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# Houseruled Spells & Abilities | # Houseruled Spells & Abilities | ||
- | ## Spells That Make Food Or Light | + | ## Spells |
+ | |||
+ | ### 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. | 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. | ||
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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 for four uses of these spells and I'll also waive the weight requirement for those four uses. | 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 for four uses of these spells and I'll also waive the weight requirement for those four uses. | ||
- | ### Continual Flame | + | #### Continual Flame |
In the RAW, this already costs 50GP, but then burns forever. | In the RAW, this already costs 50GP, but then burns forever. | ||
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Rubies are tiny items regardless of value. Finding that many rubies, or rubies of especially high value, is a quest of its own… | 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 |
A bit of phosphorus or wychwood, or a glowworm. Is a tiny item (coin sized) and costs two copper pieces. | A bit of phosphorus or wychwood, or a glowworm. Is a tiny item (coin sized) and costs two copper pieces. | ||
- | ### Daylight | + | #### Daylight |
No added components. Works like RAW. | No added components. Works like RAW. | ||
- | ### Goodberry | + | #### Goodberry |
A sprig of mistletoe worth 5sp and is a small item. | A sprig of mistletoe worth 5sp and is a small item. | ||
- | Half the weight | + | Same weight |
- | + | #### Leomund' | |
- | ### 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. | 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. Six uses costs 1 silver and is a small item. If the spell is ended prematurely, | A firefly or phosphorescent moss. Six uses costs 1 silver and is a small item. If the spell is ended prematurely, | ||
- | ### 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. | ||
- | ### Purify Food and Drink | + | #### Purify Food and Drink |
Works normally. | Works normally. | ||
- | ### Create Food and Water | + | #### Create Food and Water |
Can't //reset// starvation days, but //does// count as eating normally for the day. | Can't //reset// starvation days, but //does// count as eating normally for the day. | ||
- | ### Heroes' | + | #### Heroes' |
Resets all starvation for sure. What a great spell | Resets all starvation for sure. What a great spell | ||
- | ### Other food- and light- giving spells | + | #### Other food- and light- giving spells |
Just because I missed them doesn' | 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. | ||
- | 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 " | ||
* No more than 6 people can be lit just by moving through them. Also, if you want to light people who are in separate mêlée groups, you need to light everyone who is in your group before moving on. | * No more than 6 people can be lit just by moving through them. Also, if you want to light people who are in separate mêlée groups, you need to light everyone who is in your group before moving on. | ||
- | ### Thorn Whip | + | #### Thorn Whip |
* 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. | ||
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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." | ||
- | ### Haste | + | #### Haste |
With Haste, you can make your extra mêlée attack in the last volley round, the same round as you cast your Haste spell. | With Haste, you can make your extra mêlée attack in the last volley round, the same round as you cast your Haste spell. | ||
- | ### Healing Spirit | + | #### Healing Spirit |
//(We are switching over to Crawford' | //(We are switching over to Crawford' | ||
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The amount of d6 that can be handed out is now limited to twice your casting mod. | The amount of d6 that can be handed out is now limited to twice your casting mod. | ||
- | ### Word of Radiance | + | #### Word of Radiance |
- | Houserule: max six targets | + | Houserule: max six targets. |
- | ## Mending | + | ### Mending |
