The Wandering Lynx's House Rules
Based on CrashGem's World Patch Doc
Sub Documents
The document is split up into a number of smaller ones to make things easier to parse, they are as follows:
Some of these documents will contain WIP content mainly the (sub)classes document, I would be more than happy to let you play any you find interesting.
- Reworked Classes
- Subclass Compendium
- Spell Compendium
- Race & Feat Compendium
- Crash's Uniform Familiars
Games
Mechanics being used by default will be noted, excluded ones are striked, If the entirety of a category is used the highest label per category will be stated.
If PCs would like something added or removed please ask.
Tales From the Yawning Portal
- Homebrew Sources
- Changing Fate
Success at a Cost
- Character Creation
Constitution In Starting HP
- Equipment
Potion Toxicity
- Wounds & Recovery
- Fate Points
Boons & Complications
- Skills
- Status Effects
- Combat & Movement
- Feats
- Spells
- Race Changes
- Class Changes
Oberon's Labyrinth
- Homebrew Sources
- Changing Fate
- Character Creation
- Equipment
- Wounds & Recovery
Death LingersRessurectionSanctuariesWounds & Injuries
- Fate Points
- Skills
- Status Effects
Marked
- Combat & Movement
- Feats
- Spells
- Race Changes
- Class Changes
Homebrew Sources
There are a few Homebrew Sources we really enjoy and will be using in our games. However, this is homebrew, and is subject to constant audits, nerfs, and rebalancing. See below, but also look for info in the feats and spells sections.
DMs Homebrew
Benjamin Huffman
Jonoman3000
MythmakerGM
- The Mythmaker's Grimoire Vol 1-3
- All subclasses
Swordmeow
Valda’s Spire of Secrets
With the following Changes
- Geppettin can start play as size: Tiny
- Spirithost are not allowed
- Gunslinger High Roller is not allowed
- Warmage Cards and Dice are not allowed
- Use this document to expand the spell lists for the Valda’s core classes: Unofficial MHP Spell list
Valda’s Craftsman
This is a complicated class. The immediate benefit is it helps expand non spellcasting classes in new and exciting ways. The downside is, it is in and of itself an entire game system. I do not recommend allowing this class in your campaigns unless it will serve as the primary crafting system for your campaign and/or you want non casters to have some fun additional toys to play with.
Spells
Banned Spells
- Most Conjure spells, see Summoning Magics below.
Nerfed Spells
- Silvery Barbs from SCC is now a level 2 spell.
Summoning Magics
To balance action economy and player turn length, Tasha’s Summon Spells are all allowed and set the default for all summoning magic.
The following spells are no longer available:
- Animate Objects
- Conjure Animals
- Conjure Celestial
- Conjure Elemental
- Conjure Fey
- Conjure Minor Elementals
- Conjure Woodland Beings
Flavor/Role-playing Cantrips
If your class has cantrips you may pick one of the following for free if it is on your classes spell list
- Druidcraft (PHB)
- Hairstyle (SMM)
- Hocuspocus (VSS)
- Instant Shower (SMM)
- Mold Plant (SCPC)
- Pen (SMM)
- Prestidigitation (PHB)
- Shape Water (XGE)
- Tag (VSS)
- Thaumaturgy (PHB)
- Umbraturgy (DAPC)
Shepard Circle Druids
Mighty Summoner
Is now: Summoned creatures have additional hit points equal to your PB per spell level used to summon them.
Faithful Summons
Is now: a level 9 casting of summon beast, elemental, or fey is cast instead of conjure animals
Conjuration Wizards
Durable Summons
When you summon creatures, you can allocate 30 + 10/per spell level used Temp HP to your summoned creatures, divide these temp hp across all your summoned creatures as you see fit.
Character Creation
This process differs from campaign to campaign. Check with your GM for more information. Unless otherwise stated by the campaign’s GM we use Point Buy for character creation.
Constitution In Starting HP
To give characters more baseline fortitude, calculate level 1 hp by taking the maximum of the class Hit Die as usual, but then add your Constitution score (the ability score itself) rather than the Constitution modifier. Essentially this is your Constitution contributing your baseline health and your class contributing the benefits of training.
Backgrounds
Backgrounds are becoming more and more complex as the edition continues to bloat. Ravinca (GGR) and Strixhaven (SCC) backgrounds are restricted to those specific campaign settings.
