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rules:houseruled-spells-and-abilities [2019-04-23 21:33] – [Climbing] sandra | rules:houseruled-spells-and-abilities [2020-09-14 06:29] – [Patient Defense] sandra | ||
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- | ===== Houseruled Spells & Abilities | + | # Houseruled Spells & Abilities |
- | ==== Material | + | ## 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 | ||
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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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. | ||
- | 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 and you can also put multiple rubies into one casting. | + | In the house rule: |
- | === Dancing Lights | + | ^ Put in rubies worth...^ to get...^ |
+ | | 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, for n bigger than two: 10ⁿ/ | ||
+ | |||
+ | 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 | ||
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 |
- | Kept as RAW -- no component | + | 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 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. | ||
- | === Light === | ||
- | A firefly or phosphorescent moss. A six-pack costs 1 silver and is a small item. | ||
- | === Produce Flame === | + | ### 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 | ||
+ | A firefly or phosphorescent moss. Six uses costs 1 silver and is a small item. If the spell is ended prematurely, | ||
+ | |||
+ | ### 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 |
Thorn Whip in ordinary fight: | Thorn Whip in ordinary fight: | ||
* 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. | + | ### Healing Spirit |
- | Moving between mêlée groups on your own (if you're not pulled), that triggers opportunity attacks. | + | //(We are switching over to Crawford's suggested house rule.)// |
- | //(BTW, shouldn' | + | The amount of d6 that can be handed out is now limited to twice your casting mod. |
- | === Healing Spirit === | + | Unlike our previous house rule, it doesn' |
- | //(BTW, Healing Spirit saw an official nerf on Crawford' | + | ## Mending Ammo |
- | * 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. | + | [[aiming|You |
- | * 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 | + | |
- | //(This is neither Haeck' | + | ## Reactions & countering |
- | ==== Reactions & countering | + | |
- | === Counterspell | + | ### Counterspell |
[[https:// | [[https:// | ||
- | There are now two ways of casting a spell. Once is the normal way we've been using, " | + | There are now two ways of casting a spell. Once is the normal way we've been using, " |
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 " | ||
- | ==== Climbing ==== | ||
- | === Second-Story Work === | + | |
+ | ## 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 | ||
+ | |||
+ | ### 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). | 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 have expertise for Strength checks for [[climbing# |
- | * You are allowed to attempt [[climbing# | + | * You are allowed to attempt [[climbing# |
- | === Level 9 Monk Unarmored Movement | + | ### Level 9 Monk Unarmored Movement |
- | You can run along routes | + | You can run along routes |
- | ==== Assassin whamma jamma ==== | + | ## Assassin whamma jamma |
These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted to buff the assassin a little bit! | These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted to buff the assassin a little bit! | ||
- | === Infiltration Expertise | + | ### 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, | + | 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 | + | ### 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' | 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' | ||
- | ==== Agonizing Blast in multiclassing ==== | + | ## Rakish Audacity Initiative |
+ | |||
+ | - Light? If equal, | ||
+ | - Rakish Audacity or other class ability? If equal, | ||
+ | - Home turf | ||
+ | |||
+ | ## Rogue tool expertise | ||
+ | |||
+ | Rogue can get expertise | ||
+ | |||
+ | ## Dodging | ||
+ | The dodge action is normally a combat action that anyone can take as a main action. | ||
+ | |||
+ | < | ||
- | This is not RAW but it's a houserule. The patrons of warlock are cruel and have decided that: | + | From now on the Dodge action |
- | If you have the invocation **Agonizing Blast**, then: | + | ### Patient Defense |
- | * Eldritch Blast scales with your warlock | + | 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!) |
- | * You can't use other metamagic such as " | + | |
- | ==== Patient Defense for Monk ==== | + | ## Feats |
- | * Take the bonus action in advance, pre-emptively. This is just like the RAW, but that's worth pointing out here because we have a house rule allowing people to spend their // | + | ### Skilled |
- | ==== Feats ==== | + | Changed so it works with [[ability-check-proficiency# |
- | === 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). |