[[aiming|You can use " | [[aiming|You can use " | ||
- | ## Reactions & countering | + | Mending cannot heal creatures such as robots or animated corpses. |
- | ### Counterspell | + | ### Reactions & countering |
+ | |||
+ | #### Counterspell | ||
[[https:// | [[https:// | ||
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TL;DR: saying your spell is " | TL;DR: saying your spell is " | ||
- | + | ### Wall of Force | |
- | ## Wall of Force | + | |
This spell is changed so that | This spell is changed so that | ||
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* If you want to keep them trapped in there, use the Dome shape. Two medium (or smaller) targets or one large target. | * If you want to keep them trapped in there, use the Dome shape. Two medium (or smaller) targets or one large target. | ||
- | ## Find Familiar | + | ### Mold Earth |
- | 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. | + | Houseruled to use a six foot cube. |
+ | ### 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. | ||
- | ### Assassinate | + | ### Remove Curse |
- | "Any creature who hasn't taken a turn yet" counts main actions obv, dodging or being surprised don't make you immune to assassination. | + | This spell is not changed from RAW, but please be aware that Ravenloft book DM section says: |
- | ### Dread Ambusher | + | > While more general curses can lifted by a *remove curse* spell, more |
+ | > specific or dramatic curses can't be permanently lifted through | ||
+ | > spells. Magic can offer temporary respite, though. A *remove curse* | ||
+ | > spell cast on the victim of such a curse suppresses the burden for 1 | ||
+ | > hour. A *greater restoration* spell suppresses the burden until the | ||
+ | > victim finishes a long rest. Death usually ends a curse, but the curse | ||
+ | > returns in full force if the cursed character returns to life without | ||
+ | > resolving the curse. | ||
- | "At the start of your first turn of each combat" | + | These curses are called |
- | ## Climbing | + | clear diegetically which curses are "more specific curses" |
+ | are more your vanilla every day curse. | ||
- | ### Second-Story Work | + | #### Assassinate |
- | 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# | + | "Any creature who hasn't taken a turn yet" counts main actions obv, being surprised don' |
- | * You are allowed | + | |
- | ### Level 9 Monk Unarmored Movement | + | #### Dread Ambusher |
- | 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. | + | "At the start of your first turn of each combat" |
- | ## Fast Hands | + | ### Reincarnation in Zakhara |
- | It's not clear whether Fast Hands work with the Healer feat or not, so let's rule that it _does_ work. | + | - 01 Earth Genasi |
+ | - 02 Water Genasi | ||
+ | - 03 Fire Genasi | ||
+ | - 04 Air Genasi | ||
+ | - 05-13 Dwarf, hill | ||
+ | - 14-21 Dwarf, mountain | ||
+ | - 22-25 Orc | ||
+ | - 26-34 Elf, high | ||
+ | - 35-42 Elf, wood | ||
+ | - 43-46 Gnome, forest | ||
+ | - 47-52 Gnome, rock | ||
+ | - 53-56 Half-elf | ||
+ | - 57-60 Half-orc | ||
+ | - 61-68 Halfling, lightfoot | ||
+ | - 69-76 Halfling, stout | ||
+ | - 77-96 Human | ||
+ | - 97-00 Goblin | ||
- | It does not work with Potions. | + | ### Charisma-based Saves |
- | ## Assassin whamma jamma | + | Most wisdom saves are now going to be charisma saves. For example *Toll the Dead*. |
- | These abilities | + | There are two exceptions: |
- | ### Infiltration Expertise | + | * Dangers |
- | Starting at 9th level, you gain the ability to create false identities for yourself. At any time, you may declare | + | * Unintelligent animals |
- | ### Impostor | + | ## Combat |
- | 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' | + | |
- | ## Inquisitive | + | |
- | ### Ear for Deceit | + | We use [[https:// |
- | is kinda worthless the way we run but it works with the **Insightful | + | |
- | ### Eye For Detail | + | ### Start of combat |
- | is also pretty crap as written. As a houserule, you also gain the following ability: | + | #### Abilities that grant initiative bonus |
- | You search faster; you can investigate twice as big an area (for every side, so eight times the volume) per exploration turn. | + | |