New background
Versatile Artisan
It is common for artisans to develop efficient ways to perform their craft—their little techniques and trade secrets. This knowledge, however, is often lost in time and forgotten, especially if an artisan never finds an apprentice to carry on their craft. By the time your master had taught you your first few trade secrets, a thirst to learn more had already awoken inside of you.
You now devote yourself to learning the secrets of as many different schools of artisanry as you can. This devotion drives you across the land to learn from skilled artisans, historians, and trade masters, cataloguing your findings as you go. There will come a day when your craft will become your signature medium, and the means by which your gifts shape the world.
Skill Proficiencies: History, Nature
Tool Proficiencies: Two types of artisan's tools or kits
Equipment: Two sets of artisan's tools or kits, an artisan's notebook, one trinket of special significance (PHB page 159), a set of traveler's clothes, a belt pouch containing 5 gp, and a gem worth 10 gp
Feature: Multidisciplinary
The time you have spent exploring the many different schools of artisanry has taught you the value of mixing multiple kits and tools together for a variety of situations. During a long rest, you can take any two similar sets of artisan tools or kits and combine them—incorporating the most important parts of each into a new, combined set. You can use a set of tools you have combined in this way in place of either of its component sets for the sake of proficiency checks and the functionality they provide. A combined set takes up as much inventory space as the larger of each of the two component sets.
At any one time, you can maintain a number of combined sets like this equal to your proficiency modifier, and you can change your combined sets during a long rest.
Background: Custom
With Gm approval you can create a custom background by kitbashing parts of multiple backgrounds together. When all is said and done you should have a combination of any 2 skills, and any combination of 2 languages or tools. Starting equipment should total less than 50gp.
Traits should be copied from existing backgrounds. If you are creating a new background trait, balance it against the existing background traits. GM approval will be needed.
Background: Outlander
To stop trivializing the ranger class the following change is made:
You have advantage on Survival checks to guide, navigate, or forage in a favored terrain. Choose one of: aquatic, arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark (includes caves).
Backgrounds: Dragonlance (DSDQ)
These backgrounds are unavailable unless you are playing in a Dragonlance game as they provide a bonus feat.
Backgrounds: Ravnica (GGR)
These backgrounds are unavailable unless you are playing in a Ravnica game as they provide mechanical benefits such as enhanced spellcasting.
Backgrounds: Strixhaven (SCC)
These backgrounds are unavailable unless you are playing in a Strixhaven game as they provide a bonus feat.
Dark Gifts: Ravenloft (VRGR)
From VRGTR these powerful enhancements are campaign specific. AKA ask your GM.
Supernatural Gifts & Piety: Theros (MOT)
From MOOT these powerful enhancements are campaign specific. AKA ask your GM.
Valda’s Starter Feats
These feats can add some fun flavor and mechanics to your starting characters. GM approval only.
Languages
You can speak, read, and write a maximum number of unique languages equal to 1 plus your Intelligence modifier (to a minimum of 1 language). If you have more languages than this—through class or racial features—choose which ones you wish to comprehend and discard the rest.
Common: All characters know how to speak in the Common language. However, you can't read or write in Common unless you have used one of your known language options to master it.
Character Languages
INT | Known Languages |
---|---|
-1 or lower | You have only a basic grasp of vocabulary in your primary language, and you are illiterate. |
0 | You can speak, read, and write your primary language with a decent range of vocabulary. |
+1 | You can speak, read, and write two languages. |
+2 | You can speak, read, and write three languages. |
+3 | You can speak, read, and write four languages. |
+4 | You can speak, read, and write five languages. |
+5 | You can speak, read, and write six languages. |
Viridian spent much of his youth nose-deep in poetry. As a tiefling, his primary language is Infernal. With INT +2, he is able to speak, read, and write in three languages: Infernal, Common, and Elven.
Chansi, meanwhile, never had much time for books. As a halfling, her primary language is Halfing. With INT -1, she can speak Halfling and Common, but can't read or write with either language.
Equipment
Darts
- Darts are essentially throwing blades. Also, ninja stars.
- Darts are now considered “light” weapons, but are not melee weapons.
- If you try to hide a dart on your person, you do so with advantage to the associated roll.
- Darts are, in general, inferior to daggers in almost every way, except for weight and cost.
Homebrew Equipment
- The new non-magical weapons and armor listed in chapter 5 of Valda’s Spire are allowed.
