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Kuso House Rules

Jun 25th, 2020 (edited)
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  1. Houserules
  2. -Initiative- Initiative is proximity-based focused around the center of action. Those who are closest to the middle go first, and those further away go later.
  3. -Turns- You get one minute to decide your action. If you have not made your choice by then, you will make a basic attack/cantrip that does not use up any resources.
  4. -Opportunity Attacks- You will be able to make opportunity attacks only on enemies with whom you are engaged in melee combat with. If an enemy passes by that you have not made a melee attack against, you will not get an opportunity attack. You only need to make one, and that enemy will count as engaged until they leave your melee range, disengaged or not. The same applies for enemies. It is suggested that characters with multiattack attack multiple targets so as to better lock them down, if that is your playstyle.
  5. -Persuasion and other Charisma skill checks- I will request that you make an attempt to roleplay your intentions rather than simply rolling for a result you want. This is a roleplaying game, and you as the player do not make the decision to roll the die. I, as the DM, act as the referee and am the one to request you roll a die. If you want something from someone, or are trying to convince them of something, I will ask that you make your case first. If it seems reasonable, they will do as you ask. If it seems doubtful or challenging, I will ask for a roll.
  6. -Multiclassing- If you wish to multiclass, it will be necessary to find a trainer in that class in addition to having the ability scores required to multiclass. Learning this new class will take some time, and you should be prepared to engage in long-term downtime if you wish to do so.
  7. -Attunement slots are equal to your proficiency modifier.
  8. -Leveling up will require a long rest in order to advance. If you are in a safe area and are not interrupted, then you will advance in level. Some features, such as new wizard spells, will require additional real time to complete. You do not wake up with more spells in your spell book.
  9. -Thrown Weapon Range- Thrown weapons' ranges will increase by an amount equal to 5x your STR Modifier. You can use your bonus action to double the range, though you can only use this once per round.
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  11. Spell adjustments-
  12. Friends and Charm Person no longer cause the target to know that they were enchanted once the spell ends. They will only be aware that they were enchanted if they pass the saving throw. If you cast the spell in front of them without any effort to disguise it or do so stealthily, they will have advantage on the saving throw.
  13. Sacred Flame is renamed to Piercing Light, because I'm tired of people thinking it deals fire damage and I like this name better.
  14. For similar reasons, Chill Touch will be renamed to Grave Touch.
  15. Lesser Restoration's casting time is increased to 1 hour. This is to emphasize a tone of survival and choice to take time to cast a spell to undo something, rather than casting it right away and being out a spell slot.
  16. Remove Curse is a 5th level spell. Similar to Lesser Restoration, the idea of a curse being undone easily is offensive to me, especially in the case of lycanthropy. If this is being cast to undo a curse spell, it automatically dispels curses of 5th levels or less.
  17. Witch Bolt- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and sustained damage increases by 1d12 for each slot level above 1st. For each turn that you continue to use the spell on the target, the damage decreases by 1d12 until it is reduced to 1d12.
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