House Rules and RAW interpretations.   Posted by DM.Group: 0
DM
 GM, 6 posts
Thu 14 Jun 2018
at 22:00
Color and Flavor in Posts
Orange is for OOC
Blue is for Speech
Red and Green are for the DM.


Folks, you have to be careful with posts designed to give a little flavor or style to your posts. Nothing that confers abilities or bits of magic that don't actually exists.

Mundane weapons that glow when your throw spells won't work. If I allow that sort of precedent, then, the next time you're in the dark, you can through a spell and get a free Light effect, all because I've been letting you do it previously.

On the other hand, an Undead Slaying Weapon that detects undead and glows in their presence COULD be described as bursting into ghostly flames in their presence. This would be a flavor application of the Glow AND the extra Slaying damage both. And still provides the light it was meant to provide.

Most spells and effects don't actually have a lot of "leakage" that manifests as odd side effects. Some CLASSES, such as some Sorcerer power sources, DO, however have that sort of effect. All the more reason to restrict them to the folks that have paid for them in their class selection.

Flavor is fine...just be conservative rather than overly liberal in your enthusiasm for a colorful visual.

This message was last edited by the GM at 22:08, Thu 14 June 2018.

DM
 GM, 7 posts
Thu 14 Jun 2018
at 22:05
Foci variations
This bit of rules expansion/house rule is basically an extension of common sense (well, in my opinion, anyhow).

For Holy Foci, an extension of the Emblem (which is designed to be used on shields) applies to weapons that are used as symbols by dieties.
From the dieties listed in the PHB:
Reorx and a Light Hammer
Grolantor and a Wooden Club
Hrugglek and a Morningstar
Math Mathonway and a Staff
Ares and a Spear
Poseidon and a Trident
Thor and a Light Hammer
Uller and a Longbow

For mages and druids, certain magic staves or wands only usable by a narrow group may also count as Druidic or Arcane foci. If it's usable by Druids only, it's a Druidic Focus, if it's usable by Arcane Casters(Sorcerers, Warlocks,and Wizards) only, it's an Arcane Focus.
From the DMG:
Druidic:
Staff of The Woodlands

Arcane:
Staff of Power
Staff of The Magi

This message was last edited by the GM at 21:55, Tue 21 May 2019.

DM
 GM, 74 posts
Thu 25 Oct 2018
at 19:53
Rechargable Kits
This is a general house rule about kits that are bought as units, but have charges. The Healer's Kit is the example I'll use, because it's the one that both comes to mind and that is actually on equipment lists for this game.

Basically it's a pouch with odds and ends of tools,  splints, plus bandages and salves.

A Bandages, salves, thread etc are used up, but the pouch, splints. suture needles and the like are not. So, instead of buying whole new kits, you can refill based on what's missing.

In the case of a Healer's kit, this is 10 uses, plus the reusable bits. Call it 11 parts, or 9% per part.

So, the reusable counts as 10% of the total kit, and each charge is 9%. And that is what a refill will cost: 9% per use.

This is assuming such is available. Very poor towns won't have kits, but they might have bandage material and an herbalist that can make the salves. Big enough cities will, of course, have anything they use to make other things, such as complete kits. Traders, medium cities that don't have a full industry base, and similar such situations may only have completed kits...or nothing.

Now, with a Healer's Kit, you're likely in fair shape in any city or village of any size. The local Wise Woman or Cunning Man, for instance, probably has the herbs you need, and there's always cloth scraps about. Unless it's a town of nudists...or leather clad primitives.

Keep in mind that these prices are based on PHB costs. Local costs may vary.

As this comes up for various Kits, I'll list them below:
Healer's Kit 9% per refill (45 cp)

This message was last edited by the GM at 21:58, Tue 21 May 2019.

DM
 GM, 76 posts
Sun 4 Nov 2018
at 21:52
Cold Weather Rules Condensed.
For my Siberia game I needed more detailed Cold Weather rules. This is what I came up with:


Let's start with what the DMG has:
EXTREME COLD:
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Magic for cold weather doesn't seem to exist, just for Cold attacks. Still, if you can afford or acquire that, you're good to go.


