https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Guy&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T15:48:43ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Elemental_Weapon_(5e_Equipment)&diff=1826922Elemental Weapon (5e Equipment)2024-03-29T12:15:02Z<p>Guy: more consistent damage scaling</p>
<hr />
<div>{{5e Magic Item<br />
|name=Elemental Weapon<br />
|type=Weapon<br />
|subtype=any<br />
|rarity=varies<br />
|attunement=requires attunement<br />
|description=This magic weapon is imbued with elemental energy. Any hit with it deals extra damage. The {{5e|Damage Rolls|type of damage}} is determined by the DM, or by rolling a d10 to decide from one of the ten damage types below. The amount of extra damage is determined by the weapon's rarity and its damage type, as detailed in the following chart.}}<br />
{| class="5e"<br />
|-<br />
! !! Force or<br/>Psychic !! Acid, Cold, Fire, Lightning, Necrotic,<br/>Poison, Radiant, or Thunder<br />
|-<br />
! Common<br />
| 1 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
! Uncommon<br />
| 1d4 || 1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
! Rare<br />
| 1d12 || 2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
! Very rare<br />
| 2d8 || 3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
! Legendary<br />
| 2d12 || 4d6<br />
|}<br />
<br />
===Variant: +1 Elemental Weapon===<br />
If the ''elemental weapon'' is of at least "uncommon" rarity, it may grant you a +1 or higher bonus to attack rolls you make with it. For each +1 bonus the weapon has, the extra damage from it is reduced as if it was one rarity category lower. A very rare ''+2 longsword of lightning'' for example would have a +2 bonus on attack rolls, and on a hit deal an extra 1d6 lightning damage.<br />
<br />
===Variant: Elemental Weapon of Resistance===<br />
If the ''elemental weapon'' is of at least "rare" rarity, it may grant you {{5e|Damage Resistance}} to an opposing damage type from the preceding chart. While it is wielded, a ''radiant warhammer of resistance'' may grant you {{5e|Damage Resistance|resistance}} to necrotic damage, for example. The extra damage from this kind of ''elemental weapon'' is reduced as if its rarity category was 2 lower.<br />
<br />
== See also ==<br />
* [[5e SRD:Flame Tongue]]<br />
* [[5e SRD:Frost Brand]]<br />
<br />
<br />
----<br />
{{5e Wondrous Items Breadcrumb}}<br />
[[Category:User]]<br />
[[Category:Common]]<br />
[[Category:Uncommon]]<br />
[[Category:Rare]]<br />
[[Category:Very Rare]]<br />
[[Category:Legendary]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Vehicles_(PSR_Supplement)&diff=1826866Vehicles (PSR Supplement)2024-03-29T09:02:01Z<p>Guy: clarifications</p>
<hr />
<div><noinclude>{{PSR Header}}<br />
</noinclude>[[File:Wagon.png|{{PSRPX}}|right]]<br />
<br />
:''See also: [[Vehicles, Variant (PSR Supplement)]]''<br />
<br />
'''Vehicles''' are {{psr|Object}}s that carry and move creatures and {{psr|Item}}s. <br />
<br />
During {{psr|Encounter}}s, vehicles work best with {{PSR|Group Turns}}. Outside of group turns, if a vehicle is to be assigned a turn, it delays to the turn of its pilot&mdash;or its {{PSR|Hauling Objects|hauler}} if the vehicle lacks any pilot or crew. The pilot or hauler decides how the vehicle {{psr|Move}}s, but the vehicle cannot take {{psr|Action}}s or {{psr|Reaction}}s.<br />
<br />
Each vehicle is defined by several statistics as detailed below.<br />
<br />
'''''Speed.''''' The vehicle's {{psr|Move}} speed moving over the surface of land, over the surface of water, or through the air as a {{psr|Move#Flying|fly}} speed.<!--burrow and spelljamming omitted--> The presented speed is in feet for each turn in an {{psr|Encounter}}, or in miles for each day of travel. Like a creature, a vehicle might have several speeds, though most don't. <br />
* ''Haul.'' A vehicle with a speed listed as "haul" can only move when {{psr|Haul}}ed by appropriate creatures, and moves at the speed of those creatures as detailed in {{PSR|Hauling Objects}}. Typically a vehicle with any other speed can still be hauled by appropriate creatures.<br />
* ''Water.'' A vehicle with a water speed can move over the surface lakes, rivers, and small stretches of saltwater but cannot handle open sea. Unlike a true {{psr|Move#Climbing and Swimming|swim speed}}, a "water" speed can only traverse over the surface of water.<br />
* ''Sail.'' When moving by sail, a vehicle under favorable winds is {{PSR|Fast}}, under unfavorable winds is {{PSR|Slowed}}, under neutral winds moves normally, and in dead wind has its speed reduced to 5 feet. Unlike a true {{psr|Move#Climbing and Swimming|swim speed}}, a "sail" speed can only traverse over the surface of water.<br />
* ''Huge Speed.'' Vehicles of Huge size cannot be maneuvered easily. Within the span of a single {{psr|Turn}} a Huge vehicle can move in a straight line and take no more than one 90-degree turn. <!--Record the vehicles facing at the end of the vehicle's turn, as it cannot travel in the opposite direction during its next turn.--><br />
* ''Gargantuan Speed.'' Vehicles of Gargantuan size or greater have so much momentum that they lack the maneuverability to be controlled during an {{psr|Encounter}}. The speed and direction a Gargantuan vehicle has at the start of the encounter will be maintained throughout the entire encounter, unless it crashes into something.<br />
* ''Dashing.'' Vehicles take no actions and thus a vehicle itself nor its pilot cannot take the {{PSR|Dash}} action. However, {{PSR|Hauling Objects|hauling creatures}} can {{PSR|Dash}} to increase the vehicle's speed. <br />
<br />
'''''Capacity.''''' Capacity is the number of {{PSR|Medium}} creatures or objects can be {{PSR|Carry Capacity|carried}} by the vehicle. Two Small creatures occupy the load of one Medium creature, and four Tiny creatures occupy the load of one Medium creature. A Large creature occupies the load of two Medium creatures, and a Huge creature occupies the load of four Medium creatures. A vehicle cannot carry a creature larger than Huge, nor any creature of a {{psr|Size}} beyond that of the vehicle itself. Each unused point of capacity can be used to {{PSR|Carry Capacoty|store}} up to 25 {{psr|Items}}.<br />
<br />
'''''Crew.''''' Crew is the number of working {{psr|Folk}}s needed for the vehicle to move under normal conditions, excluding any creatures used to {{psr|Haul}} the vehicle. If there is insufficient crew, the vehicle's speed is reduced to 5 feet. Working as crew takes no particular skill, but if you're proficient in the vehicle you count as 2 crewmembers.<br />
<br />
'''''Size, AC, HP.''''' Like most {{PSR|Damaging Objects|objects}}, vehicles have a {{psr|Size}}, {{PSR|AC}}, and {{psr|Hit Points}}. Vehicles are always {{psr|Immune}} to {{psr|Poison}} and {{psr|Psychic}} damage, and have {{psr|Resistance}} to {{psr|Cold}} damage. Any vehicle reduced to 0 {{psr|Hit Points}} is destroyed, and if in <!--or on--> water it will sink 5 feet at the end of each of its turns.<br />
<br />
'''''Saves.''''' The vehicle is unaffected by effects requiring a {{psr|Save}} using {{PSR|Constitution}}, {{PSR|Intelligence}}, {{PSR|Wisdom}}, or {{PSR|Charisma}}. If the vehicle is forced to make a {{PSR|Strength}} or {{PSR|Dexterity}} {{psr|Save}}, the pilot or the most representative member of the crew makes a {{PSR|Strength}} or {{PSR|Dexterity}} {{psr|Check}} and uses that total for the save. If the pilot is proficient with the vehicle, their {{PSR|PB}} is added to the check result.<br />
<br />
<h3>Prone Vehicle</h3><br />
Though it is a difficult feat given the size of most vehicles, any vehicle can be knocked {{psr|Prone}}. When a vehicle is knocked Prone all creatures inside must succeed on a DC 20 {{PSR|Dexterity}} {{psr|Save}} or also fall {{PSR|Prone}}. Upon failing this save by 10 or more a creature is also {{PSR|Shoved}} 5 feet out of the vehicle in an appropriate direction.<br />
<br />
A Prone land or water vehicle has its speed reduced to 0, and while Prone its speed can't change. Any creature or team of creatures capable of {{psr|Haul}}ing the vehicle can upright it with a {{PSR|Use}} action, ending this Prone condition on the vehicle.<br />
<br />
A vehicle that starts its turn Prone while in {{PSR|Underwater|water}} takes {{psr|Damage Types|bash}} damage equal to its {{psr|Size}} die.<br />
<br />
<h3>Crashing</h3><br />
If a vehicle moves into the space of a creature or object of a {{psr|Size}} greater than or equal to the vehicle's, the vehicle '''crashes.''' This also applies if a water vehicle moves at a high speed into land.<br />
<br />
A crashed vehicle takes its {{PSR|Size|size die}} in {{psr|Bash}} damage, and one member of its crew must attempt a DC 15 {{PSR|Dexterity}} {{psr|Check}}, adding its {{PSR|PB}} if proficient with the vehicle. On a failure, the vehicle falls {{PSR|Prone}}. The crashed-into creature must succeed on a DC 15 {{PSR|Dexterity}} {{psr|Save}} or take the vehicle's {{PSR|Size|size die}} in {{psr|Bash}} damage, twice over.<br />
<br />
<h3>Vehicles (Example)</h3><br />
Your {{psr|Narrator}}'s world may have more, fewer, or different vehicles. This list is just an example. This list sticks to vehicles that could be manned by a typical party and could be attained with a comprehensible amount of gold. Note that these costs don't include the cost of {{PSR|Mount|hauling creatures}}, which must be acquired separately.<br />
<br />
Due to the size of these vehicles, they cannot be bought during {{psr|Downtime Trading}}, but can be bought otherwise.<br />
<br />
{| class="5e sortable"<br />
! Vehicle !! {{PSR|Speed}}!! {{PSR|Size}} !! Capacity !! Crew !! {{PSR|AC}} !! {{PSR|Hit Points|HP}} !! Cost<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Cart || land haul || Medium || 1 || 0 || '''12''' AC || '''4''' (1d8) || 15 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sled || land haul || Large || 2 || 0 || '''15''' AC || '''21''' (4d10) || 20 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wagon || land haul || Large || 2 || 1 || '''13''' AC || '''25''' (5d10) || 100 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chariot || land haul || Medium || 1 || 1 || '''20''' AC || '''22''' (5d8) || 250 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Carriage || land haul || Huge || 4 || 1 || '''15''' AC || '''26''' (4d12) || 500 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Raft || water 10 || Large || 2 || 1 || '''8''' AC || '''5''' (1d10) || 10 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Canoe || water 20 || Medium || 1 || 1 || '''12''' AC || '''9''' (2d8) || 50 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rowboat || water 30 || Large || 2 || 2 || '''15''' AC || '''18''' (4d8) || 100 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Riverboat || water 20 || Huge || 4 || 1 || '''17''' AC || '''39''' (6d12) || 3000 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dinghy || sail 30 || Large || 2 || 1 || '''13''' AC || '''27''' (5d10) || 5000 gold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sloop || sail 50 || Huge || 4 || 2 || '''15''' AC || '''39''' (6d12) || 10000 gold<br />
|}<br />
<br />
''Canoe and Rowboat.'' The pilot must take a {{PSR|Use}} action to move the vehicle using oars supplied with the vehicle, and can do so no more than once per round.<br />
<br />
''Chariot.'' While a chariot's speed is above 0, the pilot has {{PSR|Cover|three-quarters cover}} against all attacks.<br />
<br />
''Raft.'' The raft can only {{psr|Move}} by the pilot {{PSR|Use|Using}} a 20-foot pole (supplied with vehicle) in water no deeper than the pole is long. Otherwise the raft moves only with the water's drift.<br />
<br />
''Sled.'' On snow or {{psr|Slippery Terrain}} the sled is {{PSR|Fast}} and automatically succeeds on saves made for slippery terrain. On a {{PSR|Slippery Terrain|slippery}} {{PSR|slope}} the sled can move 60 feet directly downhill under its own power. The sled is {{PSR|Slowed}} on all other terrain.</div>Guyhttps://www.dandwiki.com/w/index.php?title=Blood_Damage_(5e_Variant_Rule)&diff=1826861Blood Damage (5e Variant Rule)2024-03-29T08:56:45Z<p>Guy: not an action</p>
<hr />
<div>== Blood Damage ==<br />
<br />
'''Blood Damage''' represents the hit point loss a creature incurs by losing its vital circulatory fluids. Any source of damage that incurs hemorrhaging, either exterior or interior, will inflict blood damage. Blood damage can also come from more supernatural or esoteric sources, such as dark magics affiliated with blood, or an attack that literally flings blood at a creature in order to deal damage.<br />
<br />
A damage source must meet at least one of the following requirements to be considered blood damage:<br />
* The damage source causes a creature to bleed externally.<br />
* The damage source causes internal hemorrhaging.<br />
* The damage source is infused with blood as an element.<br />
* The damage source comes from an attack using literal blood as a weapon.<br />
* The damage source inflicts [[Additional Status Conditions (5e Variant Rule)#Bleeding|bleeding]] or a similar condition or on-going effect.<br />
<br />
A creature that does not have circulatory fluid, such as most constructs, elementals or oozes, is by common sense immune to blood damage. Creatures that have robust circulatory systems that are difficult to disrupt or damage, or are physically able to function in spite of significant fluid loss, are usually resistant to blood damage.<br />
<br />
=== Substituting for Blood Damage ===<br />
If you want to use a spell, attack, or other feature that uses blood damage, but want to use a vanilla damage type, the alternative damage type will usually be given by that feature's rules text. If no alternative damage type is specified, the damage type you replace blood damage with can be either slashing, piercing, poison, or necrotic, depending on the context of what source dealt the damage. Consult your DM for which damage type is the correct type to use.<br />
<br />
It is recommended to put this design note at the top of a page when using this variant rule:<br />
{{Design Note|This [spell/equipment/class/other content type here] uses [[Blood Damage (5e Variant Rule)|blood damage]]. If you are not using blood damage, see the footnote(s) below for alternatives.}}<br />
If you do use this design note, be sure to use a footnote<ref>This is an example footnote</ref> suggesting which alternative damage types to use.<br />
<br />
=== Spells that Can Deal Blood Damage ===<br />
<br />
'''Non-Homebrew'''<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:60em;"><br />
* ''[[5e SRD:Chromatic Orb|chromatic orb]]'' — You can choose Blood as a possible damage type for this spell.<br />
* ''[[5e SRD:Inflict Wounds|inflict wounds]]''<br />
<br />
* ''[[5e SRD:Vampiric Touch|vampiric touch]]''<br />
<br />
* ''[[5e SRD:Blight|blight]]''<br />
<br />
* ''[[5e SRD:Cloudkill|cloudkill]]''<br />
* ''[[5e SRD:Insect Plague|insect plague]]''<br />
<br />
* ''[[5e SRD:Harm|harm]]''<br />
</div><br />
'''Homebrew'''<br />
<div class="toccolours mw-collapsible mw-collapsed" style="width:60em;"><br />
* ''[[Briars of Sanguar (5e Spell)|briars of sanguar]]''<br />
* ''[[Hemorrhage (5e Spell)|hemorrhage]]''<br />
<br />
</div><br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Bleeding_(5e_Variant_Rule)&diff=1826860Bleeding (5e Variant Rule)2024-03-29T08:56:12Z<p>Guy: not an action</p>
<hr />
<div>== Bleeding ==<br />
<br />
You’re standing in a street. When suddenly, a man walks up to you with a dagger in hand and stabs you in the chest six times. On the fifth, your DM says, “It’s a critical hit, start bleeding.”<br />
<br />
=How it works=<br />
Whenever someone or something makes a critical hit on a target, dealing slashing or piercing damage, if the target is has blood, or some other similar body fluid, the target must make a DC 15 {{5E|Constitution}} saving throw, on a fail, they start to bleed. At the end of every round while the target is bleeding, they take 2d4-1 necrotic damage. For every point of damage that the target takes because if the bleeding effect, they gain a stack of “wounds.” This effect ends when the target takes 30 necrotic damage from the bleeding effect, where they will fall asleep for 2 hours, when they wake up, they will have 1 hit point. Alternatively, the target can make a {{5E|Wisdom}} (medicine) at the end of their turn, before they take their damage from the bleed effect. This check has a DC of the amount of “wound” stacks the target has, and on a success, the bleeding effect ends.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Ship_Combat_(5e_Variant_Rule)&diff=1826857Ship Combat (5e Variant Rule)2024-03-29T08:52:31Z<p>Guy: not an action</p>
<hr />
<div>=== Ground Rules ===<br />
==== General Ship infos ====<br />
Ships vary in size and so do Combat values.<br><br />
You can find Ship Statblocks and the [https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdf (Semi)Offcial Combatsystem here] <br><br />
''I Would recommend this system for bigger Combats With a lot of members because its too hard to keep track of all those Initiatives'' <br><br />
Ships have Immunity against Poison and psychic damage, resistance against radiant and necrotic damage and vulnerability against fire damage.<br />
==== Starting and winning a fight ====<br />
On sight you can chase another ship and meanwhile shot it. <br><br />
If a ship shipps to another to attack it, they align next to eachother, 30ft appart and start fighting.<br><br />
For that to happen the attacked ship must fit in one size class range. for example a normal ship can only attack small boats to big ships.<br><br />
On start every crew member rolls an Initiative.<br><br />
<br />
In order to win such a fight, you either have to kill the opponents whole crew, get the opponent to surrenderor or sink the ship.<br><br />
If you sink the ship all of the ships ressources get lost.<br><br />
The fight ends without a winner if one party gets 50ft away from the other<br><br />
<br />
==== Possible Actions ====<br />
<big>'''Weapon:'''</big><br />
Depending on the type of weapon you might have to use a move to reload.<br><br />
Ranged weapons can attack either the hall, controll or movement of the ship.<br><br />
You can also attack a weapon specifically with disadvantage on your throw.<br><br />
Destroyed weapons can only be repaired out of combat.<br><br />
<big>'''Hook:'''</big><br />
You can throw a hook on your opponents ship to hook them.<br><br />
If you roll Nat20 you pull a opponents crew member into the water.<br><br />
If you roll Nat1 the hook falls into the water and you loose it.<br><br />
Once the ship is hooked the crew needs two moves to unhook themselfs.<br><br />
Hooked ships can't move<br><br />
<br />
<big>'''Plank:'''</big><br />
If the opponent is hooked you can connect the ships with a plank. the you have to roll 1d20>= the distance in ft. if you miss the plank walls isto the water.<br><br />
<br />
If you want to go over the plank and get attacked on there you get into a plank fight.<br><br />
Every hit, you have to throw Dexterity against eachother. <br><br />
If one of them rolls a Nat20 and they have a higher roll they kick them into the water.<br><br />
<br />
Going off the Plank counts as a move.<br><br />
<br />
<big>'''Rope'''</big><br />
Acrobat skillcheck on Distance-10 AC if you fail you fall into the water, if you succeed you land on the other deck. On Nat20 you land on an opponents crew member and do 1d8 Bludgeoning damage<br><br />
<br />
<big>'''Ship Movement'''</big><br />
You can move 1d6 ft closer or further from the other boat. <br><br />
You cannot move away from the other ship if hooked.<br><br />
<big>'''Swimming'''</big><br />
Falling into the water can be fatal. If your charakter can not swim you have to do a saving throw to not drown. You can only get up if a crew member helps you. If you can swim, falling into the water is survivable on your own. You can climb on one of the two boat with a survival skill check. to climb up you need to make a Acrobatic skill check<br><br />
<big>'''normal moves'''</big><br />
Of cause you can also do normal actions with some little changes.<br><br />
A ranged attack will do damage to the ship (part where target stands on) if you miss.<br><br />
Fire and AoE attacks always do damage to the ship (part where target stands on).<br><br />
<br />
==== Leaks ====<br />
Once the Hall is under half HP the ship starts gettin leaks everytime a weapon hits.<br><br />
Leaks do 1d6 damage per round if not fixed. <br><br />
To fix a leak you need to do a sleight of hand skillcheck 15DC and a plank.<br />
The underdeck floods with water at 4 leaks for at least 2 rounds. If you cant breath under water you cannot go under deck at this point.<br />
<br />
If the boat reaches 0HP it sinks. Its up to the DM what happens next.<br />
<br />
'''''Afterword:'''''<br />
''This concept is in a test phase. I will make changes about it if needed''<br />
''I hope you still like it. i dont think there is something like that elsewhere.''<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Nonlethal_Damage_(5e_Variant_Rule)&diff=1826823Nonlethal Damage (5e Variant Rule)2024-03-29T06:01:58Z<p>Guy: not an action</p>
<hr />
<div>== Nonlethal Damage ==<br />
Alongside a creature's health, also track the total nonlethal damage that they have accumulated. When this value exceeds their current hit points, they immediately fall {{5c|Unconscious}}. A creature knocked out this way remains unconscious until their hit points once again exceed or are equal to their nonlethal damage total. If a creature would have negative nonlethal damage points, put it back to zero instead.<br />
<br />
Nonlethal damage naturally bleeds away over time. A creature's nonlethal damage total decreases by 5 points every hour, to a minimum of 0 points. Whenever a creature finishes a short or long rest, the total is instead reduced by 10 points for every hour spent resting.<br />
<br />
Nonlethal damage can be used by both players and NPCs alike to try to knock out a target without killing them or risking them dying to death saving throws or the like. Whenever you make a weapon attack, you may call the attack as nonlethal. If the attack hits, it deals its damage to the creature's nonlethal damage total instead of their hit points.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Chemistry_(5e_Variant_Rule)&diff=1826821Chemistry (5e Variant Rule)2024-03-29T06:00:09Z<p>Guy: category fix. unsure if this is meant to be a downtime activity.</p>
<hr />
<div>== Arcane Chemistry ==<br />
<br />
*Arcane Chemistry is the art of brewing potions, bombs and poisons for usage in combat and outside of combat. Arcane Chemistry is an Alternative to magic and is especially useful for Rangers, Paladins, Eldritch Knights, Arcane Tricksters and any other quarter or half casters. <br />
<br />
*An Chemist can craft a number of potions, grenades and poisons equal to their total level but they cannot have more potions, grenades, or poisons of a specific type above their proficiency bonus. <br />
<br />
*The Chemist's Grenades have a spell DC= 8 + Proficiency modifier + Intelligence or Wisdom Modifier.<br />
<br />
*The Chemist's Poison Oils can magically change damage types to whatever a monster is vulnerable to or at least not resistant to during combat.<br />
<br />
{| class="wikitable"<br />
|+ Chemist's Potions<br />
