Bane of Worlds House Rules mit spil

Altered Wild Magic Sorcerer

 

The following is the Class Features of the Wild Magic Sorcerer and all features are instead of the ones listed in the Players Handbook. Also the Wild Surge table at the end, is also inserted instead of the one show in the Players Handbook.

Class Features:

Wild Magic Surge:

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher you roll a d20. If you roll a 1, 2 or 3, roll on the Wild Magic Surge table to create a random magical effect. This Wild Magic effect takes place instead of your spell, and you still expend a spell slot.
If you cast your spell with Metamagic options, they also take effect on the Wild Magic Surge, and any sorcery points used on the spell are still expended as normal. If the Metamagic effect cannot be applied to the Wild Magic Surge effect, the sorcery points are not expended.

Tides of Chaos:

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, you can choose to have a sorcerer spell you cast be an automatic Wild Magic Surge, as if you rolled a 1, 2 or 3 with the d20, as stated above. You then regain the use of this feature, after the Wild Magic Surge’s effect has run its course (if the effect is permanent then you regain the use of this feature instantly).

Additionally you can willingly unleash Wild Magic through this feature to try and harness the magical energy and restore some of your sorcery points. You expend the use of this feature as normal, but it now takes an action, and instead of gaining advantage on a roll, you roll on the Wild Magic Surge table and the effect takes place at once. You then regain a number of sorcery points equal to a spell level you choose when you use this feature. The spell level must be of a level you are able to cast with sorcerer spell slots, as indicated by your Sorcerer class level, and the level you choose is also the spell level used to determine the spell level of the Wild Magic Surge effect.

Bend Luck:

As stated in the Players Handbook page 103.

Controlled Chaos:

As stated in the Players Handbook page 103.

Spell Bombardment:

As stated in the Players Handbook page 103.

 

 

 

 

Wild Magic surge table:

The spell level of the sorcerer spell you cast, when the Wild Magic surge happened, is the spell level of the Wild Magic Surge effect, if applicable. Also the saving throw DC of the Wild Magic Surge effect, is the same as those against your normal spells, using your charisma modifier plus your proficiency bonus +8. Roll d100.

