | === Level 9 Monk Unarmored Movement === | ||
- | |||
- | You can run along routes abseling, sloping, and hard climbs without rolling. If you end your movement there, you need to climb in order to grab hold. | ||
- | |||
- | ==== Assassin whamma jamma ==== | ||
- | These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted to buff the assassin a little bit! | ||
- | |||
- | === Infiltration Expertise === | ||
- | Starting at 9th level, you gain the ability to create false identities for yourself. At any time, you may declare that you are walking off. Later on in the session, you may reveal yourself to have been a minor NPC in the background “all along” as long as there actually are minor NPCs present. You can walk back on at any time, even climbing in a window. This ability is limited by plausibility. You can't have been seen at the same time as the NPC since they are (retroactively revealed to be) an alternate persona you've created and maintained. Creating a persona like this costs 25 GP and 7 full workdays, but, you can pay that retroactively, | ||
- | |||
- | === Impostor === | ||
- | 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' | ||
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- | ==== Rogue tool expertise ==== | ||
- | |||
- | 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: | ||
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- | 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 ==== | ||
- | The dodge action is normally a combat action that anyone can take as a main action. | ||
- | |||
- | As a house rule, you can choose take it as a reaction instead; this costs you your // | ||
- | |||
- | === Patient Defense === | ||
- | This is a level 2 monk Ki feature that allows you to spend a bonus action to dodge. This one, we still play like the RAW, but that's worth pointing out here since our normal dodge action works differently. (It's still a really good use of a bonus action, if you predict you are going to be attacked!) | ||
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- | ==== Feats ==== | ||
- | |||
- | === Skilled === | ||
- | |||
- | Changed so it works with [[ability-check-proficiency# |