|-<br />
! Name !! Effect !! Greater (lvl 7+) !! Grand (Lvl 14+) !! Ingredients<br />
|-<br />
| Corrosive Blood || Any blood drinking or flesh eating creatures take 2d6 acid damage instead of healing health after every attack that would drain health and this effect lasts for 1 minute || The Same but deals 3d6 acid damage || the same but deals 4d6 acid damage || Strong Whiskey+ Undead Blood/Flesh +Strong Vinegar<br />
|-<br />
| Healing Tonic || The Chemist consumes the potion and heals 2d4+Con health || same but 3d4+con health || same but 4d4+con health || Honey + Fruit + Healing Herbs<br />
|-<br />
| Dark Vision || Dark Vision 120 feet for 1 minute || Same but 30 minutes || Same but 2 hours || Absinthe + Hallucinogenic mushrooms + Sage<br />
|-<br />
| Rejuvenation || heal each round equal to players constitution modifier for 1 minute || Same but Constitution modifier plus proficiency modifier || Same but Con+Prof+4 hp a round || Yogurt + Fish liver oil + Aloe Vera<br />
|-<br />
| Invisibility || Same effect as spell, lasts for 1d4+1 rounds or when dispelled || Same effect as spell and lasts for 1 minute || Same effect as Greater Invisibility and lasts for 1 minute || Powdered Jellyfish + Absinthe + Hallucinogenic mushrooms.<br />
|-<br />
| Amphibious Potion || Able to breathe in water for 30 minutes || same but 1 hour || same but 2 hours || Wine + Fish Liver Oil + Sea Weed<br />
|-<br />
| Stamina Potion || Recovers 2 stamina a round || same but 4 stamina || same but 6 stamina || Berries + Vegetables + Honey<br />
|-<br />
| Energy Resistance || Resistance to one energy type for 1 minute || Same but 2 energy types || Same but 3 energy types or Immunity || Example<br />
|-<br />
| Neutralizing Potion || purges poisoned status or one diseases || same but poison resistance || same but poison immunity || Fruit Juice + Charcoal powder + Clay<br />
|-<br />
| Resurrection Potion || Same as Raise Dead but potion takes 10 minutes || same but player receives 25 health || Same but player receives 50 health || Powder Bone + Adrenaline + Wine<br />
|-<br />
| False Death (Faux Morte) || Character enters a deep death like trance for 1d4+2 hours || same but 1 day || same but 1d4+2 days || Death Cap + Puffer Fish + Black Lotus<br />
|-<br />
| Truth Potion || Compels the consumer to be charmed to those nearby and tell the truth for 1 hour || same but 1d4+2 hours || same but one day || Black Lotus + Hallucinogenic Mushrooms + Absinthe<br />
|}<br />
<br />
{| class="wikitable"<br />
|+ Chemistry Bombs<br />
|-<br />
! Name !! Effect !! Greater (lvl 7) !! Grand (lvl 14) !! Ingredients<br />
|-<br />
| Naffatun Fire Bomb (Dexterity Save) || deals 3d6 damage in a 15 foot radius circle || same but 4d6 fire damage || same but 6d6 fire damage || Tar + Sulfure + Salt Peter<br />
|-<br />
| Poison Smoke bomb (Constitution Save) || deals 1d4 Poison damage a round for 1d4+1 rounds in 15 foot radius, poisoned effect || same but 2d4 poison damage || same but 3d4 poison damage || Lye + black powder + Tar<br />
|-<br />
| Radiant Bomb (Dexterity Save) || deals 2d6 radiant damage and can blind targets || same but 3d6 || same but 4d6 || Prismatic crystal + black powder + Powdered Quartz<br />
|-<br />
| Deafening Bomb (Constitution Save) || deals 2d6 thunder damage and can deafen targets || same but 3d6 || same but 4d6 || Small bells + Black Powder + vinegar battery<br />
|-<br />
| Ice Blast Bomb (Strength Save) || deals 2d6 cold damage in 15 foot radius and enemies are grappled || same but 3d6 cold damage || Same but 4d6 cold damage and paralyzed on fail, grappled on success. || Example<br />
|-<br />
| Lunar dust Bomb (Charisma Save) || deals 2d6 psychic and does the same effect as '''faerie fire''' || same but 3d6 || same but 4d6 || Silver + Black Powder + Crystal darts<br />
|-<br />
| Nullification Bomb || same effect as antimagic zone but for 1 round || same but 2 rounds || same but 1d4+1 rounds|| Adamantium shavings + Black Powder + Aberration Blood<br />
|-<br />
| Sleeping Bomb (Wisdom save) || in 15 foot radius circle makes targets fall asleep for 2 rounds || same but 3 rounds || same but 4 rounds || Black Lotus + Black Powder + Ether.<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
|+ Poisonous Oils<br />
|-<br />
! Name !! Effect !! Greater (lvl 7+) !! Grand (lvl 14+) !! Ingredients<br />
|-<br />
| Aberration Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Aberration. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Aberration Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Beast Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Beast. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Beast Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Celestial Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Celestial. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Celestial Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Draconic Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is (vulnerable/not resistant to) to and deals double damage if the target is an Dragon. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Dragon Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Construct Poison || This poison oil is coated to a weapon and deals 1d6 Fire/Acid or Thunder damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Construct. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Construct Material + Strong Alcohol + Poisonous Mushroom oil<br />
|-<br />
| Elemental Poison || This poison oil is coated to a weapon and deals 1d6 Fire/Cold or Thunder damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Elemental. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Elemental material + Strong Alcohol + Poisonous Mushroom oil<br />
|-<br />
| Fey Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Fey. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Fey Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Fiendish Poison || This poison oil is coated to a weapon and deals 1d6 Cold/Thunder or Radiant damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Fiends. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Fiend Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Giant Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Giants. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Giant Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Humanoid Poison || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Humanoid. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Humanoid Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Monstrosity Oil || This poison oil is coated to a weapon and deals 1d6 poison/acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Monstrosity. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Monstrosity Blood + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Oozes Oil || This poison oil is coated to a weapon and deals 1d6 Thunder/Lightning or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Ooze. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Ooze material + Strong Alcohol + Poisonous Herbal oil<br />
|-<br />
| Plants Oil || This poison oil is coated to a weapon and deals 1d6 Fire/Acid or necrotic damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Plant. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Plant material + Strong Alcohol + Poisonous mushroom oil<br />
|-<br />
| Undead Oil || This poison oil is coated to a weapon and deals 1d6 Radiant/Acid or Fire damage per hit or it will magically change to the type of damage the monster is vulnerable to and deals double damage if the target is an Undead. this poison coats a weapon for 1 minute. || Same but 2d6 damage || Same but 3d6 damage || Undead Blood + Strong Alcohol + Poisonous Herbal oil<br />
|}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Downtime]]<!-- delete this comment if the rule is a downtime activity, otherwise delete this entire line --><br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Multiple_Characters_(5e_Variant_Rule)&diff=1826820Multiple Characters (5e Variant Rule)2024-03-29T05:58:36Z<p>Guy: category fix</p>
<hr />
<div>== Multiple Characters ==<br />
<br />
Animal companions, mounts, hirelings, familiars, and all other systems of having NPCs subordinate to the PCs have always been a contentious subject in D&D. The issue has been tackled in countless ways, and always there are conflicts and disagreements. Discussion ranges from how to balance it, to whether it even can be balanced, to whether it's even a valid concept in the grand scheme of what D&D is about. The subject has been debated to death, with no happy resolution ever achieved. 5th edition's response to this was to simply not mention it and hope nobody cared. In 5e, spellcasters do not immediately get familiars, paladins do not automatically get a trusty steed, and the ranger can only get a true animal companion through an archetype that is mechanically disadvantaged by the companion. Hirelings are briskly glossed over without any real explanation of how to operate them, and they're discussed as if they are equipment. Simply put, they didn't know how to balance it in a way that would make people happy, so they just... didn't bother with the subject at all. This approach to subordinate characters is a fundamental cause of the significant weakness of the beastmaster ranger archetype- which makes the archetype feel like an afterthought that was tacked on simply because they didn't want people complaining that they didn't include it.<br />
<br />
=== The Problem ===<br />
<br />
* Having a subordinate NPC is basically an invitation for the DM to screw with you. Tied your horse up outside the dungeon? A dragon ate it. Have a rat you use to disarm traps from a safe distance? it blows itself up. Have a trusty hound who aides you in combat? It begins barking at the big bad, giving away your position and ruining your advantage. Got a guy who carries your stuff for you? The thieves guild paid him off and he ran away with all your treasure. Does every DM jump on every opportunity possible to attack you through your NPC companions? Hopefully not, but it's a constant threat, a sort of conceptual point of failure that you are opening yourself up to. Just because the DM usually lets your companions work the way you expect does not mean he always will, and if a companion malfunction or betrayal suits the DM's purposes, they WILL do it.<br />
<br />
* This is because a subordinate NPC is not really yours. To you, the player, it is usually an important extension of your character, often with emotional importance, and is a halfway between character, feature, and equipment, but it is fully under the control of the DM. Any illusion of control on your behalf is merely what the DM chose to allow. Any time an NPC under your command could derail the DM's plans, they can have it react irrationally, disobey, or simply get itself killed. They ultimately decide ''who'' your subordinates are, how they think, what they care about, and even how they speak!<br />
<br />
* Animals are unreliable. Many are expensive to obtain, and all continue to cost money to maintain. (In 5e there are specific food and water requirements per day paired with gold piece expenses) They grow old, they get sick, and one way or another, they die. Other types of NPCs are equally costly and temporary. Comparatively, the idea of equipment wearing out or breaking is so rarely explored, even a wooden staff is effectively invincible until snapping it has story importance. Given that the vast majority of NPCs will be weaker than the PCs, they are extremely prone to untimely demise. Thus, the balancing effect of "Second character, but lower level" is utterly self-defeating.<br />
<br />
* Most animals are outside-only. As such, the "beast of burden" can easily become a simple burden, or even a liability. This is especially the case with PCs aiming to be knightly, as horses do not make sense in dungeons, and dungeons are what adventuring is all about. This was the fundamental problem with the paladin being a knightly cavalryman; it all worked fine until you were jumping between swinging platforms over a bottomless pit, surrounded by giant fire-breathing bats! Dungeons simply do not make sense, and a creature like a horse often is incapable of navigating such an absurd environment.<br />
<br />
* To maintain balance, NPCs cannot be used to increase player-action-economy. An NPC acting on its own does not screw with the action economy. (Primarily because the DM controls it for impartiality and tactical/metagame balance) However, in the control of a player, a player-NPC or second PC, is essentially a bonus turn with another character. In a metagame perspective, that player gets more field control, more hp, more combat time, more actions, more options, and thus exponentially more power.<br />
<br />
* The logical reasoning would be that every character involved in combat should get a full turn at their own initiative position. This is the fundamental structure of D&D combat, and changing it or interfering with it can have a dramatic impact on game play. (For example, having each side go in turn is a common variant with a significant impact on combat tactics) Unfortunately, treating subordinate NPCs this way results in a MASSIVE action economy imbalance in the party. The alternative, without changing combat in its most basic functions, is to essentially turn controlling a subordinate into an action, thereby negating almost the entire advantage; all a player gains is a little more field presence, because they wind up deciding which character gets to do something on their turn. Unfortunately, this makes subordinate NPCs disproportionately expensive. (As happened with the animal companion in 5e)<br />
<br />
* The developers failed to appreciate the actual investment and risk a subordinate NPC is to a player and their character. This probably happened because it was overshadowed by the balance issues associated with it. As a consequence, nobody took that expense into account when attempting to balance the mechanics, and the final rules disproportionately restricted NPC subordination.<br />
<br />
* We can't think of subordinates as characters. If they aren't full characters, they don't need a full turn. At the end of the day, a subordinate character is a type of equipment-like character feature; another resource a character has at their disposal. This resource costs time, space, food, and often money. This resource is also a risky investment, as it is mortal, and typically only the most expensive ones grow over time to scale with the campaign.<br />
<br />
* The problem isn't that subordinates give an action economy advantage; there are many features in the game that already do just that! The problem is that the advantage is massive. As such, we need to reduce that advantage to match the investment and risk, while still operating within a manageable balance range. This means we need to change combat on a fundamental level, and not all players will find such a shift acceptable.<br />
<br />
=== The Solution ===<br />
<br />
# The DM controls all NPCs, as per normal. At any point where the DM determines that a PC is sufficiently loyal, the DM may relinquish authority of that NPC to the PC's player. It is up to the DM what it takes to make an NPC obedient. The DM may only grant control over NPCs with strong, deep, personal relationships with the PCs. Or they might just give full control over any old cohort, tagalong, hireling, or slave.<br />
# Upon a PC earning the obedience of an NPC, regardless of the method, that Player has full control over that subordinate NPC. It effectively becomes an additional PC under that player's command. The player has full RP authority over the subordinate, including their thoughts and actions from this point forward, regardless of proximity or access to their commanding PC.<br />
# As such, even if the subordinate character becomes separated from the party, the DM is to keep the controlling player informed of any important events happening around the subordinate, and give that player the opportunity to react to events as is logically feasible. (You can't just say, "A dragon swoops down and eats your horse!" unless the horse is so utterly restrained that it cannot even attempt to evade or break free.) In essence, if it would be unfair to do to a PC, it is unfair to do to a subordinate.<br />
# A subordinate may attempt to disobey the orders of a PC or its player. For example, if a player declares "My henchman becomes suicidal, and hangs himself from the nearest tree!" the DM can respond by having the NPC make a save against its own passive charisma, or the passive charisma of the PC commanding it to behave irrationally. If the subordinate is successful, it becomes a standard NPC again, out of the player's control, and back under the full power of the DM. Following with the above example, if a DM had a subordinate make such a save, he may have the NPC shake his head, realize that he has a problem, and leave to seek out help for himself. ''(the example given had the subordinate character deciding to commit suicide of its own accord, by the word of the player, not its commanding PC, although the two are treated as virtually synonymous. The disobedience/loyalty clause only exists for the sake of having some impartial means of severing that tie for any reason. For instance, if your subordinate were being bribed, the DM would throw this save to see if it is successful. If your subordinate were facing a terrible threat and had valid reason to flee, the DM would throw this save to see if they buckle under their fear and retreat. The suicide example was given as the most extreme possible representation of this. At the end of the day, the DM still has full say. If he doesn't want the subordinate to carry out a certain action, (Say, the player is being disruptive and irresponsible) then the DM can simply say, "No. He doesn't do that. We need to talk." It is not a tool for resolving out-of-game issues through in-game mechanics. Such a thing would be ineffectual at resolving such conflicts, as it would be just as irresponsible as the behavior that caused the problem in the first place. It is a tool for impartially determining the NPC's actual loyalty to the PC/cause. It may seem that it should probably be a contest against the PC, or the external force acting on the subordinate, but NPCs typically do not improve over time, and such a contest against a high level PC would be a waste of time, the PC would almost certainly win.)''<br />
# Each subordinate under the command of a PC gives that PC 1 flex action which can be used during combat. At any point during the round, the player may declare that they want to change a flex action into another type of action. A flex action can become: One Movement, One Action, One Bonus Action, or One Reaction.<br />
# All subordinates share an initiative position with their commanding PC. Subordinates consume their commanding PC's actions; they do not have actions of their own. So, for example, a knight with two squires could have one squire move, and the other squire attack, leaving himself with two flex actions, a bonus action, and a reaction remaining for the turn and round. This, at the very least, allows all of a player's character's to move or attack together as one, as well as other tactical tricks, like effectively buying yourself bonus actions from flex actions if your companions are safely hiding within the battlefield. This has the effect of making the subordinate into literal extensions of the single character.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=In_Motion_(5e_Variant_Rule)&diff=1826819In Motion (5e Variant Rule)2024-03-29T05:57:46Z<p>Guy: category update</p>
<hr />
<div>== In Motion ==<br />
<br />
If a creature moves at least 10 ft in its turn, but has not used up all of its movement speed at the end of it, that creature may use its reaction to end its turn "in motion". This implies that the creature's movement is continuous from one turn to the next, with all of its actions being done "on the go". The creature gets +1 AC until the start of its next turn for doing this, as they are now a moving target.<br />
<br />
A creature cannot [[Delay (5e Variant Rule)|delay]] in their next turn after taking this action.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Enhanced_Existence_Truly_Mortal_Overhaul_(5e_Variant_Rule)&diff=1826818Enhanced Existence Truly Mortal Overhaul (5e Variant Rule)2024-03-29T05:56:24Z<p>Guy: not an action</p>
<hr />
<div>== Enhanced Existence Truly Mortal Overhaul ==<br />
<br />
This ruleset adds additional mechanics to make the game far more dangerous to players. Think of it as a sort of hard mode, wherein more status conditions, damage types, etc. are in place that don't alter the game in uncreative ways like less carry weight but still add a flavor of realism and harsh tones that can make the game quite more daunting and complex for experienced players. It is designed around the idea that mechanics that slow or stop aging for players, making them effectively immortal in the process, are simply not practical at all and only useful from a narrative standpoint. Because of this, the power of class features, boons, and items that allow for this are significantly more powerful, and should be accounted for by the DM when implementing this ruleset.<br />
<br />
The Enhanced Existence Project is currently under a bit of an expansion. As a result, this Overhaul will also now encompass my take on certain other additional rules, mostly those pertaining to extra skills and encounter types. These will have their own page, but be listed here. No reason, and definitely not to make room for a modern/futuristic setting and a full tilt homebrew sourcebook including newer versions of all my homebrew races. No way. Who does that? Not me. Never. Maybe.<br />
<br />
== Damage Types ==<br />
<br />
The following damage types exist but must be implemented by the DM for every circumstance they would exist in, since the main game's content doesn't and won't account for them. Because of this, each one comes with a brief explanation as to when you might use it. The whole point of these additional damage types is simple: If there are more damage types, it's more likely characters (In both the party and opponents, watch out for that) won't have immunity or resistance to the attack, at the cost of being less likely they have vulnerability to them as well. <br />
<br />
;Disease Damage: Disease damage should be used in place of poison or necrotic damage for any poison or necrotic damage caused by a disease or a spell or other magical effect that creates disease-like properties, such as the Sewer Rot disease in the DMG. If making homebrew creatures, you may also add the disease damage type at will to attacks that are very unsanitary and fill the target with disease, and NOT poison. This doesn't replace the actual poison damage type, and attacks that use venom or poison, or the damage dealt by any poisons within the game, should remain unchanged by this. At the DM's discretion, an attack from an undead creature that reads as being based on making the target sick may also use disease instead of poison.<br />
<br />