1-2 Hold Person spell is cast on You.
3-4 Roll twice more on this table and both effects take place at once.
5-6 In an unoccupied space 5 ft. from you a 5×5 ft. Hadars Hunger spell is cast.
7-8 In an area 20 ft. radius centered on you the surface becomes covered in ice for 1 min. This makes it very slippery and all creatures in the area must succeed at an Acrobatics skill check or a Dexterity saving throw or fall prone. Creatures in the area must make this save at the beginning of each of their turns for as long as they are in the icy area.
9-10 A loud explosion sound occurs at your space and the you are flung 10 ft. pr. spell lvl, backwards and is knocked prone.
11-12 You gain 5 temporary hit points pr. spell lvl. and for as long as you have Temporary hit points you glow with a blue light as luminous as a torch.
13-14 All creatures within 15 ft. of you gets covered in faintly blue-glowing dust, which makes it easier to attack them and all attack rolls against those covered in the dust has advantage. It takes 1 action to brush of the dust. You are also affected by the dust.
15-16 A flash of light extends from you and all creatures within 30 ft. of you are healed for 5 damage pr. spell lvl. Undead takes the same amount of damage, but can make a constitution saving throw for half damage. You are also affected by this effect.
17-18 Blue flames engulf you and you take take 1d6 fire damage pr. spell lvl. You can make an Arcana skill check against the spell DC and if you succeed, you only take half damage.
19-20 Tasha’s Hideous Laughter spell is cast on you.
21-22 You are overwhelmed with drowsiness and can only take 1 action each turn (no bonus or move actions) for 1 + spell lvl. turns.
23-24 Your clothes, armor and equipment turns blue and is covered in transparent goo.
25-26 You cast the Thunderwave spell.
27-28 Sleep spell is cast on you, and affects you first.
29-30 You cast the Mirror Image spell, But all images are completely blue and so does not help, unless the attacked is colorblind.
31-32 In an area 30 ft. radius centered on you it begins to rain heavily for 1 minute. The rain extinguishes flames and drenches clothes and equipment.
33-34 A Magic Missile spell hits you. The missiles are blue in color.
35-36 A hole 10×10 ft. suddenly appears under You. The hole is 10 ft. deep pr. spell lvl. All other creatures than you, who are in the area of the hole can make a Dexterity saving throw or an Acrobatics skill check to jump back to an unoccupied space behind them. If they fail this roll the creatures also fall into the hole.
37-38 A Mage Armor spell is cast on all beings within 20 ft. of you. If you succeed on an Arcana skill check at spell DC the spell also affects you.
39-40 Within 5 ft. pr. Item spell lvl. of you it begins to rain Halfling fist sized blue rocks for 6 seconds. All in the area take 1d6 pr. spell lvl. of bludgeon damage. A successful Dexterity saving throw halves the damage.
41-42 A Confusion spell is cast on you.
43-44 You are Polymorphed as the spell, into one of the following forms as per the spell lvl, for a duration of 1 minute. Spell lvl: 1=Cat, 2=Crocodile, 3=Black Bear, 4=Brown Bear, 5=Dire Wolf, 6=Imp, 7=Polar Bear, 8=Rhinoceros, 9=50% Pseudodragon, 50% Wyvern.
45-46 A Blink spell is cast on you, but it is chaotic and you must make the blink spell check, as stated in the spell description, both at the start of your turns and at the end.
47-48 You instantly sprout big wings of glowing blue flames. You get fly speed 40, but you also take 1d6 fire damage each round from the wings. The wings last for 1 + spell lvl. turns.
49-50 Your eyes glow blue for 1 minute pr. spell lvl. and you can see invisibility, as the spell See Invisibility.
51-52 A Gaseous Form spell is cast on you and you cannot end the spell voluntarily, unless you make an Arcana skill check at spell DC. You can only make one such check each turn and it takes an action to make.
53-54 You seem as if drunk and feel lightheaded and dizzy for 1 + spell lvl turns, and have disadvantage on attack rolls and only half movement (round down).
55-56 You cast the Blur spell on yourself.
57-58 You are infused with wild magic and the next sorcerer spell you cast is an automatic Wild Magic Surge and you do not expend a spell slot when you cast the spell.
59-60 Any weapons held or worn by you gets the benefit of a Magic Weapon spell. For the duration the items glow faintly blue.
61-62 An Entangle spell is cast on you.
63-64 The air around you becomes visibly electrified and shocks you each turn as a Witch Bolt spell, with respect to damage and duration. You can use an action to avoid the damage that turn, and try and succeed at an Arcana skill check at spell DC, to end the effect.
65-66 There is a bright blue light exploding from you and all within 200 ft. of the you gets the Bladeward spell cast on them.
67-68 Nothing happens but you have a feeling that your nemesis or some powerful evil knows where the you are.
69-70 A Command spell is cast on you and you have no save and must take a random command from the spell description. If command is impossible roll again.
71-72 You enter a rage like a Barbarians rage for 1 minute, at your sorcerer level, and you cannot end the Rage voluntarily.
73-74 An Armor of Agathys spell is cast on you. But instead of damaging the attackers, the spell damages you, when you are struck.
75-76 Roll a d4. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink, if it is even you grow.
77-78 A Grease spell is cast on you.
79-80 You teleport to an unoccupied space of your choice within 60 ft. that you can see.
81-82 A Fog Cloud spell is cast on you.
83-84 A Dancing Lights spell is cast as a humanoid figure that follows you for 1 day pr. spell lvl.
85-86 A Vicious Mockery spell is cast on you with no saving throw, and you are sure that the nearest creature made the insults at the you.
87-88 All creatures within 90 ft. of you have the Longstrider spell cast on them. You are unaffected.
89-90 An Unseen Servant spell is cast as if by you, with 1 servant pr. Spell lvl., but you have no control over the servants, and they just follow you around for 1 month pr. spell lvl. You can see the servants as shadowy humanoid beings. As an action, If you succeed at an Arcana skill check at spell DC, you can make the servants turn into a Spirit Guardians spell for 1 turn. After the turn, they turn back to being unseen servants. You can only do this once pr. Day.
91-92 All objects, only objects described in the spell, within 60 ft. of you are hit by a Knock spell.
93-94 A Hex spell is cast on you, and all attacks at you for duration, has the effects of the Hex spell applied to them. You can spend 1 minute to try and end the effect with a successful Arcana skill check at spell DC. You can only try this skill check once per short rest.
95-96 A Darkness spell is cast centered on you.
97-98 A Ray of Frost spell is cast on you. The spell automatically hits.
99 User casts the Find Familiar spell. If already has a familiar, the old one vanishes and a new one is summoned, but this time from the Warlock Pact of the Chain feature list of Familiars. GM decides which type of familiar is summoned.
100 A Flaming Sphere spell is cast on you. The flaming sphere follows you to the best of its ability, and moves at the end of your turn.

