IT5: Rules and Variations on Rules.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 34 posts
 Think Not of Man when
 Dragons Dwell so Near
Sun 28 Dec 2014
at 14:17
IT5: Rules and Variations on Rules
This thread will contain a list of rules that will be put into play to enhance the game for online play. I will list the rule and a brief description of why I chose to use the rule. If you have issues with the rules chosen please Private Message me and we can discuss them.

Thank you

This message was last updated by the GM at 14:18, Sun 28 Dec 2014.

Dungeon Master
 GM, 35 posts
 Think Not of Man when
 Dragons Dwell so Near
Sun 28 Dec 2014
at 14:25
Re: IT5: Rules and Variations on Rules


Initiative Score

Benefit: This will make initial setup of combat go faster as we will not have to wait for everyone to roll initiative before beginning the battle.



ē With this optional rule, creature don't roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 +Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can speed your game up considerably-at the cost of an initiative order that is often predictable.
Dungeon Master
 GM, 36 posts
 Think Not of Man when
 Dragons Dwell so Near
Sun 28 Dec 2014
at 15:02
Re: IT5: Rules and Variations on Rules



Feats
Benefit: Allows for greater customization of characters




  A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the featís description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a featís prerequisite, you canít use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 som ehowóperhaps by a withering curseó you canít benefit from the Grappler feat until your Strength is restored.

This message was last edited by the GM at 15:09, Sun 28 Dec 2014.

Dungeon Master
 GM, 55 posts
 Think Not of Man when
 Dragons Dwell so Near
Sat 21 Mar 2015
at 12:58
Re: IT5: Rules and Variations on Rules


Inspiration




  Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way thatís true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration
  Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game. You either have inspiration or you donítóyou canít stockpile multiple ďinspirationsĒ for later use.

Using Inspiration
  If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
Dungeon Master
 GM, 68 posts
 Think Not of Man when
 Dragons Dwell so Near
Wed 8 Apr 2015
at 03:57
Re: IT5: Rules and Variations on Rules



Wild Magic Surge: Compiled by Creed and Formatted by DM



d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A Modron(pg224-226 in the MM) chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
-Fireball (evocation)
Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
09-10 You cast magic missile as a 5th-level spell.
-Magic Missile (evocation)
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You create seven glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast confusion centered on yourself.
-Confusion (enchantment)
Casting Time: 1 action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target canít take reactions and must roll a d 10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesnít take an action this turn.
2-6 The creature doesnít move or take actions this turn.
7-8 The creature uses its action to make a melee attack
against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
-Grease (conjuration)
Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute
Slick grease covers the ground in a 10-foot square and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 Flumphs(pg135 in the MM) controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
-Levitate (transmutation)
Casting Time: 1 action Range: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration: Concentration, up to 10 minutes
You rise vertically, up to 20 feet, and remain suspended there for the duration. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change altitude by up to 20 feet up or down as part of your move. When the spell ends, you float gently to the ground if still aloft.
47-48 A unicorn(pg293-294 in the MM) controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You canít speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isnít being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast fog cloud centered on yourself.
-Fog Cloud (conjuration)
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature canít willingly move closer to the source of its fear.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The crea≠ tureís location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creatureís attack rolls have advantage.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
A poisoned creature has disadvantage on attack rolls and ability checks.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spellís duration.
-Polymorph (transmutation)
Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour
An unwilling creature must make a Wisdom saving throw to avoid the effect. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The targetís game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesnít reduce the creatureís normal form to 0 hit points, it isnít knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it canít speak, cast spells, or take any other action that requires hands or speech. The targetís gear melds into the new form. The creature canít activate, use, wield, or otherwise benefit from any of its equipment.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
-Mirror Image (illusion)
Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so itís impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spellís duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attackís target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicateís AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it canít see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
87-88 You cast fly on a random creature within 60 feet of you.
-Fly (transmutation)
Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. W hen the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. W hen you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
89-90 You become invisible for the next minute. During that time, other creatures canít hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.