;Cosmic Damage: Damage as a result of being forced to think about things that you simply cannot comprehend is cosmic damage. This is different from psychic damage in the way that psychic damage can be interpreted as mental strain on your mind rather than the cosmic damage's physical strain. It's the damage Lovecraftian creatures, aberrations usually, deal in place of psychic damage. Cosmic damage feels like your brain is pushing against the inside of your skull, like it's desperately trying to escape understanding the incomprehensible in front of it, and is somehow swelling up as a result. Death by cosmic damage might result in the biology of the character being horribly warped beyond what a normal spell could repair, or even outright cause the brain to swell and explode. Cosmic damage acts like a direct step up from psychic damage, and this should reflect in your use of it. A normal Mind Flayer or even any normal spell will still use psychic damage, but an especially powerful and unusual aberration like an Elder Brain or Neothelid may use cosmic. If a creature uses cosmic damage, it does so in place of psychic damage, and if it would deal cosmic damage instead of psychic damage and is immune or resistant to psychic damage, it is probably also immune or resistant to cosmic damage in addition to psychic damage.<br />
<br />
== Status Conditions ==<br />
<br />
;Disheartened: A disheartened creature actively doesn't want to fight, either by not causing the fight in the first place, not wanting to harm or kill a foe, or otherwise by losing the resolve to fight mid-battle. A disheartened creature's Initiative count drops to 0, and it can't cast spells that deal damage. Even if the disheartened condition is later removed, a creature's original Initiative count is not restored, requiring other means to raise Initiative.<br />
<br />
;Waterlogged: A waterlogged creature is in a heavy downpour or snowfall without protection from the rain, soaking them and causing discomfort that can't be accounted for easily. A waterlogged creature has disadvantage on ability checks and disadvantage on saving throws against the effects of cold weather. Creatures with protection from the rain, such as an umbrella or a raincoat, and creatures that have a swimming speed or resistance or immunity to cold damage are usually immune to this condition. A creature can recover from the waterlogged condition by either drying off completely, or being submerged in water. Being in relatively light rain, or in a body of water, shouldn't cause this condition. At the DM's discretion, a creature can make a DC 10 {{5a|con}} saving throw when entering heavy rain or snow for the first time on a turn or when starting their turn in heavy rain or snow to prevent the condition.<br />
<br />
== 2nd Stage Status Conditions ==<br />
<br />
The following additional status conditions provide layers to the existing ones, giving you different levels of status conditions similar to the stacking effects of levels of Exhaustion. As such, they always appear as an upper level of an existing status aliment, and should never be possible to get outright except in incredibly special circumstances, as noted below the list.<br />
<br />
;Desensitized: A blinded or deafened creature that fails the saving throw against the blinded or deafened effect an amount of times equal to their {{5a|con}} modifier (minimum 1) becomes desensitized if the effect the condition originates from allows it. A desensitized creature is blinded, deafened, and cannot feel anything except any pain it receives. It cannot perceive outside of special senses, such as truesight or tremorsense, which don't rely on normal sight. A desensitized creature cannot hit with an attack unless it is a critical, and all critical hits they would make act as normal hits instead. A desensitized creature cannot cast concentration spells, and automatically fails concentration checks. Any pain the creature receives as a result of taking damage is maximized as a result of being the only thing they can feel, and causes them to take additional damage equal to the damage taken from any given source, except that all of this additional damage is psychic damage. Most likely, special poisons or venoms may make a creature desensitized, or maybe powerful homebrew spells most likely used by villains. You can also outright replace the more powerful enemies' versions of effects that make you blinded or deafened with effects that make you desensitized instead, failing multiple saving throws to do so.<br />
<br />
;Infatuated: A charmed creature that fails the saving throw against the charmed effect an amount of times equal to their {{5a|cha}} modifier (minimum 1) becomes infatuated if the effect the condition originates from allows it. This should only occur against charm effects that are natural abilities of the creature, such as a vampire, and never from spells. An infatuated creature is charmed and stops rolling to save against the charm, unless the charm has a special clause of an event outside of turn order that can cause the charmed creature to make an additional save against the charm, such as taking damage. An infatuated creature doesn't make saving throws against the charm as a result of time passing.<br />
<br />
;Terrified: A frightened creature that fails the saving throw against the frightened effect an amount of times equal to their {{5a|wis}} modifier (minimum 1) becomes terrified if the effect the condition originates from allows it. A terrified creature cannot save against being terrified while the source of its fear is within line of sight. A terrified creature is frightened, and takes additional damage equal to the damage taken from any damage dealt to it by the source of its fear. All of this additional damage is cosmic damage. Powerful creatures with an ability like a dragon's Frightening Presence might make multiple failures result in terror instead of simple fear.<br />
<br />
;Panicked: A terrified creature that fails a saving throw against any frightened or terrified effect even once is panicked. A panicked creature cannot comprehend anything other than the need to escape the source of its fear, and is so desperate to avoid its situation and the doom approaching them that they lose all rationality and cannot be reasoned with. A panicked creature, including a player character, falls under the control of the DM, who must make the creature run away, use spells that help it escape, and do anything it can to flee in the most effective way possible. A panicked creature is willing to risk any and all harm to themselves and their allies to do so. For example, a panicked creature that has {{5e|plane shift}} prepared might cast it immediately, without a destination or with the first destination that comes to mind, whatever that is.<br />
<br />
;Traumatized: A paralyzed or poisoned creature that fails the saving throw against the paralyzed or poisoned effect an amount of times equal to their {{5a|con}} modifier (minimum 1) becomes traumatized if the effect the condition originates from allows for it. A traumatized creature is paralyzed, automatically fails {{5a|con}} saving throws and takes disease damage equal to their {{5a|con}} modifier (minimum 1) at the start of each of their turns, as their body's mechanisms for recovering and returning to homeostasis turn on them and become a hazard. {{5e|greater restoration|Greater restoration}} or a DC 20 Medicine check (with advantage if the creature attempting the check has a medicine kit) can cure a creature of its traumatized condition and leave it with the original condition it had. If this occurs, the original condition cannot cause the creature to become traumatized again for 24 hours. A particularly nasty poison from a creature that in real life is usually deadly can cause this. That can include creatures from lower rungs than might be expected, even a normal poisonous snake or spider might cause this if they are a particular type. If this is used this way, characters that see the threat coming should gain visual clues that the creature is particularly deadly, such as describing it as a cobra or black widow. Other effects that can cause the condition are effects that are usually unexpectingly deadly, the kinds that cause internal damage or confuse the body in how it might cope, such as allergies (If those are a thing in your game, they probably aren't for your player characters, but could be for NPCs) or the concussive blast of powerful explosions. The things that cause this condition would be surprising and seemingly unrelated to each other but should be grounded in real life ways trauma can occur that can leave a lasting impression.<br />
<br />
== Variant Rule: Immortal Biology ==<br />
<br />
As a variant rule to make immortality more appealing, you can make any creature that does not age or ages at a reduced rate compared to a normal creature of their species immune to cosmic damage, as well as the status conditions that are added by this ruleset (But not normal status conditions) and all diseases (But not curses). This gives a mechanical benefit to the pursuit of immortality, and makes it more than simply living forever, allowing players that are immortal or effectively immortal to really feel like that means something.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Pikmin_Farming_(5e_Variant_Rule)&diff=1826817Pikmin Farming (5e Variant Rule)2024-03-29T05:55:54Z<p>Guy: category fix: not an action? seemingly not intended to be a downtime activity either</p>
<hr />
<div>{{Copyright Disclaimer|owner=Nintendo|franchise=Pikmin}}<br />
== Pikmin Farming ==<br />
<br />
Pikmin Farming Is Pikmin's way of reproduction. For this, you need a pikmin, an [[Onion (5e Equipment)|Onion]] of the same color, and some sort of input, like a dead body or a pellet from a [[Pellet Flower (5e Equipment)|Pellet Flower]]. First the pikmin has to carry the input to the onion, and the onion makes a tractor beam and pulls the input into the onion. after about a minute, a number of pikmin seeds pop out for the creature's or pellets size, listed below. the pikmin seeds grow fast, ripe in 10 seconds. in order to get the pikmin, a creature must make a {{5a|str}} saving throw of the DC depending on the pikmin type. If the pikmin stays in the ground, It blooms, making more healthy and strong(time needed listed below) The glow pikmin do not have an onion, but they have a lumiknolli instead. it works the same way, but it only takes glow pellets, and It can make glow sap. the lumiknolli does not inplant a seed, but fully creates the glow pikmin from the inside, popping them out in 5 seconds, and them ready to go.<br />
=== Pikmin details ===<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
'''<BIG>[[Red Pikmin (5e Creature)|Red Pikmin]]</BIG>'''<br />
<br />
Onion:Red<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:5 minutes<br />
:Flower:1 hour<br />
plunk DC:5<br />
<br />
Time:Day<br />
<br />
Environment: warm soil, or basic dirt.<br />
<br />
'''<BIG>[[White Pikmin (5e Creature)|White Pikmin]]</BIG>'''<br />
<br />
Onion:White<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:4 minutes<br />
:Flower:50 minutes<br />
plunk DC:3<br />
<br />
Time:Day<br />
<br />
Environment:Soil, can grow where there are toxic trases inside the dirt.<br />
<br />
'''<BIG>[[Winged Pikmin (5e Creature)|Winged Pikmin]]</BIG>'''<br />
<br />
Onion:Pink<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:3 minutes<br />
:Flower:30 minutes<br />
plunk DC:3<br />
<br />
Time:Day<br />
<br />
Environment:Any soil, better at higher altitudes<br />
<br />
| style="width: 33%;" |<br />
'''<BIG>[[Yellow Pikmin (5e Creature)|Yellow Pikmin]]</BIG>'''<br />
<br />
Onion:Yellow<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:5 minutes<br />
:Flower:1 hour<br />
plunk DC:5<br />
<br />
Time:Day<br />
<br />
Environment:any soil, better in soil that has static electricity.<br />
<br />
'''<BIG>[[Purple Pikmin (5e Creature)|Purple Pikmin]]</BIG>'''<br />
<br />
Onion:Purple<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:10 minutes<br />
:Flower:2 hours<br />
plunk DC:8<br />
<br />
Time:Day<br />
<br />
Environment:Any soil.<br />
<br />
'''<BIG>[[Ice Pikmin (5e Creature)|Ice Pikmin]]</BIG>'''<br />
<br />
Onion:Cyan<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:5 minutes<br />
:Flower:1 hour<br />
plunk DC:6<br />
<br />
Time:Day<br />
<br />
Environment:colder soil is better, along with a colder climate.<br />
<br />
| style="width: 34%;" |<br />
'''<BIG>[[Blue Pikmin (5e Creature)|Blue Pikmin]]</BIG>'''<br />
<br />
Onion:Blue<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:5 minutes<br />
:Flower:1 hour<br />
plunk DC:5<br />
<br />
Time:Day<br />
<br />
Environment:any soil, more better in soil that is submerged in water.<br />
<br />
'''<BIG>[[Rock Pikmin (5e Creature)|Rock Pikmin]]</BIG>'''<br />
<br />
Onion:Grey<br />
<br />
Bloom time<br />
:leaf:10 sec<br />
:bud:5 minutes<br />
:Flower:1 hour<br />
plunk DC:6<br />
<br />
Time:Day<br />
<br />
Environment:any soil, better with minerals within the dirt, like diamond, gold, silver,crystal or of that matter.<br />
<br />
'''<BIG>[[Glow Pikmin (5e Creature)|Glow Pikmin]]</BIG>'''<br />
<br />
Onion:Lumiknolli<br />
<br />
the Glow Pikmin do not have grow time, they naturally get a flower. they do not have a pluck DC either.<br />
<br />
Time:Night<br />
<br />
Environment:Around the lumiknolli.<br />
<br />
|}<br />
=== Pikmin Base Stats ===<br />
<br />
'''''Red Pikmin'''''<br />
<br />
Resistance:Fire<br />
<br />
Carrying Speed:20 ft<br />
<br />
Strength:20 pounds<br />
<br />
Throw Distance:5/30 (fire)<br />
<br />
Throw Height:10 ft<br />
<br />
Basic Uses: can take care of fires, basic pikmin type.<br />
-----<br />
'''''Yellow Pikmin'''''<br />
<br />
Resistance:Lightning<br />
<br />
Carrying Speed:20 ft<br />
<br />
Strength:20 pounds<br />
<br />
Throw Distance:10/60 (lightning)<br />
<br />
Throw Height:20 ft<br />
<br />
Basic Uses: can be thrown higher due to their light bones, can pass electricity between each other when they line up (Like a power cord)<br />
-----<br />
'''''Blue Pikmin'''''<br />
<br />
Resistance:Slashing<br />
<br />
Carrying Speed:20 ft<br />
<br />
Strength:20 pounds<br />
<br />
Throw Distance: 5/30 land, 5/20 water (Slashing)<br />
<br />
Throw Height:10 ft land, 5 ft water<br />
<br />
Basic Uses:Can swim and breath underwater, unlike the other pikmin, who drown very easily.<br />
-----<br />
'''''White Pikmin'''''<br />
<br />
Resistance:Poison<br />
<br />
Carrying Speed:15 ft<br />
<br />
Strength:20 pounds<br />
<br />
Throw Distance:5/30 (Poison)<br />
<br />
Throw Height:10 ft<br />
<br />
Basic Uses:Can be immune to poison attacks, and can poison and kill a creature that eats it easily, but they are smaller.<br />
-----<br />
'''''Purple Pikmin'''''<br />
<br />
Resistance:Bludgeoning<br />
<br />
Carrying Speed:20 ft<br />
<br />
Strength:100 pounds<br />
<br />
Throw Distance:5/15 (bludgeoning)<br />
<br />
Throw Height:5 ft<br />
<br />
Basic Uses:very strong and powerful, heavy damage and great carrying capability, but they are slow and cant be thrown high.<br />
-----<br />
'''''Rock Pikmin'''''<br />
<br />
Resistance:Force<br />
<br />
Carrying Speed:20 ft<br />
<br />
Strength:25 pounds<br />
<br />
Throw Distance:5/30 (Bludgeoning)<br />
<br />
Throw Height:10 ft<br />
<br />
Basic Uses: can smash crystals with their bodies, and can fall and get crushed and survive.<br />
-----<br />
'''''Winged Pikmin'''''<br />
<br />
Resistance:Piercing<br />
<br />
Carrying Speed:30 ft<br />
<br />
Strength:20 pounds<br />
<br />
Throw Distance:5/40 (piercing) Can fly back, no pikmin call response needed if on miss<br />
<br />
Throw Height:15 ft<br />
<br />
Basic Uses:can fly, avoiding ground enemies attacks and can transport objects quicker than others by flying, but smaller and weaker.<br />
-----<br />
'''''Ice Pikmin'''''<br />
<br />
Resistance:Cold<br />
<br />
Carrying Speed:20 ft<br />
<br />
Strength:20 pounds<br />
<br />
Throw Distance:5/30 (cold)<br />
<br />
Throw Height:10 ft<br />
<br />
Basic Uses:can freeze water, and can freeze enemies when they attack creatures, but fire is more harmful to them.<br />
-----<br />
'''''Glow Pikmin'''''<br />
<br />
Resistance:Radiant<br />
<br />
Carrying Speed:15 ft<br />
<br />
Strength:10 pounds<br />
<br />
Throw Distance:5/35 (Radiant)<br />
<br />
Throw Height:15 ft<br />
<br />
Basic Uses: cannot actually die, can be around at night, unlike other pikmin, and can glow. they are weaker at attacking and carrying, aside from the "GlowMob" attack they can do.<br />
-----<br />
=== creature size ===<br />
<br />
'''Tiny:'''<br />
<br />
Pikmin produced:1<br />
<br />
Carrying number:1<br />
<br />
'''Small:'''<br />
<br />
Pikmin produced:3<br />
<br />
Carrying number:3<br />
<br />
'''Medium:'''<br />
<br />
Pikmin produced:5<br />
<br />
Carrying number:5<br />
<br />
'''Large:'''<br />
<br />
Pikmin produced:8<br />
<br />
Carrying number:8<br />
<br />
'''Huge:'''<br />
<br />
Pikmin produced:10<br />
<br />
Carrying number:10<br />
<br />
'''Gargantuan:'''<br />
<br />
Pikmin produced:20<br />
<br />
Carrying number:20<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Wisdom_Based_Shooting_(5e_Variant_Rule)&diff=1826816Wisdom Based Shooting (5e Variant Rule)2024-03-29T05:54:10Z<p>Guy: not an action</p>
<hr />
<div>== Wisdom Based Shooting ==<br />
Good old guns. Bullet slinging machines that tear through kobolds faster than a wizard on drugs. The only problem is how they're handled in 5e. See, when you flip to page 268 of the DMG, you find yourself with another arsenal of weapons at your disposal. Revolvers, Shotguns, and Laser Rifles; it’s all here. “Sweet” you say to yourself as you try them out in your awesome Fallout 4 campaign. Your adventurers, starting off at relatively low levels haven’t gotten extra attacks at this point. And you begin to realize, “I think it may just be a little bit possible to shoot more than one bullet in a 6 second turn”. <br />
<br />
Pesky Kobolds dodging your bullets? Trying to figure out how to line up a dragon relative to your position? Boy, have I got a treat for you! Ladies and gents, I present you Wisdom Based Shooting! Just add your positive Wisdom Modifier by one, and take the resulted numbers amount of shots at the enemy! Sequilitis references aside, this actually is a pretty good idea. While the assault rifle has burst fire and that’s pretty cool, it doesn’t make up for the fact that the only reason anyone uses guns is because they do way more damage than the strongest of Martial Weapons.<br />
<br />
Basically, Wisdom Based Shooting, or WBS, lets you shoot a gun up to your wisdom modifier +1 (unless your modifier is negative). If you use WBS on your turn, you cannot use any extra attacks you have. If you use the burst fire property on your turn, you cannot use WBS on the same turn.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Legendary_Hatred_(5e_Variant_Rule)&diff=1826815Legendary Hatred (5e Variant Rule)2024-03-29T05:53:36Z<p>Guy: not an action</p>
<hr />
<div>== '''Legendary Hatred''' ==<br />
<br />
''The party is fighting the BBEG or some powerful monster! They seem to be getting the upper hand! They just dropped it to half HP...! Just what you were waiting for. The creature or BBEG roars, it now able to cast deadly spells, having higher stats, among other boosts! The PC's are now fearful as they should be!''<br />
<br />
(Note, terrible with this site, bear with it.)<br />
<br />
But, Legendary hatred is a powerful ability to give a creature. It is a very loose and open rule that could break or boost up a monster to make it strong enough. LH (Legendary Hatred) is being built, think of what makes sense for the creature; giving a creature a high STR score when up and till this point makes not too much sense. <br />
<br />
There should be a set percentage/HP the boss gets a buff/ability whether it be a second initiative score in the middle of the fight, or if the PC's are taking too long, then it could gain a bonus to all stats or even gain the ability for a second lair action. This is a very simple rule but could change the game if used carefully.<br />
<br />
Suggestions for ability and how to make it.<br />
<br />
When Boss goes to or below 50%: +2 to all stats<br />
When Boss takes Fire Damage: Becomes resistant to fire<br />
If Boss if hit by a ranged attack when wounded: Boss can catch and toss back projective<br />
If Boss is at 35%: Give [x 5-6 ability] and can use it immediately.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Radical Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Additional_Ritual_Spells_(5e_Variant_Rule)&diff=1826814Additional Ritual Spells (5e Variant Rule)2024-03-29T05:52:47Z<p>Guy: not an action</p>
<hr />
<div>== Additional Ritual Spells ==<br />
<br />
Right, let's set one thing straight: '''The selection of ritual spells in the PHB is puny.''' The additional supplemental books don't help this situation much either. Unless you are for some reason creating a divination caster (or an NPC spellcaster with a specialty in divination), the selection spells gifted with the ritual tag are token utilities that at best that barely contribute to being able to further a character's thematic choices.<br />
: ''(mainly I'm just salty about the Ritual Caster feat having a tiny selection of spells to pick up and only letting you learn those from a single class list, and then having the audacity to let you learn more like a wizard)''<br />
<br />
The following spells (and spells from other supplements as well) are thusly granted the ritual tag by this optional rule, sorted by spell school and then by level.<br />
: Some of these spells deviate from typical the typical +10-minute casting time usually granted to ritual spells; ritual spells with durations that are shorter than or equal to normal supersede the regular casting duration of the spells they inherit from. Ritual spells that are changed this way are noted with their altered ritual-casting time.<br />
<br />
====Abjuration Ritual Spells====<br />
* ''Armor of Agathys'' (1st level)<br />
* ''Mage Armor'' (1st level)<br />
* ''Snare'' (1st level)*<br />
<br />
* ''Aid'' (2nd level, casting time 1 hour)<br />
<br />
* ''Dispel Magic'' (3rd level)<br />
* ''Magic Circle'' (3rd level)<br />
<br />
* ''Banishment'' (4th level)<br />
* ''Stoneskin'' (4th level, casting time 1 hour)<br />
* ''Mordenkainen's Private Sanctum'' (4th level, casting time 1 hour)<br />
<br />
* ''Dispel Evil and Good'' (5th level)<br />
<br />
* ''Globe of Invlunerability'' (6th level)<br />
* ''Guards and Wards'' (6th level, casting time 1 hour)<br />
<br />
* ''Antimagic Field'' (8th level)<br />
* ''Holy Aura'' (8th level)<br />
* ''Mind Blank'' (8th level, casting time 1 hour))<br />
<br />
* ''Imprisonment'' (9th level, casting time 8 hours)<br />
* ''Invulnerability'' (9th level, casting time 1 hour)*<br />
====Conjuration Ritual Spells====<br />
* ''Fog Cloud'' (1st level)<br />
* ''Grease'' (1st level, casting time 1 minute)<br />
<br />
* ''Find Steed'' (2nd level)<br />
* ''Misty Step'' (2nd level)<br />
* ''Web'' (2nd level)<br />
<br />
* ''Call Lightning'' (3rd level)<br />
* ''Conjure Animals'' (3rd level)<br />
* ''Sleet Storm'' (3rd level)<br />
* ''Summon Lesser Demons'' (3rd level)*<br />
<br />
* ''Conjure Minor Elementals'' (4th level)<br />
* ''Conjure Woodland Beings'' (4th level)<br />
* ''Dimension Door'' (4th level)<br />
* ''Evard's Black Tentacles'' (4th level)<br />