Any quilted/padded armor will be equivalent to thick clothing, but will need better gloves and boot, most likely.

Locally acquired Quilted/Padded and Hide Armor is made with the winters in mind, and count as thick clothing including gloves and boots.

Hats may be an issue, and cloaks to keep the rain off are not included.

Robes can be worn over most armor and clothing, and will turn traveler's clothes into basic cold weather clothing. They may help offset the heat dissipating properties of metal armor in the snow, but not by a lot. Unless enchanted, of course. Keep in mind that robes are only an extra 4 pound of cloth, presumably wool. That's why they only help over Traveler's Clothing, which is already built for milder chills. It's still not as cold resistant as Furs or heavy quilted clothing. It will provide only partial protection vs the full effects of extreme cold.

There is a minor magical item produced at The Keep in Siberia if you can afford it that protects one down to -20 degrees even in metal armor. In keeping with the rules regarding magic item creation in Xanathar's, you'll need to acquire a rare component to make it from. That will be covered in The Keep thread. It should be fairly affordable. More or less. As that game is over: An unblemished Winter Wolf Pelt and the Resistance Cantrip are needed to make this cloak. Mending can help with the "unblemished" part so some degree. It is simple enough to be considered a Common item (reusable)


The DMG doesn't have much on Cold or any other extreme environment, really. Enough to visit, but not for living there. So I'm going to fake it. So...a House Rule:

Thick winter clothing is not compatible with metal armor. You can wear padding under it, but not winter clothing, and not enough padding to keep you warm in spite of the cold metal.

All medium and heavy armor, other than Hide, is just a big dangerous cooling fin helping leach the heat out of your body. Unless you have magic, of course. Consider it to give Disadvantage for any extreme cold weather saves. Robes worn over the armor will negate Disadvantage, assuming you can actually keep them closed and the heat in. It may not always be possible.

You have been warned.

This message was last edited by the GM at 02:48, Sun 05 Dec 2021.

DM
 GM, 77 posts
Sun 25 Nov 2018
at 21:51
Tents
Basically an expansion of the PHB equipment entry for those that feel the need.

The PHB lists a tent designed for sleeping 2 people on the road. Given this edition's spacing requirements, this would be a 10'x5' tent, and probably only about 4'-5' high, enough for sitting or lying down for a Medium sized being. Weight would be based on cloth, probably canvas, construction.

There are other options, both size and dimension.

A 10'x10'x10' tent would be a wooden frame that could hold 4 people, and allow them to stand. It would be 8' high at the edges and 10' high only at the peaked center, which might be vented for releasing smoke.The sides could all be tied back to the corner posts to make a sort of pavilion for cloth and silk, but probably not for hide/leather It would weight 3 times the basic tent, and cost about 4 times as much. This is the sort of thing that is used as a portable cabin or office (or both) by military officers in the field, and can do as well for trappers wintering near their trap lines, or pop up boom towns during their earliest days.

Materials would vary by location, with the default being Canvas or something local that is similar.

Hide/leather would cost half as much where it is more common that cloth, and weight about 1.5 times as much.

Silk costs 10x as much as Canvas, and weight 1/10th as much. Where is can commonly be found, at least. Other places it might cost much, much more.



What fits in a tent?

In a standard 2 man tent space is limited. Light weapons (in reasonable amounts) may always fit in with you. Two handed weapons and Versatile weapons need to stay outside.

For those weapons that fall between the two size areas: if it's one man in a two man tent, you can fit it in with you. If there are two of you in the tent, leave them outside.

Familiars are small enough not to be an issue, as are pet mice, if you were an Urchin. Small and medium pets/ranger beasts take up the 2nd spot. Anything larger needs to stay outside.

This message was last edited by the GM at 22:07, Tue 21 May 2019.

DM
 GM, 78 posts
Wed 26 Dec 2018
at 04:44
Land vehicles
Another area where the rules have yet to give us much in the way of dimension, just weight. A Cart is half a Wagon, by weight.

