• Multiple Attacks

    8
    0 Votes
    8 Posts
    1k Views
    daermadmD
    @halfgiant said in Multiple Attacks: Rules for specialization above pertain to all classes as long as they meet the prereq’s? Yes. These are not fighter specific.
  • Calculating Spell DC

    spells 3.5e
    4
    0 Votes
    4 Posts
    1k Views
    halfgiantH
    Increase your effective Caster Level Orange Ioun Stone: +1 Caster Level Create Magic Tattoo (Spell, Spell Compendium): +1 Caster level Ring of arcane might : +2 Prayer bead: +1 Practiced Spell Caster +4 caster level Spell Penetration: +2 Caster Level (caster level checks only) Spell Penetration, Greater: [stacks with spell penetration]
  • Artificer Class (3.5)

    2
    0 Votes
    2 Posts
    590 Views
    halfgiantH
    Crafting Walkthrough for Artificer Lets go through an example of the entire process using a fairly simple item from the DMG:[sblock=The Scabbard of Keen Edges]Found on page 266 of the DMG, the Scabbard of Keen Edges has the following crafting information: “Faint transmutation; CL 5th, Craft Wondrous Item, keen edge; Price 16,000 gp; Weight 1 lb.” From this, we pick out the information we need. It’s crafting level is 5. It’s market price is 16,000 gp. It has Keen Edge as a spell prereq. The rest of the information we don’t really need to worry about (aside from that you need to have Craft Wondrous Item before you can even start to make it). We now need to extract the other information we need out of the market price: Cost to Craft (in gp) = market price / 2 = 16,000 gp / 2 = 8,000 gp. It will cost us 8,000 gp to make this item Cost to Craft (in xp) = market price / 25 = 16,000 gp / 25 = 640 xp. It will cost 640 xp to make this item, which will have to come from the Craft Reserve, your actual xp total, or a combination of the two (so if you only have 600 points in your reserve, you could spend all 600, and only have to pay 40 real xp). Time to Craft (in days) = market price / 1,000 = 16,000 / 1,000 = 16 days. It will take just over 2 weeks of work (16 days) in order to make this item. Use Magic Device Skill = UMD Now, the only thing we have left to figure out is what DC the UMD check is going to be, so we go to the PHB and look up the Keen Edge spell, and find that it is a lvl 3 spell, which means the minimum caster level for it is 5th. And we know that the UMD DC is 20 + Caster level, meaning this spell requires a DC 25 UMD check to successfully fake. We bring all of that information together, and we get this: Cost: 8,000 gp XP: 640 Time: 16 days UMD DC: 25 Assuming we have the necessary magical laboratory to work in, and that we have all of the needed supplies, we can start crafting. Lets assume we have the minimum level Artificer required to make this item, lvl 3 (don’t forget that while the item has a crafting level prereq of 5, the Artificer counts as being 2 levels higher than he really is for this), and we’ll just assume somebody else gave him enough gold to be able to afford it. We’ll also assume that he has a total of +8 to his UMD checks (+6 for max ranks, +2 for a Charisma of 14). Day 1: Enchanting Begins. Flavor text aside, the only mechanical aspect you need to worry about is the UMD check. Its DC 25, and you have a +8 to your UMD check, meaning you need to roll a 17 or higher to succeed. Pretty steep odds, so lets assume you fail the check. No big deal. Since it will take 16 days to craft, you get 16 tries to make the roll, plus an extra one at the end. Day 2-12: Constant Progress, Constant Failure You are working diligently, things are coming along, but you still haven’t made that UMD check yet. Day 13: Success! You rolled a 19 for today’s UMD check, meaning you passed. Hooray, no more skill checks required, you’re on easy street from here out. Day 16: The End You made your check, so at the end of this day of crafting, you will have your Scabbard of Keen Edges. If you had not made the check before today, you would get your normal check for the day, and if you failed that, you would get your last ditch emergency check to try and salvage everything. Here’s the kicker though. If you fail that check every single time, then you will fail