* ''Leomund's Secret Chest'' (4th level)<br />
* ''Summon Greater Demon'' (4th level)*<br />
* ''Summon Abberation'' (4th level)**<br />
<br />
* ''Cloudkill'' (5th level)<br />
* ''Conjure Elemental'' (5th level)<br />
* ''Conjure Volley'' (5th level)<br />
* ''Teleportation Circle'' (5th level)<br />
* ''Tree Stride'' (5th level<br />
* ''Far Step'' (5th level)*<br />
* ''Infernal Calling'' (5th level)*<br />
<br />
* ''Heroes' Feast'' (6th level, casting time 1 hour)<br />
* ''Transport via Plants'' (6th level)<br />
<br />
* ''Conjure Celestial'' (7th level)<br />
* ''Mordenkainen's Magnificent Mansion'' (7th level, casting time 1 hour)<br />
* ''Plane Shift'' (7th level, casting time 1 hour)<br />
* ''Teleport'' (7th level)<br />
* ''Temple of the Gods'' (7th level, casting time 1 hour)*<br />
<br />
* ''Demiplane'' (8th level)<br />
* ''Maze'' (8th level)<br />
* ''Mighty Fortress'' (8th level, casting time 8 hours)*<br />
<br />
* ''Gate'' (9th level, casting time 1 hour)<br />
====Divination Ritual Spells====<br />
* ''Detect Evil and Good'' (1st level)<br />
<br />
* ''Detect Thoughts'' (2nd level)<br />
* ''Find Traps'' (2nd level)<br />
* ''Locate Object'' (2nd level)<br />
<br />
* ''Tongues'' (3rd level)<br />
<br />
* ''Locate Creature'' (4th level)<br />
<br />
* ''Find the Path'' (6th level)<br />
<br />
* ''Foresight'' (9th level, casting time 1 hour)<br />
====Enchantment Ritual Spells====<br />
* ''Animal Friendship'' (1st Level)<br />
* ''Bane'' (1st level)<br />
* ''Bless'' (1st level)<br />
* ''Charm Person'' (1st level)<br />
* ''Command'' (1st level, casting time 1 minute)<br />
* ''Compelled Duel'' (1st level)<br />
* ''Dissonant Whispers'' (1st level, casting time 1 minute)<br />
* ''Heroism'' (1st level, casting time 1 minute)<br />
* ''Hex'' (1st level, casting time 1 minute)<br />
<br />
* ''Calm Emotions'' (2nd level)<br />
* ''Crown of Madness'' (2nd level)<br />
* ''Enthrall'' (2nd level)<br />
* ''Hold Person'' (2nd level, casting time 1 minute)<br />
* ''Suggestion" (2nd level)<br />
<br />
* ''Compulsion'' (4th level)<br />
* ''Confusion'' (4th level)<br />
* ''Dominate Beast'' (4th level)<br />
<br />
* ''Dominate Person'' (5th level)<br />
* ''Geas'' (5th level, casting time 1 hour)<br />
* ''Hold Monster'' (5th level)<br />
* ''Modify Memory'' (5th level)<br />
* ''Synaptic Static'' (5th level)*<br />
<br />
* ''Mass Suggestion'' (6th level)<br />
* ''Otto's Irresistible Dance'' (6th level)<br />
<br />
* ''Antipathy/Sympathy'' (8th level, casting time 8 hours)<br />
====Evocation Ritual Spells====<br />
* ''Magic Missile'' (1st level, casting time 1 minute)<br />
* ''Earth Tremor'' (1st level)*<br />
<br />
* ''Continual Flame'' (2nd level)<br />
* ''Darkness'' (2nd level)<br />
* ''Moonbeam'' (2nd level)<br />
* ''Warding Wind'' (2nd level)*<br />
<br />
* ''Fireball'' (3rd level, casting time 1 minute)<br />
* ''Lightning Bolt'' (3rd level, casting time 1 minute)<br />
* ''Sending'' (3rd level)<br />
* ''Wall of Sand'' (3rd level)*<br />
<br />
* ''Ice Storm'' (4th level)<br />
* ''Otiluke's Resilient Sphere'' (4th level)<br />
* ''Wall of Fire'' (4th level, casting time 1 minute)<br />
* ''Storm Sphere'' (4th level)*<br />
* ''Vitriolic Sphere'' (4th level)*<br />
<br />
* ''Wall of Stone'' (5th level)<br />
* ''Destructive Wave<br />
* ''Maelstrom'' (5th level)*<br />
* ''Holy Weapon'' (5th level)*<br />
<br />
* ''Otiluke's Freezing Sphere'' (6th level)<br />
* ''Wall of Ice'' (6th level)<br />
<br />
* ''Divine Word'' (7th level)<br />
* ''Forcecage'' (7th level)<br />
<br />
* ''Earthquake'' (8th level)<br />
====Illusion Ritual Spells====<br />
* ''Disguise Self'' (1st level)<br />
<br />
* ''Blur'' (2nd level)<br />
* ''Phantasmal Force'' (2nd level)<br />
* ''Nystul's Magic Aura'' (2nd level, casting time 1 hour)<br />
<br />
* ''Hypnotic Pattern'' (3rd level)<br />
* ''Major Image'' (3rd level)<br />
<br />
* ''Dream'' (5th level, casting time 1 hour)<br />
* ''Mislead'' (5th level)<br />
* ''Seeming'' (5th level, casting time 1 hour)<br />
<br />
* ''Programmed Illusion'' (6th level, casting time 1 hour)<br />
<br />
* ''Mirage Arcane'' (7th level, casting time 8 hours)<br />
* ''Project Image'' (7th level, casting time 1 hour)<br />
<br />
* ''Feeblemind'' (8th level)<br />
* ''Illusory Dragon'' (8th level, casting time 1 hour)*<br />
====Necromancy Ritual Spells====<br />
* ''Inflict Wounds'' (1st level, casting time 1 minute)<br />
<br />
* ''Blindness/Deafness'' (2nd level)<br />
<br />
* ''Animate Dead'' (3rd level)<br />
* ''Speak with Dead'' (3rd level)<br />
* ''Life Transference'' (3rd level)*<br />
<br />
* ''Blight'' (4th level)<br />
* ''Fire Shield'' (4th level)<br />
<br />
* ''Contagion'' (5th level)<br />
* ''Raise Dead'' (5th level)<br />
<br />
* ''Circle of Death'' (6th level)<br />
* ''Create Undead'' (6th level)<br />
* ''Eyebite'' (6th level)<br />
* ''Magic Jar'' (6th level)<br />
<br />
* ''Finger of Death'' (7th level)<br />
* ''Fire Storm'' (7th level)<br />
<br />
* ''Clone'' (8th level, casting time 8 hours)<br />
====Transmutation Ritual Spells====<br />
* ''Catapult'' (1st level, casting time 1 minute)*<br />
* ''Zephyr Strike'' (1st level, casting time 1 minute)*<br />
<br />
* ''Alter Self'' (2nd level)<br />
* ''Cordon of Arrows'' (2nd level)<br />
* ''Enhance Ability'' (2nd level)<br />
* ''Heat Metal'' (2nd level, casting time 1 minute)<br />
* ''Magic Weapon'' (2nd level)<br />
* ''Druid Grove'' (2nd level, casting time 1 hour)*<br />
* ''Pyrotechnics'' (2nd level)*<br />
<br />
* ''Blink'' (3rd level)<br />
* ''Gaseous Form'' (3rd level)<br />
* ''Haste'' (3rd level)<br />
* ''Revivify'' (3rd level)<br />
* ''Flaming Arrows'' (3rd level)*<br />
* ''Tiny Servant'' (3rd level)*<br />
<br />
* ''Control Water'' (4th level)<br />
* ''Stone Shape'' (4th level)<br />
* ''Fabricate'' (4th level, casting time 1 hour)<br />
<br />
* ''Awaken'' (5th level)<br />
* ''Reincarnate'' (5th level, casting time 8 hours)<br />
* ''Telekinesis'' (5th level)<br />
* ''Transmute Rock'' (5th level)*<br />
<br />
* ''Disintegrate'' (6th level)<br />
* ''Flesh to Stone'' (6th level)<br />
* ''Move Earth'' (6th level)<br />
* ''Tenser's Transmutation'' (6th level)*<br />
<br />
* ''Etherealness'' (7th level, casting time 1 hour)<br />
* ''Regenerate'' (7th level, casting time 1 hour)<br />
* ''Reverse Gravity'' (7th level)<br />
* ''Sequester'' (7th level, casting time 1 hour)<br />
<br />
* ''Control Weather'' (8th level, casting time 1 hour)<br />
* ''Glibness'' (8th level)<br />
<br />
* ''Shapechange'' (9th level, casting time 1 hour)<br />
* ''Time Stop'' (9th level)<br />
<br />
''*See Xanathar's Guide to Everything for the statistics of this spell.''</br><br />
''**See Tasha's Cauldron of Everything for the statistics of this spell.''<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Major_Threat_Weapons_(5e_Variant_Rule)&diff=1826813Major Threat Weapons (5e Variant Rule)2024-03-29T05:52:22Z<p>Guy: not an action</p>
<hr />
<div>== Major Threat Weapons Reborn! ==<br />
<br />
The problems I have with guns in D&D still exist. They led me to make a ruleset called [[Major Threat Weapons Legacy (5e Variant Rule)|Major Threat Weapons]], which tried and failed to fix those problems and introduced more problems in the process. Ultimately however, D&D weapons, regardless of the power they possess, deal their damage based on a variety of randomized factors dependent on how the DM describes each hit and miss (If the DM does that, which they don't have to). The character's skill, the weapon's raw power, landing the hit in a weak spot like the eye, etc. Hit Points, as described in-game, are also not as simple as a creature's physical health as I originally thought, but likewise represent a more ambiguous amalgamation of factors like stress and terror just as much as the physical toughness of a character. As a result, my newer stance on the matter is much simpler. The power of a Major Threat Weapon like a gun should still be something that isn't underestimated like it is in D&D, but that can be expanded to uniquely well-crafted weapons of all kinds, not only guns or other modern weapons. A Major Threat Weapon, therefore, shouldn't be inherently more powerful, but mitigate the margin for error of a character wielding it. This could be more easily represented with a flat bonus to attack and damage rolls, but that mechanic is already in the game as a representation of the high quality of a magic item compared to its mundane counterpart. To fix mundane guns we need to be a bit more creative.<br />
<br />
A commoner human has 4 hit points. A tougher town guard or soldier might have upwards of 15. My original ruleset increased the damage of guns and made them guaranteed to hit for at least some of that damage in an attempt to push past these totals so that any normal person would almost certainly die from one shot. This was flawed, because the upper limit of damage for each individual gun in the DMG is already better than normal weapons, and doesn't need to be increased. My new solution uses existing mechanics in the game that some classes or spells can give for particular situations, most notably the Glibness spell and the Rogue's Reliable Talent feature. I never needed to increase the maximum damage or accuracy of firearms (Which again, has too many factors to rely on the weapon itself alone), only the minimum damage.<br />
<br />
;Major Threat: A Major Threat weapon has a distinct, ornate appearance and is perfectly weighted and crafted for one particular individual using it. A Major Threat Weapon is twice as expensive to craft and takes twice as long, and can only be made if the individual it's made for is present for the entirety of the item's creation (And at least helps in the process of crafting the item, though they require no special training other than proficiency in the weapon for this, unless the DM determines otherwise). Once completed, the weapon is better for the person it was made for than anyone else that uses it. When the weapon hits with an attack while that chosen wielder uses it, the wielder can use the average roll of the weapon's damage dice instead of the damage they roll (They can choose to do this after rolling the damage).<br />
<br />
;Particular Difficulty: If guns aren't regularly used in your setting, crafting a Major Threat version of a gun might be even more arduous, requiring special training and advanced, specific knowledge of how they work for characters to make one. This can be represented by the gun requiring three times as long to make, or by requiring knowledge checks (Or more difficult ones, if you already use them) to progress in the crafting process at all at certain points. Otherwise, making a major threat weapon that is a gun could be as difficult as making a magic item in your game, such as by the variant rules for making magic items in the DMG.<br />
<br />
DM Note: As a reminder, in D&D the average die roll of a die is rounded up. The one for 1d4 is 3, 1d6 is 4, 1d8 is 5, 1d10 is 6, and 1d12 is 7. This means the average damage roll is actually slightly better than the true average of the dice, which are fractions.<br />
<br />
Strangely, this newer ruleset doesn't actually deal with guns in particular, nor is it limited to affecting only guns or every gun. So I guess I'll never quite be able to fix guns in D&D, but you know, this whole experience has above all else taught me that I don't need to. I plan on using this over the old setup, and I recommend giving it a shot.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Eldritch_Knight,_Variant_Spell_List_(5e_Variant_Rule)&diff=1826812Eldritch Knight, Variant Spell List (5e Variant Rule)2024-03-29T05:51:59Z<p>Guy: not an action</p>
<hr />
<div>===Eldritch Knight, Variant Spell List===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!-- image link -->|<!-- name of the art, artists and a link to their page -->}}</div><br />
''Fighter Subclass''<br />
<br />
This eldritch knight subclass is identical to the Eldritch Knight on PHB page 74-5 except that the spell list is the one below rather than the spells designated in the PHB.<br />
<br />
====Spell List:====<br />
<br />
;1st level spells: <br />
<br />
''[[Compelled Duel (5e Spell)|Compelled duel]]'', ''[[Mage Armor (5e Spell)|mage armor]]'', ''[[Shield (5e Spell)|shield]]'', ''[[Absorb Energy (5e Spell)|absorb energy]]'', ''[[Armor of Agathys (5e Spell)|armor of Agathys]]'', ''[[Cause Fear (5e Spell)|cause fear]]'', ''[[Faerie Fire (5e Spell)|faerie fire]]'', ''[[Feather Fall (5e Spell)|feather fall]]'', ''[[Detect Evil and Good (5e Spell)|detect evil and good]]'', ''[[Detect Magic (5e Spell)|detect magic]]'', ''[[False Life (5e Spell)|false life]]'', ''[[Fog Cloud (5e Spell)|fog cloud]]'', ''[[Heroism (5e Spell)|heroism]]'', ''[[Beast Bond (5e Spell)|beast bond]]'', ''[[Jump (5e Spell)|jump]]'', ''[[Alarm (5e Spell)|alarm]]'', ''[[Ceremony (5e Spell)|ceremony]]'', ''[[Comprehend Languages (5e Spell)|comprehend languages]]'', ''[[Disguise Self (5e Spell)|disguise self]]'', ''[[Illusory Script (5e Spell)|illusory script]]''.<br />
<br />
;2nd level spells: <br />
<br />
''[[Hold Person (5e Spell)|Hold person]]'', ''[[Invisibility (5e Spell)|invisibility]]'', ''[[Magic Weapon (5e Spell)|magic weapon]]'', ''[[Mirror Image (5e Spell)|mirror image]]'', ''[[Misty Step (5e Spell)|misty step]]'', ''[[Blur (5e Spell)|blur]]'', ''[[Flame Blade (5e Spell)|flame blade]]'', ''[[See Invisibility (5e Spell)|see invisibility]]'', ''[[Shadow Blade (5e Spell)|shadow blade]]'', ''[[Spiritual Weapon (5e Spell)|spiritual weapon]]'', ''[[Darkvision (5e Spell)|darkvision]]'', ''[[Locate Object (5e Spell)|locate object]]'', ''[[Protection from Poison (5e Spell)|protection from poison]]'', ''[[Silence (5e Spell)|silence]]'', ''[[Augury (5e Spell)|augury]]'', ''[[Find Steed (5e Spell)|find steed]]'', ''[[Nystul's Magic Aura (5e Spell)|Nystul's magic aura]]'', ''[[Alter Self (5e Spell)|alter self]]'', ''[[Continual Flame (5e Spell)|continual flame]]''.<br />
<br />
;3rd level spells: <br />
<br />
''[[Counterspell (5e Spell)|Counterspell]]'', ''[[Blink (5e Spell)|blink]]'', ''[[Elemental Weapon (5e Spell)|elemental weapon]]'', ''[[Haste (5e Spell)|haste]]'', ''[[Meld Into Stone (5e Spell)|meld Into stone]]'', ''[[Enemies Abound (5e Spell)|enemies abound]]'', ''[[Nondetection (5e Spell)|nondetection]]'', ''[[Protection from Energy (5e Spell)|protection from energy]]'', ''[[Water Breathing (5e Spell)|water breathing]]'', ''[[Feign Death (5e Spell)|feign death]]'', ''[[Water Walk (5e Spell)|water walk]]'', ''[[Phantom Steed (5e Spell)|phantom steed]]''. <br />
<br />
;4th level spells: <br />
<br />
''[[Greater Invisibility (5e Spell)|Greater invisibility]]'', ''[[Death Ward (5e Spell)|death ward]]'', ''[[Confusion (5e Spell)|confusion]]'', ''[[Dimension Door (5e Spell)|dimension door]]'', ''[[Freedom of Movement (5e Spell)|freedom of movement]]'', ''[[Find Greater Steed (5e Spell)|find greater steed]]'', ''[[Hallucinatory Terrain (5e Spell)|hallucinatory terrain]]'', ''[[Galder's Speedy Courier (5e Spell)|Galder's speedy courier]]''.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Glancing_Blow_(5e_Variant_Rule)&diff=1826811Glancing Blow (5e Variant Rule)2024-03-29T05:51:35Z<p>Guy: not an action</p>
<hr />
<div>== Glancing Blow ==<br />
<br />
When making an attack roll and the result matches the target's Armor Class, the attack hits but only deals half the damage, rounded down.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Switch-Style_Characters_(5e_Variant_Rule)&diff=1826810Switch-Style Characters (5e Variant Rule)2024-03-29T05:50:49Z<p>Guy: category fix</p>
<hr />
<div>==Switch-Style Character==<br />
<br />
'''(First ask your GM/DM if you may use a Switch-Styled character or more than one character in their campaign, as you are technically playing two characters at once)'''<br />
<br />
A switch-styled character, is when you have a character that changes to another fighting style via. Different/Multiple character sheets. This could mean a character with two souls in one body, or maybe a character with split personalities, or perhaps someone made a deal with another that only one of the two may fight at a time? Examples of this would be having one character sheet based on damage output then switching to another based on support, etc.<br />
<br />
*Ability Scores rolls are shared among both character sheets however they do not need to be in the same ability score. (ex. if your rolls are [8, 9, 10, 11, 12, 13] both character sheets must share those Ability Score rolls, however if one has 8 in strength, you can place it onto another ability score on the other character sheet.)<br />
<br />
*Any abilities/proficiencies that one character may have, can only be used by that character sheet. (ex. If one is a Fighter and the other a Rogue and you want to activate Rogue’s “Sneak Attack”, you must stay as a Rogue for that ability and the other character will not benefit from “Sneak Attack”, vice versa if you want to use the Fighter's ability "Second Wind")<br />
<br />
*Both characters sheets can be different or the same classes, but the subclass '''MUST''' be different (unless the subclass states it was made for '''Switch-Style Characters''').<br />
<br />
*Both Characters will gain the same EXP. (They will level up together)<br />
<br />
*Only one character sheet can be active at a time.<br />
<br />
*Switching counts as an action in a battle.<br />
<br />
*You can switch characters out of battle freely.<br />
<br />
*Any damage taken will go to the inactive character sheet too<br />
<br />
*The inactive character sheet will not die from this effect (example if the active character sheet takes 50 damage and the inactive character sheet would get knocked unconscious from this, they instead will drop to 1)<br />
<br />
*If the active character sheet that is battling is knocked unconscious or dies, the inactive character sheet will have the same effect.<br />
<br />
*Likewise, both character sheets are affected by any healing effects<br />
<br />
*Any effects of spells or abilities that would Slow or Give that character Disadvantage on rolls will not apply to the inactive character sheet, unless the opposing party casts it again toward the inactive character sheet (Only If the person using Switch-Style switches to the inactive character) (Time limit for effects still applies. If the character inflicted with the effect switches back out, they still have to roll saving throws until the effect ends)<br />
<br />
*Any effects that would Halt the Movement of the target (Example Hold Person), unless they pass the saving throw, they cannot change characters until the effect ends.<br />
<br />
*The same applies to buffs, only the active character will be affected unless the supporting party casts it again on the inactive character (Only if the person switches to the inactive) (Time limit for effects still applies.)<br />
<br />
*Effects that will still affect both would be, any Damaging Effects, Any Effect that would send a character into a different plane (example Banishment) will send both to the plane, Magic Jar (However the switch-style character gets advantage for the saving throw), Imprisonment, Power Word Kill (As long as the active character has less than 100), etc.<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Soft_AC_(5e_Variant_Rule)&diff=1826809Soft AC (5e Variant Rule)2024-03-29T05:50:20Z<p>Guy: category fix</p>
<hr />
<div>= Soft AC =<br />
<br />
You have a Soft AC equal to your AC + Soft AC Bonus.<br />
When you take damage from an attack that has to meet your AC to hit, determine whether or not it meets your Soft AC. If it doesn't meet your Soft AC, then you reduce the damage by your Soft AC Damage Reduction.<br />
<br />
Example:<br><br />
You have an AC of 13, a Soft AC Bonus of 5, and a Soft AC Damage Reduction of 3. Therefore your Soft AC is (13 + 5) = 18.<br />
An enemy attacks you with a 15 to hit. It beats your AC, so the attack hits. However, it doesn't meet your Soft AC, so you apply damage reduction. The rolled attack damage is 7, so the damage you take is (7 - 3) = 4.<br />
<br />
Here are some example values:<br><br />
Soft AC Bonus = Constitution Modifier<br><br />
Soft AC Damage Reduction = Constitution Modifier<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Realistic_Healing_(5e_Variant_Rule)&diff=1826808Realistic Healing (5e Variant Rule)2024-03-29T05:49:44Z<p>Guy: category fix</p>
<hr />
<div>In the standard rules of D&D, a creature will regain all of its hit points after a long rest as long as no external effect is preventing such a thing. This will occur even after said creature was on the brink of death. Even a creature that received near-lethal damage and did not receive any magical healing afterwards will make a full recovery within eight hours if it so chooses (twelve if the creature was at 0 hit points). Needless to say, this is not how the biology of any nonmagical living being works.<br />
<br />
==The Healing Process==<br />
With this new variant rule, a creature does not regain all of its lost hit points in a single long rest and cannot regain hit points and spent hit dice within the same long rest. <br />
<br />
Instead, the creature must choose to either regain hit dice, or be healed. If it chooses hit dice, the creature regains half of its maximum hit dice rounded up as usual. If it chooses hit points, the creature rolls any number of hit dice they have available.<br />
<br />
Hit points represent not only how good of condition a creature is in, but also how well any existing wounds are patched up and how well a creature recovers from the initial shock of the injury, and these are precisely what hit dice are for. However, there is only so far treating one’s wounds can go, which is why hit dice are limited in the manner that they are.<br />
<br />
==How Magic Affects Things==<br />
Supernatural abilities can greatly accelerate the healing process. If any magical or psionic healing is used on a creature, it regains additional hit points during its next long rest equal to the number of Hit dice used, plus its constitution modifier, plus the spell’s level or the number of psi points spent.<br />
<br />
==Returning from the Brink==<br />
Recovering from large amounts of damage can still be relatively quick compared to coming back all the way from death’s edge, which can take a bit more to recover from, although the adrenaline rush from being so close to death can delay the effects. When a creature is reduced to 0 hit points and is not stabilized or given magical healing by the end of its next turn, it suffers a level of exhaustion one minute later.<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Movement_Under_Sail_(5e_Variant_Rule)&diff=1826806Movement Under Sail (5e Variant Rule)2024-03-29T05:49:10Z<p>Guy: category fix</p>
<hr />
<div>{{5e Image|float:left|[[File:ShipMovement.png]]|Ship Movement on a hex grid, Credit: Jon Grover, 2020, public domain}}<br />
== Movement Under Sail ==<br />
This is a good rule to use if you have lots of maritime adventures. It adds more realism, challenge, and complexity, which may be fun if you have many adventures at sea.<br />
<br />
;Basic Rule:''' - Ship speed is the minimum of the values found on the two tables below'''. <br />
<br />
==== Rules ====<br />
*'''Ship Speed''' To determine ship speed, look a the situation of the ship on each table, and choose the lower number of the two numbers.<br />