Wild Magic Surge effects categorized:

Category Count on table % chance of gaining
Beneficial 9 18%
Hindering 19 38%
Other 22 44%
Sum 50 100%

 

Artisan Tools Craftig – House Rules

 

Crafting as stated in the Php p. 187, makes clear rules for crafting mundane items, already found in the Php. Rules are:

Material cost is ½ the market price.
Each day of work makes a 5 gp. Progress until the market price is reached and the item is completed.
More persons can work together on a single item and each contribute 5 gp. Progress a day.
You can maintain a modest lifestyle at no expense while working, or a comfortable lifestyle at half the price.

The rules listed here are House Rules and meant to add more in-game usage of the artisan tools proficiencies, while only enhancing the usage, and not making it game altering. All items are meant as an inspiration of what types of items one could make. You should be allowed to make new ideas for items and effects, where your GM has the final say.

Alchemist

 

Brewer

 

In addition to be able to make normal alcoholic beverages and non-alcoholic ones, you can also take advantage of your brewing knowledge to make beverages, which have more potent effects and severe drawbacks for the consumer.

Remember that alcohol will at some time make your character become too drunk to function properly. Use your own and your GM’s discretion to decide what is too much for your character.

These are some of the known beverages, more could easily be available:

Beverage Consumption effect Drawback Market Price
Dwarven Warstout,
1 pint (ca 500 ml.) Alcoholic %20.
Gain +1d10 temporary hit points for 2 hours. Gain the Poisoned condition (a Constitution save at the beginning of your turn DC 15, makes the Poisoned condition subside for that turn). Too much stout, could render your character incapacitated. 10 gp.

(crafting time +1 month of fermenting)

Orcish Mushroom Ale,
1 pint, Alcoholic %8.
Go into a Rage, like that of a Barbarian lvl=proficiency bonus of brewer, but without the damage resistance, for ½ hour. See Rage description, and afterwards you get one level of exhaustion. 5 gp.

 

Dragons Brew,
1 pint, Alcoholic %18
Become immune to the frightened condition for ½ hour. Gain the Poisoned condition (a Constitution save at the beginning of your turn DC 15, makes the Poisoned condition subside for that turn). Too much brew, could render your character incapacitated. 10 gp.
(crafting time +1 month of fermenting)
Hearthwarm Ale,

1 pint, Alcoholic %11

If consumed while in a short rest, gain +1 hp back from each hit dice used in the short rest. Can be consumed up to three times granting a total of +3 hp pr hit dice. Drawback if x pints are consumed, previous also applies:

1 pint = For 2 hours your reaction is lessened, you gain -1 to initiative rolls.

2 pints = For 2 hours your movement is somewhat sluggish, you gain -5 movement.

3 pints = For 2 hours your dexterity is lowered by 2 points.

15 gp.

