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rules:houseruled-spells-and-abilities [2019-04-27 20:14] – [Movement and targets] sandra | rules:houseruled-spells-and-abilities [2020-11-05 08:03] – 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 www-data | ||
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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 |
- | Just because I missed them doesn' | + | |
- | ==== Movement and targets | + | Works normally. |
+ | |||
+ | ### Create Food and Water | ||
+ | Can't //reset// starvation days, but //does// count as eating normally for the day. | ||
+ | |||
+ | ### Heroes' | ||
+ | |||
+ | Resets all starvation for sure. What a great spell | ||
+ | |||
+ | ### Other food- and light- giving spells | ||
+ | Just because I missed them doesn' | ||
+ | |||
+ | ## 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 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 |
- | 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. | ||
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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." | ||
+ | ### Healing Spirit | ||
- | === Healing Spirit === | + | //(We are switching over to Crawford' |
- | //(BTW, Healing Spirit saw an official nerf on Crawford' | + | The amount |
- | * 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. | + | ## Mending Ammo |
- | * 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' | + | [[aiming|You can use " |
- | ==== Reactions & countering ==== | + | |
- | === Counterspell | + | ## Reactions & countering |
+ | |||
+ | ### Counterspell | ||
[[https:// | [[https:// | ||
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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 " | ||
- | ==== 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. | ||
+ | |||
+ | |||
+ | |||
+ | ### 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). | ||
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* 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 abseling, sloping, and hard climbs without rolling. If you end your movement there, you need to climb in order to grab hold. | 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 ==== | + | ## 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. | ||
+ | |||
+ | ## 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' | ||
+ | ## Inquisitive | ||
- | ==== Rogue tool expertise | + | ### Ear for Deceit |
+ | is kinda worthless the way we run but it works with the **Insightful Fighting** feature | ||
+ | |||
+ | ### Eye For Detail | ||
+ | |||
+ | is also pretty crap as written. As a houserule, you also gain the following ability: | ||
+ | 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. | ||
+ | |||
+ | ## Rakish Audacity Initiative | ||
+ | |||
+ | - Light? If equal, | ||
+ | - Rakish Audacity or other class ability? If equal, | ||
+ | - Home turf | ||
+ | |||
+ | ## 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# | ||
- | ==== Dodging | + | ## Dodging |
The dodge action is normally a combat action that anyone can take as a main action. | 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 // | + | <del>As a house rule, you can choose take it as a reaction instead; this costs you your // |
- | === Patient Defense === | + | From now on the Dodge action |
- | This is a level 2 monk Ki feature that allows | + | |
- | ==== Feats ==== | + | ### 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!) | ||
- | === Skilled | + | ## Feats |
+ | |||
+ | ### Skilled | ||
Changed so it works with [[ability-check-proficiency# | Changed so it works with [[ability-check-proficiency# | ||
+ | |||
+ | ## Expert / Warrior / Spellcaster XP | ||
+ | |||
+ | As a house rule, to buff these cute " | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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%. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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.♥ | ||
+ | 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. | ||
+ |