*'''Wind Determination''' Roll 1d6 for wind direction on a hex map and 1d8 for wind speed (table 1) at the beginning of an encounter.<br />
*'''Direction Change''' Changing a ship's direction requires an action by the helmsman and some of the crew. If the ship is large enough, the direction change requires a series of actions over multiple turns. Ship direction changes are based on ship size. For example, a 60 ft. ship takes 2 turns to change its direction by 1 hex whereas a 15 ft boat can change to any direction in one turn. <br />
*'''In Irons''' If the helmsman does not wait an entire minute after making a direction change, and the ship ends one of its turns 'against the wind', then the ship stalls and finds itself 'in irons', facing directly into the wind. Generally, a boat or ship has enough momentum during a direction change to carry it through one full direction change which includes a facing into the wind but not two direction changes where a turn of the change ends against the wind. If the helmsman waits a full minute after a direction change before changing direction again, then the ship is considered 'under weigh', and the helmsman can change the direction of the ship without being 'in irons'.<br />
*'''Recovering from Irons''' The helmsman must wait a full minute for the wind to push the ship backwards (see 'against the wind' speeds below) in order for the ship to be 'under way' again, and allow the helmsman to make a direction change.<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+ style="text-align: center;" | Table 1: Maximum speed based on wind, wind speed, and boat direction:<br />
!colspan="2"|<br />
!colspan="6" align="center" style="border:1px solid black;"|ft. = Feet per round||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
! d8 || Wind Speed || Wind Speed || Beam Reach || Reaching || Running || Beating || Against the Wind || Wind Term<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 0 knots || 0 ft. || 0 ft. || 0 ft. || 0 ft. || 0 ft. || 0 ft. || Calm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 3 knots || 30 ft. || 30 ft. || 30 ft. || 25 ft. || 10 ft. || -5 ft. || Light Air<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 6 knots || 60 ft. || 60 ft. || 60 ft. || 50 ft. || 20 ft. || -10 ft. || Light Breeze<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 9 knots || 90 ft. || 90 ft. || 90 ft. || 75 ft. || 30 ft. || -15 ft. || Gentle Breeze<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 12 knots || 120 ft. || 120 ft. || 115 ft. || 100 ft. || 40 ft. || -20 ft. || Moderate breeze<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 15 knots || 150 ft. || 150 ft. || 140 ft. || 125 ft. || 50 ft. || -25 ft. || Moderate breeze<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 18 knots || 180 ft. || 180 ft. || 165 ft. || 150 ft. || 60 ft. || -30 ft. || Fresh breeze<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 21+ knots || 210+ ft. || 180 ft. || 165 ft. || 150 ft. || 60 ft. || -30 ft. || Stronger Wind<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
|+ style="text-align: center;" | Table 2: Maximum speed based on hull length at the waterline and hull type:<br />
!<br />
! colspan="5" align="center" style="border:1px solid black;"|ft. = Feet per round||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
!Waterline length || Racing Ship || Pirate Ship || Cargo Ship || Barge || Raft || Direction Change Speed<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15 ft. || 50 ft. || 40 ft. || 30 ft. || 20 ft. || 10 ft. || 3 turns/hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30 ft. || 70 ft. || 55 ft. || 45 ft. || 30 ft. || 15 ft. || 2 turns/hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|45 ft. || 90 ft. || 70 ft. || 60 ft. || 40 ft. || 20 ft. || 1 turn/hex<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|60 ft. || 100 ft. || 90 ft. || 80 ft. || 50 ft. || 25 ft. || 1 turn takes 2 hexes<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|90 ft. || 120 ft. || 100 ft. || 90 ft. || 60 ft. || 30 ft. || 1 turn takes 3 hexes<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|120 ft. || 140 ft. || 120 ft. || 100 ft. || 60 ft. || 30 ft. || 1 turn takes 4 hexes<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|150 ft. || 160 ft. || 130 ft. || 110 ft. || 60 ft. || 30 ft. || 1 turn takes 5 hexes<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|180+ ft. || 180 ft. || 140 ft. || 120 ft. || 60 ft. || 30 ft. || 1 turn takes 6 hexes<br />
|}<br />
<br />
=====Terms=====<br />
<br />
;Beam Reach: means traveling perpendicular (90 degrees) to the wind. A beam reach is the most efficient.<br />
;Reaching: means traveling 60 degrees from the wind (somewhat with the wind), also 120 degrees from the wind for a small boat.<br />
;Running: means traveling in the same direction as the wind, or up to 30 degrees from the wind.<br />
;Beating: means traveling 120 degrees from the wind for a large ship (somewhat against the wind), or 150 degrees from the wind (strongly against the wind) for a small boat.<br />
;Against the Wind: means pointing your ship directly into the wind, or 150 degrees from the wind for a large ship. The negative numbers indicate how fast the ship is driven backwards by the wind.<br />
;Wind Term:Ships are optimized for, and sail best in a fresh breeze, and do not gain additional speed with stronger wind. Gales range from 270 ft. to 540 ft. and crews need to take special steps to sail safely in gales. Hurricanes begin at 660 ft. and can have winds up to and beyond 1200 ft. Ships are in significant danger in hurricanes.<br />
;Waterline Length:The full length of a ship including upper deck and spars can be anywhere from 25% longer to 50% longer than the waterline length.<br />
;Racing Ship: This indicates the fastest possible sailing ship without magic. Pirate ships will be somewhere between this optimum and the cargo ship below.<br />
;Pirate Ship: A narrow ship designed for speed and for overtaking cargo ships. Contains about half the cargo space as a cargo ship.<br />
;Cargo Ship: Standard ships that are usually the ones encountered in a campaign.<br />
;Barge: A slow ship intended to carry large amounts of cargo in relatively sheltered waters. A 'hulk' is a kind of barge.<br />
;Raft: An ad hoc ship built temporarily. Large rafts are sometimes built out of logs as a means of transporting logs. Except for 15 ft rafts, rafts are not seaworthy.<br />
;Direction Change Speed:Small boats can change direction very quickly, large ships take a long time. X turns per hex means each time the ship moves 1 hex, it can turn X times, where each turn rotates it 1 hex facing, ending the movement with a new facing for the next movement. 1 turn takes Y hexes means each time the ship moves Y hexes, it can turn 1 time.<br />
<br />
====Distance Traveled Per Day====<br />
A ship can travel 24 hours per day if it has an adequate crew to take shifts and there is a steady wind. To determine how far a ship can travel during a day, first figure out its speed per turn using the tables above. Then multiply the speed per turn by 2.5 to determine the number of miles the ship will travel in a day. For example if the tables above indicate the ship can travel at 80 ft. per turn, the distance per day would be 200 miles.<br />
*Cut distance per day in half if the crew is smaller than the crews indicated below. She ship will have to set a sea anchor during the night if there are not enough crew to operate the ship both night and day.<br />
*If the wind is not steady and changes direction frequently or dies down at times, cut the distance by a third.<br />
<br />
'''Table 3: Other details related to ship size, normalized to a 'cargo' ship:'''<br />
{| class="5e" style="text-align: left;"<br />
! d12 || Waterline length || Width || Crew Size || Capacity || Navigable River || Cost || Historical Examples<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || 15 ft. || 5 ft. || 2 || 3 medium creatures || 30 ft. or more || 120 GP || Skiff (Ancient, triangular sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || 30 ft. || 10 ft. || 3 or more || 6 medium creatures || 100 ft. or more || 1000 GP || 5th century currach (Welsh, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 45 ft. || 15 ft. || 4 or more || 15 medium creatures || 250 ft. or more || 4000 GP || 8th century knarr (Viking, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || 60 ft. || 20 ft. || 6 or more || 30 medium creatures || 400 ft. or more || 9000 GP || 9th century long ship (Viking, square sails), 15th century caravel (Portuguese, triangular sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || 75 ft. || 25 ft. || 8 or more || 55 medium creatures || 500 ft. or more || 17,500 GP || 12th century cog (Hanse, square sails), 14th century hulk (Dutch, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || 90 ft. || 30 ft. || 10 or more || 100 medium creatures || 600 ft. or more || 30,000 GP || 16th century galleon (Spanish, triangular sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || 120 ft. || 40 ft. || 12 or more || 200 medium creatures || 700 ft. or more || 70,000 GP || 17th century ship of the line (Dutch, English, French, Spanish & Swedish, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || 150 ft. || 50 ft. || 15 or more || 400 medium creatures || 800 ft. or more || 150,000 GP || early 18th century ship of the line (also British, Italian, Russian, Ottoman, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 180 ft. || 60 ft. || 20 or more || 800 medium creatures || 900 ft. or more || 250,000 GP || late 18th century ship of the line (also American, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || 210 ft. || 70 ft. || 30 or more || 1200 medium creatures || 1000 ft. or more || 400,000 GP || early 19th century ship of the line (also Egyptian, square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || 240 ft. || 80 ft. || 40 or more || 1700 medium creatures || 1100 ft. or more || 600,000 GP || mid 19th century ship of the line (square sails)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || 270 ft. || 90 ft. || 50 or more || 2400 medium creatures || 1200 ft. or more || 900,000 GP || In 1855, The Bretagne, 266 ft at the waterline (French, square sails)<br />
|}<br />
<br />
The largest functional wooden sailing ship ever built was the Bretagne in 1855. It was 266 ft at the waterline. Beyond that size, wood begins to be insufficient for a ship to have good cohesive integrity. A larger wooden ship flexes and leaks. The Bretagne could carry 1800 passengers. As a warship it had a complement of 1170 crew and soldiers, and 180 guns.<br />
<br />
;Width:This is the width of the deck (and the ship) for a 'cargo' ship. Cut this by 1/3 for a pirate ship. Cut this by 2/3 for a racing ship. Minimum 5 ft.<br />
;Deck Length:Deck length will be 20% more than waterline length. Spars will add another 20% to length.<br />
;Crew Size:This is generally the size of crew needed to operate the ship 24 hours per day with watches. This number does not include soldiers to fight off pirates or monsters and does not include passengers. Crew cost should be about 4d6 SP per day per crew member for wages, or 4d10 SP per day if you include food costs etc.<br />
;Capacity:This is reasonable number of medium creatures the ship can carry for a 1 month voyage including food and water. For all small creatures, add 25%.<br />
;Navigable River:A river must be at least this wide or wider for a ship of this size to maneuver without being towed. Also the river current must not move faster than the boat.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Mana,_2nd_Variant_(5e_Variant_Rule)&diff=1826805Mana, 2nd Variant (5e Variant Rule)2024-03-29T05:48:17Z<p>Guy: category fix</p>
<hr />
<div>== <!-- Name --> ==<br />
<br />
<!-- Descriptive text, mechanics, etc. --><br />
A Cleric, Druid, or Wizard Reaches 11th level, they learn to manipulate magic at their will. They gain a number of mana points equal to the sum of their spell slots of each level multiplied by the spell level. For example, an 11th-level Wizard has 4 1st-level spell slots, 3 2nd, 3rd, and 4th-level spell slots, 2 5th-level spell slots, and 1 6th-level spell slot. So, the wizard would have 47 mana points (4x1 + 3x2 + 3x3 + 3x4 +2x5 +1x6). The points replaces spell slots, you gain more mana when if you would’ve gain a slot instead under normal circumstances. <br />
The amount of Points is always greater if it isn't an actual spell or if the player doesn't know the spell in his spellbook but it must’ve have atleast been seen casted before. It's up to the DM to determine how much greater the cost would be.<br />
Note, that this system can replace the spell slot system that D&D uses and instead can be given at level 1. Instead when you learn spells, you just master some forms of magic and the mana cost of it won't change and will remain fixed to the spell level.<br />
With this mastery you can change the elements used by your spell, since mana is not predetermined in nature<br />
At the final two quarters to level 20x you gain a 25% increase, ie(at 20th level you would naturally have 89 points, divide it by half and add the sum of 133.5 rounded down to a sum of 133<br />
YOU CAN NOT go over you naturally spell slot with this rule<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Mana_(5e_Variant_Rule)&diff=1826804Mana (5e Variant Rule)2024-03-29T05:47:41Z<p>Guy: category fix</p>
<hr />
<div>==Mana==<br />
<br />
When a Cleric, Druid, or Wizard Reaches 11th level, they learn to manipulate magic at their will. They gain a number of mana points equal to the sum of their spell slots of each level multiplied by the spell level. For example, an 11th-level Wizard has 4 1st-level spell slots, 3 2nd, 3rd, and 4th-level spell slots, 2 5th-level spell slots, and 1 6th-level spell slot. So, the wizard would have 47 mana points (4x1 + 3x2 + 3x3 + 3x4 +2x5 +1x6). The points can be used instead of spell slots to do an effect. An effect can be anything the player wishes however it's up to the DM to decide if A) it's possible B) the player is powerful enough to do the effect, and C) the amount of mana points the effect will be. When the Mana Points are used to cast, you expend the number of points chosen and a number of spell slots equal to that. For example, if the player wants to cast an acid ball(fireball with acid damage instead of fire), the DM will determine the amounts of points*, in this case, 4. The player will lose 4 mana points and choose to lose either a 4th level spell slot, 2 2nd level spell slots, a 3rd and 1st, or 4 1st level spell slots. When casting like this the class still has to follow its boundaries which is us to the DM to choose. A Wizard for example would never be able to cast something like Cure wounds the same way a cleric would never be to cast a fireball in this way. When cast in this way, the DM can give the player conditions, such as exhaustion, as a result of the magic they cast being unstable.<br />
<br />
*The amount of Points is always greater if it isn't an actual spell or if the player doesn't know the spell in his spellbook. It's up to the DM to determine how much greater the cost would be.<br />
<br />
Note, that this system can replace the spell slot system that D&D uses and instead can be given at level 1. Instead when you learn spells, you just master some forms of magic and the mana cost of it won't change and will remain fixed to the spell level.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Fusion_(5e_Variant_Rule)&diff=1826803Fusion (5e Variant Rule)2024-03-29T05:47:01Z<p>Guy: category fix</p>
<hr />
<div>== Fusion ==<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://i.imgur.com/Gl1SRTn.png|Fancy Jasper.<br />
By Alagoinha Homebrewmentos}}<br />
</div><br />
One of the many benefits of the gemstones is the ability to fuse.<br />
When multiple Gems fuse, their bodies and minds become one. This creates an entirely different entity, as opposed to two minds sharing a single body.<br />
Fusions are formed when the participants are emotionally harmonious with each other. This state can be spontaneous, but it is usually achieved deliberately through a synchronized dance.<br />
<br />
The appearance of a fusion depends on its participants. Its traits will be a mix of its participant's traits.<br />
Fusions can also present additional body parts, like four arms, three eyes, or even six legs. The size of the fusion will also be bigger than its participants, with there being fusions with over 50 ft.<br />
<br />
In Homeworld society, fusions are seeing as battle tools. Fusions between Gems of different castes are forbidden.<br />
<br />
===Components===<br />
A fusion must be formed by individual Gems. <br />
A fusion cannot fuse with other Gems, unless they have an ability or effect that permits it. (Ex: Way of the Fusion subclass)<br />
<br />
===Forming===<br />
When Gems fuse they must each make a {{5a|wis}} check to form the fusion. The act of fusion counts as an Action.<br />
The difficulty of the test changes according to how many times that fusion has been formed before, and according to the intimacy between fusion members.<br />
<br />
{| class="{{d20}}"<br />
|+ Check Difficulty.<br />
! Intimacy !! Times Formed !! DC<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Low || First Time || 16<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Low || More than 2 || 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Medium || First Time || 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Medium || More than 2 || 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| High || First Time || 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| High || More than 2 || 13<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| High || More than 5 || 12<br />
|-<br />
| class="skill" colspan="3" |<br />
|}<br />
<br />
===Stability===<br />
A fusion can be stable or unstable. <br />
The stability of a fusion is determined by the DM and the player.<br />
However, a forced fusion, or one born out of hatred is inherently unstable. An unstable fusion must make the {{5a|wis}} check every turn to keep itself together.<br />
<br />
===Possibility===<br />
A Half-Gem can fuse with other Half-Gems, with Gems, and with humans. <br />
A Gem is not capable of fusing with humans.<br />
<br />
===Level===<br />
The level of a fusion is 3 levels higher than the level of its participants, if they all have the same level.<br />
If they have different levels, the level of the fusion will be '''the average of its participants' levels + 3.'''<br />
Ex:<br />
<br />
15 with 15 = 18<br />
15 with 5 = 13<br />
<br />
===Class===<br />
A fusion can have its own class, or multiclass in its participant's classes.<br />
In case of multiclassing, the standard rules of multiclassing apply.<br />
<br />
===Attributes===<br />
The attributes of a fusion are distributed according to its level:<br />
<br />
'''1-15th level'''= 2 of the strongest attributes of its participants.<br />
'''15-20th level'''= 4 of the strongest attributes of its participants.<br />
<br />
===Attacks===<br />
A fusion has 2 attacks per turn.<br />
<br />
===Race===<br />
The race of the fusion follows the table.<br />
{| class="{{d20}}"<br />
|+ Check Difficulty.<br />
! Component 1 !! Component 2 !! Race<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Half-Gem || Half-Gem || Half-Gem<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Gem || Gem || Gem<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Half-Gem || Gem || Gem<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Half-Gem || Human || Half-Gem<br />
|-<br />
<br />
{{Copyright Disclaimer|owner=Cartoon Network Studios|franchise=Steven Universe}}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Properties&diff=18268025e Weapon Properties2024-03-29T05:44:56Z<p>Guy: categories</p>
<hr />
<div>{{5e Equipment Breadcrumb}} &rarr; [[5e Weapons|Weapons]]<br/><br />
{{5e Breadcrumb}} &rarr; [[5e Rules|Rules]]<br />
<br />
<div><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new weapon property.<br />
default=MyWeaponProperty (5e Variant Rule)<br />
editintro=Add Instructions<br />
preload=5e Weapon Property Preload<br />
</inputbox><center>Please leave the "(5e Variant Rule)" identifier in the page title when creating your new weapon property!</center></div><br />
<br />
<br />
==Weapon Properties==<br />
{{#dpl: debug=1<br />
|category=5e<br />
|category=User<br />
|category=Variant Rule<br />
|category=Weapon Property<br />
|notcategory=Supplement<br />
|notcategory=!<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(5e¦}²¦Variant Rule)¦}²]]\n,<br />
|order=ascending<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Downtime_Activities&diff=18268015e Downtime Activities2024-03-29T05:44:23Z<p>Guy: categories</p>
<hr />
<div>{{5e Breadcrumb}} &rarr; [[5e Rules|Rules]]<br />
<br />
<div><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new downtime activity.<br />
default=MyDowntimeActivity (5e Variant Rule)<br />
editintro=Add Instructions<br />
preload=5e Downtime Preload<br />
</inputbox><center>Please leave the "(5e Variant Rule)" identifier in the page title when creating your new weapon property!</center></div><br />
<br />
<br />
==Downtime Activities==<br />
{{#dpl: debug=1<br />
|category=5e<br />
|category=User<br />
|category=Variant Rule<br />
|category=Downtime<br />
|notcategory=Supplement<br />
|notcategory=!<br />
|nocategory=Preload<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(5e¦}²¦Variant Rule)¦}²]]\n,<br />
|order=ascending<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Improved_Class_Features_(5e_Variant_Rule)&diff=1826800Improved Class Features (5e Variant Rule)2024-03-29T05:43:42Z<p>Guy: category fix</p>
<hr />
<div>== Improved Class Features ==<br />
<br />
Some class features used in D&D 5e haven't stood the test of time. They're either outright useless, extremely niche, or inferior to other readily available options. This set of variant features seeks to improve these features, much how Tasha's Cauldron of Everything revamped the Ranger class entirely.<br />
<br />
=== Barbarian ===<br />
;Primal Champion<br />
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
Additionally, while raging, if you start your turn with half your hit point maximum or fewer, you regain a number of hit points equal to your Constitution modifier.<br />
<br />
=== Bard ===<br />
;Countercharm<br />
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. If you have already cast a Bard spell using your action, it only requires a bonus action to start the performance instead. During the performance, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).<br />
<br />
When you reach 11th level, the performance has a range of 60 feet and also grants advantage on saving throws against being paralyzed. When you reach 16th level, the performance has a range of 120 feet and also grants advantage on saving throws against being stunned.<br />
<br />
;Superior Inspiration<br />
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. Additionally, you can use a lesser form of your inspiration at-will. Whenever you have no inspiration dice remaining, you can still grant inspiration as a d6. A d6 granted in this way disappears when it is used or you use this ability again.<br />
<br />
=== Druid ===<br />
;Wildshape<br />