(crafting time +2 months of fermenting)

 

Calligrapher

 

Carpenter

 

As a carpenter you can fashion things out of primarily wood. In addition to the crafting of wood, planks etc. you also gain these abilities with your carpentry:

On page 128 of the DMG is given the prices for building stronghold buildings. You are able to construct and oversee the construction of the given buildings, in wood only, with no cost, other than transportation of materials, payment to workers and cost of supplemental materials, like nails, tools etc, at the cost of 1% of the price listed in the DMG, if you have a reliable source of wood, like a forest. You can work and oversee this construction, and every week of work you can plan it, so that you get 1 day where you can do something else. For instance, if a construction takes 8 months, you can take 8 days out of the construction and do something else, like spelunking, without taking time out of the total completion of the project. You must have at least 2 other workers on the project, to be able to do this. In this way you can also build and oversee other wooden projects, like normal houses, cottages, walls etc. Discuss price and time with your GM.

You can also fashion makeshift cover out of wooden furniture, doors etc. If in a dungeon for instance and you have a wooden door and a table, you could create a makeshift wooden cover, and use it for instance against archers, traps or the like. The cover would then provide at least half cover, but could give up to full cover, at the GM’s discretion. Making such a cover takes about 10 minutes. You have to have a carpenters tools to be able to make it. In much the same way, you could also craft makeshift bridges, latters and the like.

You can also give a rough estimate about age and durability of wooden object, that are crafted, as well as the type of wood used. You could for instance identify a shaky wooden bridge and where one might want to avoid stepping, the type of wood used for a very old table and the like. You can also identify weak spots on wooden objects, doors for instance. If you succeed at a carpenters tools check DC 15, you can give yourself or another, your proficiency bonus on a check made to break the object, knock it down etc. The GM can rule that a given object has no weaknesses, and is therefore considered a masterwork type of wooden object.

You can make masterwork wooden objects. This requires double the time to craft, and gives the item no weaknesses, as described above and x1.5 hit points.

Cartographer

 

Cobbler

 

Cook

 

Glassblower

 

Jeweler

 

Leatherworker

 

Mason

 

As a mason you can fashion things out of primarily stone. In addition to the crafting of stones, bricks, walls etc. you also gain these abilities with your masonry:

On page 128 of the DMG is given the prices for building stronghold buildings. You are able to construct and oversee the construction of the given buildings, in stone only, with no cost, other than transportation of materials, payment to workers and cost of supplemental materials, like nails, tools etc, at the cost of 1% of the price listed in the DMG, if you have a reliable source of stone, like a quarry or stone ruin. You can work and oversee this construction, and every week of work you can plan it, so that you get 1 day where you can do something else. For instance, if a construction takes 8 months, you can take 8 days out of the construction and do something else, like spelunking, without taking time out of the total completion of the project. You must have at least 2 other workers on the project, to be able to do this. In this way you can also build and oversee other wooden projects, like normal houses, cottages, walls etc. Discuss price and time with your GM.

You can also give a rough estimate about age and durability of stone object, that are crafted, as well as the type of stone used. You could for instance identify a shaky stone bridge and where one might want to avoid stepping, the type of stone used for a very old statue and the like. You can also identify weak spots on stone objects, doors for instance. If you succeed at a masons tools check DC 15, you can give yourself or another, your proficiency bonus on a check made to break the object, knock it down etc. The GM can rule that a given object has no weaknesses, and is therefore considered a masterwork type of stone object.

You can make masterwork stone objects. This requires double the time to craft, and gives the item no weaknesses, as described above and x1.5 hit points.

 

Painter

 

Potter

 

Smith

 

Tinker

 

From the Wikipedia and forums, it is clear that tinkering involves the construction, repairing and identifying mundane items. The Rock Gnome is a little more complex, as they are described to be able to make more fantastical creations. So this is my view on the possibilities of Tinkering.

First of all Tinkering should not do more than enhancing some game aspects. They should not be superior to class traits or feats, and should only give a real benefit when used with creativity, or only give minor benefits for a very limited period of time.

