Rules Tweaks
Every
game has rules, and Dungeons and Dragons is no different. Over many years,
we find ourselves with the latest edition (DnD One or 2024), which has become fairly
popular after the widely derided 4th edition. There are always items that
need clarification, either because they are not clear, or because me and
my players find something that needs tweaking or even recreated. There are
also times when there are no rules for a subject, and creating a new one
is the way to solve the problem.
Below you will find information
about rules that I felt either needed adjusting or clarification, or need
to be created. If you find something that is incorrect as per what we've
already discussed, let me know. I usually will run changes through the
group first to ensure everyone is all warm and fuzzy.
Combat
Armor Class and Dexterity
To add some realism to the game, there will be
situations when a PC or NPCs AC will not gain the benefit of dexterity.
Situations like this will be:
1. The character is swimming in water since they
have no "footing."
2. The character is incapacitated, paralyzed,
petrified, stunned, or unconscious.
***
Attack (defined)
In my game, an attack is any action against
someone that would be unwelcome by them. This includes spells that require
saves.
***
Attacking Through Allies
You cannot perform a melee attack through an
ally's square, even if you have reach. You can attack an enemy through an
ally's square using a ranged weapon with only a small chance of hitting the
ally. If you shoot through an ally to hit a target and
roll a "1", then reroll a d20. The result will be against the ally's AC. If
you hit them, roll weapon damage with all modifiers.
The same applies to any spell that travels from
the caster aimed directly at the target and requires a "to hit" roll. If
you roll a "1", then reroll the d20. If your result hits the target, then
roll spell damage with all modifiers. Area of effect spells do not apply as
the caster doesn't need to hit the target's body directly.
The above rules only apply when your ally is
within 5' of your intended target.
Having the Sharpshooter feat allows the attacker
to avoid hitting their ally in the above mentioned manner (even if you roll
a "1") unless that ally is invisible. Invisible allies are always
subject to the "1" rule. The idea being that the one launching the missile
cannot see the ally to use his/her/its sharpshooter skills to avoid hitting
their ally.
***
D20 Ones and Crits on ACs Higher Than You can Hit
A rolled 1 on d20 is always a miss. Even if you
have abilities that allow you to reroll the dice, all ones are misses.
If your opponent's AC is too high for you to hit
with all of your bonuses, you can still hit with a natural 20 (or a 19 if
you are a champion or have some other feat/ability/item that allows you a
crit on a 19 or 20). At that point, to get DOUBLE damage, you would need to
reroll the d20. If you get another natural 20 (or 19 in the special
circumstances listed before), then you get the the double damage. If not,
then you simply roll regular damage.
***
Delay Turn
On your initiative, you may elect to delay your
turn and go when you announce your intention to do so. Once you go, you get
your action, bonus action, movement, and reaction as normal. Once you are
done, then you will wait until your next initiative roll to go.
You can delay your turn as long as you wish, even
into succeeding rounds. But when you take your turn, then you must wait
until your initiative on the next turn before you either go or delay again
on the next round's initiative. You may not perform actions then then delay
and then take movement, and so forth. All options must be taken when you
declare you're going.
If you cast a spell with a duration longer than
instantaneous, then countdown begins once you cast it and continues to do
so even if you delay your initiative. The ending of the spell will come in
the round at the time your initiative roll even if you delay past it. That
is why you still roll an initiative each round even if your intention is to
continue delaying.
For those with the Alert feat, you can swap with
someone on your rolled initiative and then you may delay your turn starting
at the new initiative you have swapped to.
***
Disarming Attack (Battlemaster Maneuver)
Included here because this maneuver may be
chosen by classes/subclasses other than Battlemaster)
If a battlemaster successfully executes this
maneuver, the target is disarmed, meaning they can drop their weapon. This
isn't much of a bother for the opponent, who can simply pick up their
weapon as a free object interaction on their turn.