As written, but it scales to be 1/8th of your level, rounded down (effectively ending at CR 2 at level 16).<br />
<br />
=== Fighter ===<br />
;Indomitable<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.<br />
<br />
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.<br />
<br />
You can choose to expend a hit die to use this feature rather than one of its free uses.<br />
<br />
=== Monk ===<br />
;Ki - Flurry of Blows<br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Starting at 11th level, you make three unarmed strikes as a bonus action.<br />
<br />
;Ki - Patient Defense<br />
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Starting at 11th level, you can spend ki to take the Dodge action as a free action on your turn.<br />
<br />
;Deflect Missiles<br />
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.<br />
<br />
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.<br />
<br />
Starting at 7th level, the ranged attack has a range of 25/75 feet. At 11th level, it has a range of 30/90 feet. At 15th level, it has a range of 40/120 feet. At 20th level, it has a range of 60/180 feet.<br />
<br />
;Quickened Healing<br />
Starting at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled + your Wisdom modifier (minimum of +1). Starting at 11th level, the number of hit points you regain increases to the number rolled + twice your Wisdom modifier (minimum of +2).<br />
<br />
;Focused Aim<br />
Starting at 5th level, when you miss with an attack roll, you can spend 1 or more ki points to increase your attack roll by 2 for each ki point you spend, potentially turning the miss into a hit. You can only spend a number of ki points equal to or less than your proficiency bonus in this way at a time.<br />
<br />
;Stillness of Mind<br />
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Starting at 15th level, you can use this feature as a bonus action.<br />
<br />
;Perfect Self<br />
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.<br />
<br />
Additionally, whenever you spend 1 or more ki points, your AC increases by that amount until the start of your next turn.<br />
<br />
=== Paladin ===<br />
;Divine Sense<br />
Using the divine sense instilled in you, you can use your action to cast Detect Evil and Good without expending a spell slot.<br />
<br />
You can use this feature a number of times equal to 1 + a quarter of your paladin level (rounded up). When you finish a long rest, you regain all expended uses.<br />
<br />
=== Sorcerer ===<br />
;Metamagic - Careful Spell<br />
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Starting at 11th level, you can choose any number of creatures.<br />
<br />
;Metamagic - Distant Spell<br />
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.<br />
<br />
Starting at 11th level, you triple the range of the spell. A spell with the range of touch has its range extended to 45 feet.<br />
<br />
;Metamagic - Empowered Spell<br />
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. Starting at 11th level, you reroll each damage die of your choice.<br />
<br />
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.<br />
<br />
;Metamagic - Extended Spell<br />
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Starting at 11th level, you triple its duration, to a maximum duration of 36 hours.<br />
<br />
;Metamagic - Heightened Spell<br />
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Starting at 11th level, you impose disadvantage on each target of the spell.<br />
<br />
;Metamagic - Quickened Spell<br />
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Starting at 11th level, this metamagic option only costs 1 sorcery point.<br />
<br />
;Metamagic - Seeking Spell<br />
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. Starting at 11th level, this metamagic option only costs 1 sorcery point, and you can choose which d20 result to use.<br />
<br />
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.<br />
<br />
;Metamagic - Subtle Spell<br />
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. Starting at 11th level, a creature unaware of your presence targeted by a subtle spell has disadvantage on any saving throw made against it, and it makes that saving throw unknowningly against an invisible or mental effect.<br />
<br />
;Metamagic - Transmuted Spell<br />
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. Starting at 11th level, you can target any damage type and change it to another damage type.<br />
<br />
;Metamagic - Twinned Spell<br />
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).<br />
<br />
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.<br />
<br />
Starting at 11th level, you can twin spells with any number of targets, but not spells that have a range of self or an area of effect.<br />
<br />
;Magical Guidance<br />
Starting at 5th level, you can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.<br />
<br />
Starting at 11th level, you can choose which d20 result to use.<br />
<br />
;Sorcerous Restoration<br />
At 20th level, you regain 6 expended sorcery points whenever you finish a short rest.<br />
<br />
Additionally, whenever you regain or create a spell slot by means other than with sorcery points, you regain that many sorcery points.<br />
<br />
=== Warlock ===<br />
;Eldritch Invocation - Beguiling Influence<br />
Whenever you make a Charisma (Deception) or Charisma (Persuasion) check, treat a roll of 7 or lower on the d20 as an 8.<br />
<br />
;Eldritch Evocation - Bewitching Whispers<br />
*''Prerequisite: 7th Level''<br />
You learn the Compulsion spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Bond of the Talisman<br />
*''Prerequisites: Pact of the Talisman, 12 Level''<br />
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to 1 + a quarter of your Warlock level (rounded up), and all expended uses are restored when you finish a long rest or if you expend your action and a Warlock spell slot to restore them.<br />
<br />
;Eldritch Evocation - Dreadful Word<br />
*''Prerequisite: 7th Level''<br />
You learn the Confusion spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Far Scribe<br />
*''Prerequisites: Pact of the Tome, 5th Level''<br />
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to 1 + a quarter of the Warlock level (rounded up).<br />
<br />
You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The spell doesn't have a chance to fail when cast in this way. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.<br />
<br />
As an action, you can magically erase a name on the page by touching it.<br />
<br />
;Eldritch Evocation - Gift of the Depths<br />
*''Prerequisite: 5th Level''<br />
You can breathe underwater, and you gain a swimming speed equal to your walking speed.<br />
<br />
You learn the Water Breathing spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Gift of the Protectors<br />
*''Prerequisites: Pact of the Tome, 5th Level''<br />
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to 1 + a quarter of the Warlock level (rounded up).<br />
<br />
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, its name is erased from the book and can't be added again until 8 hours pass.<br />
<br />
As an action, you can magically erase a name on the page by touching it.<br />
<br />
;Eldritch Evocation - Improved Pact Weapon<br />
*''Prerequisite: Pact of the Blade''<br />
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.<br />
<br />
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Starting at 8th level, this bonus increases to a +2. At 14th level, it increases to a +3.<br />
<br />
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.<br />
<br />
;Eldritch Invocation - Lifedrinker<br />
*''Prerequisites: Pact of the Blade, 12th Level''<br />
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1). You regain hit points equal to the necrotic damage dealt.<br />
<br />
;Eldritch Evocation - Minions of Chaos<br />
*''Prerequisite: 9th Level''<br />
You learn the Conjure Elemental spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Mire the Mind<br />
*''Prerequisite: 5th Level''<br />
You learn the Slow spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Protection of the Talisman<br />
*''Prerequisites: Pact of the Talisman, 7th Level''<br />
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to 1 + a quarter of your Warlock level (rounded up), and all expended uses are restored when you finish a long rest.<br />
<br />
Starting at 17th level, the d4 becomes a d6.<br />
<br />
;Eldritch Evocation - Rebuke of the Talisman<br />
*''Prerequisite: Pact of the Talisman''<br />
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to 1 + a quarter of your Warlock level (rounded up) and push it up to 10 feet away from the talisman's wearer. Starting at 11th level, the range increases to 60 feet.<br />
<br />
;Eldritch Evocation - Sculptor of Flesh<br />
*''Prerequisite: 7th Level''<br />
You learn the Polymorph spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Sign of Ill Omen<br />
*''Prerequisite: 5th Level''<br />
You learn the Bestow Curse spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Thief of Five Fates<br />
You learn the Bane spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Trickster's Escape<br />
*''Prerequisite: 7th Level''<br />
You learn the Freedom of Movement spell, and it counts as a Warlock spell for you.<br />
<br />
;Eldritch Evocation - Undying Servitude<br />
*''Prerequisite: 5th Level''<br />
You learn the Animate Dead spell, and it counts as a Warlock spell for you.<br />
<br />
;Pact of the Talisman<br />
At 3rd level, your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to 1 + a quarter of your Warlock level (rounded up), and all expended uses are restored when you finish a long rest.<br />
<br />
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.<br />
<br />
Starting at 17th level, the d4 used by this feature becomes a d6.<br />
<br />
;Eldritch Master<br />
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.<br />
<br />
Additionally, for each level of Mystic Arcanum you have, you can cast that spell using a Warlock spell slot once between long rests.<br />
<br />
=== Wizard ===<br />
;Spell Mastery<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose two wizard spells of 2nd-level or lower that are in your spellbook. They are always considered prepared, and you can cast those spells at 2nd-level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells that meet the prerequisites.<br />
<br />
Starting at 20th level, you can choose one additional spell. This third spell can be of 3rd-level or lower.<br />
<br />
;Signature Spells<br />
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two wizard spells in your spellbook with a total combined level of 6 as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at their lowest levels without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.<br />
<br />
If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Critical_Hit_Variant_(5e_Variant_Rule)&diff=1826799Critical Hit Variant (5e Variant Rule)2024-03-29T05:43:02Z<p>Guy: category fix</p>
<hr />
<div>== Critical Hit Variant ==<br />
<br />
Whenever you score a critical hit by rolling on the D20 (other critical hit factors such as the paralyzed condition will not give you these options) you may choose one of the following options instead of dealing double damage but only if the option is in the category of damage you gave (e.g. bludgeoning cant make you bleed).<br><br />
{| class="wikitable"<br />
|+ Affect Table <br />
|-<br />
! Damage Type !! Critical Effect<br />
|-<br />
| Bludgeoning || the targeted creature is stunned (see condition) until the start of your next turn and you can knock the enemy up to 15 feet back. if the enemy collides with a wall as hard as stone they take an additional 2d6 bludgeoning damage and are stunned for an additional round<br />
|-<br />
| Piercing/Slashing || apply a damage over time bleeding effect (NOT the bleeding condition) to the targeted creature (the creature takes 1d8 bleed damage(treated as flat damage with no resistances or immunities) at the start of its turn for 5 rounds or until it can heal itself with magic, another ability, or by using an action outside of combat to make a medicine check)<br />
|-<br />
| Lighting|| the affected creature is paralyzed (see condition) until the start of your next turn<br />
|-<br />
| Fire|| applies a burn to the targeted creature for 2 minutes (the creature takes 3d4 damage at the start of each of their turns). the target will also singe any of its allies within 5 feet of it. when a creature that is hostile towards you or allied with the burned creature enters or starts its turn within 5 feet of the burned creature the non burn creature must make a constitution saving throw or take 1d6 fire damage.<br />
|-<br />
| Force || sends the targeted creature 30 feet in any direction including up (they must make a DC 18 acrobatics check to not become prone upon landing) or knock them prone. if the target collides with any surface harder than stone while being pushed in this way the target takes 2d6 force damage.<br />
|-<br />
| Poison|| the targeted creature is poisoned (see condition) for 1 minute and gives the enemy disadvantage on saving throws until the end of your next turn<br />
|-<br />
| Thunder || the targeted creature becomes deaf (see condition) for 1 minute and they have disadvantage on all perception checks (their passive perception also becomes 10 for the duration). the targeted creature and up to 10 creatures or objects of your choice within 30 feet of the targeted creatures position also take 2d6 thunder damage<br />
|-<br />
| Radiant || the targeted creature is blinded (see condition) and takes an extra 1d4 radiant damage from every attack until the end of your next turn <br />
|-<br />
| Cold || the targeted creature becomes restrained (see condition) for 5 rounds<br />
|-<br />
| Necrotic || the targeted creature takes an extra 1d4 necrotic damage and must make a DC 16 wisdom saving throw or become frightened until the end of your next turn <br />
|}<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Downtime_Activities&diff=18267985e Downtime Activities2024-03-29T05:42:20Z<p>Guy: Created page with "{{5e Breadcrumb}} &rarr; Rules <div> <inputbox> type=create break=no buttonlabel=Create new downtime activity. default=MyDowntimeActivity (5e Variant Rule) editi..."</p>
<hr />
<div>{{5e Breadcrumb}} &rarr; [[5e Rules|Rules]]<br />
<br />
<div><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new downtime activity.<br />
default=MyDowntimeActivity (5e Variant Rule)<br />
editintro=Add Instructions<br />
preload=5e Downtime Preload<br />
</inputbox><center>Please leave the "(5e Variant Rule)" identifier in the page title when creating your new weapon property!</center></div><br />
<br />
<br />
==Downtime Activities==<br />
{{#dpl: debug=1<br />
|category=5e<br />
|category=User<br />
|category=Variant Rule<br />
|category=Downtime<br />
|notcategory=Supplement<br />
|notcategory=!<br />
|nocategory=Preload<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(5e¦}²¦Variant Rule)¦}²]]\n,<br />
|order=ascending<br />
|rowcolformat=width=100%<br />
}}</div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Downtime_Preload&diff=18267975e Downtime Preload2024-03-29T05:40:16Z<p>Guy: Created page with "<noinclude>Category:Preload</noinclude><includeonly>== Downtime Activity Name == Descriptive text, mechanics, etc. <vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--..."</p>
<hr />
<div><noinclude>[[Category:Preload]]</noinclude><includeonly>== Downtime Activity Name ==<br />
<br />
Descriptive text, mechanics, etc.<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Downtime]]</includeonly></div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Property_Preload&diff=18267965e Weapon Property Preload2024-03-29T05:39:13Z<p>Guy: formatting</p>
<hr />
<div><noinclude>[[Category:Preload]]</noinclude><includeonly>== Weapon Property Name ==<br />
<br />
Descriptive text, mechanics, etc.<br />
<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="20%" style="text-align: left;" | ''Weapons with this property''<br />
! width="10%" | Cost<br />
! width="20%" style="text-align: left;" | Damage <br />
! width="10%" style="text-align: left;" | Weight<br />
! width="40%" style="text-align: left;" | Properties<br />
{{#dpl:debug=1<br />
|category=INSERT HERE THE WEAPON PROPERTY'S CATEGORY<br />
|category=5e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon¦Simple Ranged Weapon¦Martial Melee Weapon¦Martial Ranged Weapon<br />
|include={5e Weapon}:cost:damage:weight:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(5e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: left;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</includeonly></div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Property_Preload&diff=18267945e Weapon Property Preload2024-03-29T05:38:14Z<p>Guy: formatting</p>
<hr />
<div>[[Category:Preload]]<includeonly>== Weapon Property Name ==<br />
<br />
Descriptive text, mechanics, etc.<br />
<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="20%" style="text-align: left;" | ''Weapons with this property''<br />
! width="10%" | Cost<br />
! width="20%" style="text-align: left;" | Damage <br />
! width="10%" style="text-align: left;" | Weight<br />
! width="40%" style="text-align: left;" | Properties<br />
{{#dpl:debug=1<br />
|category=INSERT HERE THE WEAPON PROPERTY'S CATEGORY<br />
|category=5e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon¦Simple Ranged Weapon¦Martial Melee Weapon¦Martial Ranged Weapon<br />
|include={5e Weapon}:cost:damage:weight:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(5e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: left;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</includeonly></div>Guyhttps://www.dandwiki.com/w/index.php?title=Item_Handoff_(5e_Variant_Rule)&diff=1826786Item Handoff (5e Variant Rule)2024-03-29T05:01:13Z<p>Guy: category fix</p>
<hr />
<div>== Item Handoff ==<br />
When multiple characters are fighting over a single object, there is often a series of drops and handoffs. This variant rule is intended for individual scenarios, not to span an entire game. <br />
<br />
If a creature is attacked (DC 8+damage taken), makes an attack (DC 8+damage dealt), or uses an ability that would be considered strenuous (DC 15), they must succeed a {{5a|str}} or {{5a|dex}} {{5g|Saving Throw}} or the item in question is dropped. <br />
<br />
When dropped, the DM rolls 1d8. This roll determines what direction the item rolls with 1 being directly “above” the creature from the DM’s perspective and each consecutive number being 45 degrees (1 space including diagonals) clockwise from the last. The object rolls or flies 1d12x5 feet from the creature that drops it. <br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Talk:Balrog_(5e_Race)&diff=1826782Talk:Balrog (5e Race)2024-03-29T04:37:51Z<p>Guy: </p>
<hr />
<div>Y'know it'd be cool if we had balrog as a [[5e Creatures|creature]].<br/>I definitely don't know enough Tolkien lore to do it, but it'd be neat.<br/>Needless to say this is incredibly OP as just a normal race. - [[User talk:Guy|Guy]] 22:09, 28 March 2024 (MDT)<br />
:Pretty sure that's just the [[5e SRD:Balor|Balor]], either because 'Balrog' was copyrighted or because WOTC couldn't copyright it themselves. --[[User:Nuke The Earth|Nuke The Earth]] ([[User talk:Nuke The Earth|talk]]) 22:34, 28 March 2024 (MDT)<br />
::Dang you're right. Just like the hobbits. - [[User talk:Guy|Guy]] 22:37, 28 March 2024 (MDT)</div>Guyhttps://www.dandwiki.com/w/index.php?title=Talk:Balrog_(5e_Race)&diff=1826779Talk:Balrog (5e Race)2024-03-29T04:09:53Z<p>Guy: a thought</p>
<hr />
<div>Y'know it'd be cool if we had balrog as a [[5e Creatures|creature]].<br/>I definitely don't know enough Tolkien lore to do it, but it'd be neat.<br/>Needless to say this is incredibly OP as just a normal race. - [[User talk:Guy|Guy]] 22:09, 28 March 2024 (MDT)</div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Property_Preload&diff=18267255e Weapon Property Preload2024-03-29T01:23:28Z<p>Guy: dpl table name</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude>== Weapon Property Name ==<br />
<br />
Descriptive text, mechanics, etc.<br />
<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="20%" style="text-align: left;" | ''Weapons with this property''<br />
! width="10%" | Cost<br />
! width="20%" style="text-align: left;" | Damage <br />
! width="10%" style="text-align: left;" | Weight<br />
! width="40%" style="text-align: left;" | Properties<br />
{{#dpl:debug=1<br />
|category=INSERT HERE THE WEAPON PROPERTY'S CATEGORY<br />
|category=5e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon¦Simple Ranged Weapon¦Martial Melee Weapon¦Martial Ranged Weapon<br />
|include={5e Weapon}:cost:damage:weight:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(5e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: left;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</onlyinclude></div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Property_Preload&diff=18267235e Weapon Property Preload2024-03-29T01:22:57Z<p>Guy: inserted a prebuilt DPL because why not</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude>== Weapon Property Name ==<br />
<br />
Descriptive text, mechanics, etc.<br />
<br />
====Weapons with this property====<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="20%" style="text-align: left;" | ''Simple dire weapons''<br />
! width="10%" | Cost<br />
! width="20%" style="text-align: left;" | Damage <br />
! width="10%" style="text-align: left;" | Weight<br />
! width="40%" style="text-align: left;" | Properties<br />
{{#dpl:debug=1<br />
|category=INSERT HERE THE WEAPON PROPERTY'S CATEGORY<br />
|category=5e<br />
|category=User<br />
|category=Equipment<br />
|category=Simple Melee Weapon¦Simple Ranged Weapon¦Martial Melee Weapon¦Martial Ranged Weapon<br />
|include={5e Weapon}:cost:damage:weight:properties<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(5e Equipment)¦}²]],\n,<br />
|tablerow=¦¦ style="text-align: left;" ¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</onlyinclude></div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Property_Preload&diff=18267205e Weapon Property Preload2024-03-29T01:20:01Z<p>Guy: Created page with "Category:Preload<nowiki><onlyinclude>== Weapon Property Name == Descriptive text, mechanics, etc. <vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Vari..."</p>
<hr />
<div>[[Category:Preload]]<nowiki><onlyinclude>== Weapon Property Name ==<br />
<br />
Descriptive text, mechanics, etc.<br />
<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Weapon Property]]</onlyinclude></div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_Weapon_Properties&diff=18267195e Weapon Properties2024-03-29T01:19:55Z<p>Guy: Created page with "{{5e Equipment Breadcrumb}} &rarr; Weapons<br/> {{5e Breadcrumb}} &rarr; Rules <div> <inputbox> type=create break=no buttonlabel=Create new weapon..."</p>
<hr />
<div>{{5e Equipment Breadcrumb}} &rarr; [[5e Weapons|Weapons]]<br/><br />
{{5e Breadcrumb}} &rarr; [[5e Rules|Rules]]<br />
<br />
<div><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new weapon property.<br />
default=MyWeaponProperty (5e Variant Rule)<br />
editintro=Add Instructions<br />
preload=5e Weapon Property Preload<br />