So..dimensions:
Cart: 4' by 10', or 40 square feet. Plus driver's bench, of course. One animal may pull it (well, one in a row, but you can have a string harnessed together in series)

Wagon: 5' by 15', or 75 square feet. Plus Driver's bench, of course. Assume the extra few pounds is slightly heavier construction. Animal may be harnessed in pairs, if necessary.

A Sled/Sleigh falls midway between in weight and can handle paired reindeer, so it can probably handle paired horses.

And a Carriage. Let's consider that a wagon with wooden walls and ceiling. It weights 1.5 times as much, of course, but that's the extra wood enclosing the interior. This is the sort of thing Gypsies and medicine show charlatans use for their homes, and nobles use them to get around in cities, or between cities. The difference is the interior, and the passenger capacity it's built to handle.

This message had punctuation tweaked by the GM at 02:36, Wed 01 Jan 2020.

DM
 GM, 79 posts
Tue 8 Jan 2019
at 18:26
Perception while sleeping
I had some house rules to cover this issue, but Xanathar's came out with some applicable RAW (page 77).

Xanathar's covers sound/hearing. Sight and taste aren't likely to matter if you're asleep.

Using the Target numbers given for hearing checks while sleeping I will extrapolate Smell and Touch numbers for Passive Perception checks.

However, regarding Touch, there are some things to keep in mind: It doesn't take much shaking to wake someone up. It's automatic when that is the goal in fact. Lighter touches are what matters.

Much as Stealth would affect Hearing checks, Sleight will affect Touch checks. The examples given in Xanathar's seem to take into account the Disadvantage from sleeping. So, assuming a target number of the success roll for Stealth/Sleight under normal circumstances, while asleep the passive perception roll would be a target number 5 higher than the success roll was to reflect Disadvantage.

Actual unconsciousness due to spell, injury, or ingested chemicals would make you entirely unaware, as per the Conditions section of the PHB. The above rules are for normal sleep.

This message was last edited by the GM at 22:07, Tue 21 May 2019.

DM
 GM, 80 posts
Mon 19 Aug 2019
at 19:10
Sleeping without blankets.
A Long Rest without a bedroll requires a Con save at varying DC depending on circumstances (weather, ambient temperature, etc.) Failure costs a level of exhaustion, and prevents spell recovery, but the benefits of a Short Rest are gained.

A blanket adds a +2 to the save.

In extreme heat, the DC may not be necessary, but, likely, will be low to reflect unpadded ground. Even at comfortable temps, a rock in the small of your back all night is an issue. In this case that blanket bonus still helps. Padding is padding.

In fairly cold conditions, a tent may also be required to avoid a save

In extremely cold conditions a High DC may be set with bonuses for blanket (+2) OR Bedroll(+5). Or even both if it's bad (Only +6. Diminishing returns is a factor). At this level a tent for another +5 is also a wise idea.

Note: DCs higher than 11 always have a chance of sneaking though most portable protections. It might be time to consider spells to offset issues. Leomund developed several.

This message was last edited by the GM at 05:17, Wed 24 June 2020.

DM
 GM, 81 posts
Tue 27 Aug 2019
at 04:19
General breakdown of clothes
The Player's Handbook lists 4 sets of clothing, and robes, but doesn't go into details, nor does it list all those extras folks always want: Hat, gloves, cloaks, boots.

Also, some Pack kits list things not otherwise listed...plus there is inclement weather prep.

So, let's explore what those are, at least when I'm the DM.

Not on the list, but mentioned in gear packages or Background packages:
Vestments (Cleric's, Acolyte's, etc)
Uniform (Watchman's, Mercenary's, etc)
Robes (Scholar's)

Clothes:
Common
 The basic set of clothing. Peasant or townsman. Nothing special, and it may only have sandals. Not outdoor wear, but if it's not raining or snowing, it's fine.

Costume
 Generally an Entertainer's performing clothes, or Jester's Motley. But..It covers a lot of areas not otherwise covered: Uniforms and Vestments, for instance. Anything that marks you and your profession as obvious to all.

Fine
 Fancy dress for many, basic clothing for well to do merchants or guidsman, or ANY noble that wants to keep his head up in Society.

