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rules:houseruled-spells-and-abilities [2020-02-06 23:35] – sandra | rules: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 a forage check vs the location-specific DC.\\ | + | Most of these spells have seen a nerf (by me your cruel DM) and the most common nerf is that the spell now requires |
- | //(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' |
- | Those 1d6+wis you used to find pounds of food? Let’s for the sake of explaining | + | I think this is a very good rule and I want to keep using it. |
- | You can search | + | However I'm going to add prices to some of the components, |
- | ^Name ^Use ^Finding | + | 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 |
- | |Blood viola (tiny red flower) | + | |
- | |Moss or fireflies | + | |
- | |Phosphorus, | + | |
- | |Dry balsa wood |One use of Produce Flame |1 forage point | + | |
- | |Mistletoe Sprig |One use of Goodberry | + | |
- | |Sammarcass root + Bee’s wax + Bepuga seeds|One 20-application batch of bug salve|All forage points for a day|Chultan Jungle | + | |
- | |Deathtoads | + | |
- | |Ichor | + | |
- | |Murk leaves | + | |
- | |Precious Tear (little white flower) | + | |
- | |Sticks, fibers and fat |Torches | + | |
- | 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 points. You don’t get enough to find the mistletoe sprig. And you don’t | + | ^ 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/ | ||
- | For “all forage points for a day” | + | Rubies are tiny items regardless of value. Finding that many rubies, |
- | ===== 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& | + | === Daylight === |
- | |Herbalism kit |(Up to) 25 batches bug salve ingredients | + | 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 | + | |
- | |Herbalism kit |1000 blood violas + 1 flask |3 workweeks | + | |
- | |Herbalism kit |10000 blood violas + 1 flask |4 workweeks | + | |
- | |Poisoner’s kit | + | |
- | |Poisoner’s kit | + | |
- | |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 | + | |
- | For the **bugsalve**, | + | === Goodberry === |
+ | A sprig of mistletoe worth 5sp and is a small item. | ||
- | For **creating rations**, you need to make a DC 20 check with your cook’s tool proficiency. If you succeed you also get the benefits 1 hour of rest. If 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 |
- | * getting the rest but losing the food | + | === Leomund' |
- | * losing the rest but keeping | + | 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 |
- | It’s your choice to go for 4 to 2, or roll both sides (2d4 to 1d4). You could end up paying 2 for 4, but you could also end up paying 8 for 1. | + | === Light === |
+ | A firefly | ||
- | //(Deathtoad Toxin, Chuul Ichor and Wooziness Tonic are from a book called “Beyond Damage Dice” #nospons The blood viola, precious tears, bug salve ingredients | + | === 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' | ||
+ | |||
+ | === 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 | ||
+ | |||
+ | 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 " | ||
+ | * 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' | ||
+ | |||
+ | "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 === | ||
+ | |||
+ | //(BTW, Healing Spirit saw an official nerf on Crawford' | ||
+ | |||
+ | * In an ordinary fight, you can move in and out of the spirit using your movement. Remember that joining | ||
+ | * 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' | ||
+ | |||
+ | ==== Mending Ammo ==== | ||
+ | |||
+ | [[aiming|You can use " | ||
+ | ==== Reactions & countering ==== | ||
+ | |||
+ | === Counterspell === | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | There are now two ways of casting a spell. Once is the normal way we've been using, " | ||
+ | |||
+ | Casting " | ||
+ | |||
+ | 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), | ||
+ | |||
+ | TL;DR: saying your spell is " | ||
+ | |||
+ | ==== Moments of Serendipity ==== | ||
+ | |||
+ | School of Divination' | ||
+ | ==== Wall of Force ==== | ||
+ | |||
+ | This spell is changed so that | ||
+ | |||
+ | * You can't telefrag enemies | ||
+ | * 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). | ||
+ | |||
+ | * You have expertise for Strength checks for [[climbing# | ||
+ | * You are allowed to attempt [[climbing# | ||
+ | |||
+ | === 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, | ||
+ | |||
+ | === 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' | ||
+ | |||
+ | ==== 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# | ||
+ | |||
+ | ==== 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 // | ||
+ | |||
+ | === 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# | ||