</inputbox><center>Please leave the "(5e Variant Rule)" identifier in the page title when creating your new weapon property!</center></div><br />
<br />
<br />
==Weapon Properties==<br />
{{#dpl: debug=1<br />
|category=5e<br />
|category=User<br />
|category=Variant Rule<br />
|category=Weapon Property<br />
|notcategory=Supplement<br />
|notcategory=!<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(5e¦}²¦Variant Rule)¦}²]]\n,<br />
|order=ascending<br />
|rowcolformat=width=100%<br />
}}</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Stuff&diff=1826708User:Guy/Stuff2024-03-29T01:07:55Z<p>Guy: /* Uncommon */ magic item of spell</p>
<hr />
<div>stuff i like<br />
<!--no classes because I feel WotC's style of classes is fundamentally bad, and by necessity those fundamentals are in every class here. plus it's just a lot to review a class anyway.--><br />
<br />
==Rules==<br />
:{{5H|Sourcebook|Proxi's System Reference}}<br />
:Weapon Properties: {{5H|Variant Rule|Brace}}, {{5H|Variant Rule|Destructive}}, {{5H|Variant Rule|Dire}}, {{5H|Variant Rule|Lash}}, {{5H|Variant Rule|Focus}}, {{5H|Variant Rule|Smash}}, {{5H|Variant Rule|Splash}}<br />
:Conditions: {{5H|Variant Rule|Exposed}}, {{5H|Variant Rule|Ignited}}, {{5H|Variant Rule|Soaked}}, {{5H|Variant Rule|Stuffed}}, [[Condition (PSR Supplement)|''PSR'' conditions]]<br />
:{{5H|Variant Rule|Balanced Rolling for Hit Points}}<br />
:{{5H|Skill|Engineering|Engineering}} skill<br />
:{{5H|Variant Rule|Scaling Attunement Slots}}<br />
:{{5H|Variant Rule|Versatile Unarmed Strike}}<br />
<br />
==Feats==<br />
:{{5H|Feat|Bughunter}} <sup><i>[replace +5 w/advantage]</i></sup><br />
:{{5H|Feat|Cannoneer}} <sup><i>[rework siege weapons entirely]</i></sup><br />
:{{5H|Feat|Feat Master}}<!--lel--><br />
:{{5H|Feat|Grenadier}}<br />
:{{5H|Feat|Lancer}}<br />
<br />
==Spells==<br />
<!--idc what classes cast it--><br />
<br />
;Cantrips<br />
:{{5h|s|Bardcraft}}<br />
:{{5h|s|Clockwork Winding}}<br />
:{{5h|s|Conjure Rotting Tomatoes}}<br />
:{{5h|s|Minor Inconvenience}}<br />
:{{5h|s|Minor Summoning}} & {{5h|s|Minor Animate}} <sup><i>[tweak this]</i></sup><br />
:{{5h|s|Obvious Banana}}<br />
:{{5h|s|Phantasmal Notebook}}<br />
:{{5h|s|Summon Bee}}<br />
:{{5h|s|True Strike, Variant}}<br />
:{{5h|s|Uncanny Outfitting}}<br />
<br />
;Cantrips (damage)<br />
:{{5h|s|Blastbolt}}<br />
:{{5h|s|Blast Cantrip}} (lel)<br />
:{{5h|s|Bomb}}<br />
:{{5h|s|Bolt of Time}}<br />
:{{5h|s|Coral Blast}}<br />
:{{5h|s|Curse}} <sup><i>[doubts about disabling bonus actions, otherwise great]</i></sup><br />
:{{5h|s|Daunting Volt Blade}}<br />
:{{5h|s|Jolt Cadaver}}<br />
:{{5h|s|Liberate Flame}}<br />
:{{5h|s|Minor Arcane Turret}} <sup><i>[simplify this]</i></sup><br />
:{{5h|s|Razor Tome}}<br />
:<s><i>sandcast</i></s><br />
<br />
;1st<br />
:{{5h|s|Blast Cast}} (lel)<br />
:{{5h|s|Ribbit}}<br />
<br />
;2nd<br />
:{{5h|s|Critterkill}}<br />
:{{5h|s|Lingering Poison}}<br />
:{{5h|s|Pictograph}}<br />
:{{5h|s|Self Projectile}}<br />
<br />
;3rd<br />
:{{5h|s|Blow Mind}}<br />
:{{5h|s|Floormaster's Grasp}}<br />
:{{5h|s|Limb Growth}}<br />
<br />
;4th & 5th<br />
:{{5h|s|Leafify}}<br />
:{{5h|s|Phoenix Dash}}<br />
:{{5h|s|Warping Step}}<br />
<br />
;6th & up<br />
:{{5h|s|Duplicate Self}}<br />
<br />
<br />
==Items==<br />
<br />
;Armor<br />
:{{5h|e|Ceramic Plate}} <sup><i>[simplify this]</i></sup><br />
:{{5h|e|Heavy Shield}}<br />
<br />
;Weapons<br />
:{{5h|e|Acid, Variant|acid}}<br />
:{{5h|e|Alchemist's Fire, Variant|alchemist's fire}}<br />
:{{5h|e|Arming Sword}}<br />
:{{5h|e|Blowgun, Variant|blowgun}}<br />
:{{5h|e|Bolas, Variant|bolas}}<br />
:{{5h|e|Bomb, Variant|bomb}}<br />
:{{5h|e|Book}}<br />
:{{5h|e|Boomerang}}<br />
:{{5h|e|Bug-Catching Net}}<br />
:{{5h|e|Double Flail, Variant|double flail}}<br />
:{{5h|e|Duplex Bow}}<br />
:{{5h|e|Epee}}<br />
:[[User:Guy/Katana|katana]] [[A True Katana (5e Equipment)|( ͡° ͜ʖ ͡°)]]<br />
:{{5h|e|Pickaxe}}<br />
:{{5h|e|Scalpel}}<br />
:{{5h|e|Scythe}}<br />
:{{5h|e|Shovel}}<br />
:{{5h|e|Slingshot}}<br />
:{{5h|e|Syringe Sword}}<br />
<br />
;Other<br />
:{{5h|e|Didgeridoo}}<br />
:{{5h|e|Hunting Trap, Variant}}<br />
<br />
;Wondrous<br />
:{{5h|e|Alabaster Puppy}}<br />
:[[Auril's Kiss (5e Equipment)|Auril's kiss]]<br />
:{{5h|e|Battle Damage Repair Kit}}<br />
:{{5h|e|Bottomless Waterskin}}<br />
:{{5h|e|Combat Wand}}<br />
:{{5h|e|Falcane}}<br />
:{{5h|e|Nun's Habit}}<br />
:{{5h|e|Parachute of Peril}}<br />
:{{5h|e|Rabbit's Foot}}<br />
<br />
;Cursed<br />
:{{5h|e|Pen of Illiteracy}}<br />
:{{5h|e|Potion of Initiate Bar Fight}}<br />
<br />
===Uncommon===<br />
<br />
;Armor<br />
:{{5h|e|Dragon Bone Armor}}<br />
:{{5h|e|Hide of the Bear Spirit}}<br />
<br />
;Weapons<br />
:{{5h|e|Boomerang of Retrieval}}<br />
:{{5h|e|Crystal Spear}}<br />
:{{5h|e|Athame|ritual dagger}}<br />
:{{5h|e|Zeus's Belt of Bolts}}<br />
<br />
;Wondrous<br />
:{{5h|e|Bag of Colding}}<br />
:{{5h|e|Blanket of Warmness}}<br />
:{{5h|e|Bracer of Silvering}}<br />
:{{5h|e|Cap of Squirrel Kinship}}<br />
:{{5h|e|Faerie Lantern}}<br />
:{{5h|e|Focus Rod}}<br />
<br />
;Consumables<br />
:{{5h|e|Bottled Bees}}<br />
:{{5h|e|Climber's Chalk}}<br />
:{{5h|e|Healing Bolt}}<br />
:{{5h|e|Muffin of Might}}<br />
:{{5h|e|Teleportation Bead}}<br />
:{{5h|e|Wardstone}}<br />
<br />
;Cursed?<br />
:{{5h|e|Magic Item of Spell}}<br />
:{{5h|e|Movable Rod}}<br />
:{{5h|e|Ring of Dark Vision}}<br />
<br />
===Rare===<br />
<br />
;Wondrous<br />
:{{5h|e|Boots of Thunderous Entry}}<br />
<br />
===Vending Rendor ("Very Rare")===<br />
<br />
;Weapon<br />
:{{5h|e|Long Long Sword}}<br />
<br />
;Armor<br />
:{{5h|e|Nidoplate}}<br />
<br />
;Wondrous<br />
:{{5h|e|Falcon's Fist}}<br />
:{{5h|e|Gloves of Visible Surfaces}}<br />
:{{5h|e|Identified Cube}}<br />
:{{5h|e|Immortal's Lantern}}<br />
:{{5h|e|Inner Eye}}<br />
<br />
===Legendary===<br />
<br />
;Wondrous<br />
:{{5h|e|Portal Bracers}}<br />
<br />
;Consumables<br />
:{{5h|e|Holy Hand Grenade of Antioch}}<br />
<br />
==Races==<br />
:{{5h|Race|Namekian}}<br />
:{{5h|Race|Nocturne}}<br />
:{{5h|Race|Yata}}<br />
<br />
==Creatures==<br />
===Critters===<br />
;CR 0<br />
:{{5h|c|Turtle}}<br />
;CR 1/8<br />
:{{5h|c|Giant Beetle}}<br />
;CR 1/4<br />
:{{5h|c|Cattle}}<br />
:{{5h|c|Porpoise}}<br />
;CR 1/2<br />
:{{5h|c|Giant Dragonfly}}<br />
;CR 1<br />
:{{5h|c|Fireball Fly Swarm}}<br />
:{{5h|c|Fireball Fly, Giant}}<br />
:{{5h|c|Giant Horse}}<br />
:{{5h|c|Thunderfoot Rat}}<br />
<br />
===Folks===<br />
;CR 1<br />
:{{5h|c|Guard Captain}}<br />
:{{5h|c|Stablemaster}}<br />
;CR 2<br />
:{{5h|c|Mercenary Mage}}<br />
;CR 3<br />
:{{5h|c|Arcane Archer}}<br />
<br />
===Monsters===<br />
;CR 30+<br />
:{{5h|c|Living Dimension}}<br />
<br />
==Misc==<br />
:Creative Commons<br />
:[[Spell Design (5e Guideline)]]<br />
:[[DuelSoulBlade Shadow Vampelf (5e Race)]]<br />
:{{5H|Variant Rule|Feats with Stricter Requirements}}<br />
<br />
===food for thought===<br />
:{{5H|Variant Rule|Areas}}<br />
:{{5H|Variant Rule|Balanced Stats}}<br />
:{{5h|s|Camel's Drink}}<br />
:{{5H|Variant Rule|Compact Classes}}<br />
:{{5H|Variant Rule|Compact Weapons}}<br />
:{{5h|s|Death Finger}}<br />
:{{5h|e|Elemental Weapon}}<br />
:{{5H|Variant Rule|Flexible Ability Score Increase}}<br />
:{{5h|s|Entropy}}<br />
:{{5h|s|Faust's Card Flourish}}<br />
:{{5h|s|Finger Gun}}<br />
:{{5h|e|Heavy Flamer, Variant}}<br />
:{{5H|Variant Rule|More Useful Intelligence}}<br />
<br />
==Stuff I Dislike==<br />
For what it's worth I've done things <!--and continue to do things--> about most of these:<br />
*[[Special:Contributions/Lycanskull|Almost all of this]]<br />
*[[Musicus Meter (5e Guideline)|Musky Meter]]<br />
*how often a random CR gets boldly slapped on a monster (anywhere, not just on this wiki); at least look at [[Dungeon Master's Guide (5e)|''DMG'']] pg 274 if you haven't already<br />
*''One D&D'''s tendency to Capitalize Every Single Game Term, and apparent reversion to game-talk after 5e's great move to natural speaking<br />
* Pathfinder 2e. There's so many good ideas, but so many bad ideas. It's like they never realized what made PF1 so great.<br />
*the {{5c|Paralyzed}} condition, and action-denial generally<br />
*[[5e Backgrounds]]<br />
*5e's default rules for initiative & turns<br />
*5e's default rules for downtime<br />
*5e's default rules for carrying capacity<br />
*5e's ability score imbalance<br />
*5e's weird way of handling player-character size<br />
*20 levels<br />
*losing a fight = death = make a new character, and that this most likely happens to inexperienced players who are the most likely to lose interest when imposed with this hurdle (and/or would take the longest to make a new character)<br />
* this thing: <vote type=1/></div>Guyhttps://www.dandwiki.com/w/index.php?title=Talk:5e_Weapons&diff=1826704Talk:5e Weapons2024-03-29T01:05:37Z<p>Guy: suggestion</p>
<hr />
<div>== Explosives==<br />
I'd recommend adding "Explosives" as a new, separate, category for weapons, along the lines of how firearms are presented. Especially since this category exists in the 5e DM guide for possible weapons to add. -[[user:lemiel14n3|lemiel14n3]]<br />
:Good idea, but let also put a Siege weapons category for big battles. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 22:58, 14 December 2014 (MST)<br />
<br />
==Exotic/Superior weapons==<br />
I'm thinking of something like [[Elven Thinblade (5e Equipment)]] and [[Elven Blade Master (5e Feat)]] to do exotic/superior type weapons. The weapon itself uses a martial weapon baseline, then you take can a feat to unlock the special stuff. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:59, 21 December 2014 (MST)<br />
:Can't that already be done on a weapon-by-weapon basis, using the "special" tag?--[[User:Kydo|Kydo]] ([[User talk:Kydo|talk]]) 11:48, 21 December 2014 (MST)<br />
::"Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section)." -PHB. So, yeah. [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 13:18, 21 December 2014 (MST)<br />
:::That doesn't work if the special would make the weapon overpowered. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:08, 8 May 2017 (UTC)<br />
<br />
==Monk weapons==<br />
I'd recommend making monk weapons just a simple list, and keeping the details and listings of the items in the general weapons page rather than giving them their own special listing. Or creating a new "Monk" property for weapons. [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 15:35, 3 May 2015 (MDT)<br />
: What about a rule variant for additional monk weapons with a category based list, then just slap a category on weapons intended to work with monks? [[User:Kydo|Kydo]] ([[User talk:Kydo|talk]]) 00:55, 4 May 2015 (MDT)<br />
::All simple weapons are monk weapons. The only use I can think of for making a Monk Weapon category is to give monks access to martial weapons (beyond shortsword). I am not keen on this. [[Monk's Spade (5e Equipment)|Monk's Spade]] is like a quarterstaff, but with reach. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:10, 4 May 2015 (MDT)<br />
:::Well my concern was that setting up a separate page makes monk weapons seem more special than they really deserve to be, and makes weapons put there less accessible. [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 11:55, 4 May 2015 (MDT)<br />
::::Are we talking about [[Monk Weapons (5e Other)]]? This page is just to demonstrate which PHB simple weapon can be used to emulate real-world martial art weapons: the weapons don't have pages of their own. I wanted to encourage ''not'' making pages for sai, tonfa, etc. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:12, 4 May 2015 (MDT)<br />
I thought of making a monk archetype that can use martial weapons, but it sounded to overpowered. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 01:25, 4 May 2015 (MDT)<br />
<br />
We could make them similar to the Oversized and Hidden weapons and give them their own rule written down. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:00, 4 May 2015 (MDT)<br />
:Well, like I suggested, a "Monk" property would get the point across without taking up too much space. [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 12:07, 4 May 2015 (MDT)<br />
::What I am saying is make each monk weapon separately and then add them to the weapons with the monk weapon properties. [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 12:44, 4 May 2015 (MDT)<br />
<br />
== No wrist/arm weapons ==<br />
I have two guideline proposals:<br />
*<s>'''Reach weapons should always be martial.''' I think the reason why the PHB simple weapons are all non-reach is because of the monk's martial art's feature.</s> Never mind, I just spotted that monk weapon's doesn't include two-handed weapons anyway.<br />
*'''No wrist/arm weapons''' unless there's something functionally interesting about it. I've seen wrist swords, wrist daggers, wrist bows... look: we don't need every conceivable combination of strapping a weapon to your arm. It's functionally the same as a regular weapon: there are no core rules that interact with it (there aren't any monsters that can disarm you, for example). If the player wants to have a shortsword and say "it's strapped to me arm and I call it a wrist scythe", the DM will surely be OK with that. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:07, 8 May 2017 (UTC)<br />
<br />
:Where do you intend to see these guidelines used? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:15, 9 May 2017 (UTC)<br />
<br />
== New sections ==<br />
I believe this page would be improved if [[:Category:April Fools]] weapons were put into a separate section, like what is currently done on the [[5e Races]] page. - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 06:55, 26 November 2017 (MST)<br />
:A section for "Simple Ranged Weapon" under Renaissance Items would be nice, too. There is at least [[Slingshot (5e Equipment)|one]] example of such a weapon. (To me it seems like all these anachronistic weapon categories should be present on the page anyway, even if there isn't anything (yet) filling them.) - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 09:18, 1 December 2017 (MST)<br />
::Replace the current content of the page with [[User:Guy/Sandbox|this content]], y/n?<br />
::If I don't get a response within a week or so, I'm just going to be bold<sup>TM</sup> and do it. That is, unless someone locks the page again. ¯\_(ツ)_/¯ - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 08:41, 10 May 2018 (MDT)<br />
<br />
:::I like your sandbox page. Its much easier to navigate, and will work great! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:29, 10 May 2018 (MDT)<br />
<br />
:::Woop! You heard the boss Guy. --[[User:ConcealedLight|ConcealedLight]][[File:chatmod.png|13x13px|link=Requests_for_Adminship/ConcealedLight|alt=This user is an administrator|This user is an administrator]] ([[User talk:ConcealedLight|talk]]) 20:10, 10 May 2018 (MDT)<br />
<br />
== Naming Convention ==<br />
<br />
I propose that we ask that new weapons be called by their English-language name (where available), so that we avoid having lots of pages for the same weapon that differ only by their regional name. One example I looked at today was the geodendag, which according to Wikipedia was known as the "spiked staff". [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:15, 21 April 2018 (MDT)<br />
<br />
== Typo ==<br />
I'd just correct this myself, but the page is locked again. The link at the bottom of the page is broken, because it looks in [[:Category:Weapons]] instead of [[:Category:Weapon]].<br />
<br />
If an admin could simply remove an "s" from this, that would be great. See the bolded letter below:<br/><br />
<nowiki>[{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:Weapon</nowiki>'''s'''<nowiki>}} View recent changes for all nonmagical weapons]</nowiki><br />
<br />
Thanks in advance. - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 11:03, 13 May 2018 (MDT)<br />
<br />
== Add Instructions ==<br />
<br />
The page is locked, but I believe it would be improved if "[[Add Instructions]]" were replaced with "[[5e Weapon Add Instructions]]" where appropriate. - [[User talk:Guy|Guy]] 13:20, 26 August 2018 (MDT)<br />
<br />
: Done. {{User:ConcealedLight/Signature}} 20:20, 26 August 2018 (MDT)<br />
<br />
== Basically Just Reskins: A Rant ==<br />
<br />
It's kind of annoying to see weapons that are just a reskin of another but with a different gold cost. What is the difference between a scimitar and a sabre really? Pretty much nothing at all except maybe hilt construction which changes nothing mechanically anyway. Another possibly baffling thing are mundane weapons that have properties or special features incongruous with either their description or basic physics. It's somewhat baffling why people decide a horse bow is different than a shortbow "because one is used on a horse so obviously the other never was (even though they're the same thing)", and therefore it's a new weapon. It seems like a lack of creativity honestly, and makes many of these weapons on here a bit redundant. Why keep them if another weapon in the phb can fill in for it? Just describe it in a different way, or use it in a different circumstance. Saying your rapier has a hatchet-point won't make your DM say "ackchually you don't have a backsword from the homebrew, so you can't have a hatchet point", and saying you want to use your shortbow on horseback won't cause a disturbance at your table because "technically it's not a 'horse bow' so you might have some penalties". I feel the homebrewing of weapons should be for truly unique weapons, or justifiably niche weapons. Like the difference between a rapier and scottish broadsword. Similar designs in terms of hilt construction (at least being fully or mostly closed and single-handed) and blade length. The difference is that a broadsword was typically used for cutting (and sometimes thrusting) while a rapier was typically used for thrusting (and rarely cutting). There I could see a difference at least in damage type, but the difference between an arming sword and a short sword is an oxymoron; they're the same thing. Similar blade length, both used for stabbing (depending on fighting style), and a single handed grip. There is no reason for either to have different properties than another. All blades of an approximately similar length, handedness, and curvature will likely perform similarly, but you get some homebrew weapons saying "oh it's a bit pointier of a short blade, SO 2D4 DAMAGE" as opposed to 1d6 which would be more reasonable. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:51, 21 November 2018 (MST)<br />
:The magic about the wiki is that if you don't like something you can almost always do something about it. For example, I didn't like how the [[5e Epic Boons]] were full of nonsense so I spent a few days looking through them all and either fixing or marking them for maintenance. If you'd like to do the same with the 5e weapons section then by all means go for it - '''BE BOLD'''. Good luck and if you need any help just drop me a line. {{User:ConcealedLight/Signature}} 05:10, 21 November 2018 (MST)<br />
::Of very important note, is that redundant weapons should only be added on [[Weapon Alternatives (5e Other)]]. Should we add a link to this page here? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 08:53, 21 November 2018 (MST)<br />
:::I think that would be beneficial, yes. {{User:Geodude671/Signature}} . . 08:55, 21 November 2018 (MST)<br />
Do y'all reckon there should be a Weapon Design guide? Kinda like the 5e Class Design Guide? I was looking through the weapons, and landed on the ol' weeb stick (katana) and checked the discussion. Apparently the arguement for the katana to have finesse property was because of the fighting style used with it, and I don't think some people realize the weapon properties are about the ''weapon'' not the person or technique used with the weapon. The properties determine weapon function, your character determines the flavor of that function. If you're well trained in a back-alley style of fighting or a militarized style of fighting, your shortsword is still that: a shortsword. It can't change it's physics because you fight differently. It stabs the same (assuming you have comparable strength to one another) across the board. This might also become apparent when a character picks up a weapon that has a different historical fighting style and "suddenly I can't swing this sword super goodly, dang it". Additionally, some weapons have alternate properties because "in history these were use for this, so it gets a bonus on doing that". The weapon shouldn't magically change propeties because of something like "this weapon was used to kill horses in battle, so that must mean horses are vulnerable to it" or "they take an additional 1d8 damage". Use in history does not necessarily define the function of a weapon, or rather correlation is not causation. I feel a Weapon Design Guide might help with repetitive weapons (such as the cestus, and brass knuckles, and gauntlets, and paladin gauntlets, and weaponized gaintlets, etc.), weapon alternatives (such as any arming sword effectively being a shortsword, I mean come on, mate they're the same thing... they stab and are one-handed, kinda medium-length swords), weapon properties (what defines these properties (and the properties defining the weapon not the person) though that might be a tad tricky), and improvised weapons; I don't believe items with a primary focus other than combat should be considered actual weapons. A cane is used to help you walk, not hunt dragons. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:02, 21 November 2018 (MST)<br />
:I believe a weapon design guide is covered by the much larger in scope [[Equipment Design (5e Guideline)]]. {{User:ConcealedLight/Signature}} 04:23, 22 November 2018 (MST)<br />
<br />
== Sortable Tables ==<br />
On the basis that it would be helpful for users interested in the statistics of weapons at a glance, I propose that the tables be made sortable. This would allow you to view weapons by cost, damage, weight, etc. Does anyone object? [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 19:56, 28 November 2018 (MST)<br />
<br />
:Not at all. It is very reasonable that people would use sortable tables for equipment items. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:16, 28 November 2018 (MST)<br />
<br />
::Go for it. {{User:ConcealedLight/Signature}} 08:25, 29 November 2018 (MST)<br />
<br />
:::OK, I did it! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 14:59, 29 November 2018 (MST)<br />
<br />
== A potential solution to the whole re-skin thing ==<br />
<br />
I'm not entirely sure how this will work in practice, but I've been noticing how a lot of weapons just do the same thing over and over and I have an idea. I haven't tested this at all (mostly because I want to hear someone's opinion), but hear me out: how would you react to weapons that have a set amount of damage, like instead of rolling 1d8 you just get the average of 4? The reason this is so weird is because modifiers already have a set amount of damage you do alongside that damage. However, this would also add a lot more possibilities for weapons, as long as people see the automatic benefits. For example, a weapon that has a base damage of 1d4+2 has an average of 4 damage, like a long sword (1d8), but a minimum of 3. Please respond with your thoughts on if this is a good or bad idea. Seriously, I have no idea if this is workable or not. [[User: PickleJarPete|PickleJarPete]] ([[User talk:PickleJarPete|talk]])<br />