- | I mean this is still a pretty bad rogue compared to the other fantastic rogues. | + | These gain firster strike than light. |
- | ## Rakish Audacity Initiative | ||
- | |||
- | - Light? If equal, | ||
- Rakish Audacity or other special ability (like weapon guardian whispers)? If equal, | - Rakish Audacity or other special ability (like weapon guardian whispers)? If equal, | ||
+ | - Light, if equal | ||
- Home turf | - Home turf | ||
- | ## Projected Ward | + | ### Combat options |
- | som en house rule så kör vi en hel barrage. Tror RAW bara är en attack men det är så nice med barrages för att speeda upp så vi kör på det (även diegetiskt, pow, pow, pow en hel flurry blockad). Däremot inte som shield/ | + | #### Momentum attacks |
- | ## Rogue tool expertise | + | One-shot? Keep swinging! |
- | Rogue can get expertise in two tools instead of an ability; it only works on some tools, see [[ability-check-proficiency# | + | Whenever you one-shot |
+ | remaining, you get a free additional " | ||
+ | reroll any dice. Use the same to-hit roll result as previously, and | ||
+ | the damage you had remaining from the last attack. You cannot move | ||
+ | between the attacks. If you then one-shot another enemy, you get an | ||
+ | other momentum attack, so can keep doing this as many times as you | ||
+ | want as long as you've got damage remaining and enemies within reach. | ||
- | ## Dodging | + | This is only for attacks against AC, not against their other saves, |
- | The dodge action | + | and not ranged attacks, and it's only for attacks against enemies with |
+ | full HP. | ||
- | < | + | If you used mob rules to land the one-shotting attack instead of a |
+ | dice roll, you've got to roll for the first of the momentum attacks. | ||
+ | If that hits, you're golden. Otherwise, the attack is over. | ||
- | From now on the Dodge action is something | + | These momentum attacks are free, they' |
+ | actions, extra attacks, offhand weapon attacks etc, but unlike them, | ||
+ | you can never move before a momentum attack. It's limited | ||
+ | already got in front of you and only works for mêlée attacks. | ||
- | ### Patient Defense | + | Also unlike other variants of extra, bonus, and off-hand atttacks, |
- | This is a level 2 monk Ki feature that allows | + | you've got to keep selecting new targets even if the downed character |
+ | is still alive (for example, they have death saves remaining). | ||
+ | |||
+ | This replaces | ||
+ | for all characters regardless | ||
- | ## Feats | + | #### Reckless Defense against mobs |
- | ### Skilled | + | When a mob is attacking you, you can decide to defend recklessly. You |
+ | are desperately trying to fend off the attack, pushing yourself to the | ||
+ | utmost of your capability. That doesn' | ||
+ | Make a defense check, and that value replaces your static defense | ||
+ | value against the mob this round. | ||
- | Changed so it works with [[ability-check-proficiency# | + | If the DM has said the damage die expression, you need to decide |
+ | whether or not to defend recklessly (a.k.a. defending wildly or | ||
+ | defending desperately) before those damage die are rolled. | ||
- | ## Expert / Warrior / Spellcaster XP | + | #### Weapon Maneuvers |
- | As a house rule, to buff these cute " | + | [[Weapon maneuvers]] are allowed. That's pretty advanced so don' |
+ | worry about that when you're first starting out. Any class can use | ||
+ | them. | ||
- | So if there are three normal class PCs and a Warrior, all four PCs would get 2/7 of the XP each, or 28%. More than if there were four normal class PCs, who would only get 25% each. | + | ### Non-lethal fighting |
- | If there are two normal class PCs and a Warrior and an Expert, all four would each get 2/6 of the XP, or 33%. | + | See [[non-lethal force]]. |
- | This is only for monster CR derived treasure XP. Item value XP, item magic class XP, merchant XP, or know-each-other XP works just as normal. | + | ## Character building |
- | This is a very convenient houserule because it's all on the DM side, you don't have to worry your pretty little heads about it.♥ | + | ### Ability Scores |