Traveler's
 This is what everyone wants when they go looking for clothing supplements: Hats, gloves, cloak, boots. Hard wearing clothing geared to handle any weather. Well, mostly. If you're looking to supplement Common clothes, either see about an upgrade to Traveler's, or buy Traveler's as a second set. A change of clothes is always handy.


Robes:
 Frankly, while it's on the equipment list, it's undefined. Still it exists, so it needs to have a use. This is supplemental clothing, NOT a clothing replacement...unless the pounding on the door at midnight woke you up, of course.

Let's use the same 4 classes as Clothes. Price may vary by type, of course, but here are some handy uses:

Common
 Basically the listed item from the PHB: Consider it a cold weather full length insulator for over your clothing. Probably wool.

Costume
 Not much call for this, outside a supplemental vestment or a mage's "Uniform". Basic cloth, possibly linen, probably wool, is as the PHB. Clerics generally go fancier as vestments for sermons and ceremonial use. NOT included in vestments from background gear. May cost more than the PHB listing, depending on use.

Fine
  Heavy and fancy fur, usually, to show off how well prepared you are for braving the cold outside world. Might also be a "costume" as above for special occasions, like the family booth at a jousting match during the Fall. Usually costs more, possibly MUCH more, than the PHB states.

Traveler's
  Less a Robe than a heavy cloak. Fur, probably, from a kill. Not as warm as Robes, but easier to fight in. Weighs the same, may cost the same, may not.

Edit: I checked the DMG and there is no Robe slot for magic items. I will let a robe substitute for either Cloak or Armor slots, and will let one be worn over Light Armor or No Armor, but not Medium or Heavy Armor.

This message was last edited by the GM at 16:03, Sun 13 Mar.

DM
 GM, 82 posts
Tue 29 Oct 2019
at 02:42
Drinking to excess
Ale:
1 flask = 1 pint = 2 drink
1 waterskin = 1 quart =  4 drinks
1 jug = 1 gallon = 16 drinks

Wine:
4 ounces = .25 pint = 1 drink
Bottle = 1.5 pints = 6 drinks

Distilled Spirits:
1 ounce = 1 drink

Alcohol levels can vary by Brewer, but I'm assuming a percentage just under 10% for ale and around double that for wine. Modern American Beer is fairly weak, historically speaking.

Saves are made based on size. a certain number of drinks are allowed in the first hour without need of a save.

Small: 1 drink
Medium: 2 Drinks
Large, or treated as large: 3 drinks.

More than that in the first hour, and more than 1 every hour, requires a save PER EXTRA DRINK. It is a Con based Save, DC 5+ total number of drinks. A failed save adds 1 to Inebriation level

After drinking stops, drink level is reduced by 1 per hour. Saves still continue (at current drink level), and a successful save reduces level of Inebriation. One can stay tipsy to some degree for hours and hours.

Every drink requires it's own save, so Chugging is not advised.

Inebriation Chart (based on Exhaustion Chart):
Level 1: Poisoned
Level 2: Disadvantage to ALL rolls. This includes further Inebriation saves.
Level 3: *Incapacitated
Level 4: Stunned
Level 5: Unconscious
Level 6: Death. Unlikely, but a bit of magic that offset Drink levels fading, or a bit too much chugging makes it possible.

*Note that PHB page 190 lists activities that do NOT require an action...and that draining a flask of Ale is one of them. You can STILL drink when incapacitated...as long as there's drink handy.

This message was last edited by the GM at 06:08, Sat 24 Oct 2020.

DM
 GM, 83 posts
Tue 29 Oct 2019
at 02:53
Ritual books, Spell books, and Ritual Spells
The Ritual Caster Feat confers a Ritual Book. Ritual Books are spell books. The limit is the caster, not the recording device. An Enduring Spellbook may be used to store Ritual Spells by a Ritual Caster. It doesn't matter what sort of Spells the Ritual Caster has learned to cast, as long as the book he or she is borrowing is of the same type. Not just the same spells, but the same type of Rituals by class.

Rules are given for copying spells from another's book or a scroll. However, to borrow a book to cast a ritual requires a House Rule, so, here it is: Make an Arcana Check against a DC of 10+Spell level. I may update this at some point as I find some canon writings on the subject. Especially if they disagree with me.

