Do you go to the dungeon?

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rules:houseruled-spells-and-abilities [2020-01-14 15:58] – [Assassin whamma jamma] sandrarules:houseruled-spells-and-abilities [2020-02-13 20:24] – [Movement and targets] sandra
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 ===== Houseruled Spells & Abilities ===== ===== Houseruled Spells & Abilities =====
  
-==== Material components =====+==== 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.
  
 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't cost money, there are two ways to get around the material component: you can assume that it's something you already happened to have in your component bag, or, you can use your arcane focus instead of the material component. (Of course if you happen to not have your component bag or your arcane focus at hand, but happen to have the actual material components, that's good too.) 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't cost money, there are two ways to get around the material component: you can assume that it's something you already happened to have in your component bag, or, you can use your arcane focus instead of the material component. (Of course if you happen to not have your component bag or your arcane focus at hand, but happen to have the actual material components, that's good too.)
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 === Daylight === === Daylight ===
-Kept as RAW -- no component added, you can have this for just the slot cost.+No added components. Works like RAW.
  
 === Goodberry === === Goodberry ===
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 === Leomund's Tiny Hut === === Leomund's Tiny Hut ===
-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. **Grandma's Old Tiny Hut:** Old characters that already used Leomund's Tiny Hut can continue casting it without components.+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. 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 ===
 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 Water ===
 +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 === === 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. Oh there is a 'Create Food and Water' w/o components? But it's a level three slot. That seems ok?+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 ====
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 === 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 ====
  
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 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.
  
-==== Greater Portent ==== +==== Moments of Serendipity ====
- +
-This School of Divination subclass feature is moved down from level 14 to level 5 and at level 14 you get "Ultimate Portent" — four dice.+
  
 +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 ====
  
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   * You can push them prone but they can crawl out   * 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.   * 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 ==== ==== First Round of Combat ====
  
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 Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]]. Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]].
 +
 +