Going forward, if an opponent is disarmed, by a
battlemaster using the disarm maneuver, the battlemaster may, as a
reaction, kick the weapon away (up to 10') or pick it up if they have a
free hand available.
***
Flanking
Flanking rules are observed in my game.
***
Grappling
If someone is grappled by more than one creature,
they can only break one grapple per attack option.
Anyone grappled by three or more opponents is
restrained.
***
Hasted and Prone
A creature that is prone and hasted will only use
half its unhasted base movement to get up.
***
Opportunity
Attacks
In the new
rules, when a creature you can see leaves your reach, you can use a
reaction to make one melee attack with a weapon or unarmed strike against
that creature. The attack occurs right before it leaves your reach.
There has been discussion about a friend or ally
leaving your reach and you casting a touch spells to help them in some way
as part of the war caster feat. This will not be allowed in my world. The
description above says it all. And as per my homebrew rules, and attack is
always an unwelcome act, which you would not do to a friend or ally.
***
Water
Combat
If you
are swimming in the water, and you don't have any special abilities that
allow you to move unhindered by the water, you may attack using any means
at your disposal. The order goes like this:
1. On your
action, make a DC 10 athletics check (+1 for every 50 lbs. of gear
you're carrying).
If you fail,
you're done because you're too busy flopping around trying to keep from
drowning to do anything else.
If you
succeed, attack as normal.
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Feats/Skills
Arcana Checks
As the PH:
"Your Intelligence (Arcana) check measures your ability to recall lore
about spells, magic items, e1dritch symbols, magical traditions, the
planes of existence, and the inhabitants of those planes."
If you see a spell being cast by
someone, you can use an Arcana check to determine what that spell is if it
is a spell that can be cast by you. If you can't, then you can only know
that a spell is being cast. If you can cast that spell because you are of
the appropriate class and level, the DM will have you roll the check based
upon the DC that he has determined. If you make the roll, then you know
what the spell is.
As for using an Arcana check to
determine what spell a person is under the influence of after the spell
has already been cast, you can determine symptoms that point to a spell
type, such as charmed or diseased or something that debilitates the body,
etc. So, for example, you believe your friend is under the effects of a
spell because he's attacking the party. You make a successful Arcana check
to know that a spell is in play and that the general effect is charm. You
can then make an investigation check to connect what you see with a
specific spell that you have knowledge. This can only be done if you are
able to cast the spell that was used due to class and level.
***
Feat (Sharpshooter)
Prerequisites: 4th level; Dexterity 13 or
higher)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity
score by 1, to a maximum of 20.
Bypass Cover. Your ranged attacks with weapons ignore Half Cover and
Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose
Disadvantage on your attack rolls with Ranged weapons.
Long Shots. Attacking at long range doesn’t impose Disadvantage on your
attack rolls with Ranged weapons.
Precision Shots. When you hit a creature with a ranged weapon that has the
Two-handed property as part of the Attack action on your turn, you can
cause the weapon to deal extra damage to the target. The extra damage
equals your Proficiency Bonus.
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Magic/Spells
Crafting Magic Items and Potions of Healing
Magic Items
Crafting Time and Cost
The table
below represents the rarity, time, and cost associated with creating magic
items and non-healing potions (there is a separate section below for that).
For the purchase price of a completed item, which is based upon their
rarity, simply double the listed cost. Other factors that can affect
purchase prices include, but are not limited to, region, political
atmosphere, rarity of magic items overall, private seller vs. business,
etc.
NOTE: The
crafting and purchase prices apply to potions that are NOT healing, which
have their own rules regarding creation, prices for crafting, and
purchasing outright. See the "Healing Potions" section below. The table
below represents the Rarity, Time, and Cost for crafting magic items. For
purchasing them outright, just double the listed cost.