There are a couple grey areas: Mainly Wizards and Warlocks.

Wizards, first: A Ritual Book is a Wizard spell book with a limited selection of spells. No problem for the wizard: Treat it as a spell book. A Ritual Caster(Wizard) MAY use rituals in a Wizard's Spell book, with the usual limits: Half his character level in spell level, and the ritual tag.

Warlocks next: Warlocks don't get Ritual Casting as a class ability. There are only 3 core warlock spells with the ritual tag. The Feat really isn't cost effective to learn Warlock Rituals. However, Tome Warlocks may learn Ritual Casting as an Invocation, allowing them to learn ALL ritual spells (as warlock rituals) and cast them from their books as Ritual Casters or Wizards do.

Tomes may NOT be lent or borrowed. I'm not entirely sure they can be used when taken by another even just to transcribe a ritual to another book. The exception MIGHT be if the Patron is the same. Not just Arch Fey, for instance, but the SAME ArchFey. And even then, that would be up to the Patron. It's unlikely for Fiends, but others MIGHT allow it.

This message was last edited by the GM at 05:06, Wed 24 June 2020.

DM
 GM, 96 posts
Mon 30 Mar 2020
at 20:07
Spell Components
Foci replace components, and Component pouches reflect a way to collect components in the background if you can't use a focus.

BUT...
There are limits: Specifically, anything that has a value listed.

SO..what does that mean: Most folks think it means if there is a price for a component listed on the component line of the spell description.

But no, there's more: Check the equipment list. That a list of values listed for things.

Two examples (and I DO check during creation and when spells are learned later) fo commonly learned spells:
-Alarm: It requires a tiny bell and a piece of wire. The component pouch can handle the wire (although if it's your only spell from a Feat or some such, that doesn't use your class focus, a blacksmith is cheaper) and a BELL is on the equipment list with a LISTED VALUE or price.
-Bless: A few drops of holy water. Holy water has a value. You can't get just a couple drops, and it's liquid, so a component pouch won't hold them anyhow. You'd need to BUY a vial. So, ..the solution is to buy a flask of holy water and NEVER use it for anything (like Undead Repellent). It'll last forever if all it does is fuel Bless spells

And remember, unless the spell description says he component is consumed, it lasts forever so you only need one of anything pricey...unless the spell says otherwise, of course.

This message had punctuation tweaked by the GM at 05:08, Wed 24 June 2020.

DM
 GM, 97 posts
Wed 1 Apr 2020
at 16:16
Free actions.
PHB page 190 has a chart of "free actions". Things that can be done while attacking and moving.

They say you can move and attack AND reach around INTO your pack back, and pull out and drink a potion. Apparently you can also identify the potion from amongst however many you have in there.

I disagree. I think they made a small error. Read down a couple line the where you are pulling a few coins out of a belt pouch. And it takes the same effort as that ...action... above?

So, you can pull a potion out of a POUCH while doing the usual combat things, but NOT a backpack while armed and fighting.

And, even so, you need an empty hand, so sword and shield and 2 weapon types are left out, where ever they keep their potions.

This message was last edited by the GM at 03:00, Sun 05 Dec 2021.

DM
 GM, 98 posts
Wed 3 Jun 2020
at 15:57
Armor Sizes
The current rules don't make size an issue for armor or clothing, but I have issues with gnomes and goliaths wearing the same suit of leather, so:

The default size will be Human, of course, with all others being custom jobs...unless made by and for the races in question:

-Small: The size of Gnomes (all types) and pygmies/halflings
-Dwarf/Undersized: While Medium, they are noticably proportioned differently, starting with height.
-Human: Includes Humans, elves, half elves, half orcs, and others.
-Oversized: Goliaths and Firbolg.
-Dragonborn: I'm assuming sufficient proportion differences to make Human sized armor  unsuitable. This may change when I sit down and do some more research.


Typically found clothing and armor will be human, unless circumstances make it clear it' otherwise: If a gnome is wearing it, it's gnome sized. If it's a dwarven village, it's likely dwarf size, etc.

This message was last edited by the GM at 05:10, Wed 24 June 2020.