- If your total number of characters levels from Pure Martials (Barbarian, Fighter, Rogue, Monk, Pugilist) is 5 or more, you get the Exotic Mastery Feat for free (page 283 VSoS)
Potions & Potion Toxicity
- Drinking a potion is a bonus action or an action
- Administering a potion is an action You can consume a number of potions per long rest equal to your CON modifier. Any potions consumed past that number incur Potion Toxicity.
- Drinking more than one potion without taking a long rest can cause potion toxicity.
- Healing potions now heal dice equal to your hit die value. A Healing Pot would heal a fighter 2d10+2 for example.
- Potions made by Alchemist Artificers, Bloodhunters, and Valda’s Spire Alchemists ignore potion toxicity rules.
Firearms
- We now use Valda’s Spire of Secrets to manage firearms rules
- Rarity of firearms and proficiencies differs based on campaign and GM (See Valda pg 295)
Magic Items
Spell Scrolls
- Spell scroll requirements have been changed. Anyone can use a spell scroll as long as they’re proficient in either Arcana (Bard, Sorcerer, Warlock, Wizard), Nature (Druid, Ranger), or Religion (Paladin, Cleric), depending on which classes normally have access to the spell. If its on multiple lists you chose which one to cast using
- However, if the spell is one you cannot normally cast, you must succeed on a skill check using the above skill, with the DC = 10 + spell level. If you fail, the spell still succeeds and the scroll is consumed, however you must then roll on the Wild Magic Surge table.
Wounds & Recovery
Death & Dying
In falling to 0 hit points, you gain the Dying condition. This condition ends if you regain any hit points.
Dying Condition
- You drop whatever you're holding and fall prone.
- You can't move, take actions, or use reactions.
- You're aware of what's happening 15 ft around you.
- You can speak a maximum of two words per round.
- Attack rolls against you have advantage.
- You automatically fail STR/DEX saving throws.
- You must make a death saving throw at the start of your turn. If you fail three times, you die.
Well-Rested
This status effect can be used to prevent 1 level of exhaustion. You gain well-rested by:
- Completing a Long Rest
- Passing a sleep check while camping (Optional) Well-Rest lasts until used and does not stack.
Short Rest - Camping
Opportunities to recover resources and generate inspiration. Not every short rest needs to be a camp. Be mindful, you can only benefit from a short rest twice in one day.
Long Rests - Sanctuaries
Long rests can only be taken in areas designated as Sanctuaries, determined by your GM.
Limited rests
2 short rests and 1 long rest per calendar day.
Heroic Rests
Starting at party level 9, once per day, the player characters can gain the benefits of a short rest with only 10 minutes of time, rather than 1 full hour. This still counts against their available short rests for that day.
At level 14, both short rests can be accomplished with only 10 minutes of rest, rather than 1 hour.
Fate Points
This optional mechanic can give player characters a chance to cheat death. Fate allows your character to survive what would otherwise be certain death. If you would suffer a killing blow or fail your last death saving throw], you may spend a fate point to cheat death in some fashion.
Perhaps you were knocked unconscious, or the scorpion's poison wasn't strong enough to finish you off, or it was just a flesh wound? Discuss with your GM exactly how it is you managed to survive your ordeal.
Spending Fate
When you spend a fate point, you (usually) cannot act for the rest of the scene—everyone, friend and foe alike, thinks you're dead or otherwise not worth any attention. But you are immune to any further damage during the rest of the scene, regardless of whatever else happens around your unconscious body. At the end of the scene—or whenever appropriate—you regain consciousness with 1 hit point. You also recover any failed death saving throws.
Gaining Fate
Fate points are extremely rare. In some campaigns, you may begin play with a single Fate point. But beyond this, additional points can only be gained by facing—and defeating—the most dangerous monsters in your world. Dragons, liches, beholders—these fated monsters are significant threats to the party. Fate smiles on those who brave the darkest of these optional dangers and survive.
Changing Fate
When you attempt an action that has a chance of failure the roll of a natural 20 or natural 1 can cause dramatic effects to occur.
Only player characters can succeed at a cost. NPC’s cannot, except for specific examples listed below: Summoned creatures, spell effects, animal and non-animal companions, controlled constructs, CAN succeed at a cost. This includes Beastheart companions and all other “Pet Class” companions, including Captains. When they do, the controlling PLAYER CHARACTER suffers the SaaC result.
Boons & Complications
Boons & Complications only occur during scenes using the initiative tracker.