Rarity |
Time* |
Cost* |
**Level |
Common |
5 days |
50 gp |
3< |
Uncommon |
10 days |
200 gp |
6< |
Rare |
50 days |
2,000 gp |
10< |
Very Rare |
125 days |
20,000 gp |
14< |
Legendary |
250 days |
100,00 gp |
18< |
*Halve the
value for a consumable item other than a Spell Scroll. The value of a Spell
Scroll is double what it costs to scribe the scroll (as specified in the
Player's Handbook).
**The
level you must be to create an item of this rarity.
The table
below shows what tools are needed to craft magic items.
Item Category |
Required Tool |
Armor |
Leatherworker's Tools, or
Weaver's Tools depending on the kind of armor as noted in the tools'
descriptions |
Potion* |
Alchemist's Supplies or
Herbalism Kit |
Ring |
Jeweler's Tools |
Rod |
Woodcarver's Tools |
Scroll |
Calligrapher's Supplies |
Staff |
Woodcarver's Tools |
Wand |
Woodcarver's Tools |
Weapon |
Leatherworking Tools,
Smith's Tools, or Woodcarver's Tools depending on the kind of weapon
as noted in the tools' descriptions |
Wondrous Item |
Tinker's Tools or the tool
required to make the nonmagical item on wich the magic item is based |
Spells.
If a magic item allows its user to cast any spells from it, you must have
all those spells prepared every day you spend crafting the item.
Work per
Day. For each day of crafting, you must work for 8 hours and must be
worked on in a stationary location, not a moving wagon or other vehicle.
Assistants. Characters can combine their efforts to shorten the
crafting time. Divide the time needed to create an item by the number of
characters working on it. For Irith, no more than two can work on crafting
an item.
Raw
Materials. The cost in the table represents the raw materials needed to
make a magic item. The DM determines whether raw materials are available.
In a city, there is a 75 percent chance that the materials are available,
and in any other settlement, that chance is 25 percent. If materials aren't
available, you must wait at least 7 days before checking in the same
city/settlement again.
If a magic
item incorporates an item that has a purchase cost (such as a weapon or a
suit of armor), you must also pay that entire cost or craft that item using
the rules in the Player's Handbook. For example, to make +1 Armor (plate
armor), you must pay 3,500 gp or pay 2,000 gp and craft the armor.
Potion
(healing only) Crafting Cost, Time, and Purchase Prices
Brewing
Potions of Healing. Potions of healing fall into a special category for
item crafting, separate from other magic items. A character who has
proficiency with the herbalism kit can create these potions. The times and
costs for doing so are summarized on the table below.
Type |
Time |
Cost |
*Level |
Healing |
8 hours |
25 gp |
2< |
Greater Healing |
40 hours |
100 gp |
4< |
Superior Healing |
120 hours |
1,000 gp |
7< |
Supreme Healing |
160 hours |
10,000 gp |
11< |
The time
for brewing these potions is not halved like non-healing potions listed in
the crafting table for magic items above. This is due to them not being
magical items despite their magical effects.
*The level
you must be to create this rarity of potion.
Spell Scrolls
Time and Cost
A spell
scroll is a scroll that can be read to trigger the spell inscribed upon it.
A scroll that simply has the instructions on how to cast a spell, which can
then be copied into a spellbook, is different. Look for the section below
called "Copied Spells in Scrolls."
Scribing a
spell scroll takes an amount of time and money based on the level of the
spell, as shown in the Spell Scroll Costs table below. For each day of
inscription, you must work for 8 hours. If a scroll requires multiple days,
those days needn't be consecutive. The scroll can only be worked on in a
stationary location, not a moving vehicle.
Prerequisites for the Scribe
To scribe a
scroll, you must have proficiency in the Arcana skill or with
Calligrapher's Supplies and have the spell prepared on each day of the
inscription. You must also have at hand any material components required by
the spell; if the spell consumes its Material components, they are consumed
only when you complete the scroll. The scroll's spell uses your save DC and
spell attack bonus.
If the
scribed spell is a cantrip, the version on the scroll works as if the
caster were your level.
The table
below lists the crafting prices, meaning that the purchase price will be
double what is listed. The table below has the Save DC and Attack Bonus of
scrolls that you find for sale.
