Homebrew

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Sorcery

Sorcerers add their CHA bonus to their sorcery points.

Any spell fumbled can potentially trigger a wild surge. Make an ability check with the caster's casting stat as a bonus and the spell level as a penalty. The DC depends on the Zodiac House active. On a failure the spell has surged. Roll on the appropriate table. Wild Magic Sorcerers roll the check normally but roll the result with advantage unless already under the effect of Tides of Chaos.

Tides of Chaos: Once invoked, the effect lingers in the air around the caster. The caster must roll a separate Zodiac from the daily effect to determine the nature of the Chaos. The caster will not necessarily recognize this house. People around the caster feel a sense of dread when near the caster and anyone with Arcana proficiency can recognize the effect and may make a DC12 check to mark the Zodiac in effect. While active, any action by anyone within 60 feet of the caster has a chance to draw the chaos in. When any creature in range makes an attack, check, save, or even performs a mundane action the DM will roll a d20. On a 1, the effect triggers.

Familiars

Familiars are a much sought after aspect of magical students. Familiars across the board are known for their ability to assist with rituals and concentration checks. Any time the caster fails a concentration check while the familiar is present, the familiar can "catch" the slip and restore control. Make a second concentration check without any bonus. If successful, the familiar has restored concentration.

Familiars confer their hit points to the caster as long as they are within 100 yards of their master. If the familiar is killed, the caster takes twice the familiar's max HP in psychic damage, and must make a DC 15 Wisdom save or be Stunned for one minute.

Devils

Devils and Demons are both subjects of intense research among the learned folk. It is known that they war against each other for the souls of mortals which makes them intensely dangerous to Humans and Dwarves.

Devils are vulnerable to Silvered weapons, while Demons are vulnerable to "cold iron", raw iron ores forged without the benefits of smelting or furnaces. Silvered weapons are not terribly difficult to come by, but are prone to breakage. Cold iron weapons are very rare, generally of inferior quality, and very likely to break on every hit. While these materials can be improved through magic, those that are lose the additional advantage of the material and are treated as normal magic items for damage.

All Devils possess a form of telepathy. Greater Devils are likely to know all languages, whether this is a form of Tongues or Comprehend Languages or merely non-magical knowledge possessed by very old and cunning creatures it is hard to tell.

Devils of any order can enter any fire of any size and exit another fire within sight of the first location at will. This can be done as a Bonus Action and does not require any spellcasting.

Many Devils can cast Firebolt from a free hand. If the Devil is not holding something, it can do so from both hands independently.

As Devils possess a clearly defined hierarchy, any Devil can as an action attempt to call forth minions. These projections are not true Gate class summonings and therefore can only persist in the Prime for 1 hour. In order to accomplish this task, the summoning fiend must make a contested Intimidation roll against the minion's Deception (modified by the difficulty and scope of the task) as the minion tries to weasel out of the assignment.

Multiclass Spells

Magic breaks down in to one of three spheres of influence: Arcane, Divine, and Nature. Arcane users consist of Wizard, Sorceror, and Warlock. Divine casters are Cleric and Paladin. Nature casters are Ranger and Druid. Bards for some reason have some access to all three spheres without respecting any of them, it is the general consensus that they are actually stealing magic.

Any caster levels from an opposition sphere count as NO spell levels for the purpose of multiclassing. Spell lists must be maintained separately and spell slots are not interchangeable.

Cantrips and spells that scale based on your level only consider class levels compatible with the sphere of magic appropriate to the spell.

Concentration

Concentration can be broken by any of the following events:

  • Failing a concentration check after taking damage
  • Casting a second concentration spell drops concentration on the first spell
  • Becoming Incapacitated
  • The caster and target not being on the same plane of existence
  • Entering a Barbarian Rage

Banishment

A creature in the process of being banished is not incapacitated. That being said, depending on the termination point they may be quite busy.

Combat

Characters can choose to intentionally lower their initiative within the turn order rather than holding a single action. If they do not use their turn by the end of the round their turn is lost.

Barbarian

Barbarian Rage is a reckless, unthinking violence. The following actions can be taken normally while raged:

  • Melee Attack Enemy (includes Grapple, Improvised Weapon, or Bite)
  • Move, Dash, or Charge Action
  • Melee Attack Friendly (includes Grapple, Improvised Weapon, or Bite)
  • Throw weapon
  • Spit at someone

Any other action requires a concentration check (WIS) to maintain rage. The difficulty is based on the below table:

DC Barbarian Condition
20 Unwounded
15 Wounded
10 Bloody (half HP)
5 0 or less HP

On a related note, raging barbarians have advantage to resist unconsciousness from damage.

Damage Resistance

Rage based resistance to BPS damage is defeated by +2 or greater Magic Weapons

Fighter

All Fighters are trained to Parry. As a reaction they may add 5 to their AC versus one melee attack or 2 to one missile attack.

Equipment

Rate of Fire: Missile weapon attacks follow the listed rates of fire

Thrown Weapons: A single One handed thrown weapon can be thrown per round. Light one handed thrown weapons can be thrown off hand but do not gain stat bonus to damage.

Bows fire a base of 1 arrow per round. Extra Attack adds one missile.

Light and Hand crossbows have a base rate of fire of 1 unless using Crossbow Expert.

Heavy Crossbows have a base rate of fire of 1/2 (requires a full round to reload), Crossbow Expert reduces this to 1 but does not permit extra attacks.

Longbows not of Elven manufacture gain Longbow range but require STR 13 to fire. Only Elves of Noble or Knight background may start with Elven Longbows.

Barkskin is an armor bonus. Shields, features, and spells that grant AC bonuses not clearly of type Armor will stack with it.