- Critical Success: You rolled a nat 20 and succeeded on a save or skill check. Things have gone perfectly. You achieve your goal and something else happens in your favor. You gain a boon. The exception to this is critical hits, which already deal max crit damage dice.
- Complications: life can be hectic and crazy, especially during a battle. If a combatant rolls a nat 1 for an attack, save, or ability check a complication occurs.
Success at a Cost
If you attempt a check, save, or attack and you fail by 1, 2, or 3 you can choose to succeed instead, at a cost. This is called succeeding at a cost and can have some stiff penalties.
- You can attempt to succeed at a cost outside of combat initiative, rolling on a different table for the costs.
- Players must reroll any damage or numeric variables their action would have caused after choosing to Succeed at a Cost.
- For example, rolling fresh damage for an attack.
- If a player asks if they can succeed at a cost, and they can, they do, it is not optional after asking.
The review the possible outcomes of these system check out this document: SaaC v5
Skills
Blind rolls
- Many rolls will now be made blind
- These means the player rolls the dice but has no idea how the roll actually went
- A great example is an insight check.
- With this system knowledge checks may provide false information.
Open Skills
With Open Skills, your skills are no longer tied to a single ability—instead, you may apply your skill bonus to any ability check that feels appropriate.
- When you are taking an action, try to consider which ability and skill pairing is the best fit for your situation. You may only use one ability and one skill per check.
- You will need to successfully bullshit your GM into allowing any given combination.
Handle Animals
The Animal Handling skill measures your ability to recall lore about animals (or creatures with the Beast or Monstrosity keyword) and to interact with them.
- Roll Intelligence (Animal Handling) to recall information about animals, Wisdom (Animal Handling) to understand and soothe animals, or Charisma (Animal Handling) to charm, dominate, and control animals.
- Socialization. You can substitute diplomacy, deception, and intimidate checks against beasts and monsters with Handle Animals, and can apply Charisma or Wisdom by default to these checks.
Medicine
- Can provide simple injury repairs and stabilization with a healer’s kit
- Medicine can default to wisdom or intelligence
- Knowledge of injuries, biology, diseases, poisons
- Trained: Diagnosis
- Trained: Surgery
- Trained: Autospies
- Trained: You can use an action to make a DC15 medicine check on an adjacent ally, if successful they gain advantage on their next saving throw to remove an ongoing spell or effect.
- Trained: As part of the action of drinking or administering a potion, make a DC 15 medicine check when drinking or administering any potion you can do one of the following if successful:
- Gain the maximum amount of healing from the potion.
- The potion does not count towards Potion Toxicity
Knowledge Checks
You may use an action to make a knowledge check during combat. If you are proficient with the relevant skill you may make the knowledge check as a bonus action.
- Commonplace creatures: can be made untrained, if trained, add 5 to your check.
- Rare creatures: only trained individuals can roll.
- Exceptionally Rare or alien creatures: only trained individuals can roll. Subtract 5 from rolls.
What do you learn? Guide for GMs
Check Result | Character Knowledge |
---|---|
5+ | How tough is it overall? |
10+ | Senses |
15+ | Attacks |
20+ | Resistances & Immunities |
25+ | Weaknesses & Vulnerabilities |
30+ | Basically Everything |
Knowledge Skills
Arcana | Aberration, Celestial, Construct, Dragon, Elementals, Fiends, Undead |
Animal Handling | Beast, Monstrosity |
History | Does not apply to knowledge of creature biologies |
Medicine | Humanoids, Giants |
Nature | Beasts, Dragons, Fey, Ooze, Plant |
Religion | Celestial, Fiend, Undead |
Survival | Only covers the basics of dressing a mundane kill. |
Party Checks
- To save time and sanity many things you encounter will only allow a single check.
- This can be a Party Check.
- A Party Check is different from a Group Check (All heroes roll the check and majority must pass)
- The best, trained PC will roll.
- If a second PC is trained they can assist for advantage, subject to Big Helper.
- If a third PC is trained they may add a +1 bonus.
- Guidance may also be provided.
- One check, if it fails, move on with your lives.
Status Effects
Exhausted
Changes to exhaustion
While you are subjected to the Exhausted Condition (known in older books as Exhaustion), you experience the following effects:
Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
d20 Rolls Affected. When you make a d20 roll, you subtract your exhaustion level from the d20 roll.
Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast.
Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
Dazed
- Whenever possible substitute Dazed for Stunned
- While Dazed you can take an action or a bonus action but not both.