at making the item, and all of the money and xp/craft points you put into making it will be wasted as well. That is a LOT of time and money to flush down the drain, so should you actually find yourself using that emergency roll at the end, you should spend an Action Point to boost the outcome. Remember though that you can only spend an AP before you know if your roll succeeded or failed, and since you’re going up against a known, set DC, that means you’ll need to burn it before you make the roll. But by this point, potentially wasting an AP is far better than potentially failing the roll and wasting all that time and money. And if you still fail, well, you did everything you could, better luck next time.[/sblock]Now, lets throw some extra complications into the mix. What if your Artificer has some of the Artisan feats to reduce the time/gold/xp costs of making an item? Lets look at that Scabbard of Keen Edges again, this time with the Extraordinary Artisan feat.[sblock=Scabbard of Keen Edges with Extraordinary Artisan]Lets first grab the necessary information from the previous example, no need going through all of it again. Crafting Cost: 8,000 gp XP: 640 Time: 16 days UMD DC: 25 Now, Extraordinary Artisan lowers the gp cost of the item by 25%, which seems pretty easy at first, but it has some pitfalls. Even though the feat says market price, it ONLY affects the cost to craft, nothing else. First, lets find out how much of a reduction we get. Market Price is 16,000 gp, to find the lower price we can either multiply the market price by .25 and subtract that number from the original, or we can just multiply the original by .75, either way we get that the new price is 12,000 gp. Now here is where people mess up. You use that 12,000 gp price to determine only the crafting price (which will be 6,000 gp now, instead of 8,000 gp). You do not use the 12,000 gp price to determine time or xp costs, for those you still have to use the original 16,000 gp price. You would use the same procedure with the other Artisan feats, changing each cost as appropriate. If you haven’t noticed it already, and didn’t read it in the feats section, Exceptional Artisan reduces the crafting time by 25%, which reduces the number of days required to craft the item 25%. That means you will have 25% fewer chances to make your UMD check to successfully create the item, which generally makes taking this feat a handicap to your crafting abilities.And now that you know how to make the items once you know their costs, lets spend a moment on how to correctly determine the price for custom made items. The first step in making any custom magic item is to talk it over with your DM. Actually, talking it over with your DM should be the first step in making any magical item with your Artificer. (S)He may have an adventure ready for you that your new item idea could ruin, might not allow that particular item in their game, or have suggestions on how to modify the item to be a better fit with the existing game. Magic items as a whole are the domain of your DM, not you as a Player, even if you are playing an Artificer (which comes with certain assumed rights to being able to make magical items). Assuming you get the go ahead, somebody is going to have to stat this item up. Many times, this will happen one of two ways. One, the DM will let the player requesting to make the item stat it up, and then either okay or reject the finished item once you hand it to them. The other option is that the DM may ask you to describe everything you want the item to do to him (or her), and then they will create the item themselves, and give you the specifics on it when they are done. Either way, expect there to be some haggling back and forth over a custom magic item as you both try to make it into what you want it to be. And remember, the guidelines in the DMG about how to price a magical item are just that, guidelines. They are not set in stone, and if a price sounds too low or too high when you use those rules, then chances are it is too high/low, and you’ve found another example of where the guidelines don’t work very well.
  • Advantage and Disadvantage Discussion

