Do you go to the dungeon?

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rules:houseruled-spells-and-abilities [2020-02-06 23:35] sandrarules:houseruled-spells-and-abilities [2020-02-08 12:04] – [Mending Ammo] sandra
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-====== Looking for Stuff Outdoors ======+===== Houseruled Spells & Abilities =====
  
-====Food & Water =====+==== Spells That Make Food Or Light =====
  
-You make forage check vs the location-specific DC.\\ +Most of these spells have seen nerf (by me your cruel DM) and the most common nerf is that the spell now requires and consumes components.
-//(For those who are using the optional skill rules that some editions have, use survival. In our group we just use a plain wisdom check.)//\\ +
-Anyone who isn’t doing anything else that day can try.\\ +
-One roll for both food and water.\\ +
-If you succeed, you make two separate 1d6+wis rolls to see how much you find. Pounds of food & gallons of water, respectively.+
  
-===== Other Stuff =====+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.)
  
-Those 1d6+wis you used to find pounds of food? Let’s for the sake of explaining this call those “forage points”. One “forage point” equals one pound of food.+I think this is a very good rule and I want to keep using it.
  
-You can search for other things as well:+However I'm going to add prices to some of the components, for light-giving and food-giving spells. I want you guys to be starving and lost in the dark.
  
-^Name                                      ^Use                                  ^Finding                    ^Environment                                   ^Storing                                                        ^ +New players... I don't want them to be overwhelmed by all the rulesboth 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.
-|Blood viola (tiny red flower)             |Part of a potion of healing          |3 forage points            |Forestsmeadows and swamps                   |Tiny item, but soft so 50 of them can fit into empty bottles   | +
-|Moss or fireflies                         |One use of Light spell               |3 forage points            |Forests, meadows and swamps                   |Up to six uses fit into a small item                           | +
-|Phosphorus, wychwood or glowworm          |Six uses of Dancing Lights           |1 forage point             |Deep forests                                  |Six tiny items                                                 | +
-|Dry balsa wood                            |One use of Produce Flame             |1 forage point             |Forests on dry days                           |Up to six uses fit into a small item                           | +
-|Mistletoe Sprig                           |One use of Goodberry                 |10 forage points           |Temperate leafy forests                       |Small item                                                     | +
-|Sammarcass root + Bee’s wax + Bepuga seeds|One 20-application batch of bug salve|All forage points for a day|Chultan Jungle                                |Small item                                                     | +
-|Deathtoads                                |10 doses of Deathtoad Toxin          |5 forage points            |Tree tops                                     |The toad is a small item, the vial of toxin will be a tiny item| +
-|Ichor                                     |10 doses of Chuul Ichor poison       |All forage point for a day |Harvest from vampires, ghûls, zombies, similar|Tiny item                                                      | +
-|Murk leaves                               |10 doses of Wooziness Tonic          |4 forage points            |Leafy trees any climate                       |Tiny item                                                      | +
-|Precious Tear (little white flower)       |Part of basic poison                 |3 forage points            |Rainy days far from the madding crowd         |Tiny item                                                      | +
-|Sticks, fibers and fat                    |Torches                              |3 forage points            |A place with trees                            |Each is a small item                                           |+
  
-But there is a ginormous brutal catch.\\ +=== Continual Flame === 
-That’s right.\\ +In the RAW, this already costs 50GP, but then burns forever.
-You have to announce //before// you make the initial forage check what you are looking for and how many you want to find. Any leftover forage points you find as food. (Water is and remains its own untouchable 1d6+wis roll.)+
  
-For example, you are looking for two blood violas and you make the forage check and then you roll 8 forage points. You find the two blood violas for three points each and then you find two pounds of food for the two leftover points.+In the house rule:
  
-Another example: you are looking for one mistletoe sprig and you make the forage check and then you roll 8 forage pointsYou don’t get enough to find the mistletoe sprigAnd you don’t get any food eitherIt’s only the excess points after you found everything you asked for that become food.+^ 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/2⁽ⁿ¯²⁾ GP|10ⁿ hours|
  
-For “all forage points for a day” items like bug salve ingredients or ichoryou don’t even need to roll the 1d6+wis for food, just for water.+Rubies are tiny items regardless of value. Finding that many rubies, or rubies of especially high valueis a quest of its own…
  
-===== Making the Stuff with the Stuff =====+=== Dancing Lights === 
 +A bit of phosphorus or wychwood, or a glowworm. Is a tiny item (coin sized) and costs two copper pieces.
  
-^Tool&Proficiency Needed^Ingredients                                     ^Time         ^Result                                     ^ +=== Daylight === 
-|Herbalism kit          |(Up to) 25 batches bug salve ingredients        |One full day |(Up to) 25 batches of 20-application salves| +No added components. Works like RAW.
-|Herbalism kit          |25 blood violas + 1 flask                       |One full day |One potion (one drink) of healing          | +
-|Herbalism kit          |100 blood violas + 1 flask                      |1 workweek   |One potion (one drink) of greater healing +
-|Herbalism kit          |1000 blood violas + 1 flask                     |3 workweeks  |One potion (one drink) of superior healing | +
-|Herbalism kit          |10000 blood violas + 1 flask                    |4 workweeks  |One potion (one drink) of supreme healing +
-|Poisoner’s kit         |Deathtoads + vial                               |Short rest   |10 doses of Deathtoad Toxin                | +
-|Poisoner’s kit         |Ichor + vial                                    |Short rest   |10 doses of Chuul Ichor poison             | +
-|Poisoner’s kit         |Murk leaves + vial                              |Short rest   |10 doses of Wooziness Tonic                | +
-|Poisoner’s kit         |50 Precious Tears + vial                        |Two full days|1 application of basic poison              | +
-|Cook’s Utensils        |4 (or 2d4) pounds of fresh food + lucky die roll|Short rest   |2 (or 1d4) rations                         |+
  
-For the **bugsalve**, you are using the wax as emulsifier for the fat in the seeds and you store it in the root. It takes full day for it all to dry out properly but you can make 25 batches in that day.+=== Goodberry === 
 +A sprig of mistletoe worth 5sp and is small item.
  