Spell Level |
Save DC |
Att. Bonus |
Rarity |
Time |
Cost |
Cantrip |
13 |
+5 |
Common |
1 day |
15 gp |
1 |
13 |
+5 |
Common |
1 day |
25 gp |
2 |
13 |
+5 |
Uncommon |
3 days |
100 gp |
3 |
15 |
+7 |
Uncommon |
5 days |
150 gp |
4 |
15 |
+7 |
Rare |
10 days |
1,000 gp |
5 |
17 |
+9 |
Rare |
25 days |
1,500 gp |
6 |
17 |
+9 |
Very Rare |
40 days |
10,000 gp |
7 |
18 |
+10 |
Very Rare |
50 days |
12,500 gp |
8 |
18 |
+10 |
Very Rare |
60 days |
15,000 gp |
9 |
19 |
+11 |
Legendary |
120 days |
50,000 gp |
Copied Spells
in Scrolls
Scrolls that
have spells copied into them as a record or to be copied into another
spellbook cannot be cast and activated from the scroll like a Spell Scroll.
To make one, the person must have a spell to copy it from, proficiency in
the Arcana Skill, and Calligrapher's Tools. For each level of the spell
(with a cantrip equaling a 1st level spell) he transcription cost is 50 gp
and takes 2 hours.
***
Flying Magic
Item Movement
Since magic
items have no actions, they do not get to dash. Therefore, they cannot move
more than their described movement total. Magic items, spells, and potions
that are designed to enhance the movement of a creature, such as a potion
of flying, or ring of haste, do are not constrained by the above
definition.
***
Forbidden
Spells
Silvery Barbs
and Vortex Warp.
***
Identifying
Magic Items
In my world,
there are only 3 ways you can know the abilities of a magic item and how to
use it: someone who already knows how to use the item instructs you,
identifying the item with a spell such as identify, or you use trial and
error.
Potions
Creation
Potion
creation is contingent upon the creator having proficiency with the
herbalism and/or alchemist's kits.
The herbalism
kit is used to create spells that affect health, such as vitality and
healing potions. Costs and creation times for creating these potions are
found on on the
Potion Rules page on this site.
The
alchemist's kit is used to create all other potions. Costs and creation
times are listed on page 129 of the 2014 Dungeon Master's Guide.
Identification
Only the
following methods can be used to identify a potion.
1. Pay an Alchemist to identify it for you.
2. Use an Identify spell.
3. If your character has an alchemist background
or has the ability to cast arcane spells, then I will allow you to use make
a DC check to identify the potion.
4. Take a taste and the DM will give you a little
inkling about how you feel. At that point, the character can make an Arcana
check to determine the potion's properties (i.e. if it's a fly spell, the
successful check means the character knows that the potion will allow them
to fly but not duration and speed and so forth). Detailed information (by
tasting only) can only be determined by a successful Arcana check by a
spell caster who can cast the spell that potion effect emulates.
*NOTE* If you've consumed a potion before and know
what the effects are, then going forward, you will be able to take a little
taste and identify the spell right away.
Using a Potion
In my world, consuming any potion takes a bonus
action. Only potions that can heal or counter adverse affects may be poured
into an unconscious or incapacitated ally's throat.
***
Find Familiar Change
As per the definition of the spell, a familiar
cannot attack. A work around has been for the caster to channel a spell
through their familiar that doesn't require an attack roll. This is no
longer possible in my game. See "Attack (defined)" under the Combat Section
above.
***
Sanctuary (the spell)
The 2024 Sanctuary was a little nerfy so I changed
made the following change:
Old 2024 sanctuary spell excerpt:
"The spell ends if the warded creature makes an
attack roll, casts a spell, or deals damage."