DM
 GM, 99 posts
Mon 22 Jun 2020
at 23:54
Items with No Weight
I've had people try and take advantage of items with no weight, so I'm going to borrow from old editions:

If an item is listed with no weight, it will generally weight .1 lb. No more infinite supplies of small items.


Also rememeber that the weight listed for a flask's worth of oil is the oil only. Think about it, it weighs the same as an empty flask: 1 pound. A flask holds a pint. Basically, you need to buy a container as well as the liquid. It CAN be a bigger container:

Weights given are for contents only, container has it'sown weight value:
Vial:   4 ounces
Flask/tankard: 16 ounces
Bottle: 1.5 pints/flasks or 24 ounces
Waterskin: 4 pints/flasks (Half a gallon)
Jug/Pitcher/Iron Pot: 1 gallon/128 ounces or 8 flasks
Bucket: 3 gallons
Barrel: 40 gallons

Note: Tankards, pots, and buckets do NOT have lids

16 ounces equals 1 pound, so things start getting heavy around to Jug stage (12 lbs full). Barrels weight nearly 400 pounds when full.

This message was last edited by the GM at 06:18, Sat 24 Oct 2020.

DM
 GM, 100 posts
Fri 3 Jul 2020
at 00:22
Ranged Attack in Melee Combat
Ranged attacks CAN be used in combat.Doing so is at Disadvantage, but when it's the result of shifting combat positions during a battle encounter, I don't impose it that round. If you start a round off at Melee, I WILL impose it.

Also, please remember: you can give me conditional instructions with your combat action (including what to do if you're suddenly in melee). Use as many of the original rolls for that action as possible, just change the modifier as appropriate. Attack always uses a d20, so this shouldn't be an issue, but damage may use different dice. Just roll the changed dice. If using Hex, Hunter's Mark, or Sneak Attack, for instance, you should have rolled those separately, anyhow.

This message was last edited by the GM at 03:03, Sun 05 Dec 2021.

DM
 GM, 101 posts
Tue 27 Oct 2020
at 00:27
New Items
They have yet to publish a D&D5 equipment book, or any new gear in what they Have published, as far as I can tell, so I've had to fake it once or twice.

Cold weather clothing, clothing in general, and tents have all been covered above, as has refilling kits with charges.

So, new items:



A Brass Brazier. Suitable for minor heating, Find Familiar castings, and heating a single glass retort. Maybe cooking a meal for one, if you have a mess kit.
  It is a small shallow bowl on a small tripod. The bowl and tripod are separate units. Weight 10 lbs, cost 10 GP.


Silvered Steel Mirror  100 gp  (Suitable for Sanctuary spells)
  Slightly cheaper than a silvered dagger.


Everburning Torch. 100 gp
  Continual Flame on a stick. NPC cast spells of 1st and 2nd level are actually int he Equipment chapter of the PHB, BTW.


This message was last edited by the GM at 02:30, Sat 31 Oct 2020.

DM
 GM, 102 posts
Tue 4 May 2021
at 19:35
Weapon Sizes
D&D 3.5 had a different size scale for weapons/object than for creatures/beings (mostly for 2 weapon combat). There are a couple places where weapon size matters in 5e (Shards from Tasha's comes to mind, for instance) so I'm going to apply some rough guidelines. Specific weapons may not quite fit this rule of thumb, but I'll list exceptions as they come up.

Two handed weapons are Large
Versatile Weapons are Medium
Reach Weapons are Large, regardless of damage done (ie: Whip).

If neither of the above apply:
1d8 weapons are Medium
1d6 weapons are Small (unless versatile)
1d4 weapons are Tiny (and can hold a Shard, from Tasha's)

This should make all Light weapons Small or Tiny.

I seriously doubt this will ever come up for anything but Shards, but I'm adding it to my House Rules to stay consistent, just in case it does.
DM
 GM, 103 posts
Sat 15 May 2021
at 16:09
Tasha's class options
Some of Tasha's class options I agree with, some I object to and won't use, some fall in between.

