Difference between revisions of "House Rules (5A)"

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This is usually a Bonus Action, but for spells it tends to be a Free Action.
 
This is usually a Bonus Action, but for spells it tends to be a Free Action.
  
=== Reaction Defenses ===
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=== Additional Attacks ===
Reactions that give a defensive benefit always last until the start of your next turn.
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{{wip}}
''This rule is to compensate for not modifying the Shield spell.
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Only the Fighter class ever gets more than 2 attacks per round.  
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If you would gain a 3rd attack from a class other than fighter, you instead gain the following ability.
  
=== Mounted Combat ===
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'''Attack Combination
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
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When you take the Attack action, you can use your bonus action to make an additional attack.
 
 
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
 
<span style="background-color:yellow">A creature of the same size and a suitable physiology as you can serve as a mount if it is strong enough (A simple rule is that it needs to have a higher Strength ability than you). In this case, the only action your mount can take is Dodge.</span>
 
 
 
==== Mounting and Dismounting ====
 
 
 
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.
 
 
 
If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.
 
 
 
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
 
 
 
==== Controlling a Mount ====
 
 
 
While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
 
 
 
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
 
 
 
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
 
 
 
In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.
 
  
 
== Magic ==
 
== Magic ==

Latest revision as of 14:21, 5 November 2022

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I have annotated copies of the rule books. Check out the PDFs to see my notes.

Combat

Initiative

Delay When using initiative, a character can delay their action, which moves them to a lower position in the initiative order.

Minions Minions (familiars, hirelings, animal companions, summons) never have an initiative of their own. They act on the master's turn, when the master spends the action to control them. This is usually a Bonus Action, but for spells it tends to be a Free Action.

Additional Attacks

Notepad.png This is a work in progress.

Only the Fighter class ever gets more than 2 attacks per round. If you would gain a 3rd attack from a class other than fighter, you instead gain the following ability.

Attack Combination When you take the Attack action, you can use your bonus action to make an additional attack.

Magic

Potions

Taking out and using a potion on yourself is a bonus action. Doing it for someone else is an action, either taking it from their gear, applying it to them, or both.

Using Magic Items

I like it when the user matters more than the item.

  • A magic item always uses your save DC and Spell Attack Bonus. If you lack such values, use the values listed in the item description.
  • A magic item cannot do more dice of damage than the user's level.

Other Rules

Proficient Help

If you are proficient with a skill or tool, you can always use the Help action. If you lack proficiency, you need to convince the GM of how you are helping.

Death and Resurrection

Raising the dead is not a matter of a simple spell, it is an epic adventure and most often fails spectacularly, resulting in an undead creature. Normal resurrection abilities only work in the first hour after death.

As a balance against this, death doesn't happen lightly. PCs only die if the player thinks the death makes sense in the story, and even NPCs die more rarely than in other campaigns, that is only if the GM feels it fits the story. There can be other consequences of a near-death experience, such as scars, new personality traits, and such.

Milestone Leveling

We use milestone leveling, that is all PCs level when the GM says they do. All PCs are always of the same level.

Rules not in Use

Options that may have interesting ideas but are not currently used: Unused Optional Rules (5A) - Miscellania off the Net (5A) - Potential Projects (5A)