- | You just know that you get more XP when you have these classes in the party so don't give them any lip. They are absolutely pulling their weight in more ways than one. | + | |
- | This only applies to _PCs_ using these classes. Hirelings, henches and summons have different deals depending on the situation. | + | No point buy. Choose between rolling 4d6-drop-the-lowest six times, or |
+ | from your choice of any of these stat arrays: | ||
- | ## Transmuted Spell in Zakhara | + | - 14, 14, 13, 12, 10, 8 |
+ | - 15, 13, 12, 11, 10, 8 | ||
+ | - 15, 14, 12, 10, 9, 8 | ||
+ | - 15, 14, 13, 12, 10, 8 ← the best one | ||
+ | - 15, 13, 13, 12, 10, 8 | ||
+ | - 15, 14, 12, 12, 10, 7 | ||
- | You can learn off-school spells (even as a single-element mage) if you always spend sorcery points to transmute them with the Transmuted Spell metamagic. They do not cost as half-slot known. | + | Then arrange |
- | ## Tool Proficiencies | + | ### Tool Proficiencies |
When using the " | When using the " | ||
This only applies to tool proficiencies from your type of being, not to tool proficiencies from other sources. | This only applies to tool proficiencies from your type of being, not to tool proficiencies from other sources. | ||
- | ## Reincarnation in Zakhara | + | ### Feats |
- | 1. Earth Genasi | + | #### Skilled |
- | 2. Water Genasi | + | |
- | 3. Fire Genasi | + | |
- | 4. Air Genasi | + | |
- | ## Keen Mind | + | Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]]. You gain proficiency in one ability and one tool, or in three tools. |
- | Please don't use this feat. | + | #### Keen Mind |
- | ## Mold Earth | + | Please don't use the 5e version of this feat. One D&D makes more sense. |
- | Houseruledl to use a six foot cube. | ||
- | ## Charisma-based Saves | + | ## Class-specific |
+ | ### Rogue | ||
+ | #### Tool expertise | ||
- | Most wisdom saves are now going to be charisma saves. For example *Toll the Dead*. | + | Rogue can get expertise in two tools instead of an ability; it only works on some tools, see [[ability-check-proficiency# |
- | There are two exceptions: | + | #### Assassin |
- | * Dangers that depend on attention and awareness | + | These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted |
- | * Unintelligent animals like rats will still use wisdom instead of charisma for these saves. | + | |
- | ## Knowledge & Lore | + | |
- | This is a reversal from my old house rule which was that only one party member could roll int checks | + | ##### Infiltration Expertise |
- | Now everyone | + | Starting at 9th level, you gain the ability to create false identities for yourself. At any time, you may declare |
- | This is for stuff that adventurers, ordinary citizens, scholars, librarians, researchers, | + | ##### Impostor |
+ | At 13th level, you no longer have to create personas | ||
- | ## Blind Fighting fighting style | + | #### Inquisitive |
- | The nerf is that you can't see holes, traps, doors, climbing holds etc. Just creatures. | + | ##### Ear for Deceit |
+ | is kinda worthless the way we run but it works with the **Insightful Fighting** feature | ||
- | ## One-shot? Keep swinging! | + | ##### Eye For Detail |
- | Whenever you one-shot an enemy with a mêlée attack, and have damage | + | is also pretty crap as written. As a houserule, you also gain the following ability: |
- | remaining, you get a free additional attack, but do not reroll any | + | You search faster; |
- | dice. Use the same to-hit roll result as previously, and the damage | + | |
- | you had remaining from the last attack. | + | |
- | attacks. If you then one-shot another enemy, | + | |
- | as long as you've got damage remaining. | + | |
- | This is only for attacks against AC, not against their other | + | I mean this is still a pretty bad rogue compared to the other fantastic rogues. |
- | saves, and not ranged attacks. | + | |
- | If you used mob rules to land the one-shotting attack instead of a | ||
- | dice roll, you've got to roll for the first of the " | ||
- | attacks. If that hits, you're golden. Otherwise, the attack is over. | ||
- | These "one shot? keep swinging!" | + | #### Thief |
