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. 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 and Monster Powers

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. 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). During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

Hymn of Rest

At 9th level, when you use Song of Rest, you and allies can apply the bonus healing to each Hit Die they spend during a short rest.

Troupe Performance

At 11th 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 maintain concentration on another spell or effect when you use Troupe Performance. You can only have one Troupe Performance spell running at any one time, if you cast another the earlier one immediately ends.

Greater Countercharm

At 13th level, when targets of your Countercharm ability make a saving throw bonus against being frightened or charmed can use your Charisma saving throw bonus instead of the saving throw they would otherwise use.

Magic Muse

At 17th level you can gain temporary access to any spell. As a bonus action, you can choose any one spell of a spell level you have spell slots for. Until the start of your next 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 start of your next turn, but can continue and complete the spellcasting until completed. if the casting is interrupted, you cannot start again. You can use this ability only once, and regain the ability when you finish a long rest.