:I am inclined to think that the variant rule wouldn't be that fun for pc's to use because rolling dice is fun and dealing a flat amount of damage makes D&D seem more like a strategy game where everything should/can be planned out, where that isn't the point of playing D&D. That said, I do sometimes use average damage when I am controlling a ton of monsters while DMing and it would greatly speed up combat to use average damage.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:25, 31 October 2019 (MDT)<br />
<br />
==Weapon Lists==<br />
This page is currently lacking a way to view the handful of weapon lists on the wiki ([[Lightsabers (5e Equipment)]], [[Bloodborne Weaponry (5e Equipment)]], [[Sci-Fi Weapons (5e Equipment)]]). As each has the 5e, weapon, and list categories, making a sub-page shouldn't be difficult, but as this page is admin only, we can not add a link to such a page. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:52, 30 June 2020 (MDT)<br />
<br />
== Magic Mundane Weapons ==<br />
<br />
Rooting through the incomplete items, too many magic weapons just use the mundane preload. Perhaps we should make it more explicit that something isn't for magic items, like making MyWeapon into MyMundaneWeapon or something. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 11:20, 20 August 2021 (MDT)<br />
<br />
Alternatively, we could incorporate magic weapons and the magic weapon preload onto this page, like this:<br />
<pre>{{Top "Back To" Footer<br />
|breadcrumb={{5e Equipment Breadcrumb}}<br />
|inputbox={{{!}} class="mw-collapsible" style="width: 100%;"<br />
{{!}}+ style="text-align: left;" {{!}} '''Create new weapon.'''<br />
{{!}}-<br />
{{!}}<br />
<div style="float: left;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new weapon.<br />
default=MyWeapon (5e Equipment)<br />
editintro=5e Weapon Add Instructions<br />
preload=5e Weapon Preload<br />
</inputbox><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new magic weapon.<br />
default=MyMagicWeapon (5e Equipment)<br />
editintro=Add Instructions<br />
preload=5e Magic Weapon Preload<br />
</inputbox><br />
</div><br />
{{!}}-<br />
{{!}}<br />
<div style="float: left;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new ammunition.<br />
default=MyAmmunition (5e Equipment)<br />
editintro=5e Weapon Add Instructions<br />
preload=5e Ammunition Preload<br />
</inputbox><br />
{{!}}-<br />
{{!}} Please leave the "(5e Equipment)" identifier in the page title when making creating your new equipment! Weapons which are statistically identical or extremely similar to first-party weapons should go on [[Weapon Alternatives (5e Other)]], not here.<br />
</div><br />
{{!}}}<br />
}}<br />
<br />
=== Weapons ===<br />
<br />
{| class="column"<br />
|-<br />
|<br />
; [[5e Traditional Nonmagical Weapons|Traditional Nonmagical Weapons]]<br />
<br />
* [[5e Simple Melee Weapons|Simple Melee]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Simple Melee Weapon|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
* [[5e Simple Ranged Weapons|Simple Ranged]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Simple Ranged Weapon|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
* [[5e Martial Melee Weapons|Martial Melee]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Martial Melee Weapon|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
* [[5e Martial Ranged Weapons|Martial Ranged]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Martial Ranged Weapon|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
* [[5e Ammunition|Ammunition]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Ammunition|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
|<br />
;[[5e Magical Weapons|Magic Weapons]]<br />
<br />
*[[5e Common Magical Weapons|Common Magic Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Common|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|category=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
*[[5e Uncommon Magical Weapons|Uncommon Magic Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Uncommon|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|category=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
*[[5e Rare Magical Weapons|Rare Magic Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Rare|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|category=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
*[[5e Very Rare Magical Weapons|Very Rare Magic Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Very Rare|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|category=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
*[[5e Legendary Magical Weapons|Legendary Magic Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Legendary|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|category=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
*[[5e Artifact Weapons|Artifact Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Artifact|notcategory=Renaissance|notcategory=Futuristic|notcategory=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|category=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
|<br />
; [[5e Anachronistic Weapons|Anachronistic Weapons]]<br />
* [[5e Renaissance Weapons|Renaissance Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Renaissance|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
* [[5e Modern Weapons|Modern Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Modern|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
* [[5e Futuristic Weapons|Futuristic Weapons]] <span style="font-size: .8em">{{#dpl:debug=1|category=5e|category=User|category=Equipment|category=Weapon|category=Futuristic|notcategory=Supplement|notcategory=!|notcategory=April Fools|notcategory=Magic Item|notnamespace=Talk|notnamespace=User|mode=userformat|resultsheader=(%PAGES% items)}}</span><br />
|<br />
; See Also<br />
* [[5e Weapon Properties|Weapon Properties]]<br />
* [[Weapon Alternatives (5e Other)|Weapon Alternatives]]<br />
* [[Monk Weapons (5e Other)|Monk Weapons]]<br />
* [[Oversized (5e Variant Rule)|Oversized Weapons]]<br />
* [[Undersized (5e Variant Rule)|Undersized Weapons]]<br />
* [[5e Derivative Work Weapons|Weapons Based on Existing Fiction]]<br />
* [[Incomplete 5e Weapons|Weapons with Maintenance Templates]]<br />
* [[April Fools 5e Weapons|April Fools Weapons]]<br />
|}<br />
<br />
<br />
----<br />
[{{SERVER}}{{localurl:Special:Recentchangeslinked/Category:Weapon}} View recent changes for all nonmagical weapons]<br />
[[Category:5e]]<br />
[[Category:List]]<br />
[[Category:For Players]]<br />
[[Category:Equipment]]<br />
<br />
</pre><br />
:- [[User talk:Guy|Guy]] 19:05, 28 March 2024 (MDT)</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Sandbox&diff=1826698User:Guy/Sandbox2024-03-29T00:49:58Z<p>Guy: wondering if I really want to waste this much time and effort on DanDwiki dot com ͡° ͜ʖ ͡°</p>
<hr />
<div>{| class="{{#if:{{{show|REMOVEMESENPAI}}}||mw-collapsible mw-collapsed}} table" style="width: 100%;" cellspacing="0" cellpadding="10"<br />
|+ {{#switch: {{PAGENAME}}<br />
|{{PAGENAME}}='''Shatterspark''' is a high-magic, high-fantasy, forever-unfinished "open world" setting that emphasizes narrator improvision, player exploration, and gremlin-like acquisition of items and power.<br/>Built on the [[Proxi's System Reference (5e Sourcebook)|PSR]] ruleset, Shatterspark literally rewrites all the rules, but it is still compatible with most 5e content.<br />
|[[Shatterspark (5e Sourcebook)|'''Shatterspark''']] is a high-magic forever-unfinished setting that literally rewrites all the rules of 5e.}}<br />
|-}}<br />
| style="width: 25%; vertical-align:top;" | <br />
<br />
;Creating a Protag<br />
<br />
:classes<br />
::versatile, simple, prestige<br />
:feats<br />
:styles<br />
:maneuvers<br />
:domains<br />
::spells<br />
;The Next Level<br />
<br />
| style="width: 25%; vertical-align:top;" | <br />
;World<br />
:Kraken's Claw, a temperate continent<br />
::Accursed Sea<br />
::Coral Grove<br />
::Wild West<br />
:Jotun's Crown, a cold continent<br />
::Flaming Tundra<br />
:Dragon's Belt, a sprawling archipelago<br />
::Ashlands<br />
:Hylia's Shield, commonly called Hyrule :^)<br />
:Worldveins, the labyrinthine underdark<br />
:Cloudtops, islands on the clouds<br />
;Factions<br />
<br />
| style="width: 25%; vertical-align:top;" | <br />
;Downtime<br />
;Items<br />
:rarity<!--common, regional, factional, uncommon, rare, VR, legendary--><br />
:common: goods, attire, weapons, tools, gea<br />
;Vehicles<br />
;Artillery<br />
<br />
| style="width: 25%; vertical-align:top;" | <br />
;Bestiary<br />
:lineage<br />
:folks<br />
:critters<br />
::familiars<br />
::mounts<br />
:monsters<br />
::boss monsters<br />
::guardians<br />
::titans<br />
<br />
;Jobs<br />
:vendor rendor<br />
:bad starts<br />
<includeonly>[[Category:5e]]<br />
[[Category:User]]<br />
{{#if:{{{show|}}}||[[Category:Supplement]]}}<br />
[[Category:Shatterspark]]</includeonly><br />
|}<br />
{{#if:{{{show|}}}|<small><center>Shatterspark, PSR ,and the SRD5 are each released under Creative Commons.<br>More specifically: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at [https://dnd.wizards.com/resources/systems-reference-document]<br>The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at [https://creativecommons.org/licenses/by/4.0/legalcode].</small></center>|<hr>}}</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Stuff&diff=1826618User:Guy/Stuff2024-03-28T21:28:46Z<p>Guy: medical weapons</p>
<hr />
<div>stuff i like<br />
<!--no classes because I feel WotC's style of classes is fundamentally bad, and by necessity those fundamentals are in every class here. plus it's just a lot to review a class anyway.--><br />
<br />
==Rules==<br />
:{{5H|Sourcebook|Proxi's System Reference}}<br />
:Weapon Properties: {{5H|Variant Rule|Brace}}, {{5H|Variant Rule|Destructive}}, {{5H|Variant Rule|Dire}}, {{5H|Variant Rule|Lash}}, {{5H|Variant Rule|Focus}}, {{5H|Variant Rule|Smash}}, {{5H|Variant Rule|Splash}}<br />
:Conditions: {{5H|Variant Rule|Exposed}}, {{5H|Variant Rule|Ignited}}, {{5H|Variant Rule|Soaked}}, {{5H|Variant Rule|Stuffed}}, [[Condition (PSR Supplement)|''PSR'' conditions]]<br />
:{{5H|Variant Rule|Balanced Rolling for Hit Points}}<br />
:{{5H|Skill|Engineering|Engineering}} skill<br />
:{{5H|Variant Rule|Scaling Attunement Slots}}<br />
:{{5H|Variant Rule|Versatile Unarmed Strike}}<br />
<br />
==Feats==<br />
:{{5H|Feat|Bughunter}} <sup><i>[replace +5 w/advantage]</i></sup><br />
:{{5H|Feat|Cannoneer}} <sup><i>[rework siege weapons entirely]</i></sup><br />
:{{5H|Feat|Feat Master}}<!--lel--><br />
:{{5H|Feat|Grenadier}}<br />
:{{5H|Feat|Lancer}}<br />
<br />
==Spells==<br />
<!--idc what classes cast it--><br />
<br />
;Cantrips<br />
:{{5h|s|Bardcraft}}<br />
:{{5h|s|Clockwork Winding}}<br />
:{{5h|s|Conjure Rotting Tomatoes}}<br />
:{{5h|s|Minor Inconvenience}}<br />
:{{5h|s|Minor Summoning}} & {{5h|s|Minor Animate}} <sup><i>[tweak this]</i></sup><br />
:{{5h|s|Obvious Banana}}<br />
:{{5h|s|Phantasmal Notebook}}<br />
:{{5h|s|Summon Bee}}<br />
:{{5h|s|True Strike, Variant}}<br />
:{{5h|s|Uncanny Outfitting}}<br />
<br />
;Cantrips (damage)<br />
:{{5h|s|Blastbolt}}<br />
:{{5h|s|Blast Cantrip}} (lel)<br />
:{{5h|s|Bomb}}<br />
:{{5h|s|Bolt of Time}}<br />
:{{5h|s|Coral Blast}}<br />
:{{5h|s|Curse}} <sup><i>[doubts about disabling bonus actions, otherwise great]</i></sup><br />
:{{5h|s|Daunting Volt Blade}}<br />
:{{5h|s|Jolt Cadaver}}<br />
:{{5h|s|Liberate Flame}}<br />
:{{5h|s|Minor Arcane Turret}} <sup><i>[simplify this]</i></sup><br />
:{{5h|s|Razor Tome}}<br />
:<s><i>sandcast</i></s><br />
<br />
;1st<br />
:{{5h|s|Blast Cast}} (lel)<br />
:{{5h|s|Ribbit}}<br />
<br />
;2nd<br />
:{{5h|s|Critterkill}}<br />
:{{5h|s|Lingering Poison}}<br />
:{{5h|s|Pictograph}}<br />
:{{5h|s|Self Projectile}}<br />
<br />
;3rd<br />
:{{5h|s|Blow Mind}}<br />
:{{5h|s|Floormaster's Grasp}}<br />
:{{5h|s|Limb Growth}}<br />
<br />
;4th & 5th<br />
:{{5h|s|Leafify}}<br />
:{{5h|s|Phoenix Dash}}<br />
:{{5h|s|Warping Step}}<br />
<br />
;6th & up<br />
:{{5h|s|Duplicate Self}}<br />
<br />
<br />
==Items==<br />
<br />
;Armor<br />
:{{5h|e|Ceramic Plate}} <sup><i>[simplify this]</i></sup><br />
:{{5h|e|Heavy Shield}}<br />
<br />
;Weapons<br />
:{{5h|e|Acid, Variant|acid}}<br />
:{{5h|e|Alchemist's Fire, Variant|alchemist's fire}}<br />
:{{5h|e|Arming Sword}}<br />
:{{5h|e|Blowgun, Variant|blowgun}}<br />
:{{5h|e|Bolas, Variant|bolas}}<br />
:{{5h|e|Bomb, Variant|bomb}}<br />
:{{5h|e|Book}}<br />
:{{5h|e|Boomerang}}<br />
:{{5h|e|Bug-Catching Net}}<br />
:{{5h|e|Double Flail, Variant|double flail}}<br />
:{{5h|e|Duplex Bow}}<br />
:{{5h|e|Epee}}<br />
:[[User:Guy/Katana|katana]] [[A True Katana (5e Equipment)|( ͡° ͜ʖ ͡°)]]<br />
:{{5h|e|Pickaxe}}<br />
:{{5h|e|Scalpel}}<br />
:{{5h|e|Scythe}}<br />
:{{5h|e|Shovel}}<br />
:{{5h|e|Slingshot}}<br />
:{{5h|e|Syringe Sword}}<br />
<br />
;Other<br />
:{{5h|e|Didgeridoo}}<br />
:{{5h|e|Hunting Trap, Variant}}<br />
<br />
;Wondrous<br />
:{{5h|e|Alabaster Puppy}}<br />
:[[Auril's Kiss (5e Equipment)|Auril's kiss]]<br />
:{{5h|e|Battle Damage Repair Kit}}<br />
:{{5h|e|Bottomless Waterskin}}<br />
:{{5h|e|Combat Wand}}<br />
:{{5h|e|Falcane}}<br />
:{{5h|e|Nun's Habit}}<br />
:{{5h|e|Parachute of Peril}}<br />
:{{5h|e|Rabbit's Foot}}<br />
<br />
;Cursed<br />
:{{5h|e|Pen of Illiteracy}}<br />
:{{5h|e|Potion of Initiate Bar Fight}}<br />
<br />
===Uncommon===<br />
<br />
;Armor<br />
:{{5h|e|Dragon Bone Armor}}<br />
:{{5h|e|Hide of the Bear Spirit}}<br />
<br />
;Weapons<br />
:{{5h|e|Boomerang of Retrieval}}<br />
:{{5h|e|Crystal Spear}}<br />
:{{5h|e|Athame|ritual dagger}}<br />
:{{5h|e|Zeus's Belt of Bolts}}<br />
<br />
;Wondrous<br />
:{{5h|e|Bag of Colding}}<br />
:{{5h|e|Blanket of Warmness}}<br />
:{{5h|e|Bracer of Silvering}}<br />
:{{5h|e|Cap of Squirrel Kinship}}<br />
:{{5h|e|Faerie Lantern}}<br />
:{{5h|e|Focus Rod}}<br />
<br />
;Consumables<br />
:{{5h|e|Bottled Bees}}<br />
:{{5h|e|Climber's Chalk}}<br />
:{{5h|e|Healing Bolt}}<br />
:{{5h|e|Muffin of Might}}<br />
:{{5h|e|Teleportation Bead}}<br />
:{{5h|e|Wardstone}}<br />
<br />
;Cursed?<br />
:{{5h|e|Movable Rod}}<br />
:{{5h|e|Ring of Dark Vision}}<br />
<br />
===Rare===<br />
<br />
;Wondrous<br />
:{{5h|e|Boots of Thunderous Entry}}<br />
<br />
===Vending Rendor ("Very Rare")===<br />
<br />
;Weapon<br />
:{{5h|e|Long Long Sword}}<br />
<br />
;Armor<br />
:{{5h|e|Nidoplate}}<br />
<br />
;Wondrous<br />
:{{5h|e|Falcon's Fist}}<br />
:{{5h|e|Gloves of Visible Surfaces}}<br />
:{{5h|e|Identified Cube}}<br />
:{{5h|e|Immortal's Lantern}}<br />
:{{5h|e|Inner Eye}}<br />
<br />
===Legendary===<br />
<br />
;Wondrous<br />
:{{5h|e|Portal Bracers}}<br />
<br />
;Consumables<br />
:{{5h|e|Holy Hand Grenade of Antioch}}<br />
<br />
==Races==<br />
:{{5h|Race|Namekian}}<br />
:{{5h|Race|Nocturne}}<br />
:{{5h|Race|Yata}}<br />
<br />
==Creatures==<br />
===Critters===<br />
;CR 0<br />
:{{5h|c|Turtle}}<br />
;CR 1/8<br />
:{{5h|c|Giant Beetle}}<br />
;CR 1/4<br />
:{{5h|c|Cattle}}<br />
:{{5h|c|Porpoise}}<br />
;CR 1/2<br />
:{{5h|c|Giant Dragonfly}}<br />
;CR 1<br />
:{{5h|c|Fireball Fly Swarm}}<br />
:{{5h|c|Fireball Fly, Giant}}<br />
:{{5h|c|Giant Horse}}<br />
:{{5h|c|Thunderfoot Rat}}<br />
<br />
===Folks===<br />
;CR 1<br />
:{{5h|c|Guard Captain}}<br />
:{{5h|c|Stablemaster}}<br />
;CR 2<br />
:{{5h|c|Mercenary Mage}}<br />
;CR 3<br />
:{{5h|c|Arcane Archer}}<br />
<br />
===Monsters===<br />
;CR 30+<br />
:{{5h|c|Living Dimension}}<br />
<br />
==Misc==<br />
:Creative Commons<br />
:[[Spell Design (5e Guideline)]]<br />
:[[DuelSoulBlade Shadow Vampelf (5e Race)]]<br />
:{{5H|Variant Rule|Feats with Stricter Requirements}}<br />
<br />
===food for thought===<br />
:{{5H|Variant Rule|Areas}}<br />
:{{5H|Variant Rule|Balanced Stats}}<br />
:{{5h|s|Camel's Drink}}<br />
:{{5H|Variant Rule|Compact Classes}}<br />
:{{5H|Variant Rule|Compact Weapons}}<br />
:{{5h|s|Death Finger}}<br />
:{{5h|e|Elemental Weapon}}<br />
:{{5H|Variant Rule|Flexible Ability Score Increase}}<br />
:{{5h|s|Entropy}}<br />
:{{5h|s|Faust's Card Flourish}}<br />
:{{5h|s|Finger Gun}}<br />
:{{5h|e|Heavy Flamer, Variant}}<br />
:{{5H|Variant Rule|More Useful Intelligence}}<br />
<br />
==Stuff I Dislike==<br />
For what it's worth I've done things <!--and continue to do things--> about most of these:<br />
*[[Special:Contributions/Lycanskull|Almost all of this]]<br />
*[[Musicus Meter (5e Guideline)|Musky Meter]]<br />
*how often a random CR gets boldly slapped on a monster (anywhere, not just on this wiki); at least look at [[Dungeon Master's Guide (5e)|''DMG'']] pg 274 if you haven't already<br />
*''One D&D'''s tendency to Capitalize Every Single Game Term, and apparent reversion to game-talk after 5e's great move to natural speaking<br />
* Pathfinder 2e. There's so many good ideas, but so many bad ideas. It's like they never realized what made PF1 so great.<br />
*the {{5c|Paralyzed}} condition, and action-denial generally<br />
*[[5e Backgrounds]]<br />
*5e's default rules for initiative & turns<br />
*5e's default rules for downtime<br />
*5e's default rules for carrying capacity<br />
*5e's ability score imbalance<br />
*5e's weird way of handling player-character size<br />
*20 levels<br />
*losing a fight = death = make a new character, and that this most likely happens to inexperienced players who are the most likely to lose interest when imposed with this hurdle (and/or would take the longest to make a new character)<br />
* this thing: <vote type=1/></div>Guyhttps://www.dandwiki.com/w/index.php?title=Scalpel_(5e_Equipment)&diff=1826616Scalpel (5e Equipment)2024-03-28T21:22:47Z<p>Guy: Created page with "{{5e Weapon |category=Simple Melee Weapon |weapon=Scalpel |damage=1d4 pierce |cost=10 gp |weight=1 lb. |properties=Finesse, {{5h|Variant Rule|Undersized}}, special |descriptio..."</p>
<hr />
<div>{{5e Weapon<br />
|category=Simple Melee Weapon<br />
|weapon=Scalpel<br />
|damage=1d4 pierce<br />
|cost=10 gp<br />
|weight=1 lb.<br />
|properties=Finesse, {{5h|Variant Rule|Undersized}}, special<br />
|description=This medical scalpel's clean appearance bellies any murderous intent behind it. Its tiny blade is designed for precision, and rewards a wielder knowledgeable of anatomy.<br />
<br />
'''''Special.''''' If you are proficient in {{5s|Medicine}} and you attack a humanoid or beast, for that attack you can add your {{5a|int}} modifier to the attack and damage roll with this weapon, instead of your {{5a|str}} modifier.<br />
}}<br />
[[Category:Renaissance]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=Syringe_Sword_(5e_Equipment)&diff=1826615Syringe Sword (5e Equipment)2024-03-28T21:16:10Z<p>Guy: Created page with "{| |style="width:75%"| {{5e Weapon |category=Simple Melee Weapon |weapon=Syringe Sword |damage=1d12 poison |cost=50 gp |rarity=<!--Leave blank if the weapon does not have a ra..."</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Melee Weapon<br />
|weapon=Syringe Sword<br />
|damage=1d12 poison<br />
|cost=50 gp<br />
|rarity=<!--Leave blank if the weapon does not have a rarity--><br />
|weight=1 lb.<br />
|properties={{5H|Variant Rule|Dire}}, finesse, loading, special<br />
|description=This larger-than-usual, weaponized syringe is designed to inject poison into its target. A hit is difficult to land but deals potentially deadly damage.<br />
<br />
'''''[[Dire (5e Variant Rule)|Dire]].''''' If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls made with it instead of attack rolls.<br />
<br />
'''''Special: Proficiency.''''' You are not proficient with this weapon unless you are proficient with all simple weapons and also proficient in {{5s|Medicine}}.<br />
<br />
'''''Special: Poisonous Ammo.''''' Each hit with this weapon consumes half a vial of {{5g|Basic Poison}}. Supplying a different poison applies the poison's effect onto the target on a hit, but grants the target the normal {{5a|con}} {{5g|Saving Throw|save}} against that poison's additional effects. No poison is consumed on a miss. Without a poison, the syringe sword is an {{5g|Improvised Weapon}} that on a hit deals d4 piercing damage.<br />
}}<br />
[[Category:Renaissance]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=5e_SRD:Basic_Poison&diff=18266145e SRD:Basic Poison2024-03-28T21:07:57Z<p>Guy: Redirected page to 5e SRD:Poison, Basic (vial)</p>
<hr />
<div>#REDIRECT [[5e SRD:Poison, Basic (vial)]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Sandbox/Martial_Offense&diff=1826613User:Guy/Sandbox/Martial Offense2024-03-28T21:01:08Z<p>Guy: Guy moved page User:Guy/Sandbox/Martial Offense to User:Guy/Compendium/Martial Offense</p>
<hr />
<div>#REDIRECT [[User:Guy/Compendium/Martial Offense]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Compendium/Martial_Offense&diff=1826612User:Guy/Compendium/Martial Offense2024-03-28T21:01:08Z<p>Guy: Guy moved page User:Guy/Sandbox/Martial Offense to User:Guy/Compendium/Martial Offense</p>
<hr />
<div>#REDIRECT [[User:Guy/Lore/Martial Offense]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Sandbox&diff=1826611User:Guy/Sandbox2024-03-28T21:01:08Z<p>Guy: Guy moved page User:Guy/Sandbox to User:Guy/Compendium</p>
<hr />
<div>#REDIRECT [[User:Guy/Compendium]]</div>Guyhttps://www.dandwiki.com/w/index.php?title=User:Guy/Compendium&diff=1826610User:Guy/Compendium2024-03-28T21:01:08Z<p>Guy: Guy moved page User:Guy/Sandbox to User:Guy/Compendium</p>
<hr />
<div>;Armory<br />
;Compendium of Critters<br />
;Library of Spells<br />
;Folk Folio<br />
:''Examples''<br />
:* When you become a wizard, choose any 4 domains of your choice from the following options. (Most of them) When you learn wizard spells, you can choose any spell from these domains.<br />
:* When you become a cleric, choose 2 domains that represents your deity, from the following options. Depending on your {{psr|Narrator}}'s world, there might be existing deities to choose from, and ascribing to such deities may grant additional benefits. Additionally, choose one domain from either Life or Necromancy. When you prepare cleric spells, you can choose any spell from these domains.<br />
:* When you become a ranger, you gain access to the Hunt domain. When you learn [champion] spells, you can choose spells from this domain.<br />
:* When you become an alchemist, you gain access to the Alchemy domain. When you learn [opportunist] spells, you can choose spells from this domain.<br />
<br />
:Domains are miniature spell lists, each of which has:<br />
:* 3 to 5 cantrips<br />
:* 3 to 5 1st-rank spells<br />
:* 2 to 4 2nd-rank spells<br />
:* 2 to 4 3rd-rank spells<br />
:* 2 to 3 4th-rank spells<br />
:* 2 to 3 5th-rank spells (and once you cast any 5th-rank spell, you must finish a {{psr|Break}} before you can cast another)<br />
:* 2 6th-rank spells (and once you cast any 6th-rank or higher spell you must finish {{psr|Downtime}} before you can cast another)<br />
:*Sometimes associated notes/requirements, such as all Alchemy spells requiring alchemist's tools as a material component.<br />
:Access to a domain could also be a blessing or faction reward, maybe.</div>Guy