In addition to the ability to mend items and make mundane items, the tinker can also enhance on items, and add things together. This is something all tinkers should be able to do. Therefore the Rock Gnome tinker can make all the normal tinker stuff, plus gets access to more advanced stuff. The GM could introduce a ‘formula’ mechanic in the game, where a tinkerer must have a formula to make some stuff, which is more powerful. And that non gnome tinkerer, could get formulas to creating the gnome stuff.

The items presented here are meant as a guideline, and more items with the same idea should be a possibility to craft.

Tinker possibilities:

Item Market Price
Acid Ammunition 30 gp.
Fire Ammunition 55 gp.
Flaming Hunting Trap 90 gp.
Oil-fire 60 gp.
Holy Ammunition 30 gp.

 

Acid Ammunition: You attach a vial of Acid to an ammunition (arrow, bolt, dagger, hand axe, javelin, light hammer, spear, trident), made in such a manner, that the contents of the flask will splash onto a target hit by the ammunition. The flask is destroyed even if the ammunition does not hit its target. If it does hit its target, the target takes 2d6 acid damage, in addition to the damage from the ammunition. Shooting an ammunition with a flask attached is more difficult, and you divide the range of the weapon with 3 (round down). The cost is for one piece of ammunition.

Fire Ammunition: You attach a vial of Alchemist’s Fire to an ammunition (arrow, bolt, dagger, hand axe, javelin, light hammer, spear, trident), made in such a manner, that the contents of the flask will splash onto a target hit by the ammunition. The flask is destroyed even if the ammunition does not hit its target. If it does hit its target, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 dexterity saving check to extinguish the flames, in addition to the damage from the ammunition. Shooting an ammunition with a flask attached is more difficult, and you divide the range of the weapon with 3 (round down). The cost is for one piece of ammunition.

Flaming Hunting Trap: You attach a vial of Alchemist’s Fire to a Hunting Trap, so that when the trap is triggered the vial also breaks over the targets feats and legs, and burst into flames. The target takes the normal damage and effect from the trap, but also the effects of an Alchemist’s Fire. A new Alchemist’s Fire can be attached to the trap for the cost of an Alchemist’s Fire.

Oil-Fire: You combine an Oil flask, with an Alchemist’s Fire vial, to make a more potent burning concoction. You can throw the concoction up to 15 ft. and if it hits its target, the oil splatters over the target and then ignites via the Alchemist’s Fire. The creature therefore takes both the effect of the oil and the Alchemist’s Fire. The concoction is used even if you did not hit your target, and a random 5 ft. square near the intended target bursts into flames, as per the Oil burns description in the Php. You can also try and throw the concoction of a square in range, to make the square burst into flames.

Holy Ammunition: You attach a vial of Holy Water to an ammunition (arrow, bolt, dagger, hand axe, javelin, light hammer, spear, trident), made in such a manner, that the contents of the flask will splash onto a target hit by the ammunition. The flask is destroyed even if the ammunition does not hit its target. If it does hit its target, the target takes 2d6 radiant damage, if it is a fiend or undead, in addition to the damage from the ammunition. Shooting an ammunition with a flask attached is more difficult, and you divide the range of the weapon with 3 (round down). The cost is for one piece of ammunition.

 

Rock Gnome Tinkering possibilities:

Item Market Price
Sun Sphere 60 gp.
Crawling Hunting Trap 40 gp.
Holographic Eye 100 gp.

 

Sun Sphere: You manufacture a metal sphere filled with illuminating matter and an Alchemist’s Fire. You can then set the sphere to open up after 1 round, making the contents burst into flames, providing bright light in a 40-foot radius, and dim light for an additional 30 feet. The sphere can be thrown up to 30 ft. and if the surface permits it, will roll an additional 10 ft. before stopping. Once the Sun Sphere is used it is destroyed. There is a 10% chance that the Sun Sphere just explodes in a puff of smoke where it lands, granting no light.

Crawling Hunting Trap: This Hunting Trap has four mechanical legs. Once it is winded and set, the trap can move 20 ft. in a straight line. It will set where it ends after the 20 ft. and work just like a normal Hunting Trap. The trap can be rewinded and used again. It can also be combined with the Flaming Hunting Trap, for an extra 60 gp. Cost. The trap weighs an additional 15 pounds.