- | bonus actions, extra attacks, offhand weapon attacks etc, but unlike | + | |
- | them, you can never move before a OSKS attack. It's limited to what | + | |
- | you've already got in front of you. | + | |
- | Also unlike other variants of extra, bonus, and off-hand atttacks, | + | ##### Second-Story Work |
- | you've got to keep selecting new targets even if the downed character | + | This is a level three Thief feature. You gain two additional benefits, in addition |
- | is still alive (for example, they have death saves remaining). | + | |
- | This replaces | + | * You have expertise for Strength checks for [[climbing# |
- | for all characters regardless | + | * You are allowed to attempt [[climbing# |
+ | |||
+ | ##### Fast Hands | ||
+ | |||
+ | It's not clear whether Fast Hands work with the Healer feat or not, so let's rule that it _does_ work. | ||
+ | |||
+ | It does not work with potions. | ||
+ | |||
+ | ### Monk | ||
+ | |||
+ | #### 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 used to work differently. (It's still a really good use of a bonus action, if you predict you are going to be attacked!) | ||
+ | |||
+ | |||
+ | #### 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. | ||
+ | |||
+ | ### Cavalier | ||
+ | |||
+ | #### Reckful Fighting | ||
+ | |||
+ | As a houserule, the cavalier gets a level 3 feature called | ||
+ | Fighting"; they can make attacks with disadvantage even when they are | ||
+ | otherwise dodging. They can not do this if they already have | ||
+ | disadvantage, | ||
+ | normally). Cavaliers are already one of the best classes in the game | ||
+ | but I want to buff them even more. It's the opposite of the | ||
+ | barbarian' | ||
+ | |||
+ | ### Sorcerer | ||
+ | #### Transmuted Spell in Zakhara | ||
+ | |||
+ | You can learn off-school spells (even as a single-element mage) if you always spend sorcery points to transmute them with the Transmuted Spell metamagic. However, they do not cost as half-slot known. | ||
+ | |||
+ | ## XP and levels | ||
+ | ### Injuries and XP | ||
+ | |||
+ | Injuries help you level faster as long as you remember to bring them | ||
+ | in play. See [[School of the hard knocks]] for details. | ||
+ | |||
+ | ### Trading and XP | ||
+ | |||
+ | When you buy trade goods, choose one: | ||
+ | |||
+ | - You individually get 1 xp for every ten dinars you spent, or | ||
+ | - The party can split 3 xp for every twenty dinars you spent | ||
+ | |||
+ | If you establish holdings you can get better prices in a region, as does | ||
+ | clearing out trouble and danger from the region. | ||
+ | |||
+ | ### Monster XP | ||
+ | |||
+ | Overcoming challenges (such as monsters) gives you XP (killing them, | ||
+ | sneaking past them, or any other way). You can't double dip (if you | ||
+ | kill a monster that you earlier snuck past, you don't get more.) | ||
+ | |||
+ | You don't get this XP right away. It's withheld until you succeed on | ||
+ | goals; the default goal is finding treasure (optionally a character | ||
+ | might have some other goal; decide with DM and group ahead of time). | ||
+ | |||
+ | I just freestyle it to the best of my ability: I eyeball it and go | ||
+ | like "OK, this seems like a big treasure, but they don't have that | ||
+ | much withheld XP left, so how about 300 xp for them" | ||
+ | |||
+ | ### Sidekicks and henches | ||
+ | |||
+ | This is how the party splits XP: | ||
+ | |||
+ | Count all party members, counting full PCs twice. Split the XP into | ||
+ | that—that' | ||
+ | half-shares). Sidekicks don't need XP (they follow the party), and | ||
+ | other henches and hangers-on get a half-share. | ||
+ | |||
+ | So if there are two PCs and two sidekicks, the PCs get one third of | ||
+ | the XP each. (2 + 2 + 1 + 1 is six, so a half share is a sixth, and a | ||
+ | full share is twice that). | ||
+ | |||
+ | If there are two PCs, two sidekick, and a follower, the PCs get ²⁄₇ | ||
+ | each and the follower gets ⅐. | ||
+ | If a player is playing a sidekick class, they still get full XP but | ||
+ | only count as half when determining shares. So players playing | ||
+ | sidekick classes are good for the party, they get more XP overall. | ||