- You can only take one attack during your turn regardless of abilities or effects that would allow more than 1.
- Your speed is halved.
Inspiration
You can hold up to 3 inspiration points at once. You can spend inspiration to make an attack roll, saving throw, or ability check with advantage—though you must declare this before you make the roll.
Gaining Inspiration: You gain inspiration by acting in accordance with one of your characteristics in an interesting way for the game. You can't be "inspired" by the same characteristic multiple times in one game session, so keep it varied.
Players Awarding Inspiration: You can give your inspiration away, but only when you feel something suitably cool has happened that deserves such a reward.
Lingering Effects
You may see the term lingering in regards to status effects.
- A lingering effect lasts until the creature afflicted by it makes a saving throw.
These saving throws are made at the end of the creature’s turn using the original DC unless otherwise noted.
Lucky
Lucky status grants a +1 to all attacks, saves, and checks.
- Most commonly caused by fortune tokens
- Fortune and misfortune tokens cancel each other out
- if you have 1 or more Fortune tokens you are Lucky
- Fortune & Misfortune reset to 0 after completing a long rest.
Marked
Creatures that have been marked find it difficult to attack those that did not mark them.
- A marked creature has disadvantage on attack rolls that do not target the creature that has marked them.
- If two or more creatures mark the same target, the target does not have disadvantage to attack any of them (though it does have disadvantage to attack any creature that has not marked it).
Mounted
While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
Restrained
The restrained status now potentially prevents spellcasting if the spell would require somatic (S) components.
- Casters must succeed in a concentration check with a DC equal to the escape DC for the restraining effect, else, they cannot cast spells requiring (S) components.
- If no escape DC is possible, no concentration check can be made.
Sickened
Sickened is mechanically similar to poisoned status but can be caused by any number of sources and ignores poison immunity.
Unlucky
Unlucky status grants a -1 to all attacks, saves, and checks.
- Most commonly caused by misfortune tokens
- Fortune and misfortune tokens cancel each other out
- if you have 1 or more Misfortune tokens you are Unlucky
- Fortune & Misfortune reset to 0 after completing a long rest.
Well-Rested
This status effect can be used to prevent 1 level of exhaustion. You gain well-rested by:
- Completing a Long Rest
- Passing a sleep check while camping (Optional) Well-Rest lasts until used and does not stack. When recovering Hit Dice, you can exchange a hit die to remove a point of exhaustion.
Combat & Movement
Active/Popcorn Initiative
- Turn order changes and shifts during the battle
- This must be voted in by the group
Intelligent Initiative
- You may substitute you INT stat for DEX when calculating initiative.
- War Wizards (or similar) with Tactical Wit add both INT and DEX as normal.
Critical Hits
- Critical hits now deal max crit dice damage plus normal weapon dice roll.
- Because crits are so powerful, they do not provide Boons like other nat 20’s
Unarmed Strikes
Unarmed Strikes are considered weapons with the Light property and you are always proficient in them.
- Natural weapons will fall under the same category
Dragoon Attacks
If you fall on top of an enemy you may roll a melee attack roll as normal, if you hit your target also takes the result of of your falling damage roll.
Flanking
- If you regularly use miniatures, flanking gives combatants a simple way to gain a +2 bonus to hit on attack rolls against a common enemy.
- A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
- When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has a +2 bonus on melee attack rolls against that enemy.
- When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.
Climb onto a Bigger Creature
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
Cleaving through Creatures
If your character’s Pure Martial level is 9 or higher.
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Mark
This option makes it easier for melee combatants to harry each other with opportunity attacks. When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
Grappling Improvements
Anyone can grapple anyone, but your size changes how that interaction works. If you possess the Powerful Build trait, consider yourself 1 size larger for grappling in this system, and for the purposes of being swallowed and other size based effects of physical attacks.
Size Difference | Rules |
---|---|
2 or more size categories smaller | You may move the grappled creature without any speed penalties. |
1 size category smaller or same size | Basic 5e grappling rules |
1 size category larger | Whenever you attempt to forcibly move the grappled creature, you must make another contested Athletics check and beat it by at least 5. If you make the check, you may move the creature by normal grappling rules for the round and subsequent rounds as long as you maintain the grapple. |
2 size categories larger | You cannot move the grappled creature with you. However, the grappled creature may move at half its speed. You may choose to be moved with it whenever it does. |
3 or more size categories larger | You cannot move the grappled creature with you. The creature may move at its normal speed. You may choose to be moved with it whenever it does, because let's be honest, you’re probably climbing it. |
Creature Sizes
VTT makes size easy to scale up, as such we have expanded the size chart
Size | Space: Squares |
---|---|
Diminutive | 8+ per square |
Tiny | 4 per square |
Small | 1 per square |
Medium | 1 per square |
Large | 4 squares 2x2 (or 2x1) |
Huge | 9 squares 3x3 (or 2x3) |
Gargantuan | 16 squares 4x4 (or similar) |
Colossal | 25 squares 5x5 (or similar) |
Titanic | 36 squares 6x6 (or similar) |
Kaiju | 49 squares 7x7 or bigger |
Overrun
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.