Irith Homebrew sanctuary change (the rest of
the spell stays the same): "The spell ends if
the warded creature makes an attack roll, casts a spell, or deals damage ON
SOMEONE OTHER THAN THEMSELVES. ALSO, IF AN ENEMY IS DAMAGED BY SOMETHING ON
THE WARDED TARGET'S PERSON, SUCH AS EMANATIONS FROM A SPELL OR MAGIC ITEM
OR CLASS FEATURE, ETC. THE WARD ENDS FOR THE WARDED TARGET."
***
Scrolls
Scrolls are consumable, meaning when they are
used, they crumble to dust.
Scrolls can be used by a creature who can read the
language that the scroll was written in and can speak aloud what they are
reading, which activates the spell. The following additional criteria must
be met for someone to successfully employ a scroll.
A. If the creature reading a spell from a scroll
that is not on his/her/its class spell list, then they must roll an Arcana
check of DC 12 + 1 for every level of the spell. If the roll is successful,
the magic is released and the scroll is consumed. If the DC roll is missed,
then the magic of the scroll is not activated but the scroll remains
intact. If the DC roll is missed by 4 or more, then the scroll fails and is
destroyed.
B. If the spell on the scroll is on the reader's
class spell list, and the reader is the appropriate level to be able to
cast the spell, then it works normally with no need for a DC roll.
C. If the spell on the scroll is on the reader's
class spell list but at a level ABOVE what the reader can cast, then must
roll and Arcana check of DC 12 + 1 for every level ABOVE what they can
cast.
D. A Rogue (thief) of 13th level or above has a
class feature that allows them to use magic items, meaning they can use the
scroll successfully without an Arcana check and at any spell level that
happens to be on the scroll.
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Miscellaneous
Jumping/Falling Down
You may jump
down up to 10' and would only need to make a DC 10 athletics check if you
are landing on difficult terrain. If you fail the DC, you take 1d6
bludgeoning and are prone. At 20' and above, the DC is mandatory. At 20',
the DC is 15, a miss is 2d6 bludgeoning, and you are prone; at 30', the DC
is 20, you take 3d6 bludgeoning, and you are prone. From 31' and
above, you automatically 3d6 bludgeoning damage, and you are prone. Max
falling damage is 20d6, and falling from 201' or more means your PC has
died.
***
Mounts
When a character is on a mount, that character is positioned in the exact
center of the space that the mount occupies, even if it means that
character is not positioned inside a square proper. A mount that is caught
in an area of effect sees its rider caught in the same area of effect. If
an attacker is within 5' of the edge of the mount's occupied space, then
the attacker can hit the rider of the mount with a 5' reach (or further)
unless that mount has special properties or the DM/character has a special
property or circumstance that takes the rider out of that 5' reach (or
further).
***
Movement
Through Occupied Squares
In the new
rules, you may move unhindered through the square of an ally, a creature
that is incapacitated, a tiny creature, or a creature that is two sizes
smaller than you.
In my world,
any space occupied by a creature that is small or larger will be considered
difficult terrain, which costs double movement to move through. If the
creature occupying the square is an ally, you may move though the square at
double the movement cost. If the ally is tiny or two sizes smaller than
you, then you may move through the square normally. If the creature is an
enemy, you many not move through the square unless the creature is tiny or
two sizes smaller than you.
Also, the
rules say that if two creatures somehow end up in the same space
unwillingly, they will both be prone. What I will not allow is for a
creature to purposefully shove a creature into the space of another with
the intent of knocking them prone. This is a way of gaming the system. If a
creature is shoved into the the space of another creature and ends their
turn there, then the two creatures in the square will roll opposing grapple
checks (athletics or acrobatics). The loser will be pushed five feet away
into the nearest random open square.
***
Sleep
There are
builds, invocation, spells, species, etc. that indicate a PC doesn't have
to sleep at all. I'm fine with this. But a PC still needs to spend at least
8 hours during every 24-hour period doing non-productive activities such as
resting, talking, reading, daydreaming, etc. Crafting, working on armor,
building something, any physical activity, is not allowed if you want to
gain the benefits of an 8-hour long rest..
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