-For **creating rations**, you need to make DC 20 check with your cook’tool proficiency. If you succeed you also get the benefits 1 hour of restIf you get 11 or lower, the ingredients are destroyed and you don’t get the rest either. But on a 12-19, you can choose between+Half the weight compared to a day'ration and feeds ten people instead of one? A good deal for one slot.
  
-  * getting the rest but losing the food +=== Leomund's Tiny Hut === 
-  * losing the rest but keeping the food fresh for one more day+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.
  
-It’s your choice to go for 4 to 2, or roll both sides (2d4 to 1d4)You could end up paying 2 for 4but you could also end up paying 8 for 1.+=== Light === 
 +A firefly or phosphorescent mossSix 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 minutes. Later 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.
  
-//(Deathtoad ToxinChuul Ichor and Wooziness Tonic are from a book called “Beyond Damage Dice” #nospons The blood violaprecious tearsbug salve ingredients came up with on my ownThanks for having patience with that)//+=== Produce Flame === 
 +Dry balsa wood. A six-pack costs 1 silver and is a small item. 
 + 
 +=== Purify Water === 
 +Works normally. 
 + 
 +=== Create Food and Water === 
 +Can'//reset// starvation daysbut //does// count as eating normally for the day. 
 + 
 +=== 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. 
 + 
 +==== Movement and targets ==== 
 +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 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 "walk-through" === 
 +  * 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. 
 + 
 +=== 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 outside any mêlée group, you may pull them into yours. 
 +  * If you attack someone in your own mêlée group, it's just another attack. 
 +  * You can also pull them into caltrops or similar, instead. 
 + 
 +Thorn Whip in Chase or Volley works with the listed ranges. 
 + 
 +Getting pulled out doesn't trigger opportunity attacks, the rule book says: 
 + 
 +"You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movementaction, 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 === 
 + 
 +//(BTW, Healing Spirit saw an official nerf on Crawford's Twitter — they don't like changing the game so they framed it as "a suggested houserule". But, I think with clear rules for targets in areas of effect it's not needed.)// 
 + 
 +  * 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. 
 +  * 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.)// 
 + 
 +==== Mending Ammo ==== 
 + 
 +[[aiming|You can use "Mending" to help you fix broken ammo, if you can find it.]] 
 +==== Reactions & countering ==== 
 + 
 +=== Counterspell === 
 + 
 +[[https://www.sageadvice.eu/2017/12/06/im-curious-about-the-design-intent-by-having-identifying-a-spell-take-a-reaction-action/|XGE opened a can of worms on how to adjudicate counterspelling.]] But, I don't want to change our normal flow of the game too much, even if our normal flow makes Counterspell stronger than Brian intended. So this is how it's gonna work. 
 + 
 +There are now two ways of casting a spell. Once is the normal way we've been using, "Drooma you get five fireballs to the dome". In that case, you can counterspell the fireballs right away as normal. And one is saying "I'm casting a mysterious spell". In which case you can either try to counterspell it unseen, without knowing what it is, or you can try to identify it (int ability check vs DC15 + [Spell level], adv if it's from your own class), but not both. But two people can work as a team, one to identify and one to counter. 
 + 
 +Casting "mysterious spells" this way is something that both player characters and non-player characters can do. It is annoying af but that's how it's gonna be. Most of the time the spells cast probably won't be "mysterious" and we'll just go "ok you get a couple of lightning bolts roll saves" "nuh-uh, I'm countering that!" and that is **fine**. 
 + 
 +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 "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 ==== 
 + 
 +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 "rounds" or "turn order" [[https://idiomdrottning.org/introducing-late-night-fighting/|but in the Fight Book™ I keep track of]] how many turns everyone has taken (a tally mark when they spend their main action, or when they dodge, or when they are surprised). 
 + 
 +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" means in association with your first main action 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). 
 + 
 +  * You have expertise for Strength checks for [[climbing#abseiling climb|abseiling climbs]], [[climbing#sloping climb|sloping climbs]], [[climbing#hard climb|hard climbs]], and [[climbing#very hard climb|very hard climbs]], if you didn't have it already. 
 +  * You are allowed to attempt [[climbing#human limit climb|human limit climbs]], and [[climbing#superhuman climb|superhuman climbs]], which other people automatically fail at unless they have spells. 
 + 
 +=== 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. 
 + 
 +==== Assassin whamma jamma ==== 
 +These abilities are stolen from an OSR-game, GLOG by Arnold Kemp. I wanted to buff the assassin a little bit! 
 + 
 +=== 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, after the reveal, by removing any 7 days from your character's past and by paying 25 GP. //(However, if you neither have spent 25 GP on this in the past nor have it available now, you can't use this ability.)// 
 + 
 +=== 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't cost GP. 
 + 
 +==== 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#expertise|expertise]] for full details. 
 + 
 +==== Dodging ==== 
 +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 //upcoming// main action. 
 + 
 +=== 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 works differently. (It's still a really good use of a bonus action, if you predict you are going to be attacked!) 
 + 
 +==== Feats ==== 
 + 
 +=== Skilled === 
 + 
 +Changed so it works with [[ability-check-proficiency#skilled|ability check proficiencies]].