Tumble
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn. Special: If you are smaller than the creature you make your check with advantage.
Two-Weapon Fighting & Dual Wielding
If you have a melee or thrown weapon in each hand, when you take the Attack action and attack with a light melee or thrown weapon that you’re holding in one hand, you can make an additional attack against the same target with a second light melee or thrown weapon that you’re holding in the other hand. You can make this additional ‘offhand’ attack a maximum of once per Attack action (no matter how many attacks you have).
Alternatively, you may use a bonus action to attack a different target using your second light melee or thrown weapon. In all cases, you don’t add your ability modifier to the damage of this additional attack, unless that modifier is negative.
Alternatively, you use a bonus action to make an off-hand melee or thrown weapon attack even if you use your main action for something besides attacking. You still do not get the damage bonus.
The normal methods of altering this damage output still exist. Such as the Two-Weapon Fighting Style. The Dual Wielder Feat still affects this stuff. This feat has also been boosted.
Movement
Catch Up Mechanic
- During combat you can skip your turn to place yourself adjacent to any allied Player Character. Assuming:
- Your speed is not 0
- You are not adjacent to or within ranged attack distance of an enemy
- You are not suffering from any adverse status effects
- Your DM will allow it. The DM can allow it even if the other 3 things listed here a
- This is designed to help the party stay together on big maps, and ensure no one spends an entire fight running to catch up.
Rules of Flight
Armor and Weapons
- Flying in light armor requires a Strength score of 11 or higher.
- Flying in medium armor requires a Strength score of 13 or higher.
- Flying in heavy armor requires a Strength score of 17 or higher.
- If your Strength score is less than 13, you have disadvantage on weapon attacks with weapons that lack the light property while flying.
- If your Strength score is less than 17, you have disadvantage on weapon attacks with weapons that have the heavy property while flying.
Maneuverability
- You can start flying if you are in an open space at least one size larger than yourself, and you are not prone, restrained, or incapacitated.
- While flying, if you aren't incapacitated or restrained, you gain the following benefits:
- You can move in any direction.
- You can start gliding on your turn (no action required).
- You gain a +2 bonus to Dexterity saving throws.
Falling
- While flying or gliding, if you are prone or restrained (and you cannot hover), or if you are incapacitated at the end of your turn, you start falling (unless something else is keeping you aloft).
- While falling, you fall 500 feet at the start of each of your turns. Unless it is your first round falling, you also fall 500 feet at the end of each of your turns.
- If you aren't restrained or incapacitated, you can use your reaction while falling to start gliding.
Gliding
- During each of your turns while gliding, you descend a number of feet equal to twice your flying speed, spending 5 feet of movement for every 10 feet you descend.
- While gliding, you can move up to 20 feet horizontally for every 10 feet you descend.
- If you take the Dash action, you descend an additional number of feet equal to twice your flying speed.
- You take no fall damage if you land while gliding.
- On your turn, you can spend movement equal to half your flying speed to stop gliding and start flying normally.
- Once you do this a number of times equal to your Dexterity modifier (minimum of once), you cannot do so again until you spend 1 minute without using your flying speed.
- If you can hover, you cannot glide.
Other Rules
- If you have a racial flying speed, and you aren't 5th level or higher, you fall prone if you end your turn in the air and aren't gliding. This replaces any racial limitations on flight.
- You can fly a number of hours equal to your Constitution modifier (minimum of 1 hour) in one day. For each hour you spend flying past this number, you must succeed on a Constitution saving throw or suffer 1 level of exhaustion. The DC of this saving throw is equal to 10 + the number of additional hours traveled.
- If you are carrying weight over 5 times your Strength score while flying, and aren't gliding, then you must make a DC 10 Strength (Athletics) check at the end of each of your turns, falling prone on a failure.