Talk:House Rules (5A)

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Darkness and Vision

Abilities to see in the dark is modified:

Darkvision

Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision.

Within a specified range, a creature with darkvision can see in dim light as if the area was in bright light. However, the creature can’t discern color in dim light, only shades of gray. This is not precise enough to read or write, preventing the making of maps and notes and the reading of spellbooks and scrolls.

A creature with darkvision cannot see in darkness or magical darkness.

Devil’s Sight

A creature with devil's sight (and other similar abilities to see in magical darkness) can see in magical darkness as if it was dim light.

In this way, a creature with devil's sight sees better in magical darkness than in natural darkness.

Saving Throws

At level 11 and above, all characters add half their proficiency bonus to saving throws they are not proficient with.

Dispel Magic

This is tricky. I want there to be ways to remove more conditions. Greater Restoration seems able to sort most of this.

Bard Changes

Countercharm

At 7th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action or as a reaction, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Troupe Performance

At 9th level, you and your party have performed and fought together for a long time and practiced team routines. When you cast a spell that requires concentration, you can offer affected allies to concentrate on the spell. Each ally that accepts this now concentrates on maintaining the effect on themselves, using the normal rules for maintaining concentration. Targets that do not accept the offer to concentrate on the spell are not affected by the spell at all. You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.

Cosmic Inspiration

At 11th level you can gain temporary access to any bard spell. As a bonus action, you can choose any one spell on your bard spell list of a spell level you have spell slots for. Until the end of your current turn, you can cast it as normal using a spell slot. It counts as a bard spell for you. If the spell has a casting time longer than an action, you must begin casting the spell before the end of your current turn, but can continue and complete the spellcasting after the end of of your turn. You can use this ability only once, and regain the ability when you finish a long rest.

Hymn of Rest

At 13th level, when you use Song of Rest, allies can apply the bonus healing to each Hit Die they spend during the short rest.

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At 17th level