In general Expanded Spell lists and Fighting Style Options are good to go. Entirely new abilities are NOT available, nor is replacing training (fighting styles, Expertise, etc) Substitutions fall in between.

Also, as everyone that gets a cantrip gets this ability: Cantrip Versatility is good to go as well. To classes have an expanded version of it, which I will cover under their headings

Barbarian:
Both new Barbarian abilities are additions, and not allowed.

Bard:
-Magic Inspiration is fine. It heals a bit more is all.
-Bardic Versatility is half good (ie cantrip replacement) and half bad (ie: no expertise replacement)

Cleric:
-Harness Divine Power: No. This is the realm of Sorcerers (and costs them more) and resting wizards.
-Blessed Strike: again, No. This takes two domain abilities that only some clerics get and combines them, doubling up on those select clerics, but leaving the rest farther behind ability wise.

Druid:
-Wild Companion: No: this takes a subclass ability and give it to all subclasses, reducing the balance for those subclasses that already have similar

Fighter:
-New Maneuver options: are fine. Same as expanded spells and fighting styles
-Martial Versatility: No this is basically forgetting hard won skill and replacing with a new one spontaneously Fine for magic, not so much for skills.

Monk:
All monk abilities are fine. They are just new ways to spend existing Ki. Basically an expanded spell list.

Paladin:
-Harness Divine Power: No, as for Clerics
-Martial Versatility: No, As for Fighters

Ranger:
-Deft Explorer: yes, but be aware, this is a replacement ability.
-Favored Foe: Yes, also a replacement ability
-Primal Awareness: Yes, again: a replacement ability
-Druidic Focus: ONLY if you have both the Druid Warrior FS, AND Primal Awareness (you are basically a druid without wildshape at this point.
-Martial Versatility: Only to DROP Druidic Warrior for something less magic and more combat.
-Nature's Veil: A replacement, only if also using Druidic Focus per above.
-Beast Master alternatives are fine IF you have Primeval Awareness, not the replacement.

Rogue:
-Steady Aim: No. This basically gives rogues sneak attack damage every round, as long as they don't move. That's a bit much.

Sorcerer:
-Metamagic Options: Yes
-Sorcerous Versatility Yes. This is just Cantrip versatility with the ability to change up Metamagic options. And changing Magic is built into each class to some degree already.
-Magical Guidance: As with Ki, just another way to spend Sorcery points.

Warlock:
-Pact Boon Option: yes, Talisman Pact is fine.
-Eldritch Versatility is fine, assuming that the Patron even offers the desired New Pact. Genies don't do Chain, for instance. Not until there are Elemental choices. IF a Tome has Find Familiar and becomes Chain, he may keep the old familiar. Going the other way doesn't work, as he still need to learn the spell after the change. Assuming he learns the invocation for Rituals during the change.

Wizard:
All they get is more spells and Cantrip Versatility, both covered above, and both allowed.

This message was last edited by the GM at 03:11, Sun 05 Dec 2021.

DM
 GM, 104 posts
Thu 10 Jun 2021
at 23:35
Point Blank ranged weapons

Note: The PHB, on page 195 gives you Disadvantage if you are within 5' of a hostile creature. This is NOT a target, but just someone (or something) close enough to interfere.

Edit: There has been some discussion about this with me. The short form is: Ranged Weapons are for RANGED combat. When things go to melee, you're using a melee weapon by necessity, as the target is NOT AT RANGE.

PHB page 146,  Second paragraph of the intro for Weapons, just before Weapon Properties, states, in part:
quote:
A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Bold type is the PHB's, not mine.

Of course, the ranged weapon can be used as an improvised melee weapon most times (slings not so much). Or it may actually BE a melee weapon already (spears, daggers, etc).

Also, most spells don't need the extra room a bow or crossbow would. They merely have to deal with the opponent that is too close giving Disadvantage. Assuming the spell has an attack roll rather than a Save DC, of course.

This message was last edited by the GM at 04:44, Sun 12 Dec 2021.

DM
 GM, 105 posts
Sun 12 Dec 2021
at 15:50
What fits in a hand

This seems like common sense to me, but it has actually come up, so I'm required to make a House Rule.

