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scootloops

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  1. You can only concentrate on one spell/ability at a time. Think of it like trying to solve a really hard math problem with one hand and painting a masterpiece simultaneously with the other.
  2. I think that would be a good idea, though I'm not sure I want to risk the leyline disruption on a summon just yet. We've got our stuff covered in the Bag of Holding for the moment.
  3. 1. I’ve always done that, so that’s what I’m going with. 2. normal damage 3. I’ll think about it 4. long rests recover hp as normal if we don't take the hit dice rule, unless you’re in the haze. Don’t wanna be take a long rest in the haze unless you don't have a choice, its gonna be a bad time.
  4. Gotcha, would you prefer yes/no for all? Are there some missing? I think I got all 4 that are up for vote.
  5. Changing the start date to Monday, May 20th EST. are you going to join us?
  6. Alternate Hit Dice: You may only use 1 hit die to recover HP during a short rest You roll your remaining hit dice during a long rest to recover HP, instead of automatically gaining all of it back If your roll exceeds your HP max, gain that many temporary HP for the next day, up to a max of 10.
  7. Wound Points When an adventurer suffers a major wound, it can sometimes take a lot more than an elixir or a magic wave of the hand to mend it. Wounds impose the same disadvantages as exhaustion, and have the same six point system. They also STACK with exhaustion points, but they are removed differently. Monsters and NPC's also follow this system. Acquiring Wounds If your HP drops below 1/2 of it's maximum between long rests, take a wound point If a 1 is rolled on a saving throw, even for INT, WIS, and CHA. If an attack roll beats the AC by 10 If a critical attack does max damage Removing Wounds A healing spell or elixir can be used to remove an injury point, at the expense of regaining lost HP. So you either remove 1 point, or gain the noted HP back. If using an HP pool such as a paladin's Lay On Hands pool, at least 10 points must be spent to remove 1 wound point. A full day between long rests where you don't gain any more injury points will remove all wound points acquired. Using half your hit dice during a long rest to regain HP will remove 1 point.
  8. Healing Fixed SKILL: Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion, evaluate other’s wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death. With a successful DC 10 Wisdom (Medicine) check you can stabilize a dying character at 0 hit points. Medicine may also be used to provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by someone proficient in the Medicine skill, they make their recuperation saving throws (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage. EQUIPMENT: Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. If you are proficient in Medicine and expend one use of a healer’s kit, you may make a DC 10 Wisdom (Medicine) check to bring the creature to 1 hit point. (If you fail the check the creature is not stabilized.) During a long or short rest, someone proficient in Medicine may expend one use of the healer’s kit and make a DC 10 Wisdom (Medicine) check to restore 1d4 hit points to a creature or a DC 15 Wisdom (Medicine) check to restore 1d8 hit points (must decide which one prior to rolling). The ‘healer’ may do this a number of times equal to their proficiency bonus per short rest and two times their proficiency bonus per long rest. A creature may only benefit from this once per 24 hours. The ‘healer’ may not do this on themself. (The ‘healer’ doing this on more than 1 person, may not gain the benefit of the short rest. The ‘healer’ doing this on more than 2 people, may not stand watch on a long rest or they lose the benefit of the long rest.) If you expend one use of a healer’s kit to treat a poisoned or diseased creature, they make their recuperation saving throw (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage. FEAT: Healer. You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: You have advantage on all Wisdom (Medicine) checks. When you expend one use of a healer’s kit to stabilize a dying creature, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points. (If you fail the check the creature is not stabilized.) As an action, you can spend one use of a healer’s kit to tend to a creature that has at least 1 hp, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points + additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. You may not do this on yourself. DOWNTIME: Recuperating. You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. If you are treated by someone proficient in the Medicine skills, you have advantage on this saving throw. On a successful save, you can choose one of the following results: End one effect on you that prevents you from regaining hit points. For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. (Written by Chris Perkins with modifications)
  9. Crunchy Criticals When you roll a successful critical strike, instead of doubling the dice, assume maximum damage for the second damage die(s). When you roll a critical failure on any attack roll, you damage the nearest ally within reach, or yourself if there is no one within reach. For ranged attacks, choose an ally this would reasonably hit based on your line of sight, or yourself if there isn't anyone NPC's and Monsters follow this rule Example 1: Your attack does 2d6+4 Damage. On a critical, you roll [2,4] on the d6's, and assume [6,6] for the second roll, totaling 18 on the dice, and 4+4 on damage bonus, for a total of 26 Example 2: Sarah failed her crossbow attack roll, her bolt goes wide and strikes her ally Uzgath, who happens to be in melee with Sarah's target.
  10. Good catch, I originally meant every 4 levels, but I changed it to L6 and L12. I'll make sure that's clear. This is a house rule the originated in live games and usually you get your hand of god reset on your birthday. I'm sure we'll be playing for more than a year with the level development track, but I wanted to make sure you got some extra if we get a good pace going. Crunchy critical works for me. If I understand you correctly: d8 roll comes out as a 5, and the extra damage from the critical hit would be max, so 8, for 13 total? I'm okay with that. I'll make a post (eventually)
  11. Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | Taborlin mulled over Willoeveil's words for a moment. ...axe and swords won't work...yet '"it" and a little push will do...is "it" the same items?...no...probably a key... "We cannot cut the door open, 'it' and a little push probably reference a key or lever of some kind. Those who fought and died, it is telling us there was a key up at the fort, wherever that is, or that the key is here, 'close at hand'". Taborlin just took a hand and pressed it against the doors, positive they wouldn't just open. As she touched the cold door another thought passed by. "Sword and Axe won't help you through, maybe that refers to the passage behind the door, and not the door itself." She finally took a few steps back and asked Deirdre to let her pull something out of the bag. She reached in and grabbed her travel journal and a bottle of ink and sat down on the ground, sketching out the full picture of where they were. She was sure her colleagues had their own ways of recording this moment, more accurate too, but she wasn't recording this for scientific work, she wanted to show her daughter what she saw when she told her the story of this adventure. If she managed to find a clue the others missed, all the better. No sooner does she sit down though, and the doors rumble open and she jumped up, ready to fight anything that should come out of the void behind the ornate gateway. When nothing comes, she relaxes and picked up her things. "Huh. Did any of you do that?" She inquires. Mechanics Main Hand: - Off Hand: - Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Sketching the wall Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Summoned Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 15/540 (pack saddle only) | +180 (Tabs weight)+Carried Weight (Items) when mounted
  12. As in all games I run, I have a house rule called Hand of the GM, adjusted as needed depending on the adventure. Rule: Description: Whenever you want and within reason (see below), you may call forth the Hand of God to save your character from certain death, negate a particularly bad saving throw outcome, succeed at an important skill check, avoid a deadly fight, or other such monumental events. You only get one of these at the start, then at level 6 and then level 12, and they don't stack. This must be used as a reaction. So you can't precog and save a good outcome for later, you have to decide to use it on the spot. It may not be used to kill any NPC or monster for any reason, directly or indirectly. Use examples: Save your character from certain death Succeed a failed saving throw Remove a disease Reset your corruption/exhaustion/injury points to 0 Succeed a failed skill check Negate an enemy saving throw Counterspell any spell, including "counterspell" Avoid any random encounter (can't use it to avoid a story-driven encounter) You start the game with 1, it does not expire, nor does it stack. At Level 6 and Level 12, you regain a hand of the GM if you don't have one anymore from using it. All ideas are up for discussion, just be reasonable in terms of what the game is about and I'll probably allow it. The idea is to think of as a metagame miracle to save your butts when you really need it
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