5A
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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 swap it out per the Proficiency Swaps table from Tasha's Cauldron of Everything, page 7. If you gain expertise in a skill out of nothing, and you already have training in that skill, you can replace that training with another skill. If you gain expertise in a skill you already have expertise in, you can gain expertise in another skill, but this requires GM permission. This is a general rule; if a specific rules says something else that has priority. If you have proficiency in medium armor and again gain proficiency in medium armor again, you gain proficiency in heavy armor instead. In other cases, you can can swap put the duplicate proficiency for proficiency in all simple weapons, one martial weapon, or one set of tools.
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.
- 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.
Races
When using the optional racial modifiers from Tasha's, an attribute stat starts out with a +2 bonus must have at least a +1 bonus at the end, and a Small creature cannot have a racial bonus to Strength.
Humans
In addition to what is noted in the PH, humans gain bonus proficencies based on their ethnicity.
Common: Common humans can choose any one weapon, skill, tool, vehicle, or language.
Oerdians gain proficiency with their ethnic language and with one of melee weapon, Athletics, History, Religion, Animal Handling, or Persuasion.
Suel gain proficiency with their ethnic language and with one of Athletics, Acrobatics, Arcana, History, Intimidation, or water vehicles.
Flan gain proficiency with their ethnic language and with one of Athletics, Stealth, Nature, Religion, Perception, or Survival.
Olman gain proficiency with their ethnic language and with one of Athletics, acrobatics, Arcana, Religion, Survival, or Intimidate.
Rhenne gain proficiency with their ethnic language and with one of Acrobatics, Sleight of Hand, Arcana, Animal Handling, Performance, or one type of vehicles.
Baklunish gain proficiency with their ethnic language and with one of History, Religion, Animal Handling, Survival, a gambling set, or navigator's tools.
Tuov gain proficiency with their ethnic language and with one of Athletics, Stealth, History, Nature, Perception, Survival, or Persuasion.
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
When you move, a creature that has one of your allies adjacent to it cannot make opportunity attacks against you.
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. A creature that is in a position to use lair actions is on home ground, familiar with every nook and cranny, and cannot be outflanked this way.
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.
New Perks
Spells, equipment, feats and other boons characters can earn.
World of Greyhawk
Optional Rules Not In Use
These are ideas for optional rules that are currently not in use.
Potential Projects
- Wis-casting rogue
- Ranger/Hunter-like rogue
- Single-element monk
- More weapons
- Metamagic Wizard
- Alt Blade Warlock