Do you go to the dungeon?

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
rules:houseruled-spells-and-abilities [2020-02-03 10:11] – [Spells That Make Food Or Light] sandrarules:houseruled-spells-and-abilities [2020-02-17 10:15] – [Moments of Serendipity] ← rip diviner sandra
Line 32: Line 32:
  
 === Daylight === === Daylight ===
-Not a component related nerf, but: unless you use your highest slot level on this spell, it doesn't //create// light, it just turns a light you already have (such as a weak little candle) into strong 60/60 daylightBut if you spend the highest slot level you have, it //can// still create daylight as per the RAW. For example if you are a level 7 cleric if you spend a 4 level slot, it can create daylight. If you spend a 3 level slot, it can only transform light into daylight.+No added componentsWorks like RAW.
  
 === Goodberry === === Goodberry ===
Line 43: Line 43:
  
 === Light === === Light ===
-A firefly or phosphorescent moss. A 360 minute pack costs 1 silver and is a small item. You can split up those minutes however you want, doesn't have to be strict hoursThe light still goes out after one hour and requires recasting.+A firefly or phosphorescent moss. Six uses costs 1 silver and is a small item. If the spell is ended prematurely, you can reuse that component later for the remaining time. For example you shine the light for 40 minutesLater you can shine the light for 20 minutes. But then it goes out. In that regard, it's more similar to a bundle of torches than a flask of oil.
  
 === Produce Flame === === Produce Flame ===
Line 52: Line 52:
  
 === Create Food and Water === === Create Food and Water ===
-Can'_reset_ starvation days, but _does_ count as eating normally for the day.+Can'//reset// starvation days, but //does// count as eating normally for the day.
  
 === Other food- and light- giving spells === === Other food- and light- giving spells ===
 Just because I missed them doesn't mean that they don't cost. Let me know and I'll add them here. Just because I missed them doesn't mean that they don't cost. Let me know and I'll add them here.
 +
 ==== 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.)
Line 83: Line 84:
 === Healing Spirit === === Healing Spirit ===
  
-//(BTW, Healing Spirit saw an official nerf on Crawford'Twitter — they don't like changing the game so they framed it as "suggested houserule". But, I think with clear rules for targets in areas of effect it's not needed.)//+//(We are switching over to Crawford's suggested house rule.)//
  
-  * 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. +The amount of d6 that can be handed out is now limited to twice your casting mod.
-  * 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's nor Crawford's suggestion but is [[https://www.dndbeyond.com/posts/206-spell-spotlight-healing-spirit?comment=7|similar to the commenter FeyPhoenix on D&D Beyond]]. Seems like we had the same idea.)//+
  
 +Unlike our previous house rule, it doesn't have to be just one d6 per round, so it's not //strictly// worse, but overall yeah this is a nerf. Sorry folx♥
 ==== Mending Ammo ==== ==== Mending Ammo ====
  
-[[ammo-recovery#house-rule-3mending|You can use "Mending" to help you fix broken ammo, with some limitations]].+[[aiming|You can use "Mending" to help you fix broken ammo, if you can find it.]]
 ==== Reactions & countering ==== ==== Reactions & countering ====
  
Line 107: Line 106:
 TL;DR: saying your spell is "mysterious" means that that's people's window to counter it unseen (or roll to identify it); otherwise you can just counter it normally. TL;DR: saying your spell is "mysterious" means that that's people's window to counter it unseen (or roll to identify it); otherwise you can just counter it normally.
  
-==== Moments of Serendipity ==== 
  
-School of Divination's portent feature now can only give rolls higher than ten. Either roll a d20 and if you get lower than ten add ten, or roll 1d10+10. 
 ==== Wall of Force ==== ==== Wall of Force ====
  
Line 187: Line 184:
  
 Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]]. Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]].
- 
-==== Weapon Maneuvers ==== 
- 
-If you are using the third party book “Beyond Damage Dice” (which isn’t recommended because the game is already complicated enough) here are my rulings on the weapon maneuver’s there. Also all the new weapons from Midgard and Southlands are banned so don’t even. Note that you don’t have to be a specific class to use these weapon maneuvers (they’re not battlemaster only). 
- 
-  * **Banned maneuvers** Bruising Blow, Piercing Point, Rapid Shot. Banned for aesthetic reasons because they look dumb. The other forty or so maneuvers in there are ok. 
-  * **Buffed maneuvers** Distracting Shot’s effect now lasts until end of your ally’s next round. So that you don’t get screwed over by our weird initiative “system”. 
-  * **Nerfed maneuvers** The poison vials now [[rules/looking-for-stuff-outdoors|need components]] to create.