Holographic Eye: This is a human fist-sized metal eye, with a flat surface on the back of the pupil, so it can be set down on a level surface, and has the eye pointing upwards. A user can then use an action to activate the eye, and a preset illusion is formed over the eye in a 5 ft. square, with a maximum height of 5 ft. The illusion must be a mundane thing, like a big rock, a knocked over table, a pile of dirt. The Holographic Eye can make a single illusion, like that of the spell Minor Illusion, and the illusion works the same way. You must specify what the illusion is, when you make the item, and it can ever only show that illusory image. The Holographic Eye is expended when used, but can be reset if a Tinker spends 70 gp. And at least 2 days of work on the Holographic Eye. There is a 15% chance that the Illusion does not show the correct image. The image then presented should be similar to the intended one, but with a clear disadvantage. It could be the creator wanted to show a big rock, to hide behind, but the image is that of a big flat rock, providing no concealment what so ever. If the Holographic Eye is defect in this way, it can only be reset to show the same image.

 

Weaver

 

In addition to being able to weave cloth and straw, you are also able to quickly make makeshift clothes out of rags. Where non-professionals would have a hard time making weather-resilient clothes out of rags, you are able to stich and weave rags together, to make wearable clothes, which also offer some protection against the elements. This could come in handy, when captured, enslaved or the like. Having a Weaver making makeshift clothes, grants the Weavers proficiency bonus to ability checks related to the harshness of inadequate clothing. You can also weave makeshift rope out of straw, bark, clothes or rags. These ropes should be considered very durable. Make a Weaving tools check at DC 5, and if succeeds, the rope is as durable as a normal hemp rope, for a limited period of time (like 1 hours of usage).

Also, as a Weaver you are able to fashion protective gear out of straws and grasses. You have the ability to weave straw and grass armor. These armors are quite durable, but they have to be constantly refitted and repaired. Therefore after each encounter, the armors lose 1 point of armor class, unless a skilled Weaver takes 5 minutes to readjust and repair them. The spell Mending can also be used to make the same repairs, but after a full day of encounters, the armor has to be refitted to the person. Until such time the armor gives the wearer disadvantage on dexterity checks.

Armors

Name Armor bonus Stealth checks Weight Market Price
Light Armors        
Straw Vestment 12+dex Disadvantage 15 lb. 10 gp.
Medium Armors        
Straw Tunic 13+dex (max2) Disadvantage 45 lb. 25 gp.
Heavy Armors
Straw Bodysuit 15 Disadvantage 60 lb. 80 gp.
Shield        
Straw +2 Disadvantage 12 lb. 8 gp.

 

Straw Vestment: A vestment made of straws and strings, covering the torso and shoulders.

Straw Tunic: This straw armor covers both the torso, shoulders, upper arms, and upper legs.

Straw Bodysuit: This straw armor covers the whole body, and even features a straw helmet.

Straw Shield: This is essentially a ball of straw or hay, weaved to be more flat than a normal cube. It is heavy and the wearer can’t sneak as easily with the large straw shield. It has to be mended after each encounter, but does not have to be refitted.

As a weaver you can also make straw cottages, furniture, huts and the like. If you have a steady supply of straw and or grass, the cost for making such project should be very low, only taking into account the cost of living and workers payment. You can work and oversee this construction, and every week of work you can plan it, so that you get 1 day where you can do something else. For instance, if a construction takes 8 months, you can take 8 days out of the construction and do something else, like spelunking, without taking time out of the total completion of the project. You must have at least 2 other workers on the project, to be able to do this.

Woodcarver

 

Same as Carpenter, though the tools differ, but the craft is essentially the same, with respect to in game usage (For instance a Carpenter might rely more on workers to do the woodcarving, where a Woodcarver would rely more on workers to the carpenting. Theirs knowledge of wood, would be about the same).

 

Herbalist

 

Poisoner

 

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