Nowhere in the PHB does it directly say what you can carrying in a hand. Yes, on occasion multiple objects may be possible, especially if mall.

However, IN COMBAT, You need a weapon to be the PNLY object in your hand. If it is a weapon designated two handed, then it is all you may carrying in both hands combined. The exception is a two handed weapon with the ammo tag, in which cade the single piece of ammo being loaded is also allowed. And, technically, that counts as your free action what with having to fetch it from a pouch or quiver and what not.

The PHB defines the "two handed" weapon quality as required two hands to use. Not "one and half hands", not "one hand and whatever room is left in the other hand".

Again, to me this is a common sense reading of RAW, but it's hardly the first time I have reag something differently than another.


Also remember that in3.5, such a limit WAS specifically mentioned for bucklers. I agree that 5e isn't 3.5, but it DOES illustrate that the writers have ralized this particular limit before.
DM
 GM, 106 posts
Sun 3 Apr 2022
at 16:30
Foraging for other than food
This will be a work in progress as different things come up. For now:

Xanathar's crafting and tool rules are used as guidelines. This means about 5 gold worth of the materials being sought will be found.

Foraging for arrow materials, culinary herbs and spices, herbs to make healing potions, etc can be done. Generally Herbalism Tools, rather than survival, is the key skill, but it my vary depending.

-----
Culinary Herbs and spices: Herbalism is the skill, and the herbs desired must exist. Also keep in mind that not every flavoring is an herb, some are food. Onions for instance, are found foraging for food, garlic for herbs. Also, the herb must exist in the area to be found. DC by rarity, using the DMG foraging rules as guidelines.

Herbs for Healing Poisons also use Herbalism.

Wood suitable for Arrowing making is using Survival, with Advantage if trained in both Surviva and Woodcarving. Suitable wood bearing plants must be present, of course..25 copper worth of suitable wood makes 5 arrows. A single day can provide enough suitable wood for 100 arrows.... if that much exists in the area.
DM
 GM, 120 posts
Tue 30 Aug 2022
at 04:31
Training and Jack of All Trades
Apparently Jack of All Trades is supposed to boost initiative and other ability checks made that aren't based on skill or tool training.

It may be canon, but I disagree. It's Jack  of All TRADES. It applies to trades you don't have. Anything a proficiency (including Tool) COULD add to, if you had it.

It's a Houserule, but it's how it seems to me it should work.

Also, JoAT is NOT training, it is odds and ends picked up over time (experience), but it lacks the formal training Xanathar's requires for Synergies
DM
 GM, 122 posts
Sun 16 Oct 2022
at 16:04
Magic item Rarity
This isn't likely to come up much except in a High Magic game, such as Spelljammer or the like, but:

The DMG breaks items of a particular rarity (common, uncommon, rare, very rare, legendary) down into Minor and Major. Xanathar's spells it out and give us the terms and categories for all magic items. It should also be noted that this doesn't apply to common items. They is no Minor or Major Common item, they all seem to be the same.

Basically, Minor items in a category are much more likely to be found by players than Major items, hence are more common. So I am making an assumption: Minor items require much less in the way of exotic components, making them cheaper and easier to make.

While Minor or Major won't affect minimum level to create an item (DMG p129) or time to make it, it WILL affect the cost. Consider Minor items to cost (buying or selling), generally still at least half the usual cost (per consumable items), and possibly more. There may be exceptions if the spells involved require an expensive mundane component, such as a Spelljamming Helm, of course.

Note that none of the above applies to consumables. Not only are they all Minor items (unless I missed one or two) but there are already rules in place for their cost reduction: Half the normal cost for the category.
DM
 GM, 123 posts
Sun 23 Oct 2022
at 17:38
How much is packed around the waist?
What can fit on a belt:
5 items based on what RAW and common sense provides
Dagger and pouch. The basics.
2 weapons, because some folks use them
a spell component pouch because some folks don't (or can't) use a focus.

That's 5 items. if you want 5 pouches, that's fine, but you're lacking weapons. Unless there's something nasty in one or more of the pouches.

Anything beyond that is just over the top. Even the numbers above could be pushing it, but two weapon combat requires light weapons, which helps.