    discussion 5e
    5
    0 Votes
    5 Posts
    2k Views
    daermadmD
    Basically, Advantage/Disadvantage is huge in the mid range. This is why you kick my ass all the time. You normally need a number in the midrange to hit.
  • 3.5 Conditions Descriptions and Effects

    conditions cheatsheet
    1
    0 Votes
    1 Posts
    382 Views
    halfgiantH
    Condition Summary If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect. Ability Damaged The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away. Ability Drained The character has permanently lost 1 or more ability score points. The character can regain drained points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Blinded The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Blown Away Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering. Checked Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect. Confused A confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). Cowering The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any). Dazed The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. Dazzled The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks. Dead The character’s hit points are reduced to -10, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies. Deafened A deafened character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. Disabled A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the game master deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying. A disabled character with negative hit points recovers hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if her current hit points are negative). Dying A dying character is unconscious and near death. She has -1 to -9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches -10 hit points, she is dead. Energy Drained The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable. Entangled The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell. Exhausted An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Fascinated A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action. Fatigued A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Flat-Footed A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity. Frightened A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear. Grappling Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn’t grappling. See Grapple. Helpless A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. Incorporeal Having no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects. Invisible Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.) Knocked Down Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 × 10 feet. Nauseated Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. Panicked A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened. Paralyzed A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. Petrified A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. Pinned Held immobile (but not helpless) in a grapple. Prone The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. Shaken A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Sickened The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Stable A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative). If the character became stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point. Staggered A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions). A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious. Stunned A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any). Turned Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower. Unconscious Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.
  • Baleful Polymorph

    spells house rule official
    1
    0 Votes
    1 Posts
    690 Views
    daermadmD
    Baleful Polymorph work as per page 202 of the D&D 3.5 edition players handbook. Baleful Polymorph Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial; see text Spell Resistance: Yes You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and spec- ial abilities of an average member of the new form in place of its own except as follows: o The target retains its own alignment (and personality, within the limits of the new form’s ability scores). o If the target has the shapechanger subtype, it retains that subtype. o The target retains its own hit points. o The target is treated has having its nor- mal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. o The target also retains the ability to understand (but not to speak) the langu- ages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). See Errata for more.
  • Polymorph

    spells house rule official
    1
    0 Votes
    1 Posts
    470 Views
    daermadmD
    Polymorph works as per the spell description, but you have the option of having it lasting 1 minute (10 rounds) or concentration.
  • Manathereal Template (Montser Template)

    1
    0 Votes
    1 Posts
    396 Views
    daermadmD
    Something I have been pondering for a while, but have never implemented yet. Manathereal Template: Increase HD die by one factor. D6 to D8, D8 to D10, etc. All attacks are at a disadvantage unless attuned to hit the manathereal plane (similar to ghost touch weapons). Natural attacks with appendage (claw/hands) gain +1d8 energy damage Spells up to level HD / 4 do not affect creature All other spells are weaker. damage reduce by 1 die or duration reduced, etc. Increase challenge rating by 4
  • Ring of Regeneration

    1
    0 Votes
    1 Posts
    453 Views
    daermadmD
    Use the 3.5 SRD rules for the effect with the additional affect that if you are making death saves, roll a 1d6 at the end of your turn and on a roll of a 1 you stabilize and heal 1d6 HP.
  • Thundering Burst (name in progress)

    magic effect in flux
    1
    1 Votes
    1 Posts
    701 Views
    ImmeralI
    Sonic: Upon command, a sonic weapon emits a low thrumming hum. The sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d6 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Thundering Burst: A thundering burst weapon functions as a sonic weapon that creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. In addition to the extra sonic damage from the sonic ability (see above), a thundering burst weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Even if the sonic ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.
  • Laputan - Player Race

    races pc race in flux
    1
    0 Votes
    1 Posts
    745 Views
    daermadmD
    Laputan Names To be Determined Laputan Traits Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. The typical lifespan of a Laputan is 150 years. Alignment. Laputans tend to be Lawful, but spread across the spectrum from good to evil. Chaotic tendencies are heavily shunned ostracized, generally causing chaotic tending Laputans to become exiles. Size. Laputans are taller and heavier than humans, standing a bit over 6 feet on average and weighing in around 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see 30’ in dim light as if it was bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Manatherealverse Native. You have an innate connection to the Manathereal Plane. You are able to cast a single 0 level cantip that you innately learn sometime during your childhood years. You have no power points. The spell can be cast once and is recovered after a short rest as your body naturally absorbs mana from the Manathereal Plane. Language. You can speak, read, and write Common and Laputan. Subrace. Ancient Laputan society learned ot prize the connection to the Manathereal Plane and thus spell casting was a desirable trait. Over the millinia, two base subraces formed, called NAME the casters and NAME the warriors. Casters Ability Score Increase. Your Wisdom or Intelligence score increases by 1. Enhanced Manathereal Absorbtion. You recover spell points at an increased rate. To be determined. Warriors Ability Score Increase. Your Constitution or Dexterity score increases by 1. Manathereal Protection. You have the ability to expend your innate mana as a Bonus action in order to avoid any single melee hit or targeted spell effect that you are aware of.
  • The Spell Storm

    house rule in flux
    3
    0 Votes
    3 Posts
    1k Views
    daermadmD
    Basic spell storm will simply negate spell effects 3rd level or less. Permanent magic items get caster save or go inert for 1d6 rounds.
  • Starting Instructions