Polearms

Pikes weigh 6 lbs, not 18.

A pike or lance is 12 to 15 feet. A Lance may be used one handed when mounted.

Pike and Lance have Reach 15, not 10. Can attack 10 at disadvantage. Cannot attack adjacent enemies.

Entering a space threatened by a polearm provokes an Attack of Opportunity. If successful and the enemy takes damage they are unable to enter the space.

Leaving a space threatened by a polarm provokes an Attack of Opportunity.

Enemies in adjacent spaces are classified as Close. Polearm strikes against them have disadvantage to the attack.

Polearms outfitted with a Butt-spike can strike as a bonus action to enemies in reach. Damage is 1d4 piercing. Striking with an unreinforced haft does 1d3 bludgeoning. They may also be used instead of a primary attack. This attack does not suffer disadvantage for striking Close.

Paladin

Divine Smite requires a significant amount of focus to channel divine power into the strike. It may only be done once per round. Only one type of Smite (Divine, Searing, Thunderous, etc.) may be executed in a given round. A smite may be chosen to be performed AFTER scoring a successful hit.

Rangers

Favored Enemy

All rangers have favored enemy: Beast in addition to their chosen favored enemy.

Favored enemy:Goblinkin grants knowledge of Orcs, Goblins, Hobgoblins, Gnolls, and Bugbears.

Expanded Spell List: Rangers know the Hunter's Mark spell, which does not count against their number of known spells.

When a Ranger casts Hunter's Mark, they do not need to concentrate on the spell.

When a Ranger is fighting one of their Favored Enemies, they can add their PB to one damage die on their turn.

Languages

PCs do not automatically start with all of the languages listed under Race. Creatures with an INT of 10 or more may start with 2 languages. Creatures with an INT of 9 or less start with one language. A PC can choose to start with an additional language by attempting a INT check at the DC listed below. Failing the INT check causes the PC to start at higher than the default starting age for their race. Each failure or additional starting language costs an additional increment.

DC Language Random
10 Imperial (Common) 1
12 Vistani (Human) 2
10 Scorish (Human) 3
12 Graven (Human) 4
14 Mamonil (Human) 5
10 Yrch (Orc) 6
16 Infernal (Devils) 7
14 Abyssal (Demons) 8
18 Modandi (Daemons) 9
14 Black Speech (Orc)* 10
12 Jotun (Giants) 11
14 Draconic (Dragons) 12
10 Isolde (Elves) 13
12 Patrine (Elves) 14
14 Sylvan (Fey) 15
10 Dwarven (Dwarf)* 16
16 Primal (Elementals) 17
18 Celestial (Angels)* 18
8 Guthic (Lizardfolk, Kobolds) 19
12 Tamani-Yuan (Yuan-Ti) * 20

Languages marked with a * are zealously guarded and may only be learned from a native speaker.

Vision

Forest creatures such as Elves and other fey possess Starvision, while many underground creatures have instead Darkvision. Starvision relies on amplifying minimal light and it is ruined by bright things such as torches. Darkvision works on an entirely different principle and works without light or even eyes. However, Darkvision provides no color information and cannot tell the difference between say ink on a page and the paper itself.

Truesight is a celestial power and appears to be similar to Starvision, with the exception that it is not foiled by other light sources and operates underground and inside of Darkness effects. Creatures with Starvision find it difficult to look directly at a creature with Truesight, and describe a Truesight blessed creature as an intensely bright being of pure white.

Most undead seem to have an ability to operate without any real vision at all. They sense the lifeforce of the living, which explains why unintelligent undead such as skeletons and zombies have so much difficulty with stairs. More powerful undead such as ghouls and vampires appear to have both senses, while semi-corporeal and noncorporeal creatures such as ghosts and shadows are probably just using the ethereal plane to perceive prey.

Arcane Focus

An arcane focus such as an Orb or Wand replaces the need for mundane spell components. Additionally, an arcane focus is rated with a value, which represents the maximum value of component it can replace. A magic orb (100gp) can eliminate the need for a 50 gp ruby but not a 1000 gp diamond. An arcane focus bought at base cost will replace components up to 25 GP Spell cost. For 10x base cost an arcane focus can be purchased that will replace up to 100 GP Spell cost. Rarer mundane foci do exist but have to be commissioned and require significantly rarer ingredients.

Magical Arcane Foci do exist, and fall into three categories:

Least Focus: Confers a bonus to attack for directed spells only

Lesser Focus: Confers a bonus to attack and a bonus to spell DC to save

Greater Focus: These are rare and much desired. They always appear in the form of an orb and generally will not tolerate contact with metal of any kind. They confer all of the advantages of a Lesser Focus but are also semi-sentient and can be used to maintain spell concentration for their possessor. Legends tell of them granting secret knowledge such as scrying, telling the future, or even of powerful wizards learning forgotten magics from them.

Critical Effects

Crits are multiplied, not rolled.

Spell attacks can crit on 20 for double damage.

All Simple Weapons crit on 20 for double damage.

Certain Martial Weapons have nonstandard critical progression as follows:

  • Longswords and Daggers crit on 19-20 for double damage
  • Rapiers crit on 18-20 for double damage
  • Morningstars crit on 20 for triple damage

Fumbles

Fumbled rolls can have varying degrees of severity. Roll on the table below.

Result
01-10 Lucky Hit
11-65 Normal Miss
66 Weapon Breakage (STR Save to prevent)
67-75 Weapon dropped
76-84 Fall Prone
85-92 Hit Ally
93-99 Hit Self
100 Hit Self- Critical

Ravenloft

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