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A place for house rules and rulings, made for the Isle of Woe campaign.

Character Generation

Martial Arts

As players around here don't like to wear armor, there are Martial Arts rules.

Skills & Proficiency

Each skill is connected to a certain ability score. In most situations, that is the ability score rolled for. Some tasks here use another ability score that the one a skill is normally used with. In these cases, you have the option to use this variant ability score, or the ability the skill is normally linked to. In special cases, the DM might require you to use an ability other than the one the skill is normally used with, but this should be rare.

If you gain the same skill training or proficiency from two different sources, such as from both class and background, you can gain any other training or proficiency instead. This does not apply to armor proficiency or skill expertise (double proficiency bonus) - you only gain expertise when the rules specifically say you do. If you gain expertise in a skill you already have training in you can replace that training with another training or proficiency, as above. This does not apply if the training and expertise comes from the same source, such as the rogue class.

Acrobatics Acrobatics can do some tasks of Athletics. Tasks in italics are new.

  • Acrobatic stunts, including dives, rolls, somersaults, and flips.
  • Climb a sheer or slippery cliff, avoid Hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • Jump an unusually long distance or pull off a stunt midjump.
  • Push through a tunnel that is too small.
  • Slip out of bonds.
  • Swim or stay afloat in treacherous Currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you Underwater or otherwise interfere with your Swimming.
  • Stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck.

Athletics Athletics have taken over some tasks that used to be pure Strength checks. Tasks in italics are new.

  • Break free of bonds.
  • Climb a sheer or slippery cliff, avoid Hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • Force open a stuck, locked, or barred door.
  • Hang on to a wagon while being dragged behind it.
  • Jump an unusually long distance or pull off a stunt midjump.
  • Keep a boulder from rolling.
  • Push through a tunnel that is too small
  • Swim or stay afloat in treacherous Currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you Underwater or otherwise interfere with your Swimming.
  • Tip over a statue

Investigation This is the skill used to find things, as opposed to creatures (noticing creatures is covered by perception). Secret doors, obscure clues, and strange construction are all covered by Investigation.

Multiclassing

All classes count as the best spellcasting class you have levels in for multiclassing.

Classes

Wizard

The savant ability gained at level 2 in certain schools allows you to pick two spells of your school when you learn new spells upon advancing in level. For each spell of your school you already know upon attaining 2nd level, you gain an additional spell of your school. You can substitute two such spells for one spell from any school.

Optional Rules

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.

Opportunity Attacks

A creature who has an ally who is adjacent to the creature itself and to an potential opportunity attacker is not subject to opportunity attacks.

Outflanking

A creature is outflanked when it is not within the reach of any allies, and within the reach of two or more enemies. Melee attacks against an outflanked creature gain advantage.

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. As a balance against this, death doesn't happen lightly either. 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.

World of Greyhawk

Optional Rules Not In Use

These are ideas for optional rules that are currently not in use.

See Also