    2
    0 Votes
    2 Posts
    783 Views
    daermadmD
    Most of this information is on the main web in the menu under “The Rules” [image: uDBYj0k.jpg] This does bring up the point that I may not want a site more than the forums anymore though. Decisions.
  • Protection from Evil and Good

    spells house rule official
    2
    0 Votes
    2 Posts
    988 Views
    daermadmD
    The spell can affect more than one person by adding spell points. Each additional spell point beyond the first will allow two additional people to be affected. The range of the spell is still touch. The caster must still be able to reach everyone they wish to affect.
  • True Thief - Class

    house rule 5e in flux
    6
    0 Votes
    6 Posts
    2k Views
    daermadmD
    The True Thief Level… Proficiency Bonus… Sneak Attack… Class Features 1 +2 2d4 Sneak Attack, Expertise (Alchemical), Chameleon Cloak 2 +2 2d4 Cunning Action 3 +2 2d6 Combo I 4 +2 2d6 Ability Score Improvement 5 +3 3d6 Shadow Walk 6 +3 4d6 7 +3 4d8 Weaponstrike 8 +3 4d8 9 +4 6d8 Improved Chameleon Cloak 10 +4 6d8 11 +4 6d10 12 +4 8d10 13 +5 8d10 14 +5 8d10 15 +5 10d10 Join Strike 16 +5 10d10 17 +6 10d10 18 +6 12d12 19 +6 12d12 20 +6 12d12
  • Magic Items: Staffs

    house rule staff official magic items
    2
    0 Votes
    2 Posts
    1k Views
    daermadmD
    Original reply from @halfgiant Should there be a general rule that a general magical staff regains 1 charge per hour, a +1 staff regains 2 charges per hour, a +2 3 charges per hour… and everything else outside of that would be by DM exception? I noticed the Staff of Withering regains 1 charge per 12 hours. Haven’t read the staff of withering, it may make sense not sure. Trying to keep it simple.
  • Doppleganger racial stats when a PC

    house rule official monster race
    1
    0 Votes
    1 Posts
    645 Views
    daermadmD
    Racial Bonuses +2 Str +1 Con +1 Cha +4 Deception +2 Insight Darkvision 60′ Immune to Charm
  • Sleep

    spells house rule official in flux
    1
    0 Votes
    1 Posts
    829 Views
    daermadmD
    Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 1d12; the total is how many hit dice of creatures this spell can affect, starting with weaker creatures first. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points hit dice (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points hit dice, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points hit dice from the total before moving on to the creature with the next lowest hit points hit dice. A creature’s hit points hit dice must be equal to or less than the remaining total for that creature to be affected. Creatures with hit dice equal to or more than the casters spell casting class level are entitled to a Wisdom saving throw. On a failed save, the creatue is affected as above. On a successful save, the creature is unaffected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d12 1d6 hit dice for each slot level above 1st.
  • Cantrips and the Spell Point System

    spells house rule official
    1
    0 Votes
    1 Posts
    722 Views
    daermadmD
    A Cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. All cantrip spells are level 0. Under our spell point system, all cantrips are considered at-will, costing 0 spell points. A caster may only know as many cantrips as described in their class description.
  • Silence

    spells house rule official
    1
    0 Votes
    1 Posts
    727 Views
    daermadmD
    Silence 2nd-level illusion (ritual) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes, sphere is mobile centered on point chosen within range. Duration(Optional): No Concentration, up to 10 minutes, sphere is fixed on centered point chosen within range. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.